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?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
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.