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Project Wingman (Codex)

Posted: Wed Dec 02, 2020 5:16 am
by ndck@ModEngine
Project Wingman

v1.03.20.1201.3199

Scripts
- Campaign & Conquest Mode

- Infinite Hull *Hotkey Included* (No conditions needed)
- Infinite Standard Guns *Hotkey Included* (No conditions needed)
- Infinite Gunpods *Hotkey Included* (No conditions needed)
- Infinite Heavy Guns *Hotkey Included* (No conditions needed)
- Infinite Missiles and Bombs *Hotkey Included* (No conditions needed)
- Missiles and Bombs Fast Cooldown *Hotkey Included* (Not to be used on planes that uses Railgun. Credits to ign1z)
- RailGun Fast Cooldown *Hotkey Included* (Note: This is if you are planning on mostly using the RailGun. However, this also affects the other weapons cooldown speed as well. Please note you can ONLY select either one. Not both cooldown. For the time being, it is what it is until further changes)
- 1 Billion Battle Score Points *Hotkey Included* (No conditions needed)
- 1 Billion Credits (Option 1 - Buying) *Hotkey Included* (No conditions needed)
- 1 Billion Credits (Option 2 - Selling) *Hotkey Included* (No conditions needed)

Conquest Mode
- No Alert Level *Hotkey Included* (No conditions needed)
- 1 Million In-Game Requirement Scores *Hotkey Included* (No conditions needed)
- 1 Billion Prestige Points (Option 1 - Buying) *Hotkey Included* (No conditions needed)
- 1 Billion Prestige Points (Option 2 - Selling) *Hotkey Included* (No conditions needed)
- 1 Billion Credits *Hotkey Included* (Need sufficient requirements to hire fighters/airships. Try going for the rookie pilot in the hiring den)
- 1 Billion Cordium Engines *Hotkey Included* (Need sufficient requirements to hire fighters/airships. Need at least 1 or 2 Cordium in your possession)

Changelog
Lists Of Changelog
v1.0.4C.20.1207.3267 (Compatible with v1.0.4D.20.1210.3303)
- Tested on GOG version. Seems the update has messed up the Heavy Guns. I decided to remove the hotkey just for the Heavy Guns. You need to activate it manually. This is especially for SP-34R and PW-MK.I. The rest has no changes.
Disclaimer
Table Disclaimer Note
Note: These cheats may or may not work for you. I can't guarantee it will work for everybody. :) The most common or various issues if the cheat(s) doesn't work or activates is because the outdated or update game/table version or compatibility gaming platforms like Steam, Non-Steam, GOG, Epic, Windows Store/Gamepass, Cheat Engine versions or possibly due to any installation anomalies, Windows Version or CPU compatibility and so forth. Another situation also happens is when you did not activate the script(s) to populate the other 'children' and by doing that you might need to switch between the table and the game depending on how the script(s) was made. If all the above methods did not work for you sometimes a simple game or PC restart might resolve this issue. My table is compatible from Cheat Engine 7.1 and above but it is still a good practice to keep your current Cheat Engine software up to date. For my table, just click on the 'Activate' script for it to add process as well as activate mono automatically depending on the game whether it uses the mono features or not. Finally, I would be most grateful if you could submit your rating if the table works for you as time, patience and effort were put into making these tables and also as a gesture of your support. Thank you all very much. :)
Support
Donations/Memberships
Donation/Support/Membership can done through [Link] or [Link] or [Link]. I really need your support in continuing my work. Please take note that only subscribing to specific membership types will get full access to my table updates which is available in my official discord channel as of January 2023

Re: Project Wingman

Posted: Wed Dec 02, 2020 5:38 am
by nyanmaruu182
Thank +rep

Re: Project Wingman

Posted: Wed Dec 02, 2020 5:56 am
by glst
THX

Re: Project Wingman

Posted: Wed Dec 02, 2020 6:05 am
by HEROES
Thank

Re: Project Wingman

Posted: Wed Dec 02, 2020 7:43 am
by BabyGroot
can you add Missiles and Bombs no reload?
thank you for giving the cheat.

Re: Project Wingman

Posted: Wed Dec 02, 2020 8:44 am
by ndck76
ReskyAW wrote:
Wed Dec 02, 2020 7:43 am
can you add Missiles and Bombs no reload?
thank you for giving the cheat.
Did try this earlier on but sadly no effect. It also messes the No Alert Level meter in a way.

Re: Project Wingman (Codex)

Posted: Wed Dec 02, 2020 2:37 pm
by VKX
Nice table, I was working on one too! I got stuck trying to find an elegant way of adding rapid fire missiles.

Re: Project Wingman (Codex)

Posted: Thu Dec 03, 2020 6:29 am
by rambo99jose
Game Version: CDX 20201201
Unl Gun Heavy

Code: Select all

{ Game   : ProjectWingman-Win64-Shipping.exe
  Version: CDX 20201201
  Date   : 2020-12-03
  Author : rambo99jose
}

[ENABLE]

aobscanmodule(INJECT_unlGun,ProjectWingman-Win64-Shipping.exe,FF C8 89 86 B8 43 00 00) // should be unique
alloc(newmem_unlGun,$1000,INJECT_unlGun)

label(code)
label(return)

newmem_unlGun:

code:
  //dec eax
  mov [rsi+000043B8],eax
  jmp return

INJECT_unlGun:
  jmp newmem_unlGun
  nop 3
return:
registersymbol(INJECT_unlGun)

[DISABLE]

INJECT_unlGun:
  db FF C8 89 86 B8 43 00 00

unregistersymbol(INJECT_unlGun)
dealloc(newmem_unlGun)

{
// ORIGINAL CODE - INJECTION POINT: ProjectWingman-Win64-Shipping.exe+17E3786

ProjectWingman-Win64-Shipping.exe+17E374C: F3 44 0F 11 7C 24 28  - movss [rsp+28],xmm15
ProjectWingman-Win64-Shipping.exe+17E3753: F3 44 0F 11 7C 24 20  - movss [rsp+20],xmm15
ProjectWingman-Win64-Shipping.exe+17E375A: 48 8B 92 E0 01 00 00  - mov rdx,[rdx+000001E0]
ProjectWingman-Win64-Shipping.exe+17E3761: E8 7A 3A 1F 03        - call ProjectWingman-Win64-Shipping.exe+49D71E0
ProjectWingman-Win64-Shipping.exe+17E3766: 8B 9D A0 03 00 00     - mov ebx,[rbp+000003A0]
ProjectWingman-Win64-Shipping.exe+17E376C: 85 DB                 - test ebx,ebx
ProjectWingman-Win64-Shipping.exe+17E376E: 0F 8E 05 16 00 00     - jng ProjectWingman-Win64-Shipping.exe+17E4D79
ProjectWingman-Win64-Shipping.exe+17E3774: 4C 8B 85 98 03 00 00  - mov r8,[rbp+00000398]
ProjectWingman-Win64-Shipping.exe+17E377B: E9 AF F1 FF FF        - jmp ProjectWingman-Win64-Shipping.exe+17E292F
ProjectWingman-Win64-Shipping.exe+17E3780: 8B 86 3C 09 00 00     - mov eax,[rsi+0000093C]
// ---------- INJECTING HERE ----------
ProjectWingman-Win64-Shipping.exe+17E3786: FF C8                 - dec eax
// ---------- DONE INJECTING  ----------
ProjectWingman-Win64-Shipping.exe+17E3788: 89 86 B8 43 00 00     - mov [rsi+000043B8],eax
ProjectWingman-Win64-Shipping.exe+17E378E: 8B 86 B8 43 00 00     - mov eax,[rsi+000043B8]
ProjectWingman-Win64-Shipping.exe+17E3794: BF 26 06 00 00        - mov edi,00000626
ProjectWingman-Win64-Shipping.exe+17E3799: 89 86 3C 09 00 00     - mov [rsi+0000093C],eax
ProjectWingman-Win64-Shipping.exe+17E379F: E9 EC F0 FF FF        - jmp ProjectWingman-Win64-Shipping.exe+17E2890
ProjectWingman-Win64-Shipping.exe+17E37A4: 8D 43 01              - lea eax,[rbx+01]
ProjectWingman-Win64-Shipping.exe+17E37A7: 89 85 A0 03 00 00     - mov [rbp+000003A0],eax
ProjectWingman-Win64-Shipping.exe+17E37AD: 3B 85 A4 03 00 00     - cmp eax,[rbp+000003A4]
ProjectWingman-Win64-Shipping.exe+17E37B3: 7E 15                 - jle ProjectWingman-Win64-Shipping.exe+17E37CA
ProjectWingman-Win64-Shipping.exe+17E37B5: 8B D3                 - mov edx,ebx
}

Re: Project Wingman (Codex)

Posted: Thu Dec 03, 2020 2:46 pm
by MusTangAu
Thanks so much ndck76 works a treat ( ͡° ͜ʖ ͡°)

Re: Project Wingman (Codex)

Posted: Sun Dec 06, 2020 6:21 am
by ign1z
i was looking for mehod for no reload or at least 1 sec weapon cooldown...
can you tell me the what value it had when the weapon are ready to be fired ? and when on the long cooldown

Re: Project Wingman (Codex)

Posted: Sun Dec 06, 2020 7:24 am
by ign1z
yay, i think i found something ... if you had already found the value for ammo for a weapon and then you browse the memory, 10 bytes offset from the ammo itself is the cooldown multiplier ...

for example, 8F6A990580 is address for the value of my mlag missile ammo
then the 8F6A990580+10 is the address of its cooldown, in FLOAT.
i put 0.2, and i got rapid missile

*how do you upload picture to a post ?

Re: Project Wingman (Codex)

Posted: Sun Dec 06, 2020 8:39 am
by ign1z
an amateur assembly script for the weapon cooldown from me! :D

Code: Select all

{ Game   : ProjectWingman-Win64-Shipping.exe
  Version: 
  Date   : 2020-12-06
  Author : ign1z

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,ProjectWingman-Win64-Shipping.exe,8D 00 00 00 48 8B C7 48 83 C4 20) // should be unique
alloc(newmem,$1000,"ProjectWingman-Win64-Shipping.exe"+177D6C9)

label(code)
label(return)

newmem:

code:

  mov [rdi+70],(float)0.2
  mov rax,rdi
  add rsp,20
  jmp return

INJECT+04:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]

INJECT+04:
  db 48 8B C7 48 83 C4 20

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ProjectWingman-Win64-Shipping.exe"+177D6C9

"ProjectWingman-Win64-Shipping.exe"+177D68B: 89 87 80 00 00 00     -  mov [rdi+00000080],eax
"ProjectWingman-Win64-Shipping.exe"+177D691: 0F B6 83 84 00 00 00  -  movzx eax,byte ptr [rbx+00000084]
"ProjectWingman-Win64-Shipping.exe"+177D698: 88 87 84 00 00 00     -  mov [rdi+00000084],al
"ProjectWingman-Win64-Shipping.exe"+177D69E: 8B 83 88 00 00 00     -  mov eax,[rbx+00000088]
"ProjectWingman-Win64-Shipping.exe"+177D6A4: 89 87 88 00 00 00     -  mov [rdi+00000088],eax
"ProjectWingman-Win64-Shipping.exe"+177D6AA: 0F B6 83 8C 00 00 00  -  movzx eax,byte ptr [rbx+0000008C]
"ProjectWingman-Win64-Shipping.exe"+177D6B1: 88 87 8C 00 00 00     -  mov [rdi+0000008C],al
"ProjectWingman-Win64-Shipping.exe"+177D6B7: 0F B6 83 8D 00 00 00  -  movzx eax,byte ptr [rbx+0000008D]
"ProjectWingman-Win64-Shipping.exe"+177D6BE: 48 8B 5C 24 30        -  mov rbx,[rsp+30]
"ProjectWingman-Win64-Shipping.exe"+177D6C3: 88 87 8D 00 00 00     -  mov [rdi+0000008D],al
// ---------- INJECTING HERE ----------
"ProjectWingman-Win64-Shipping.exe"+177D6C9: 48 8B C7              -  mov rax,rdi
"ProjectWingman-Win64-Shippinag.exe"+177D6CC: 48 83 C4 20           -  add rsp,20
// ---------- DONE INJECTING  ----------
"ProjectWingman-Win64-Shipping.exe"+177D6D0: 5F                    -  pop rdi
"ProjectWingman-Win64-Shipping.exe"+177D6D1: C3                    -  ret 
"ProjectWingman-Win64-Shipping.exe"+177D6D2: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D3: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D4: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D5: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D6: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D7: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D8: CC                    -  int 3 
"ProjectWingman-Win64-Shipping.exe"+177D6D9: CC                    -  int 3 
}

Re: Project Wingman (Codex)

Posted: Sun Dec 06, 2020 8:49 am
by ndck76
ign1z wrote:
Sun Dec 06, 2020 7:24 am
yay, i think i found something ... if you had already found the value for ammo for a weapon and then you browse the memory, 10 bytes offset from the ammo itself is the cooldown multiplier ...

for example, 8F6A990580 is address for the value of my mlag missile ammo
then the 8F6A990580+10 is the address of its cooldown, in FLOAT.
i put 0.2, and i got rapid missile

*how do you upload picture to a post ?
Good find. I will post it up.

Re: Project Wingman (Codex)

Posted: Sun Dec 06, 2020 10:07 am
by ilcommendatore
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?

Re: Project Wingman (Codex)

Posted: Sun Dec 06, 2020 2:38 pm
by ign1z
sorry to hear that, i haven't got railgame in the game yet, i'll check after i reach the that level ...