Game Name: RoboCop: Rogue City
Game Engine: Unreal Engine 5
Game Version:
Options Required: No Reload, God Mode, EXP Multiplier
Steam Website:
Other Info: Game is now on pre-release for those who pre-ordered, official release 2 Nov, 2023
Here is my table, hope it work for you guys.
Feature
Notes: - Ammo Script can make your character can't swap weapon, so careful using that
If you want to use unlimited ammo you can visit this thread: Trainer and it have more feature.
The unlimited Ammo makes it so you cant use ARs or SMGs if you previously used them and swapped.
When I try picking them up, it eitehr wont work or just grab ammo for a gun I dont have
Yeah sry about that, the ammo script work but not perfect, hope someone can fix it or try other method.
You can turn off script and load last checkpoint if you want to change weapon.
The unlimited Ammo makes it so you cant use ARs or SMGs if you previously used them and swapped.
When I try picking them up, it eitehr wont work or just grab ammo for a gun I dont have
Yeah sry about that, the ammo script work but not perfect, hope someone can fix it or try other method.
You can turn off script and load last checkpoint if you want to change weapon.
That doesnt fix it, think my save is borked
What I mean is I would need to go back to before it happened, which is no longer possible for me
Re: [REQ] RoboCop: Rogue City
Posted: Fri Nov 03, 2023 6:48 am
by demorest2
aimbot would be realy fun n canonic XD...
Re: [REQ] RoboCop: Rogue City
Posted: Sat Nov 04, 2023 12:58 pm
by Kalinag
Works great! Thank you. (Health tops out at 66, but it never decreases.)
Re: [REQ] RoboCop: Rogue City
Posted: Sun Nov 05, 2023 12:16 am
by Kalinag
The table works great, but there is one place in the game where you will have to remove the "1 Hit Kill" option. Before the very last boss fight, un-tick the "1 Hit Kill" option. If you don't, the game will go crazy!! You won't even be able to turn or walk.
Here is my table, hope it work for you guys.
Feature
Notes: - Ammo Script can make your character can't swap weapon, so careful using that
If you want to use unlimited ammo you can visit this thread: Trainer and it have more feature.
Infinite Ammo as you mentioned causes me to lose my weapons as well as not being able to swap guns. It also affects the OCP healing charge. That trainer you linked is from a fag who charges money. The Unlimited Ammo script is locked behind his pro paywall.
Anyway, here's a script that should only affect ammo based on yours. However, I can't for some reason pick up the LMG anymore or the assault rifle. Very annoying.
WP_AKM
WP_ATGM
WP_BarrettM82_explosive //Cobra Assault Cannon (CLARENCE, CLARENCE, WAIT!)
WP_BarrettM82_Sniper
WP_BaseballBat //Untested
WP_BerettaAuto9 //Untested, will probably crash or do nothing since you should have this already by default.
WP_BrowningM60
WP_DesertEagle
WP_GrenadeLauncher
WP_GrenadeLauncherM79
WP_Hecklerkoch //Doesn't work
WP_HKG11
WP_IntraTec //TEC-9
WP_MM1GL
WP_Mossberg
WP_MossbergBullpup //OCP Combat Shotgun
WP_MountedMinigun //DLC1 (Cut content? It's called the T-600 internally, probably a reference to Terminator. Has no icons, animations are broken, can't take ammo.)
WP_NoWeapon //Could be useful if you've glitched out your weapons? IDK never tested it. After I glitched out mine, I reset to an earlier save.
WP_Pistol
WP_RocketLauncher
WP_SigSauer
WP_SmgUzi
WP_Spas12
WP_SterlingMk6
WP_SteyrAUG
Now, when you call AddWeapon from the MyCheatManager class (default), it's going to give you no ammo with it. I spent a lot of time figuring this out, and it's a pain in the ass. Hopefully cfemen can get the console working and forward the calls to the Backpack class which has a function called AddWeaponToBackpack that takes a boolean bAddDefaultAmmo, which will probably act like as if you picked up the weapon off the ground.
There's a function called Add, which takes the amount and the item parameter. I found a list of all the Ammo classes that each weapon takes, but some of them work, some of them don't, and of course the M60's LMG ammo doesn't work, so I had to work out a 2nd option (which I'll get to in a second)
Now, if Add 100 Ammo_name doesn't work, says the alias is not found or whatever, you can use the Uncheck Ammo script in this table. Here's what you do.
AddWeapon Weapon_YouWant
Enable Uncheck Ammo.
Go back in game and wait for the reload to finish.
Change the weapon out for another one on the ground.
Disable Uncheck Ammo.
Pickup the weapon you just dropped.
It should now work as if you picked it up normally. It did at least for the M60 for me.
DO NOT leave Uncheck Ammo on, it writes to a lot of things, and I CBF'd to check what.
You can also execute the console command Chip to get a random chip, but like AddWeaponToBackpack, there exists a function in the Backpack class to generate exactly the chip you want called AddPredefinedChip that takes the NewConnectionType (shape), BoostValue, Rotation and Chip Tier. But, again, will have to wait for cfemen's magic, as working out how to forward console commands to the backpack class is beyond my scope of willingness to put effort in.
WP_AKM
WP_ATGM
WP_BarrettM82_explosive //Cobra Assault Cannon (CLARENCE, CLARENCE, WAIT!)
WP_BarrettM82_Sniper
WP_BaseballBat //Untested
WP_BerettaAuto9 //Untested, will probably crash or do nothing since you should have this already by default.
WP_BrowningM60
WP_DesertEagle
WP_GrenadeLauncher
WP_GrenadeLauncherM79
WP_Hecklerkoch //Doesn't work
WP_HKG11
WP_IntraTec //TEC-9
WP_MM1GL
WP_Mossberg
WP_MossbergBullpup //OCP Combat Shotgun
WP_MountedMinigun //DLC1 (Cut content? It's called the T-600 internally, probably a reference to Terminator. Has no icons, animations are broken, can't take ammo.)
WP_NoWeapon //Could be useful if you've glitched out your weapons? IDK never tested it. After I glitched out mine, I reset to an earlier save.
WP_Pistol
WP_RocketLauncher
WP_SigSauer
WP_SmgUzi
WP_Spas12
WP_SterlingMk6
WP_SteyrAUG
Now, when you call AddWeapon from the MyCheatManager class (default), it's going to give you no ammo with it. I spent a lot of time figuring this out, and it's a pain in the ass. Hopefully cfemen can get the console working and forward the calls to the Backpack class which has a function called AddWeaponToBackpack that takes a boolean bAddDefaultAmmo, which will probably act like as if you picked up the weapon off the ground.
There's a function called Add, which takes the amount and the item parameter. I found a list of all the Ammo classes that each weapon takes, but some of them work, some of them don't, and of course the M60's LMG ammo doesn't work, so I had to work out a 2nd option (which I'll get to in a second)
Now, if Add 100 Ammo_name doesn't work, says the alias is not found or whatever, you can use the Uncheck Ammo script in this table. Here's what you do.
AddWeapon Weapon_YouWant
Enable Uncheck Ammo.
Go back in game and wait for the reload to finish.
Change the weapon out for another one on the ground.
Disable Uncheck Ammo.
Pickup the weapon you just dropped.
It should now work as if you picked it up normally. It did at least for the M60 for me.
DO NOT leave Uncheck Ammo on, it writes to a lot of things, and I CBF'd to check what.
You can also execute the console command Chip to get a random chip, but like AddWeaponToBackpack, there exists a function in the Backpack class to generate exactly the chip you want called AddPredefinedChip that takes the NewConnectionType (shape), BoostValue, Rotation and Chip Tier. But, again, will have to wait for cfemen's magic, as working out how to forward console commands to the backpack class is beyond my scope of willingness to put effort in.
Regarding the Mounted Minigun/DLC1, it's likely from the first DLC in Terminator: Resistance (Infiltrator DLC) where the T-800 could make use of a mounted minoigun used by Resistance/Techcom enemies and it was about as deadly against humans as you'd expect. The T-650s and I think some T-600s from Annihilation Line also used Miniguns. DLC1 could also refer to some DLC in the making where RoboCop will have access to a minigun as a secondary weapon. Given how some actions such as grabbing and punching are lifted right from the Infiltrator DLC in their previous game, I'm guessing it's stuff left-over/improved upon from Terminator: Resistance.
Re: [REQ] RoboCop: Rogue City
Posted: Fri Nov 17, 2023 12:12 pm
by zufield
Can we get an option for no penalties when modding PCB boards for the Auto-9?
Re: [REQ] RoboCop: Rogue City
Posted: Tue Jan 23, 2024 3:21 am
by gir489
Updated table for 1.4.0.0.
Re: [REQ] RoboCop: Rogue City
Posted: Wed Jan 24, 2024 5:20 am
by gir489
I added Generate 300% Chips From Merging. Didn't test it. Got stupid fucking drunk and decided to fuck around randomly with the chip system, because reasons. No idea if it works or not.