1971 Project Helios [1.0.0.0] (GOG)

Upload your cheat tables here (No requests)
Post Reply
User avatar
happyTugs
Table Makers
Table Makers
Posts: 127
Joined: Mon Apr 20, 2020 1:01 am
Reputation: 148

1971 Project Helios [1.0.0.0] (GOG)

Post by happyTugs »

ImageImage

enables DevMenu.

let me know if it enables for steam or if you would like more options.



options:

enable DevBuild

– start a new game with all equipment

– go-to any level in the story

– cheat (unlimited moves, godmode?, and other things)

– insta-kill enemies

– skip combat

– console (not sure how that's toggled)

– a lot more stuff i don't care to list


Code: Select all

how to enable, one might ask?



1. go to main menu

2. tick 'enable DevBuild' in the table

if dev menu appears, skip the below steps

3. load a game and exit

4. dev menu should appear above 'New Game'



for insta-kill, cheat, console, and whatnot,

load a save and go to settings.



*best to activate table on game startup*





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
Attachments
1971 Project Helios.CT
June 11, 2020
(17.81 KiB) Downloaded 135 times
Last edited by happyTugs on Sat Jun 13, 2020 2:32 am, edited 21 times in total.

User avatar
pino44io
Cheater
Cheater
Posts: 48
Joined: Thu May 25, 2017 9:59 am
Reputation: 5

1971 Project Helios [1.0.0.0] (GOG)

Post by pino44io »

Cool! Say, is there something for screenshotters? Freecamera or something?

User avatar
happyTugs
Table Makers
Table Makers
Posts: 127
Joined: Mon Apr 20, 2020 1:01 am
Reputation: 148

1971 Project Helios [1.0.0.0] (GOG)

Post by happyTugs »

actually, there are some member functions that pertain to something of the like.

[SPOILER="for example"]probing around in ILSpy brought up this relevant class..

[CODE=csharp]// FreeCam

using UnityEngine;



public class FreeCam : MonoBehaviour

{

public float movementSpeed = 10f;



public float fastMovementSpeed = 100f;



public float freeLookSensitivity = 3f;



public float zoomSensitivity = 10f;



public float fastZoomSensitivity = 50f;



private bool looking;



private void Update()

{

float d = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? fastMovementSpeed : movementSpeed;

if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))

{

base.transform.position = base.transform.position + -base.transform.right * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))

{

base.transform.position = base.transform.position + base.transform.right * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))

{

base.transform.position = base.transform.position + base.transform.forward * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))

{

base.transform.position = base.transform.position + -base.transform.forward * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.Q))

{

base.transform.position = base.transform.position + base.transform.up * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.E))

{

base.transform.position = base.transform.position + -base.transform.up * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))

{

base.transform.position = base.transform.position + Vector3.up * d * Time.deltaTime;

}

if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))

{

base.transform.position = base.transform.position + -Vector3.up * d * Time.deltaTime;

}

if (looking)

{

float y = base.transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;

float x = base.transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;

base.transform.localEulerAngles = new Vector3(x, y, 0f);

}

if (Input.GetKeyDown(KeyCode.Mouse1))

{

StartLooking();

}

else if (Input.GetKeyUp(KeyCode.Mouse1))

{

StopLooking();

}

}



private void OnDisable()

{

StopLooking();

}



public void StartLooking()

{

looking = true;

Cursor.visible = false;

Cursor.lockState = CursorLockMode.Locked;

}



public void StopLooking()

{

looking = false;

Cursor.visible = true;

Cursor.lockState = CursorLockMode.None;

}

}

[/CODE]

[/SPOILER]

whether or not I can successfully call said functions is of an entirely different matter as I am still learning how to interface with the unity engine's api. in the meantime, would there be anything else?
Last edited by happyTugs on Mon Jun 15, 2020 5:40 pm, edited 3 times in total.

Post Reply

Who is online

Users browsing this forum: AhrefsBot, Briar, Noire Blackheart, salvare000, Trygve