Page 1 of 1
Reason for Lua scripting vs. more "traditional" approaches.
Posted: Mon Oct 30, 2023 3:04 am
by ParasiteDelta
So, I understand that you can script tables using Lua, but my question is why? I was admittedly taught the more primitive way for isolating variables, where you just manually track down pointers to your addresses, but the reason for using Lua just escapes me logically when it comes to common hunting. Is it easier or more direct in some way? Can you create tables for Unity and Unreal games in the same way that you would for an older game, with no immediate concern for using e.g. the Mono dissection tools?
Learning how to use the Lua scripting functionality is one thing, but I guess I'm just confused on why I would logically use the Lua scripting approach rather than go hunting for pointers manually. And forgive the disjointed post, but I figured that I would ask the more experienced people, since I just dabble.
Re: Reason for Lua scripting vs. more "traditional" approaches.
Posted: Mon Oct 30, 2023 4:31 am
by ParasiteDelta
Welp, after some dissection of a scripted table for Watch Dogs 2 (thanks, guy), it finally clicked in my head, and holy SH!T is this nice. I don't know why, but I guess I just never heard of the active benefit towards making scripted tables rather than seeking everything out by hand, let alone the simplicity. Granted, you do have to know some assembly and Lua, but both of those are easy to learn the basics of in about an hour or less. Sorry for kinda spewing here, but I think an overlooked thing when it comes to bringing people into this is the logic behind each choice, the reasons for learning or doing X, Y, or Z.
Re: Reason for Lua scripting vs. more "traditional" approaches.
Posted: Sat Nov 18, 2023 3:46 am
by mece
When it comes to complex automations, such as traversing dynamic data structures, coding in ASM becomes longer than coding in Lua.
Also, sometimes you need to add a graphic overlay to the game. I would not dare to code this on ASM.