Will dump the UE4 FNameArray and UObjectArray, along with their addresses.Run threaded UE4 code to create the UConsole UObject, member of GameViewportClient you may then use Tilde (~) key to open up the console.In short: that forced error stops the script from activating, although it executes its content in section.Īttached below is a DLL that will do the following: Which makes no sense for a toggle script that doesn't have a section. Why? Because if it would activate and you'd want to reuse it, you would have to perform 2 actions: deactivate it first, then reactivate it. So if you don't see it enable/activate and right-clicking on it shows: Lastly, the script is designed to ERROR out. Note that if you drop the weapon and let's say some enemy picks it up (just a thought), they will benefit from whatever settings you applied to that weapon The Weapon properties are resident throughout the game session, so you only need to do it once per weapon. Cycle to next weapon, press Numpad 7 and so on. You will be able to tell if it worked by the weapon crosshair changing shape. To set the properties for all your weapons, just select the weapon in-game, press Numpad 7 and wait for a few seconds. Then click the first entry, 'Edit Hotkey' and type your own. You can change it yourself by right clicking the script and using 'Set/Change hotkeys'. There is a hotkey assigned to this script and that's NUMPAD 7. WriteFloat( FireRate + 0x8, 20.0 ) // and here WriteFloat( FireRate + 0x4, 20.0 ) // here Note that you need to edit this value on both lines:Ĭode: Select all FireRate = WeaponFireProjectileComponent + 0x218 Want to change the fire rate to lower or higher, edit the 20.0 to something else. Example: "writeFloat( FireRate + 0x4, 20.0 )". They can be edited by right-clicking the script, 'Change script' and inspecting the content. * Set Weapon Properties will set certain properties for the CURRENT Weapon. If that's the case, return to main menu and go back to game world and it will work. Why? Because the DeveloperPerks UObject is destroyed by the Garbage Collector after 1-1.5 minutes from Actor wake-up (your player having performed an action). then it's possible some DeveloperPerks console commands won't work (you will get "Command not recognized" message in the console). * If you've activated the script after having moved in the game world, fired, walked, etc. You will have to close the game, re-open it and retry as instructed. * If you've activated the script at main menu, you'll see an error. It is self-implied that you will need to download and use the injector below, which creates the console - you need the console to type in commands - for you and lets you dump Names and Objects. So "what commands can we use?" -> check that topic. Makes no sense for me to re-type everything.Ħ) EVERYTHING that is specified in this topic is VALID for Tiny Tina as well. No worries which choice you make, you can re-run these separately later.ĥ) An explanation of the scripts is given in the topic link below. CE will say it wants to open the game process, click Yes.Ĥ) Wait for a few seconds and you will be asked two more things: if you want to disable TAB as console key (click Yes) and if you want to change the console key (I usually click No). Running the injector is MANDATORY if you want to use the console and commands.Ģ) Go into the game world (CONTINUE) and as soon as the loading screen goes away, alt-tab to CE 7.1.ģ) Open the table in CE 7.1 and activate the script. *) While here, make sure you've ran the injector so the CONSOLE is created. Wonderlands.CT 1.1 (230.59 KiB) Downloaded 23140 timesġ) Run the game till you're at the main menu. So, till CE 7.4 is fixed, download the portable CE 7.1 version below: So you will have to kill game, restart it (which takes a while, given Denuvo start-up and logging in) and retry. What that translates to: every 1-2 tries of my table with a new instance of the game, the script will fail. There are some issues with CE 7.4 trying to allocate near preferred image bases (or something like that, according to Dark Byte) which causes allocations in my script to fail intermittently. The table was initially designed with CE 7.4 in mind, but I switched to CE 7.1. If you want to spread the news and let others enjoy all of this, then please link them to join FRF. Same as you prefer those places, I prefer FRF, having created these tools specifically for this community. anything I personally post in this topic) on other forums/communities (e.g.: Nexus, OCD). Kindly DO NOT POST these tools (table, DLL, etc.
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