HI, awesome table first of all, working flawlessly.
I wanted to ask if you could share a template for executing just one Function Handler command instead of the stringArgs variable I have a couple and I always use them, that's why I asked. Users could edit it themselves for personal use, would be nice.
Also sharing a simple excel file I made for the commands, simplifies things a bit for me.
Any idea for a command to spawn knifes so I can use them in finishers, spawn melee weapons and most important spawn single enemies without their cars?
These would be nice additions, though I'd like to add that it doesn't appear the engine is allowing multiple spawned entities. When I try to place two vehicles, the first one disappears as soon as the second one spawns. I'm betting the same would be true if you wanted to spawn a group of on-foot enemies to brawl, act, etc.
That being said, a tedious workaround to achieve a single on-foot enemy would be:
Spawn a vehicle from the faction you need, with a driver.
Engage with that enemy to get them out of the vehicle and on-foot.
Turn off the enemy AI.
Dispose of the vehicle.
And then turn the enemy AI back on.
If needed, have 'em chase you to where you need them.
I wanted to ask if you could share a template for executing just one Function Handler command instead of the stringArgs variable I have a couple and I always use them, that's why I asked. Users could edit it themselves for personal use, would be nice.
Also sharing a simple excel file I made for the commands, simplifies things a bit for me.
Thanks for sharing the spreadsheet, it was very helpful!
This might be helpful to you. r00t0 posted an excellent "command console" to Nexus Mods which can be mapped to hot keys on your preferred input device like your keyboard, another controller, or the buttons on a StreamDeck (if you wanna get sorta fancy/technical).
I finally took the time to try out some of the "Function call handler" (?!). Honestly, i would name this 'Console command/control', which states exactly
I did some similar work but in c++ and works in cmd, it have something like commandline option in engine but not all works.
to those who asked "is it possible to ...":
yes it is. all of them. because the game works with python scripts. it takes time to dive into it and i am currently busy with my job; secure codes and vulnerability detection rules. so no connection to game reversing whatsoever.
but i would love to plunge into this task when i get some free time.
i looked into the heap-allocated python scripts and they could be used to create menus, spawn things, load maps, teleport and many other.
Must be at least a year since I used your table and played the game.
I have some questions :
- can we still unlock the Interceptor from the start ?
- is there a way to have a fixed camera while driving (no distance/angle changes while in pursuit)?
Must be at least a year since I used your table and played the game.
I have some questions :
- can we still unlock the Interceptor from the start ?
- is there a way to have a fixed camera while driving (no distance/angle changes while in pursuit)?
Thanks !
i think there is a command to spawn interceptor. search all the replies.
as for camera, if you tried all commands and didn't get what you wanted, then no; unless you find a camera command yourself.
table based on https://www.fearlessrevolution.com/madmax/mods/21.
Need a Shotgun Ammo Loadout multiplication table.
Pattern 0700000063AF4AA8 where 07 Shotgun Ammo Loadout. 03, 04, 05, 06, 07 depending on the bandolier.
I found the template, but I can’t continue.
Hello,
Great work on CT , really enjoying it.
I came across a bug on one of the camps (Large Blades) where i picked all scrap but game registered only 8/9.
Is there a function call for completing a camp ? Not all of them , just one.
Thanks for reply
hey! replying a bit late, but i am trying to create something using Mad Max's memory and i need the code that calls if a mission has been activated or completed. If that has been found at all, that would be beyond helpful thanks!
hey! replying a bit late, but i am trying to create something using Mad Max's memory and i need the code that calls if a mission has been activated or completed. If that has been found at all, that would be beyond helpful thanks!
hi
the ultimate achievement would be fully reversing and dumping the python mechanism that the game uses. I'm gonna need a hand in this task and need someone to lend me his/her experience in this field.
btw if i could find that code, i would trace it and add the "complete currant mission" option.