BattleTech [Engine:Unity]

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Yuri_RP
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BattleTech [Engine:Unity]

Post by Yuri_RP »

So all the debug options will be made available from CE Script? Really need pilot exp right now. :D

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

ShadowOfTheVale
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BattleTech [Engine:Unity]

Post by ShadowOfTheVale »

Wow, that's awesome. How would we go about using it?

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EnterpriseNL
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Post by EnterpriseNL »

Nice debug system,



Is it also possible to integrate all scripts in one CE table?

rvera91
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BattleTech [Engine:Unity]

Post by rvera91 »

[QUOTE="SunBeam, post: 44143, member: 12587"]Let's see.. what else? Wanna change your Mech's name? Sure thing:



[IMG]https://i.imgur.com/8COnJva.png[/IMG]



Wanna get a list of all available Mechs and get the ones you want? Nothing simpler:



[IMG]https://i.imgur.com/yRnaHp4.png[/IMG]



[IMG]https://i.imgur.com/ecGosk9.png[/IMG]



[IMG]https://i.imgur.com/3U4xT19.png[/IMG]



[IMG]https://i.imgur.com/gIWKtTm.png[/IMG]



Available commands:



[IMG]https://i.imgur.com/9Wmq0E1.png[/IMG]



Updating stats:



[IMG]https://i.imgur.com/XlKaoxi.png[/IMG]



And so on :D



BR,

Sun[/QUOTE]

How does one go about activating and using. excuse my ignorance im a rookie at this

Reaper1222
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BattleTech [Engine:Unity]

Post by Reaper1222 »

hi can someone help me? how can i make ++, and +++ weapons to appear in shops? with unlimited buy option?

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SunBeam
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BattleTech [Engine:Unity]

Post by SunBeam »

I'll release an update of the table soon enough. Hold you horses, "desperados" :D[B]Minus[/B] key is enough for the DebugWidget to show (no need for Ctrl+Shift, you copied that from some other post on the internet). Ctrl + Shift + Minus brings up the Mech GUI in top-left of the screen (where you would also find FreeCamera, PlayerOneGodMode, etc. and can invoke them by clicking them without the need for my table's [B]Numpad 0[/B]) while in a mission.
Last edited by SunBeam on Thu Jan 01, 1970 12:00 am, edited 4 times in total.

ShadowOfTheVale
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BattleTech [Engine:Unity]

Post by ShadowOfTheVale »

Thanks Sunbeam, you’re the best!

Fercyful
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BattleTech [Engine:Unity]

Post by Fercyful »

Thanks for all this !

quidproquo
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BattleTech [Engine:Unity]

Post by quidproquo »

Long time lurker here.

There is an easy way to activate debug mode. All credits to the people in this [URL='https://www.reddit.com/r/Battletechgame/comments/8f8wb4/psa_enable_debug_would_with_registry_key_always/']reddit threat[/URL]

To summarize

In registry editor, go to HKEY_CURRENT_USERSoftwareHarebrained SchemesBATTLETECH . Add last_debug_state_h176629417 as a D_Word and set the value to 1. Debug mode now works.

Ctrl-LeftShift-minus activates it in battle. The Godmode, camera, faster speed, and other things are in there. There's a kill all button if you want really easy mode (and they leave 3/3 salvage!), and you can even select parts on enemy mechs to attack (eg, you can deal 100 dmg to their head if you want!)



If you don't want to go through the registry editor yourself, you can copy and paste the following text into a text document, rename the file extension as .reg and run that once:

[QUOTE]Windows Registry Editor Version 5.00



[HKEY_CURRENT_USERSoftwareHarebrained SchemesBATTLETECH]

"last_debug_state_h176629417"=dword:00000001[/QUOTE]
Last edited by quidproquo on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

kaptain kek
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BattleTech [Engine:Unity]

Post by kaptain kek »

Hey guys! Thanks for all the discussion and cheats, personally not a big fan of "crippling debt" simulator, so add funds has done wonders. I'm not great with CE, so can someone give me a walk-through of how to use the debugwidget?

Thanks in advance!

Van Dam Man
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Post by Van Dam Man »

So I enabled the debug menu but I can’t enable that there debug menu Sunbeam posted. Is that an extra add on?

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EnterpriseNL
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BattleTech [Engine:Unity]

Post by EnterpriseNL »

[QUOTE="Van Dam Man, post: 44322, member: 16870"]So I enabled the debug menu but I can’t enable that there debug menu Sunbeam posted. Is that an extra add on?[/QUOTE]



Don't know, also enabled the debug menu but only works during battle

Ashar
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BattleTech [Engine:Unity]

Post by Ashar »

the one sunbeam posted is a more advanced menu, not part of the basic debug menu that youve enabled

swordmania
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BattleTech [Engine:Unity]

Post by swordmania »

[QUOTE="SunBeam, post: 44144, member: 12587"]Aaaaall in here for you to figure out ;)[B]BattleTech:SimGameState:Update[/B]:



[code=cpp]

public void Update()

{

if (!this.UXAttached || !this.HasSimShipBeenSet || this.Saving)

{

return;

}

if (this.CompletedContract != null)

{

if (this.VideoPlayerActive)

{

return;

}

if (this.CharacterCreation.isActiveAndEnabled)

{

return;

}

if (this.Credits != null)

{

return;

}

if (!this.interruptQueue.IsOpen)

{

this.ResolveCompleteContract();

}

return;

}

if (this.PendingMilestoneContract != null)

{

if (this.VideoPlayerActive)

{

return;

}

if (this.CharacterCreation.isActiveAndEnabled)

{

return;

}

if (this.Credits != null)

{

return;

}

if (this.interruptQueue.IsOpen)

{

return;

}

this.ForceTakeContract(this.PendingMilestoneContract, this.IsPendingMilestoneContractBreadcrumb);

this.PendingMilestoneContract = null;

this.IsPendingMilestoneContractBreadcrumb = false;

return;

}

if (SimGameOptionsMenu.isUp)

{

return;

}

if (this.testRun && this.PilotRoster != null && Input.GetKeyDown(KeyCode.F6))

{

foreach (Pilot pilotRoster in this.PilotRoster)

{

pilotRoster.InjurePilot("Evil_AJ", 0, 1, "An uncaring random");

}

this.RefreshInjuries();

}

if (this.AllowDebug)

{

if (Input.GetKeyUp(KeyCode.Minus) && !this.DebugWidget.gameObject.activeSelf)

{

this.DebugWidget.Show();

}

else if (Input.GetKeyUp(KeyCode.F10))

{

StringBuilder stringBuilder = new StringBuilder();

foreach (Faction ignoredContractEmployer in this.ignoredContractEmployers)

{

stringBuilder.AppendLine(ignoredContractEmployer.ToString());

}

Debug.LogError(string.Concat("The following factions cannot be EMPLOYERS: ", stringBuilder.ToString()));

stringBuilder = new StringBuilder();

foreach (Faction ignoredContractTarget in this.ignoredContractTargets)

{

stringBuilder.AppendLine(ignoredContractTarget.ToString());

}

Debug.LogError(string.Concat("The following factions cannot be TARGETS: ", stringBuilder.ToString()));

}

else if (Input.GetKeyUp(KeyCode.F12))

{

string str = SimGameState.Report.Publish(this.DebugSeedFolder);

GenericPopupBuilder.Create("Saved", string.Concat("Files saved to ", str)).Render();

}

else if (Input.GetKeyUp(KeyCode.F11))

{

foreach (Pilot pilot in this.PilotRoster)

{

pilot.InjurePilot("Evil_Evan", 0, 1, "An Uncaring Debug Pox Upon all Houses");

}

}

else if (Input.GetKeyUp(KeyCode.F9))

{

this.StartCharacterCreation();

}

else if (Input.GetKeyUp(KeyCode.F8))

{

this.Debug_InjureRandomMechWarrior();

}

else if (Input.GetKeyUp(KeyCode.F7))

{

if (this.SpaceController.currentShip == DropshipType.INVALID_UNSET)

{

this.SetSimShip(DropshipType.Leopard);

}

else if (this.SpaceController.currentShip != DropshipType.Leopard)

{

this.SetSimShip(DropshipType.INVALID_UNSET);

}

else

{

this.SetSimShip(DropshipType.Argo);

}

this.RoomManager.RefreshDisplay();

this.HasSimShipBeenSet = true;

}

else if (Input.GetKeyUp(KeyCode.F5))

{

foreach (string key in this.DataManager.ShipUpgradeDefs.Keys)

{

if (this.HasShipUpgrade(key, null))

{

continue;

}

this.AddArgoUpgrade(this.DataManager.ShipUpgradeDefs.Get(key));

}

this.ApplyArgoUpgrades();

}

}

if (this.Constants.Debug.AllowSimGameNoUIMode && BTInput.Instance.Toggle_UI().WasPressed)

{

LazySingletonBehavior.Instance.ToggleAllUIOnOff();

}

if (!this.TimeMoving || this.TravelManager.InTransition)

{

return;

}

if (this.interruptQueue.HasQueue)

{

if (!this.interruptQueue.IsOpen)

{

this.interruptQueue.DisplayIfAvailable();

}

return;

}

this.realTimeElapsed += this.BattleTechGame.DeltaTime;

float dayElapseTimeNormal = 0f;

if (this.TimeMoving)

{

dayElapseTimeNormal = this.Constants.Time.DayElapseTimeNormal;

if (this.RoomManager != null)

{

this.RoomManager.UpdateTimePassed(this.realTimeElapsed);

}

}

if (this.realTimeElapsed >= dayElapseTimeNormal)

{

this.realTimeElapsed = 0f;

this.OnDayPassed(0);

}

}

[/code][/QUOTE]



if (this.AllowDebug)

{

if (Input.GetKeyUp(KeyCode.Minus) && !this.DebugWidget.gameObject.activeSelf)

{

this.DebugWidget.Show();

}



Thats what I don't get. We allow debug functions in the dev console. Pressing Minus SHOULD open up the DebugWidget but somehow it does not get past the first condition. I read it like this: if debug is allowed, then if the input is minus, then show the DebugWidget. Same with the other inputs like F12, F11, F9, F8, F7 and F5. They are SUPPOSED to do stuff WHEN debug is allowed. The only one working is F6 which wound your whole pilot rooster because its not attached to

"if (this.AllowDebug)". I think the "hbsrocks" thing we type in the console does not make "AllowDebug" condition true. There must be something else we need to do.

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BattleTech [Engine:Unity]

Post by SunBeam »

You don't really need my table anymore, in case you've not figured it out :D



See:

[LIST]

[*][URL]https://fearlessrevolution.com/threads/battletech.6603/post-44251[/URL]

[*][URL]https://fearlessrevolution.com/threads/battletech.6563/post-44347[/URL]

[/LIST]

Whichever way you prefer; I'd go with the first one in the above, as it allows access to everything.



No idea why you people don't read the whole thread.



BR,

Sun
Last edited by SunBeam on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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