strange file, need help -1 reply

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#1 12 years ago

hi, i found this file in data/game and it's called cheatmenu so i thought that's fun:p but it's not:( i tried everything and it keeps saying things about '=' or end needed near or something, i don't know what it means:confused: maybe one of you do?? (here is the file) -- load up some util functions dofile("dev/autoutil.lua") dofile("dev/autoentityinfo.lua") dofile("dev/nisrecorder.lua") dofile("dev/debug_spawn.lua") dofile("dev/aidebug.lua") bind("CONTROL+SHIFT+INSERT", "superscreenshot()" ) bind("SHIFT+F11", [[UI_LoadTaskbar( "DATA:game/taskbar.lua" )]] ) bind("SHIFT+F12", [[UI_LoadTaskbar( "DATA:game/taskbar2.lua" )]] ) bind("SHIFT+PAGEUP", "RulesProfiler_ScrollUp(3)") bind("SHIFT+PAGEDOWN", "RulesProfiler_ScrollDown(3)")

------------------------------------------------ -- Reserved for NIS shortcut -- -- ALT+1 -- ALT+2 -- ALT+3 -- ALT+4 -- ALT+5 -- ALT+6 -- ALT+7 -- ALT+8 -- ALT+9 -- ALT+0 ------------------------------------------------

------------------------------------------------ -- If an item below has a NO_MP label on it, that -- means it is not available in MP games. This -- is here to prevent users from using commands -- that might alter the simulation which would -- cause a sync error ------------------------------------------------ NO_MP = 1

------------------------------------------------ -- -- function animator_toggle( mode ) if ( animator_debug() ~= 0 ) then animator_debug_mask(mode) end end ------------------------------------------------ -- -- function Weapon_Debug() Weapon_ScatterInfo() Weapon_Info() Weapon_Tracking() Weapon_AttackRadii() end ------------------------------------------------ -- -- function GetWeaponHitMenuTable() local weaponhit_menu = { -- add weapon hit here -- -- number in the beginning so they would sorted correctly in the list newelement( "01. M1 Garand Rifle (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/small_arms/single_fire/rifle/m1_garand_rifle.lua' ), false)", NO_MP ), newelement( "02. M1 Garand Rifle (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/small_arms/single_fire/rifle/m1_garand_rifle.lua'), true )", NO_MP ), newelement( "03. MG42 Heavy Machine Gun (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/axis/small_arms/machine_gun/heavy_machine_gun/mg42_hmg.lua'), false )", NO_MP ), newelement( "04. MG42 Heavy Machine Gun (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/axis/small_arms/machine_gun/heavy_machine_gun/mg42_hmg.lua'), true )", NO_MP ), newelement( "05. .50 cal M2GB Heavy Machine Gun (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/small_arms/machine_gun/heavy_machine_gun/m2hb_hmg.lua'), false )", NO_MP ), newelement( "06. .50 cal M2GB Heavy Machine Gun (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/small_arms/machine_gun/heavy_machine_gun/m2hb_hmg.lua'), true )", NO_MP ), newelement( "07. Bazooka (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/ballistic_weapon/infantry_anti_tank_weapon/m9_bazooka_atw.lua'), false )", NO_MP ), newelement( "08. Bazooka (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/ballistic_weapon/infantry_anti_tank_weapon/m9_bazooka_atw.lua'), true )", NO_MP ), newelement( "09. Tiger 88mm Tank Gun (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/axis/ballistic_weapon/tank_gun/kwk36_88mm_tiger_gun.lua'), false )", NO_MP ), newelement( "10. Tiger 88mm Tank Gun (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/axis/ballistic_weapon/tank_gun/kwk36_88mm_tiger_gun.lua'), true )", NO_MP ), newelement( "11. Sherman 75mm Tank Gun (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/ballistic_weapon/tank_gun/m3_75mm_m4_sherman_gun.lua'), false)", NO_MP ), newelement( "12. Sherman 75mm Tank Gun (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/ballistic_weapon/tank_gun/m3_75mm_m4_sherman_gun.lua'), true )", NO_MP ), newelement( "13. Offmap Artillery (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/barrage_weapon/offmapartillery.lua'), false )", NO_MP ), newelement( "14. Offmap Artillery (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/allies/barrage_weapon/offmapartillery.lua'), true )", NO_MP ), newelement( "15. 81mm Mortar (Deflect)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/axis/ballistic_weapon/mortar/grw34_81mm_mortar.lua'), false )", NO_MP ), newelement( "16. 81mm Mortar (Penetrate)", "", "WeaponHitMousedEntity( World_GetPropertyBagGroupID( 'weapon/axis/ballistic_weapon/mortar/grw34_81mm_mortar.lua'), true )", NO_MP ), } -- find the number of weapon bags local count = World_GetPropertyBagGroupCount( PBG_Weapon ) local id = 0 local offset = table.getn(weaponhit_menu) -- fill out the table with the all weapon bags for id = 0, count-1 do local name = World_GetPropertyBagGroupPathName( PBG_Weapon, id ) weaponhit_menu[id*2+1+offset] = newelement( name.." Penetrated", "", "WeaponHitMousedEntity(\""..id.."\", true)", NO_MP ); weaponhit_menu[id*2+2+offset] = newelement( name.." Deflected", "", "WeaponHitMousedEntity(\""..id.."\", false)", NO_MP ); end -- sort the table alphabetically table.sort(weaponhit_menu, function(a,b) return a.name sorry for the long post but it's the whole file;) can anyone get anything out of this? please let me know then




tinhead50

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5th August 2006

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#2 12 years ago

Well...many modders over at relicforums.com are working on how to use it, but so far were all very puzzled about what it is. (evidently a cheat menu, but what was its purpose, since its not finished, and how to get it working)




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#3 12 years ago
tinhead50;3313103Well...many modders over at relicforums.com are working on how to use it, but so far were all very puzzled about what it is. (evidently a cheat menu, but what was its purpose, since its not finished, and how to get it working)

thanks tinhead:bows: ,that's exactly what i'm trying to figure out but no luck either:( , but i'll have a look at relicforums.com then;) see what they puzzled out so far (i guess nothing judging from your post:( ) but again thanks :cya: