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1971 Project Helios [1.0.0.0] (GOG)
Posted: Thu Jun 11, 2020 6:58 pm
by happyTugs
enables DevMenu.
let me know if it enables for steam or if you would like more options.
options:
enable DevBuild
– start a new game with all equipment
– go-to any level in the story
– cheat (unlimited moves, godmode?, and other things)
– insta-kill enemies
– skip combat
– console (not sure how that's toggled)
– a lot more stuff i don't care to list
Code: Select all
how to enable, one might ask?
1. go to main menu
2. tick 'enable DevBuild' in the table
if dev menu appears, skip the below steps
3. load a game and exit
4. dev menu should appear above 'New Game'
for insta-kill, cheat, console, and whatnot,
load a save and go to settings.
*best to activate table on game startup*
1971 Project Helios [1.0.0.0] (GOG)
Posted: Sat Jun 13, 2020 5:24 am
by pino44io
Cool! Say, is there something for screenshotters? Freecamera or something?
1971 Project Helios [1.0.0.0] (GOG)
Posted: Sat Jun 13, 2020 9:47 pm
by happyTugs
actually, there are some member functions that pertain to something of the like.
[SPOILER="for example"]probing around in ILSpy brought up this relevant class..
[CODE=csharp]// FreeCam
using UnityEngine;
public class FreeCam : MonoBehaviour
{
public float movementSpeed = 10f;
public float fastMovementSpeed = 100f;
public float freeLookSensitivity = 3f;
public float zoomSensitivity = 10f;
public float fastZoomSensitivity = 50f;
private bool looking;
private void Update()
{
float d = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? fastMovementSpeed : movementSpeed;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
base.transform.position = base.transform.position + -base.transform.right * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
base.transform.position = base.transform.position + base.transform.right * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
base.transform.position = base.transform.position + base.transform.forward * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
base.transform.position = base.transform.position + -base.transform.forward * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.Q))
{
base.transform.position = base.transform.position + base.transform.up * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.E))
{
base.transform.position = base.transform.position + -base.transform.up * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
{
base.transform.position = base.transform.position + Vector3.up * d * Time.deltaTime;
}
if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
{
base.transform.position = base.transform.position + -Vector3.up * d * Time.deltaTime;
}
if (looking)
{
float y = base.transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
float x = base.transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
base.transform.localEulerAngles = new Vector3(x, y, 0f);
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
StartLooking();
}
else if (Input.GetKeyUp(KeyCode.Mouse1))
{
StopLooking();
}
}
private void OnDisable()
{
StopLooking();
}
public void StartLooking()
{
looking = true;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
public void StopLooking()
{
looking = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}
[/CODE]
[/SPOILER]
whether or not I can successfully call said functions is of an entirely different matter as I am still learning how to interface with the unity engine's api. in the meantime, would there be anything else?