Looking to see and understand how the cheat entries(like tuck tuck tuck: Summoning a monster truck) work so I can apply it to custom made units that I have been working on. Is there a file in data.bar related to this? I have searched the civs, protoy, and techtreey files and cant seem to find the relation of the monstertruck to a command sent via chat. I have a “dragon” unit i want to deploy via a command in chat but i cannot seem to locate how to set this paramiter. I can create the unit and all its specs but unable to make it a “cheat” unit like the trucks/lazerbear/fluffy.
Any help or direction on this would be super helpfull
Cheatcodes are hardcoded. Its not possible to create own cheats.
ok good to know. does aoe3de have any way to open the hardcoding aspects?
Absolutly not.
You need to reverse engeneer the game to get it open.
Or have the sourcecode of the game.
All right then. Ill give up this project then and implement them via barracks buildings then. Thanks for the quick responses, did not expect anything for a few months on this
Ok had a thought and my buddy had a good idea. Is it possible to replace one of the Easter egg units with one I make? I would utilize the same input(ie. tuck tuck tuck ect.) but spawn the custom unit instead?
Ok those interested it does work!, have to work out some kinks in my creation but yes you can replace the Unit
There is a free hardcoded cheat “who is this guy” was unreleased for the “Golden Mayan Man” unit. Try giving a code name “ypEggGoldenMayaMan” for your “Dragon” in “protoy”. I think it should work, but I haven’t tested it and I can’t see what looks like a your programmed “Dragon”.
Unit id =‘XXXX’ name =‘ypEggGoldenMayaMan’
NICE! yah I’m running test now replacing trucks with existing units(like pikemen) to run tests and what my limitations are. Ill definitely look at that one as well.
Well yeah, replacing units works fine. after all the cheat only creates a unit pulled from the protoy