Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »

SunBeam

SunBeam

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Game Name: Batman: Arkham Knight
Game Vendor: Steam
Game Version: 1.0
Game Process: BatmanAK.exe
Game File Version: 1.6.2.0

https://store.steampowered.com/app/208650/

Credits:
El Rayo del Sol


Bullshit:

While fags bitch over MK11 and grinding OCDs, as well as bypassing flaunts keep going on, I've taken a nice detour. Yeah, starting this with a fucking smug attitude (thought you got used to; if not, you better). I've been meaning for a while to tackle UE3 x64 and with that in mind I set off to further destroy some of the AAA games that have been out across time, that are UE3 x64 and for which no one fucking dared to come up with what you'll see in the below. Then when I start some fight over public forums, I'm told "I trained 231739127 titles while you're slowly taking 1 down". Well, fuck you, you haven't fucking done the things I do. And Unreal isn't the only Engine I've handled. But heh, each to their own, I say. I don't have a business to maintain, but I do have a reputation I earned through hard work. Regardless of HOW MANY FUCKING GAMES I TRAINED.

So, d3d9.dll is a proxy DLL (info here). The purpose it's been built like this is so the game automatically picks it up once dropped in the folder where the .exe is. You can view it as an automated loader. I've tested this only on Windows 10 x64, so if you come across crashes, let me know. It might have to do with exports that are available in d3d9.dll on your OS (e.g.: Windows 7 x64) and not on mine. Easy to fix.


Library:
[attachment=1]d3d9.zip[/attachment]



Instructions:

1. Download the d3d9.zip and place the DLL in your \Binaries\Win64 game folder (e.g.: D:\SteamLibrary\steamapps\common\Batman Arkham Knight\Binaries\Win64). Basically where BatmanAK.exe is.

2. Run the game and pass the frontend screen, pressing any key. Now press Tilde (~) key (the key next to `1` key on your keyboard) and see if this happens:

If that doesn't happen for you, read the below:

3*. Head to DLC\356474\Content\BmGame\Config folder (e.g: D:\SteamLibrary\steamapps\common\Batman Arkham Knight\DLC\356474\Content\BmGame\Config) and create an empty text file. Call it BmInput.ini. Note that if your Windows OS doesn't have extensions visible, your file will actually be called BmInput.ini.txt. Just in case "it doesn't work".

Then open it up and paste the below:
Code:
[Engine.Console]
ConsoleKey=Tilde
TypeKey=Backslash
Save the file.

4*. Run the game again and try it out. You can change the keys as you please in the above.

For those curious WTF I did in the source code, please see it attached here:


Source:
[attachment=0]d3d9_source.zip[/attachment]



I've managed to comment as much as I could. You will need Code::Blocks to compile it. Why did I use this and not MSVC++? Well, why not? First-up, cuz it comes with x64 GCC inline assembly (which MSVC doesn't have; and no, I don't like using .asm macros/files to be compiled into functions) and secondly, cuz that's what life's made of - LEARNING. I kinda get bored doing repetitive tasks; can't say the same for all those who pump out 23179281731 trainers a day/month/year :) You know who you are.

While at it, might as well post what I used, just so I have it here for reference; what do you know, I've already done that in this post ;)

Video:

https://www.youtube.com/watch?v=FjV0-Y_oXjo

Let me know if you have any questions.

BR,
Sun


How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
 

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plf

Noobzor
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thanks :D , please share with us even the command to have limitless terror-takedown :D
 
SunBeam

SunBeam

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Note that making IsShippingBuild function return FALSE will also allow you access to all of the stuff mapped in Batman Arkham Knight\BmGame\Config\BmInput.ini. Some development stuff like:
Code:
Bindings=(Name="P",Command="TogglePhysicsMode")
Bindings=(Name="Up",Command="MoveForward")
Bindings=(Name="Down",Command="MoveBackward")
Bindings=(Name="Left",Command="TurnLeft")
Bindings=(Name="Right",Command="TurnRight")
Bindings=(Name="F1",Command="viewmode wireframe", bIgnoreShift=True,Alt=False,bIgnoreAlt=True)
Bindings=(Name="F2",Command="viewmode unlit")
Bindings=(Name="F3",Command="viewmode lit")
Bindings=(Name="F4",Command="viewmode detaillighting")
Bindings=(Name="F5",Command="viewmode shadercomplexity")
Bindings=(Name="F7",Command="OPENKISMETDEBUGGER SEQUENCE=PAUSEKISMETDEBUGGER",Alt=True)
Bindings=(Name="F9",Command="shot")
bInvertMouse=true
bInvertCapeGlide=true
Bindings=(Name="F5",Command="ReloadLevel")
Bindings=(Name="F8",Command="show postprocess")
Bindings=(Name="F11",Command="ToggleMovieRecord")
Bindings=(Name="F6",Command="Stat StartFile")
Bindings=(Name="F7",Command="Stat StopFile")
Bindings=(Name="V",Command="FreezeAll")
Bindings=(Name="X",Command="TelemetryTogglePause")
Bindings=(Name="C",Command="ToggleLockCamera", Control=True)
Bindings=(Name="Y",Command="ToggleGhost")
Bindings=(Name="T",Command="Teleport",Alt=false)
Bindings=(Name="T",Command="DebugTest",Alt=true)
Bindings=(Name="Add", Command="AddXP")
Bindings=(Name="Period",Command="ToggleThoughts",Alt=false)
Bindings=(Name="Period",Command="ToggleErrorThoughts",Alt=true)
Bindings=(Name="Semicolon",Command="StepPawnDisplayingThoughts",Alt=false,Control=false)
Bindings=(Name="Semicolon",Command="DisplayLookAtPawnThoughts",Alt=false,Control=true)
Bindings=(Name="Semicolon",Command="AdvanceCurrentThoughtHistoryItem",Alt=true,Control=false)
Bindings=(Name="NumPadTwo",Command="DebugCameraDown | OnRelease StopDebugCameraMovement | DebugMenuNumber 2")
Bindings=(Name="NumPadFour",Command="DebugCameraLeft | OnRelease StopDebugCameraMovement | DebugMenuNumber 4")
Bindings=(Name="NumPadSix",Command="DebugCameraRight | OnRelease StopDebugCameraMovement | DebugMenuNumber 6")
Bindings=(Name="NumPadEight",Command="DebugCameraUp | OnRelease StopDebugCameraMovement | DebugMenuNumber 8")
Bindings=(Name="NumPadSeven",Command="DebugCameraForward | OnRelease StopDebugCameraMovement | DebugMenuNumber 7")
Bindings=(Name="NumPadOne",Command="DebugCameraBack | OnRelease StopDebugCameraMovement | DebugMenuNumber 1")
Bindings=(Name="NumPadNine",Command="DebugCameraZoomIn | OnRelease StopDebugCameraMovement | DebugMenuNumber 9")
Bindings=(Name="NumPadThree",Command="DebugCameraZoomOut | OnRelease StopDebugCameraMovement | DebugMenuNumber 3")
Bindings=(Name="NumPadZero",Command="DebugMenuNumber 0")
Bindings=(Name="NumPadFive",Command="DebugMenuNumber 5")
Bindings=(Name="One",Command="SelectGadget 0 | DebugMenuNumber 1", Shift=false)
Bindings=(Name="Two",Command="SelectGadget 1 | DebugMenuNumber 2", Shift=false)
Bindings=(Name="Three",Command="SelectGadget 2 | DebugMenuNumber 3", Shift=false)
Bindings=(Name="Four",Command="SelectGadget 3 | DebugMenuNumber 4", Shift=false)
Bindings=(Name="Five",Command="SelectGadget 4 | DebugMenuNumber 5", Shift=false)
Bindings=(Name="Six",Command="SelectGadget 5 | DebugMenuNumber 6", Shift=false)
Bindings=(Name="Seven",Command="SelectGadget 6 | DebugMenuNumber 7", Shift=false)
Bindings=(Name="Eight",Command="SelectGadget 7 | DebugMenuNumber 8", Shift=false)
Bindings=(Name="Nine",Command="SelectGadget 8 | DebugMenuNumber 9", Shift=false)
Bindings=(Name="Zero",Command="SelectGadget 9 | DebugMenuNumber 0", Shift=false)
Bindings=(Name="C",Command="ToggleAlternativeCamera",Control=true)
Bindings=(Name="Run",Command="StartRun | OnRelease EndRun | Button bRunButton")
Bindings=(Name="Stealth",Command="StartStealthMove | OnRelease EndStealthMove | Button bCrouchButton | FloorTakedownModifierPressed | OnRelease FloorTakedownModifierReleased | LedgeToCeilingPressed | LandPressed")
Bindings=(Name="Grapple",Command="BankPoints | GrapplePressed | OnRelease GrappleReleased | Button aGrappleButton")
Bindings=(Name="Gadget",Command="GadgetPressed | OnRelease GadgetReleased")
Bindings=(Name="Grab", Command="GrabPressed | OnRelease GrabReleased | Button aTakedownButton")
Bindings=(Name="Cover", Command="CoverPressed | OnRelease CoverReleased");
Bindings=(Name="HoldToZoom", Command="ReadyGadget | OnRelease UnreadyGadget | Button bReadyGadgetButton")
Bindings=(Name="GadgetMode", Command="StartGadgetMode | OnRelease EndGadgetMode")
Bindings=(Name="ForensicMode", Command="SelectForensicModePressed | OnRelease SelectForensicModeReleased | Button bForensicsButton")
Bindings=(Name="GrappleOrGadget", Command="BankPoints | GrappleOrGadgetPressed | OnRelease GadgetReleased | Button aGrappleButton")
Bindings=(Name="GrappleOrGadgetOrQuickStrike", Command="GrappleOrStrikeGadgetPressed | OnRelease GadgetReleased | Button aGrappleButton")
Bindings=(Name="GadgetOrQuickStrike", Command="GadgetOrQuickStrikePressed | OnRelease GadgetReleased | Button bRightTrigger")
Bindings=(Name="StealthOrGadget", Command="StealthOrGadgetPressed | OnRelease EndStealthMove | OnRelease GadgetReleased | Button bCrouchButton | FloorTakedownModifierPressed | OnRelease FloorTakedownModifierReleased | LedgeToCeilingPressed | LandPressed")
Bindings=(Name="QuickStrike", Command="TriggerFearTakedown 0 | TriggerQuickStrike | OnRelease QuickStrikeReleased | Button aQuickStrike")
Bindings=(Name="HeavyStrike", Command="TriggerHeavyStrike | OnRelease HeavyStrikeReleased")
Bindings=(Name="ChargeStrike", Command="TriggerChargeStrike | OnRelease ChargeStrikeReleased")
Bindings=(Name="BlockBreaker", Command="TriggerBlockBreaker | OnRelease BlockBreakerReleased")
Bindings=(Name="Redirect", Command="TriggerRedirect | OnRelease RedirectReleased")
Bindings=(Name="ContextSensitive", Command="PressedContextSensitive | OnRelease ReleasedContextSensitive")
Bindings=(Name="ReadyBatarang", Command="ReadyBatarang | OnRelease UnReadyBatarang")
Bindings=(Name="HoldToZoomOrCounter", Command="ReadyGadgetOrCounterPressed | OnRelease ReadyGadgetOrCounterReleased | OnRelease UnreadyGadget | Button bReadyGadgetButton | Button aTakedownButton | Button bRightTrigger")
Bindings=(Name="PS3Crouch", Command="StealthOrQuickBatclawPressed | OnRelease EndStealthMove | Button bCrouchButton | FloorTakedownModifierPressed | OnRelease FloorTakedownModifierReleased | LedgeToCeilingPressed  | LandPressed"))
Bindings=(Name="ChargeVenom", Command="ChargeVenomPressed | OnRelease ChargeVenomReleased")
Bindings=(Name="HoldToTaunt", Command="HoldToTauntPressed | OnRelease HoldToTauntReleased")
Bindings=(Name="BrakeButton", Command="BrakePressed | Button bHandbrakeOrBrake")
Bindings=(Name="ExitVehicle", Command="ExitVehiclePressed | OnRelease ExitVehicleReleased")
Bindings=(Name="DualPlay", Command="DualPlayPressed | OnRelease DualPlayReleased")
Bindings=(Name="FireGun", Command="FireGunPressed")
Bindings=(Name="ZoomOrDetectiveMode", Command="ZoomOrDetPressed | OnRelease ZoomOrDetReleased");
Bindings=(Name="VehicleSecondaryFire",Command="")
Bindings=(Name="HoldForLineLaunchStop", Command="HoldForLineLaunchStopPressed | OnRelease HoldForLineLaunchStopReleased")
Bindings=(Name="BatmobileSonar", Command="BatmobileSonarPressed | OnRelease BatmobileSonarReleased")
Bindings=(Name="C",Command="ToggleDrivingCamera | DebugLevelLoad Combat",Control=false)
Bindings=(Name="Y",Command="ToggleGhost",Shift=true, bIgnoreShift=false)
Bindings=(Name="T",Command="Teleport",Shift=true, bIgnoreShift=false)
Bindings=(Name="W",Command="DebugMenuUpPressed | OnRelease DebugMenuUpReleased")
Bindings=(Name="S",Command="DebugMenuDownPressed | OnRelease DebugMenuDownReleased",Control=false)
Bindings=(Name="A",Command="DebugMenuLeftPressed | OnRelease DebugMenuLeftReleased")
Bindings=(Name="D",Command="DebugMenuRightPressed | OnRelease DebugMenuRightReleased | DebugLevelLoad FE_VSlice")
Bindings=(Name="Up",Command="DebugMenuUpPressed | OnRelease DebugMenuUpReleased")
Bindings=(Name="Down",Command="DebugMenuDownPressed | OnRelease DebugMenuDownReleased")
Bindings=(Name="Left",Command="DebugMenuLeftPressed | OnRelease DebugMenuLeftReleased")
Bindings=(Name="Right",Command="DebugMenuRightPressed | OnRelease DebugMenuRightReleased")
Bindings=(Name="S",Command="AutoSaveGame",Control=true)
Bindings=(Name="Q",Command="DebugMenuPrevPage")
Bindings=(Name="E",Command="DebugMenuNextPage")
Bindings=(Name="Delete",Command="DebugMenuOn | OnRelease DebugMenuOff")
Bindings=(Name="RightShift",Command="DebugMenuOn | OnRelease DebugMenuOff")
Bindings=(Name="Enter",Command="DebugCamSingleFrameStep | DebugMenuSelectA")
Bindings=(Name="BackSpace",Command="ToggleDebugCamera true",Control=False,Alt=False)
Bindings=(Name="BackSpace",Command="DebugCamera2Pad",Control=True)
Bindings=(Name="K",Command="DebugKillAllEnemies | KillVehicles", Control = false)
Bindings=(Name="K",Command="DebugKillAllButOneEnemyInRoom", Control = true)
Bindings=(Name="I",Command="ToggleLookInvert")
Bindings=(Name="G",Command="DebugGiveAllGadgets",Shift=false)
Bindings=(Name="F",Command="DebugLevelLoad FE_Free_Roam")
Bindings=(Name="Escape",Command="UserPause")
Bindings=(Name="Pause",Command="UserPause")
Bindings=(Name="P",Command="TogglePhysicsGrabber | DebugLevelLoad Predator_A1?Chapters=4",Control=false,Alt=false,Shift=false)
Bindings=(Name="P",Command="TogglePaths",Control=false,Alt=true,Shift=false)
Bindings=(Name="P",Command="ToggleAIPaths",Control=true,Alt=false,Shift=false)
Bindings=(Name="P",Command="ToggleNavMeshInspector",Control=true,Alt=true,Shift=false)
Bindings=(Name="H",Command="ToggleHighSpeed",Alt=false)
Bindings=(Name="H",Command="ToggleSuperHighSpeed",Alt=true)
Bindings=(Name="L",Command="ToggleLowSpeed",Alt=false)
Bindings=(Name="L",Command="DebugLoadGame",Alt=true)
Bindings=(Name="Equals",Command="DebugWeaponIn | Button aRightShoulder")
Bindings=(Name="Underscore",Command="DebugWeaponOut | Button aLeftShoulder")
Bindings=(Name="SLASH",Command="GPU")
Bindings=(Name="LeftBracket",Command="ToggleStreamingMiniMap")
Bindings=(Name="RightBracket",Command="Stat Levels")
Bindings=(Name="U",Command="UnlockAllUpgrades TRUE")
Bindings=(Name="U",Command="DebugGiveArmour",Shift=true,Control=false)
Bindings=(Name="U",Command="DebugRemoveArmour",Shift=false,Control=true)"N
Bindings=(Name="COMMA",Command="ToggleEnemiesCanAttack")
Bindings=(Name="O",Command="RestoreHealth")
Bindings=(Name="PageUp",Command="DebugMenuStepUp")
Bindings=(Name="PageDown",Command="DebugMenuStepDown")
Bindings=(Name="R",Command="DebugMenuSelectA")
Bindings=(Name="Subtract", Command="BmRagDoll")
Bindings=(Name="Tilde", Command="ToggleLowSpeed | OnRelease ToggleLowSpeed")
Bindings=(Name="BackSpace",Command="ToggleScreenshotCamera",Control=False,Alt=True)
Bindings=(Name="N",Command="CycleAnimNames")
Bindings=(Name="J",Command="ReportBug",Control=False)
Bindings=(Name="J",Command="CopyWaypoint",Control=True)
Bindings=(Name="V",Command="ToggleGrapplePointDebug")
Bindings=(Name="B",Command="SpawnPlayerCar")
Bindings=(Name="BackSlash",Command="ToggleOnscreenKismetAndWarnings")
Bindings=(Name="R",Command="SpawnDebugRunAwayThug",Control=true)
Bindings=(Name="XboxTypeS_LeftTrigger",Command="HoldToZoom | DebugMenuQualifyOnT | OnRelease DebugMenuQualifyOffT | DebugMenuPrevPage | DeepScanOut")
Bindings=(Name="XboxTypeS_RightTrigger",Command="StealthOrGadget | DebugMenuQualifyOnT | OnRelease DebugMenuQualifyOffT | DebugMenuNextPage | AttackThrow | BatmobileFireButton | Button bFireVehicleWeapon | FireGun | DeepScanIn ")
Bindings=(Name="XboxTypeS_LeftTriggerAxis",Command="Axis aLeftTrigger Speed=1.0 DeadZone=0.2 | Axis aUp Speed=-1.0 DeadZone=0.1")
Bindings=(Name="XboxTypeS_RightTriggerAxis",Command="Axis aRightTrigger Speed=1.0 DeadZone=0.2 | Axis aUp Speed=1.0 DeadZone=0.1 | Axis aThrottleAxis Speed=1.0 DeadZone=0.0")
Bindings=(Name="XboxTypeS_RightThumbstick",Command="DebugMenuSelectA | Button bLookBehindVehicle | QuickPhotoMode | ToggleCameraZoom")
Bindings=(Name="XboxTypeS_LeftThumbstick",Command="DebugMenuSelectA | Button bLeftStickDown | QuickPhotoMode | DetonateGel | HoldForLineLaunchStop | BatmobileSonar")
Bindings=(Name="XboxTypeS_DPad_Left",Command="Button bRawDpadLeft | OpenChallengeWheel | OnRelease CloseChallengeWheel | DebugMenuLeftPressed | OnRelease DebugMenuLeftReleased")
Bindings=(Name="XboxTypeS_DPad_Right",Command="Button bRawDpadRight | OpenMostWantedmenu | OnRelease CloseMostWantedMenu | DebugMenuRightPressed | OnRelease DebugMenuRightReleased")
Bindings=(Name="XboxTypeS_DPad_Up",Command="Button bRawDpadUp | MoveDialogueOptionUp | ForensicMode | DebugMenuUpPressed | OnRelease DebugMenuUpReleased | SelectVehicleWeapon 4 | OnRelease ReleaseVehicleWeapon 4")
Bindings=(Name="XboxTypeS_DPad_Down",Command="Button bRawDpadDown |MoveDialogueOptionDown | Button bGadgetSelectWheel | DebugMenuDownPressed | OnRelease DebugMenuDownReleased")
Bindings=(Name="XboxTypeS_Back",Command="OpenLevelUpOrMap")
Bindings=(Name="XboxTypeS_Start",Command="UserPause")
Bindings=(Name="XboxTypeS_LeftX",Command="Axis aStrafe Speed=1.0 DeadZone=0.3 | Axis aRawLHJoyRight Speed=1.0 DeadZone=0.0")
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone=0.3 | Axis aRawLHJoyUp Speed=1.0 DeadZone=0.0" )
Bindings=(Name="XboxTypeS_RightX",Command="Axis aTurn Speed=1.0 DeadZone=0.2 | Axis aRawRHJoyRight Speed=1.0 DeadZone=0.0")
Bindings=(Name="XboxTypeS_RightY",Command="Axis aLookup Speed=1.0 DeadZone=0.2 | Axis aRawRHJoyUp Speed=1.0 DeadZone=0.0")
Bindings=(Name="XboxTypeS_A",Command="DebugCamSingleFrameStep | EjectFromVehicle | BattleStrafe  | ContextSensitive | Run | CapeGlide | AcceptConversation | Evade | DebugMenuSelectA | CancelBatarangCamera | TriggerPhysImpact")
Bindings=(Name="XboxTypeS_B",Command="ExitAgilityMode | QuickGadgetB | OnRelease ReleaseQuickGadgetB | Cover | BlockBreaker | SkipCutscene | CancelGadget | DebugMenuSelectB | CancelBatarangCamera | Button bCancelButton")
Bindings=(Name="XboxTypeS_X",Command="TriggerFearTakedown 0 | TriggerQuickStrike | QuickGadgetX | OnRelease ReleaseQuickGadgetY | DebugMenuSelectX | CancelBatarangCamera | BrakeButton | OnRelease QuickStrikeReleased | Button aQuickStrike")
Bindings=(Name="XboxTypeS_Y",Command="QuickGadgetY | OnRelease ReleaseQuickGadgetY | Grab | ActivateNoise  | DebugMenuSelectY | SpecialMoveCheat  | CancelBatarangCamera | ToggleVideoRec | Button bVehicleBoostButton | TogglePhysImpact | HangFromVantagePoint | ZipLine")
Bindings=(Name="XboxTypeS_LeftShoulder",Command="DebugMenuStepUp | DualPlay | ThermalMode | Button aLeftShoulder | SlowDownSpectatorCamera")
Bindings=(Name="XboxTypeS_RightShoulder",Command="DebugMenuStepDown | Grapple | SecondaryFireGadget | ToggleDrivingCamera | OnRelease SecondaryFireReleased | DebugMenuQualifyOnB | OnRelease DebugMenuQualifyOffB | Button aRightShoulder | SpeedUpSpectatorCamera | Button bFireVehicleSecondaryWeapon | SecondaryFireVehicleWeapon | PursuitModeTagGun")
Bindings=(Name="TAB", Command="OpenLevelUpOrMap")
Bindings=(Name="SIXAXIS_AccelX",Command="Axis aAccelX Speed=1.0 DeadZone=0.2")
Bindings=(Name="SIXAXIS_AccelY",Command="Axis aAccelY Speed=1.0 DeadZone=0.2")
Bindings=(Name="SIXAXIS_AccelZ",Command="Axis aAccelZ Speed=1.0 DeadZone=0.2")
Bindings=(Name="SIXAXIS_Gyro",Command="Axis aGyro Speed=1.0 DeadZone=0.2")
Bindings=(Name="LeftMouseButton",Command="SkipCutscene")
If some of the above intersect with normal key behavior and you don't want them, just clean the section up :)
 
M

machine4578

Expert Cheater
Joined
Mar 7, 2017
Messages
59
thanks alot for sharing SunBeam!
 
P

plf

Noobzor
Joined
Jun 4, 2019
Messages
12

that "Command="TriggerFearTakedown 0" is to use limitlessly the fear takedown ?
 
SunBeam

SunBeam

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Try and let us know :) Assign a hotkey to it ;)

Bindings=(Name="F9",Command="TriggerFearTakedown 0") // try 1 as well. Or -1 (wonder if that keeps it unlimited) :p
Code:
UObject[151071] TriggerFearTakedown  0xC76BFA8 ( Function BmGame.RPlayerController.TriggerFearTakedown )
UObject[151072] ChainTd              0xC76C06C ( ObjectProperty RPlayerController.TriggerFearTakedown.ChainTd )
UObject[151073] BtnId                0xC76C108 ( IntProperty RPlayerController.TriggerFearTakedown.BtnId )
Actually.. I think the param after the function is the amount of chain hits you can do? Try "TriggerFearTakedown 99". See what that does. Also.. I think you need to have this ability enabled to use it. If you're at the start of the game, try "DebugGiveAllGadgets" or "UnlockAllUpgrades TRUE".

Bottom line: whatever you don't use, remove it from BmInput.ini just so it doesn't conflict with other hotkeys. You can use dash symbol as well in front of the "Bindings" command to invalidate it/remove it ;) See this: https://docs.unrealengine.com/en-US/Programming/Basics/ConfigurationFiles/index.html



So use - in front of the Bindings you don't need.
 
P

plf

Noobzor
Joined
Jun 4, 2019
Messages
12
i will try thanks , as for how instert the commands a guy that on youtube is calles MrJAG showed a way to insert them even without the console command since untill some times ago that console was never discovered by anyone, also i know that is is offtopic but since you are reading, could you try to create a little mod\cheat for dead space 3 ? the origin version , a mod that allow to increase the amount of increasing stats for the weapons , i can even give you the required files if you want
 
SunBeam

SunBeam

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Sorry, I don't take in any requests :) You'll have to manage. My sole interest in these things you see posted is the game engine. Mainly Unreal Engine 3, x86 and x64 and Unreal Engine 4.
 
P

plf

Noobzor
Joined
Jun 4, 2019
Messages
12
hacking isn't for everyone so you should really reconsider this, also for yout it would be a joke, and this whole "don't take request" is really absurd , is not like someone think that you or any other hacker are forced to do anything , is just for a matter of generousity for those who aren't able to hack
 
SunBeam

SunBeam

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OK. 100EUR and I do it. Am assuming money and time for you are a joke, same as having skills and doing this in no time is for me, right? :) Oh, and can you also do my dishes while I take care of your request? Thanks!

P.S.: If you can't read the irony in what I just said, then I don't know why am I even replying anymore.
 
P

plf

Noobzor
Joined
Jun 4, 2019
Messages
12
in any case i tried all the variations that you suggested me to active that command (i used the alternative method that you suggested since i don't have the tilde key because i am european and i have an european laptop) but it see that command isn't to keep the terrortakedown active , maybe it only serve to actually unlock it once you get the new suit
 
SunBeam

SunBeam

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Figured as much. Funny how people suddenly remember they have something else to do and change topic when they're "lost in translation". Like I said.. you will have to manage. The topic is not about the individual OCD cheat you want, but about something that helps with far more. If you can't see the potential in that and still stick to that one single feature you crave about, then that's understandable. But it also tells me I need to ignore you. Sorry.
 
Skateboarder

Skateboarder

What is cheating?
Joined
Jun 16, 2019
Messages
1
dude im so hyped about this epic games is fucking people over left and right with empty promises and bullshit. i have a few questions...first off ive been making a game with udk since 2011 (ue3 free version) and was wondering if turbulence particles are crackable in the engine. thers just a few tidbits of code missing to import the files. secondly do you think its possible to run the world editor. because if thats possible you would be able to import packages into batman world editor! as you know typically you make a shortcut command to a ue3 game with -editor on the end and with certain games you can run the world editor+content browser+package importer!!!!!
 
P

plf

Noobzor
Joined
Jun 4, 2019
Messages
12
SunBeam said:
Sorry, I don't take in any requests :) You'll have to manage. My sole interest in these things you see posted is the game engine. Mainly Unreal Engine 3, x86 and x64 and Unreal Engine 4.
you deleted my message , fuck you -.-
 
SunBeam

SunBeam

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Those messages, mine and yours, were off topic. Deleted mine as well. Time to cool off, whiny bitch.
 
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