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Cheat Menu
 This topic has been pinned, so it's probably important
MrThirtyOddSix  [developer] Feb 16, 2020 @ 7:29am
Cheat Menu for Custom Maps/Missions
Cheat Menu can be used with your own made map missions.

There are plenty of user made missions for CTA and I understand that Cheat Menu is welcomed addition to these. Before we get started I would like to remind that this is a manual process and we will have to edit every single map mission by using something like Notepad++ or Notepad2 (normal Notepad also works).

Please understand that you will need to have Cheat Menu mod downloaded and enabled, thus this is a required dependency.

Here is process of adding Cheat Menu resources to a mission:
- locate your map directory and look for ".mi" file
- add required lines at the bottom of ".mi" file

Locating map directory:
- if you made map with mission you most likely know where to find it, however normally all your single player maps would reside in "/resource/map/single" directory where you can see your custom named map as directory, let's name it "example". So your custom map will have directory path: "/resource/map/single/example" Inside of it there are bunch of files, but you are only interested in files that end with ".mi" or "mission" extension. There should be one. In normal single player campain these are always "0.mi", so easy to locate. Your custom map with mission will most likely have custom name, as with our example map it will be "example.mi"
- thus, location for our example mission will be "/resource/map/single/example/example.mi"

Adding Cheat Menu resource line:
- Now that you have located your ".mi" extension file you are ready to edit it. Open the file with your favorite text editor (Notepad++, Notepad2, or venerable Notepad). Scroll down to last line in file. It should end with "}".
- Here is simplified example of "example.mi" file:
{mission {Helpers} }
- We want to edit it so it now looks like this, by adding few more lines before last "}":
{mission {Helpers} (include "/map/cheat-menu/start-cheating.mi") ("set-player" player(1)) ("set-enemy-player" player(0)) }
- By adding line (include "/map/cheat-menu/start-cheating.mi") you enable Cheat Menu for your map. Save your changes and open your mission in game to see your new menu.
- By adding line with "set-player", you force default player to use specific number. In example above we force Cheat Menu to use player 1, if your custom map requires any other player than default zero.
- By adding line with "set-enemy-player", you specify player number that should be used when creating enemy spawn waves using Cheat Menu. Campaign maps already have it set at number 1.

Player Number:
- "set-player" line is optional
- "set-enemy-player" is not optional if you plan on making your map fully compatible with Cheat Menu, it only affects spawned enemies via mod
- player number can be specified between zero and including 16 (examples would be 0, 3, 6, 10 and 16)
- player number is supplied for compatibility reasons to allow Cheat Menu use map specific player configuration
Last edited by MrThirtyOddSix; Feb 29, 2020 @ 3:40pm
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Joker_Bunghole Feb 16, 2020 @ 12:51pm 
Please, Add me up
spawned soldiers are enemies in custom missions.
MrThirtyOddSix  [developer] Feb 19, 2020 @ 12:27pm 
@╬Ģ◊иŽФ⚡∀mηЯΛ¥╬ When you save such a game, do you know which Player number is it using? Spawn logic does not use any particular player, however it is possible that custom map has done some shenanigans to re-assign players.
Last edited by MrThirtyOddSix; Feb 19, 2020 @ 12:31pm
Originally posted by MrThirtyOddSix:
@╬Ģ◊иŽФ⚡∀mηЯΛ¥╬ When you save such a game, do you know which Player number is it using? Spawn logic does not use any particular player, however it is possible that custom map has done some shenanigans to re-assign players.

Im not sure exactly i have to check the gem to find out the player number but im trying missions from this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1433544352
Last edited by Ģ◊иℤ◊⚡ℤ∀муpΛй; Feb 19, 2020 @ 2:54pm
Joker_Bunghole Feb 19, 2020 @ 3:16pm 
Originally posted by ╬Ģ◊иŽФ⚡∀mηЯΛ¥╬:
Originally posted by MrThirtyOddSix:
@╬Ģ◊иŽФ⚡∀mηЯΛ¥╬ When you save such a game, do you know which Player number is it using? Spawn logic does not use any particular player, however it is possible that custom map has done some shenanigans to re-assign players.

Im not sure exactly i have to check the gem to find out the player number but im trying missions from this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1433544352


(We would want a Something like this, since most people, and Me! Are too retarded to try to collaborate between these mods in the filez... So we'd Stupid-pendacly like a cheat that is accustomized with this mod pack)
amassie78 Feb 19, 2020 @ 5:20pm 
That pack as far as i have seen uses Player 3 if that is any help. Just double checked all files, first campaign uses Player 3, second Player 2, third Player 3 and fourth Player 2.
Last edited by amassie78; Feb 19, 2020 @ 5:22pm
MrThirtyOddSix  [developer] Feb 19, 2020 @ 5:27pm 
Interesting. I'm wondering what player does it use when creating units....

Either way, I would recommend map author to weigh in as to what can be fixed. Or rather what is the reasoning behind choosing different player values. Original CTA campaign is using Player 0 by default. Cheat Menu mod does specify all inactive units to be player -1 (aka non-valid player). It relies on cloning mechanism to decide. So I suspect there might be a problem with that and the reason developers of CTA decided to go with player 0 as their default.
Last edited by MrThirtyOddSix; Feb 19, 2020 @ 5:39pm
Originally posted by MrThirtyOddSix:
Interesting. I'm wondering what player does it use when creating units....

Either way, I would recommend map author to weigh in as to what can be fixed. Or rather what is the reasoning behind choosing different player values. Original CTA campaign is using Player 0 by default. Cheat Menu mod does specify all inactive units to be player -1 (aka non-valid player). It relies on cloning mechanism to decide. So I suspect there might be a problem with that and the reason developers of CTA decided to go with player 0 as their default.

The Cheatsmod for mowas2 has a function to change players in the settings, so you can deploy troops for the enemies and for yourself, if you have some spare time is it possible that you could add a similar one to your mod aswell ?
Last edited by Ģ◊иℤ◊⚡ℤ∀муpΛй; Feb 20, 2020 @ 1:13am
MrThirtyOddSix  [developer] Feb 21, 2020 @ 2:04pm 
I have updated above instructions on how to configure specific player number to make Cheat Menu mod work as expected on custom maps.
Originally posted by MrThirtyOddSix:
I have updated above instructions on how to configure specific player number to make Cheat Menu mod work as expected on custom maps.

Nice, it works really good now thanks alot. :winter2019happyyul:


Originally posted by amassie78:
That pack as far as i have seen uses Player 3 if that is any help. Just double checked all files, first campaign uses Player 3, second Player 2, third Player 3 and fourth Player 2.

Campaign 1 uses player 1, player 3 are set for AI.
How does this work on MOW2? psl
MrThirtyOddSix  [developer] Feb 22, 2020 @ 6:50am 
@Elena Deligioz Cheat Menu is not a mod for MOW2 game.
Originally posted by MrThirtyOddSix:
@Elena Deligioz Cheat Menu is not a mod for MOW2 game.
It is MOW2 mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1742301467
MrThirtyOddSix  [developer] Feb 22, 2020 @ 8:05am 
@Elena Deligioz I see, mod and game having same name. You would need to follow up with mod author to provide you with version that works with Cheat Menu mod.
T'ak Hyun-Shik Feb 22, 2020 @ 4:34pm 
I can't find the map folder
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