BattleTech [Engine:Unity]

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skyline_pj
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BattleTech [Engine:Unity]

Post by skyline_pj »

I'm sorry for the stupid question.

Scripts in the Simulation Stage work correctly.

However, Combat Stage is not activated at all.

Of course I tried to check in during the combat, but I can not even check it.

What is the problem?

It seems that Simulation Stage works well, so it is not a version issue either.

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

Kaixa
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BattleTech [Engine:Unity]

Post by Kaixa »

[QUOTE="Csimbi, post: 50856, member: 3723"]Yeah, I said it may happen and reloading an older save would be required.



For the record, mechs locked up for me even without using any cheats.

All those Boolean flags the harebrained are tracking (3+flags for each weapon, plus a number of them for the mech) seem to get messed up at times - nothing I can do about that.

The fact that my script is messing with them, too ain't helping ;-)



Infinite actions starts as enabled by default.

Find this:

[code]

bEnableInfiniteActions:

dd 1

[/code]

And change to this:

[code]

bEnableInfiniteActions:

dd 0

[/code]

You are changing the 1 to 0, turning it off by default.

See if that helps.

This won't fix an already borked save though.

If it does work, you might want to the remove the hotkey assigned, too so you won't accidentally trigger it in the future.



Other than that, all I can say it that I learned what I can do and what I can't do with Infinite Actions enabled, so I work my way around it.

I keep it off for most of the combat - I only enable it when I know that I want a specific mech to do more actions. (And I enable it before taking any actions - you surely noticed you can move and fire - don't enable it in between.)



This was my 100th message. Yei :p[/QUOTE]





The Simulation Stage works fine.

But Combat Stage makes game crashed after activated, tried load old saves but not work.

Still wanna use the salvage options...



Latest steam version + Cheat Engine 6.8.1



Thanks for the table.
Last edited by Kaixa on Mon Jul 09, 2018 7:31 pm, edited 2 times in total.

alset85
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BattleTech [Engine:Unity]

Post by alset85 »

[USER=3723]@Csimbi[/USER] the Simulation Stage script doesn't activate with RogueTech. I was interested in the tonnage fixer and the travel time cheats.
Last edited by alset85 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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Csimbi
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BattleTech [Engine:Unity]

Post by Csimbi »

I gave up on this game and I don't (and I didn't) play RougeTech.

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lostdata
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Re: BattleTech [Engine:Unity]

Post by lostdata »

Attachments
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sonicwinghero
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Re: BattleTech [Engine:Unity]

Post by sonicwinghero »

Can you separate the cheats out instead of grouping them together?

Spoonyman
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Re: BattleTech [Engine:Unity]

Post by Spoonyman »

Ok so I know this thread is a bit old but I was wondering if there was a way to modify the god mode you are showing to only give you armor and not the accuracy or the insta kill.

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Csimbi
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Re: BattleTech [Engine:Unity]

Post by Csimbi »

Here, updated my old script to 1.8.0 + added these to the Combat script:
- Delta Time Mod; Allows you to change the overall speed of the combat stage. Since it taps into the base time calculation, it applies to everything. I think it's most obvious when looking at movement and weapons.
- Sensor Range Mod; Allows you to change the sensor range of your mechs. For the player mechs only.
- No heat; whenever your heat is updated, it is reset to zero. For the player mechs only.
Added these to Simulation script:
- BlackMarket; unlocks the Black Market even through your are not a member, provided that there's Black Market available in the star system you are currently in (click on the starsystem and you should see a black market tag near the top of the list).
- Mech Lab Slot Limit Uncapper; Whenever you add or remove a weapon/gear to your mech, the number of used slots it set to 0, allowing you to put as many items you want into the slots. Notes: 1) this generally means equipment and not weapons becasue the hardpoint limits still applies to weapons. However, now you can equip bigger weapons. 2) The item must still fit into the available slots on its own (e.g. you can't fit a gyro or a large laser into the cockpit, but you can add there multiple single-slotted items).
- Mech Lab Slot Size Cap; This limits the size of the slotted item as you drag it onto the mech, allowing your equipment to take up less space on screen. Think of it as crowd management - the Mech Lab Slot Limit Uncapper is more or less required for it to work if you want to equip more than the allowance, but with this option enabled, more items will fit on your screen ;-) [Link]'s sample.

More details at the description of the old script.

I do not intend to add anything else.

Seems the game did not improve much, still the same issues as before.
I guess there's a good reason why they call themselves harebrained.
Do try to enjoy though!

Update #1
Added the updated Simulation script (same contents).
Be sure the read the old notes - especially on CTRL key use and pilots - , they are still valid.

Update #2
I had quite enough time wasted to justify one more look at this time waster.
Added the Delta Time Mod to Combat script.

Update #3
Added the Sensor Range Mod to Combat script.

Update #4
Added BlackMarket to Simulation script.

Update #5
Added Mech Lab Slot Limit Uncapper to Simulation script.
Added Mech Lab Slot Size Cap to Simulation script.
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neong
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Re: BattleTech [Engine:Unity]

Post by neong »

@Csimbi: thank for the table. Its possible to get an update for the table with inventory min. count at 50 or any number?
inventory. I cant believe a game missing an option to adjustable amount to buying items or i dont know how to. It would be super nice to have min capacity for all item in the inventory.

Voronalis
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Re: BattleTech [Engine:Unity]

Post by Voronalis »

Running CE 7.0 and Battletech 1.8.1 and getting this error when trying to inject "Failure injecting the MonoDatacollector dll "

Marilith
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Re: BattleTech [Engine:Unity]

Post by Marilith »

Hi Csimbi,

Great table, was working fine but the portion related to the combat stage doesn't activate anymore and give an error :

>>> Error while scanning for AOB aobWeaponStateReader : Error not all results found ...

acecel
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Re: BattleTech [Engine:Unity]

Post by acecel »

Marilith wrote:
Sun Dec 29, 2019 5:39 pm
Hi Csimbi,

Great table, was working fine but the portion related to the combat stage doesn't activate anymore and give an error :

>>> Error while scanning for AOB aobWeaponStateReader : Error not all results found ...
I have the same issue about the combat script, sometimes i can activate it and sometimes i can't, don't know why. I managed to activate it yesterday and it worked well, and today i can't enable it :(

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Csimbi
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Re: BattleTech [Engine:Unity]

Post by Csimbi »

It could be that the code has not been generated yet.
Try loading a save with combat and fire some weapons.

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CompactDisc
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Re: BattleTech [Engine:Unity]

Post by CompactDisc »

Csimbi wrote:
Fri May 15, 2020 8:19 am
It could be that the code has not been generated yet.
Try loading a save with combat and fire some weapons.
For me, the code for the battles consistently stops working eventually.
It's clearly not just me though.

Would you consider trying to fix this still, after all this time? Or do we have to make do without these options? :)

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Csimbi
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Re: BattleTech [Engine:Unity]

Post by Csimbi »

CompactDisc wrote:
Tue Oct 20, 2020 5:53 pm
For me, the code for the battles consistently stops working eventually.
Could you clarify what do you mean by the code stopping working?

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