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the post was ment to both of you... i just quoted you. relevance part to each of you :)
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pointers can crash a game. depends on what you are doing with the pointer and where it came from.
if your 'pointer' which was captured from a code snippet is still pointing to memory which is no longer reserved for the game or it is pointing to something that is no longer being used, then writing to your captured pointer can have unintended results. i didn't look at your code or reverse your options. i am just saying- best, Cal |
That error/crash is way too generic. There's no way anyone can say specifically what that is pointing too. If it was an overclock, you would probably get a complete system freeze or reboot rather than a nice game crash. That could just be a compatibility issue with the game. That's my bet.
*EDIT* - Just read Cal's after I posted. I can vouch for that ^. You may think you have the most stable, always-on pointers, but the truth is at some stage they 'will' become invalid (such as during a level change). At that point, if the trainer is still trying to fire a value into that location it may well cause a crash. The pointer might temporarily point to another memory address during that time. With even the most simplest code-injection (where you could still use pointer-paths) you could perform at least a simple compare against it. Make sure you don't write to it, unless it's the right bit. Pointers are not infallible, and have other downsides too, such as not been able to provide true god mode etc. |
help
um i guess this is kinda a noobish question but i am new to this stuff
How exactly do i use it??? Some instructions would be nice |
Thread closed until further notice; don't open another.
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