
Activate the trainer options by checking boxes or setting values from 0 to 1.
#Wargame red dragon cheat engine Pc
Click the PC icon in Cheat Engine in order to select the game process.Special thanks to Group CODEX for releasing this game. Note: The scripts use the CE commands AOBScan and will not load if it is incompatible with the running game version.Īfter downloading the table, copy it to the "My Cheat Table" folder. Have a look at the Table Extras for more information. For enabling any of them, just change its value to 1 The table also contains (when the scripts are active) the options listed on the attached image. So you can always come back in case you don't like the result. When you can,save the game before starting using table/cheat. This game is complicated, so I don't intend to add any additional cheat. If the part is related to ammo, so the ammo will be decreased (You can see that in helicopters) ģ) Load the game process "WarGame3.exe" in CE ĥ) Now activate the options you want to use by checking each box () This will work for human and AI players's units (**) Human Player's units will always be CALM

Human Player's units's fuel will not decrease

Human Player's strategic points will not go under minimum value (default = 2000) ! Note that some aircraft make use of the same ObjectReference (TMissileCarriageWeaponInfo).Code: Select all =Ġ: Release for version 14.05.27 (Patch by ALI213)Ģ: Release for version 21.02.23 (Steam)(s3.0) null = anywhere, 1 = Rocket Pods, 2 = Air to Ground MountingType = Determines which pylons should be used. The A-10 has 2 salvos of 3 AGM-65B, so the Count should be 6. This has to be the same as the total ammo count of the weapon or it won't work. MissileType = Air to Air or Air to Ground? A2A = 1, A2G = 2Ĭount = Number of weapon. This corresponds with the TagIndex in the TTurret_Descriptor of the weapon. WeaponIndex = The weapon the TMissileCarriageWeaponInfo object represents.

You will find 4 values WeaponIndex, MissileType, Count and MountingType To show this works properly here is a collection of screenshots ĮDIT: Making sure the correct MissileCarriage values are usedġ- Open Modules > MissileCarriage > ObjectReference (TMissileCarriageModuleDescriptor) > ObjectReference (TMissileCarriageConnoisseur) > WeaponInfosĢ- Open any of the ObjectReference (TMissileCarriageWeaponInfo). This should get the correct models showing. For sidewinders and clusters we can use the F-16A (instance 9320)Ģ- In the F-16A's modules, open ApparenceModel > Depiction > DepictionTemplate > SubDepictionGenerators > ObjectReference (TMissileCarriageSubDepictionGenerator)ģ- Open the Missiles collection, the object references determine what weapon models show on the aircraftĤ- From there: Missile object reference > Depiction > DepictionAlternatives > 1st OjectReference > MeshDescriptor (this will tell you what model is used)ĥ- Note which are the Missile object references you need (When opening the Missile object reference it will show MissileIndex this corresponds to the order the missiles are fired, if you use multiple of the same reference the missiles may not disappear from the aircraft when fired)Ħ- Navigate to the aircraft you want to change the models for and then Modules > ApparenceModel > Depiction > DepictionTemplate > SubDepictionGenerators > ObjectReference (TMissileCarriageSubDepictionGenerator)ħ- Change the Missile object references to the ones you took note of. Heres what a mini-tutorial from the forums on changing plane loadoutsġ- Locate a plane that has the models you want to use.
