Project Wingman (Codex)

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ndck76
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Project Wingman (Codex)

Post by ndck76 »

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)

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.

Note: This cheat table may or may not work for you. Cheat Engine v7.2 is required

Click the like button if it works and for your kind support. Thank you. :)



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
ProjectWingman v1.0.4C.20.1207.3267.CT
(35.38 KiB) Downloaded 2440 times
ProjectWingman v1.03.20.1201.3199 U6.CT
(38.16 KiB) Downloaded 642 times
ProjectWingman v1.03.20.1201.3199 U5.CT
(31.27 KiB) Downloaded 531 times
ProjectWingman v1.03.20.1201.3199 U4.CT
(27.94 KiB) Downloaded 1104 times
ProjectWingman v1.03.20.1201.3199 U3.CT
(25.15 KiB) Downloaded 435 times
ProjectWingman v1.03.20.1201.3199 U2.CT
(22.5 KiB) Downloaded 156 times
ProjectWingman v1.03.20.1201.3199.CT
(15.96 KiB) Downloaded 293 times
Last edited by ndck76 on Sun Apr 18, 2021 8:13 am, edited 21 times in total.

nyanmaruu182
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Re: Project Wingman

Post by nyanmaruu182 »

Thank +rep

glst
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Re: Project Wingman

Post by glst »

THX

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HEROES
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Re: Project Wingman

Post by HEROES »

Thank

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ReskyAW
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Re: Project Wingman

Post by ReskyAW »

can you add Missiles and Bombs no reload?
thank you for giving the cheat.

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ndck76
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Re: Project Wingman

Post 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.

VKX
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Re: Project Wingman (Codex)

Post by VKX »

Nice table, I was working on one too! I got stuck trying to find an elegant way of adding rapid fire missiles.

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rambo99jose
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Re: Project Wingman (Codex)

Post 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
}

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MusTangAu
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Re: Project Wingman (Codex)

Post by MusTangAu »

Thanks so much ndck76 works a treat ( ͡° ͜ʖ ͡°)

ign1z
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Re: Project Wingman (Codex)

Post 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

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Re: Project Wingman (Codex)

Post 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 ?

ign1z
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Re: Project Wingman (Codex)

Post 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 
}

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ndck76
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Re: Project Wingman (Codex)

Post 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.

ilcommendatore
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Re: Project Wingman (Codex)

Post 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?

ign1z
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Re: Project Wingman (Codex)

Post by ign1z »

sorry to hear that, i haven't got railgame in the game yet, i'll check after i reach the that level ...

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