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Anyone still grinding Frontier Defense or just looking for a solid PvE base for Titanfall? I've been digging through a project originally designed for PvP and ported the logic specifically for Frontier Defense (PvE). It has the essentials — pSilent and ESP — but as anyone who's messed with the Titanfall engine knows, the transition from PvP to PvE isn't always a walk in the park.
Initially, I hit a wall with mid-game crashes. We're talking null pointer and out-of-range exceptions that would pop up right when the AI waves got intense. I've spent some time narrowing down the instability in the lobby and mid-match loops. It's much cleaner now, though after 4 or 5 consecutive matches, you might still see a rare crash instance — likely an entity list overflow when the game scales up the wave count.
Features Included:
If you're going to compile this, keep an eye on your dereferencing. If you catch a crash, don't just complain — check the entity loop. The PvE class IDs can be finicky compared to standard PvP pilots, and that's usually where the null refs hide.
Anyone else tweaked the Titanfall entity list for PvE lately?
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Initially, I hit a wall with mid-game crashes. We're talking null pointer and out-of-range exceptions that would pop up right when the AI waves got intense. I've spent some time narrowing down the instability in the lobby and mid-match loops. It's much cleaner now, though after 4 or 5 consecutive matches, you might still see a rare crash instance — likely an entity list overflow when the game scales up the wave count.
Features Included:
- pSilent (Silent Aimbot) — specifically tuned for AI targeting logic.
- ESP — tracks Titans and infantry across the Frontier Defense maps.
- PvE Logic — filters adjusted to prioritize AI entities over standard pilot structures.
If you're going to compile this, keep an eye on your dereferencing. If you catch a crash, don't just complain — check the entity loop. The PvE class IDs can be finicky compared to standard PvP pilots, and that's usually where the null refs hide.
The logic swap requires checking for specific AI entity flags that don't exist in standard matches. If you're building this out further, I'd recommend adding a check for the wave state to prevent the ESP from trying to draw on non-existent entities during the transition between rounds.
Anyone else tweaked the Titanfall entity list for PvE lately?