Project Wingman (Codex)

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ign1z
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Re: Project Wingman (Codex)

Post by ign1z »

ach yes, i finished the game and that railgun is on the post game ship,
for the reload, i think you need to change in the script

mov [rdi+70],(float)0.2
into
mov [rdi+70],(float)1

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

ndck76
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Re: Project Wingman (Codex)

Post by ndck76 »

ign1z wrote:
Sun Dec 06, 2020 3:37 pm
ach yes, i finished the game and that railgun is on the post game ship,
for the reload, i think you need to change in the script

mov [rdi+70],(float)0.2
into
mov [rdi+70],(float)1
Have you tested it? I haven't completed the game yet.

glst
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Re: Project Wingman (Codex)

Post by glst »

ilcommendatore wrote:
Sun Dec 06, 2020 10:07 am
Thank you for the excellent table! I just have one observation: it appears the fast cooldown for missiles and bombs doesn't work on the railgun. After the first shot, I could no longer fire it. Any ideas on what might be causing this?
+1

v1.03.20.1201.3199 U5
same
railgun,only first shot.

ilcommendatore
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Re: Project Wingman (Codex)

Post by ilcommendatore »

ndck76 wrote:
Sun Dec 06, 2020 6:47 pm
ign1z wrote:
Sun Dec 06, 2020 3:37 pm
ach yes, i finished the game and that railgun is on the post game ship,
for the reload, i think you need to change in the script

mov [rdi+70],(float)0.2
into
mov [rdi+70],(float)1
Have you tested it? I haven't completed the game yet.
I tried this out, and it appears to be working. Thanks, guys!

ndck76
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Re: Project Wingman (Codex)

Post by ndck76 »

ilcommendatore wrote:
Mon Dec 07, 2020 5:39 am
ndck76 wrote:
Sun Dec 06, 2020 6:47 pm
ign1z wrote:
Sun Dec 06, 2020 3:37 pm
ach yes, i finished the game and that railgun is on the post game ship,
for the reload, i think you need to change in the script

mov [rdi+70],(float)0.2
into
mov [rdi+70],(float)1
Have you tested it? I haven't completed the game yet.
I tried this out, and it appears to be working. Thanks, guys!
Ok. That's all I need to know. Will post another table to differentiate them both. BTW, the railgun is used when?? In the Storymode or Conquest? Didn't have the time to play it through yet.

ilcommendatore
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Re: Project Wingman (Codex)

Post by ilcommendatore »

ndck76 wrote:
Mon Dec 07, 2020 6:34 am
ilcommendatore wrote:
Mon Dec 07, 2020 5:39 am
ndck76 wrote:
Sun Dec 06, 2020 6:47 pm

Have you tested it? I haven't completed the game yet.
I tried this out, and it appears to be working. Thanks, guys!
Ok. That's all I need to know. Will post another table to differentiate them both. BTW, the railgun is used when?? In the Storymode or Conquest? Didn't have the time to play it through yet.
After the campaign, you'll unlock two planes armed with a railgun. They should also be unlockable through conquest mode.

As an aside, after further testing, it appears that the fix suggested by ign1z for railgun cooldown affects the firing rate of gunpods (e.g. CGP, HGP, MGP). They don't fire as rapidly as compared to when fast cooldown is not activated. The previous iteration of the fast cooldown script also affected the firing rate of the gunpods, but it wasn't as noticeable as the effect on the gunpod firing rate brought about by the script modification suggested by ign1z. That said, would it somehow be possible to disable the effect of fast cooldown on gunpods?
Last edited by ilcommendatore on Mon Dec 07, 2020 7:25 am, edited 1 time in total.

ndck76
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Re: Project Wingman (Codex)

Post by ndck76 »

ilcommendatore wrote:
Mon Dec 07, 2020 7:08 am
After the campaign, you'll unlock two planes armed with a railgun. They should also be unlockable through conquest mode.

As an aside, after further testing, it appears that the fix suggested by ign1z for railgun cooldown affects the firing rate of gunpods (e.g. CGP, HGP, MGP). They don't fire as rapidly as compared to when fast cooldown is not activated. It it somehow possible to disable the effect of fast cooldown on gunpods?
May I know which type of plane that uses railgun? What is the name of the ammo used for railgun? I want to test it out first.

ilcommendatore
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Re: Project Wingman (Codex)

Post by ilcommendatore »

ndck76 wrote:
Mon Dec 07, 2020 7:25 am
ilcommendatore wrote:
Mon Dec 07, 2020 7:08 am
After the campaign, you'll unlock two planes armed with a railgun. They should also be unlockable through conquest mode.

As an aside, after further testing, it appears that the fix suggested by ign1z for railgun cooldown affects the firing rate of gunpods (e.g. CGP, HGP, MGP). They don't fire as rapidly as compared to when fast cooldown is not activated. It it somehow possible to disable the effect of fast cooldown on gunpods?
May I know which type of plane that uses railgun? What is the name of the ammo used for railgun? I want to test it out first.
The SP-34R and PW-MK.I are the planes the use the railguns.

EDIT: The SP-34R should be quite handy in testing the effect of fast cooldown on gunpods, since the default weaponry are mostly composed of gunpods (aside from the railgun).

Again, many thanks for your work on this table!

ndck76
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Re: Project Wingman (Codex)

Post by ndck76 »

ilcommendatore wrote:
Mon Dec 07, 2020 7:27 am
The SP-34R and PW-MK.I are the planes the use the railguns.

EDIT: The SP-34R should be quite handy in testing the effect of fast cooldown on gunpods, since the default weaponry are mostly composed of gunpods (aside from the railgun).

Again, many thanks for your work on this table!
None of these planes are available in the conquest mode either. You don't mind sharing me your save game file? PM me.

ilcommendatore
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Re: Project Wingman (Codex)

Post by ilcommendatore »

ndck76 wrote:
Mon Dec 07, 2020 7:34 am
ilcommendatore wrote:
Mon Dec 07, 2020 7:27 am
The SP-34R and PW-MK.I are the planes the use the railguns.

EDIT: The SP-34R should be quite handy in testing the effect of fast cooldown on gunpods, since the default weaponry are mostly composed of gunpods (aside from the railgun).

Again, many thanks for your work on this table!
None of these planes are available in the conquest mode either. You don't mind sharing me your save game file? PM me.
Sure! Let me just locate it. I'll send it over to you via PM!

Padan_Fain
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Re: Project Wingman (Codex)

Post by Padan_Fain »

Currently the railgun cooldown code conflicts with the missile cooldown. Both cannot be activated at the same time.

ndck76
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Re: Project Wingman (Codex)

Post by ndck76 »

Padan_Fain wrote:
Mon Dec 07, 2020 11:28 am
Currently the railgun cooldown code conflicts with the missile cooldown. Both cannot be activated at the same time.
You cannot select both at the same time. At the moment, you can either choose which one you prefer to use.

ndck76
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Re: Project Wingman (Codex)

Post by ndck76 »

fearlessrevolution just uploaded this trainer. https://fearlessrevolution.com/trainer/projec ... n-trainer/
Tested it. Seems they are having the same issues with the railgun :lol: :lol:

heir
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Re: Project Wingman (Codex)

Post by heir »

Is anyone able to make the aircraft go faster, and slow down quicker?

Zengo
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Re: Project Wingman (Codex)

Post by Zengo »

I loaded it followed directions and nothing is working I am trying to use it for conquest mode and nothing works i get a voice that says
"(name of cheat) Deactivated" and nothing works you gave hot keys which is good but deactivates everything I even tried hitting the check box I am updated with the newest version of the engine too 7.2 so I need some help solving this issue thanks.

Also check marking the boxes don't do anything either.

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