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1971 Project Helios [1.0.0.0] (GOG)

Posted: Thu Jun 11, 2020 6:58 pm
by happyTugs
ImageImage

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?