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Unlocked some modding helpers


Capyvara

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Unlike source games which requires the tilde, which isn't here on European keyboard, the console works fine with the "½" button too.

 

Yeah I just found a way, Japanese keyboards don't have a 1/2 key but it seems most game call up the console with the ¥ key instead, which is located elsewhere. That works with Xcom too.

 

Side note, does "select spawn group" / "select aliens" / "Filter Maps" work for anyone ? I can't touch those.

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Does anyone else have their end turn command not working while starting a game in Tactical ? It just locks up my game. There's a good chance it's linked to me giving some ridiculous stuff to my soldiers, will try with a more orthodox setup. (even though giving alien weapons has hilarious results)

 

I'll make a quick list of the commands i tried.

I'd make a wiki for it, but then the two other wiki pages I made don't seem to be getting much use so...

 

I'm going alphabetically (autocomplete is handy!) and I'm skipping the ones that seem of no interest

 

WORK IN PROGRESS

AddUnits : spawns soldiers anywhere on the map. They have no head (creepy...) and most of them have no weapon and are unuseable, I got guys with pistols that controlled fine.

AddSectoids : probably does as stated although it seems they spawn out of sight. TBC

AIdebugAI : shows a lot of status text for each unit and a status line for the AI actions. potentially interesting.

AIretaliate and AIretaliateInstant : doesn't seem to do anything

AIshow(things) : no effect found

AIunleash : possibly to unshackle the AI from the easy and normal diffs ?

AIwatchAI : no effect found

AllAmmo/Allweapons : possibly intended for strategy game

Amphibious : ?

APCsettings : shows 3 lines with PodMgr: Inactive and Pod#0/1 : inactive, do not understand

Avatar [classname] : did not succes in using yet

Camerapitchingmode (bool) : could not use yet, but could be interesting to understand camera modding

Captureandkillaliens (int) : captures (int) enemy and kills the rest. Effective !!

CauseEvent (name) : need to find an event list (or what events are ??) to use

Changeteam (teamname) : needs more testing

CheckDebugMenu : no effect found

ClearNarrativeHistory : needs testing

CreateAlienBaseAlert : spawns alien base ? does not give skeleton key building capability. Can possibly spawn a second functional alien base after the first

CreateTempleShipAlert : allows to launch the last mission instantly. Works.

(other Creates : just messages afaik)

CursorModeToggle : no effect found

DeadEye : no idea ?

*DEBUGS : there are a lot ! not going to list them here. Most seem to do nothing though.

DisplayAll : has clear description, might be useful

DisableAimAdjust : to be tested

DisableNarrative : to be tested, I know folks who would be interested !

DoNarrativeMoment (moment) : to be tested

DoAutoTest : does some weird s**t ...

EditObject, EditActor : to be tested

EnableDebugMenu : no effect found

EnableCheats : no effect found

FacilityStressTest

FinishAllProjects

FixMisssions

Fly

FOV : works, funky results with high values !

ForceCriticalWound

GiveAllTech : to be tested

GivePsiGift : to be tested

GivePsiPerks : instantly gives all psi perks to selected soldier

GivePsiXP

GiveBottomPerks : gives fist few perks of the soldiers class

GiveTopPerks : gives all top perks of the soldiers class

GivePerk

GiveItem

GiveWeapon

GiveCash

GiveXP

GiveTech

God : probably godmode, untested

GotoDebugLoc : takes the camera... somewhere. More testing needed.

Help (string) : no successful use

HQfreeCam

InfiniteGrenades: works as advertised

KillAllElse : crashed the game for me

KillandImplantUnit : mimics a chrysalid kill, but makes a buggy zombie. locked my game

KillAliensWithinCursorRadius (radius) : works as advertised.

KillNearestAlien

KillSquad : you might want to avoid this one.

LevelUpBarracks (times) : to be tested

List[things] : did not get those to work (where is the output ??)

Log[things] : same as above

LowerPanic (country) : to be tested

Marketing : hides unit status bars (health etc)

MoreSpeed : character and camera movement is sped up

MapSoldiersToDropshipSeats : possibly to make sure soldiers spawned on mission are taken back to base ?

Mutate (string) : sounds cool, don't know what values to use though (says MutateString(FString))

NoLuck : needs testing, sounds interesting ?

NormalSpeed : goes back to normal after MoreSpeed

Open (mapname)

OTS (int) : no idea what this is

OutputGlobeCoord : may be useful for modding ?

OSS[things] : related to multi, not really interested

Pause : does a hard pause (no menu)

Play[sounds] : as expected

PitchCamera : no successful use

PrintdebugInfo (actorclass) : no success

PowerUp : no idea

RE [stuff] : some on-event camera controls (shakes, hides, etc)

Restartlevel : as advertised

Restartmap : no effect ?

RainRateScale (float) : as advertised

RandomAI : not sure, starts fighting music ..?

ResetUnitMovement : give selected soldier its "action points" back (does not work well with 0 action left)

SetCameraMode (modename)

SetGravity (float) : no effect seen

SetAmmo (int)

SetRockets (int)

SetHP (int) : as advertised

SetOverheadCameraParameters (FOV distance Pitch) : works as advertised. fun to use - example : setoverheadcameraparameters 80 500 -20 . Only way I found to change the camera pitch yet

SetStormIntensity (int) : 1 to 6? works

SetFOW (int) : sets fog of war distance ? 0 removes fog of war completely. seems to induce bugs

SetProgresstime (t) : needs testing

SetStrategyFacilities[things] : some cheats for strategy level

SetAIGlamCam / SetGlamCam : needs testing

SetTiltActive : needs testing

SetSpeed : no effect found

Show [things] : no effect found. Showloot seemed interesting... Of course there is showlog which as pointed out earlier is quite useful

ShowDebug : now that one is interesting !! (showdebug net has some results, needs more testing)

SkipAI : needs testing

SimCombat : ends the mission immediately, with some deaths and wounds on my team that did not happen before that command, so I assure it does actually simulate combat in some way !

SwapTeamsonNearestUnit : sounds promising but crashed my game. Needs more testing

SwitchTeam : no effect found

SetDebugOnlineLevel (value) : no successful use

SpawnWeather

SuspendAI

Slomo (float) : changes the overall game speed, as said above, quite useful

STAT [things] : shows performance related things like FPS

TATC : =TeleportAllToCursor. moves all soldier units in a line under the pointer .? Could be useful for large squad handling, that would solve the spawning problems !

TakeNoDamage : straightforward

Test[abunchofthings] : to be tested

Toggle[abunchofthings] : to be tested

UnlimitedMoves: works as advertised.

WatchAI : use unknown

YawCamera : as advertised

ZoomCamera : as advertised

 

Feel free to command on the ones you guys already tested.

Edited by PepprmintButler
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Edits on the post above are getting a bit out of hand so I'm making a new one to talk about the good finds.

 

Below are the console commands that particularly stand out to me :

 

ShowDebug (mode) : now that one is interesting !! "showdebug net" has some results. I don't know what the other modes are but it's worth some testing.

 

TATC : =TeleportAllToCursor. moves all soldier units in a line under the pointer .? Could be useful for large squad handling, that would solve the spawning problems !

 

SimCombat : ends the mission immediately, with some deaths and wounds on my team that did not happen before that command, so I assure it does actually simulate combat in some way !

 

SetOverheadCameraParameters (FOV distance Pitch) : works as advertised. fun to use - example : setoverheadcameraparameters 80 500 -20 . Only way I found to change the camera pitch yet

 

There are probably more of the kind to be found, there's an army of Test... and Toggle... commands I still need to look at, and I'm dumb enough to have done many tests before actually using showlog or any of the debug options so another pass would be best for the interesting ones.

Edited by PepprmintButler
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I got some more with description from XComGame.upk not all tested. watch your shot in slow motion - sloMo 0.1

 

AIForceAIFire", "AI doesn't move; will always fire on AI's turn.")

GiveAllTech", "Instantly unlock the entire tech research tree.");

cursormodetoggle", "Toggle's cursor mode");

powerup", "All units invincible, unlimited ammo."); GODMODE,cant kill you

killaliens", "Win mission by killing your squad.");

killsquad", "Lose mission by killing your squad.");

resetammo", "Resets Ammo for the selected unit");

emptyammo", "Empties Ammo for the selected unit");

resetactions", "Resets action points for entire squad");

resetUnitMovement", "Resets active unit's movement");

restartlevel", "Reload the current map and reset game state.");

simcombat", "Simulates combat (quickly) until victory condition is met.");

revive", "revives specified critically wounded unit.");

listanimsets", "List all anim sets being used");

listdynamiclevels", "List all anim sets being used");

listskelmeshes", "List all anim sets being used");

listtextures", "List all textures being used");

disconnect", "Immediately stops the game type and reloads the default game type.");

stat fps", "Toggles frames per second display");

stat gfx", "Shows the current resource use of GFX");

DisableDebugMenu", "Disable the double bumper debug menu access. MENU IS ON BY DEFAULT.");

Hit the UI with a Big Hammer. Use only in case of mega state fail, as this has potential bad state consequences.");

UIListScreens", "Lists all GFx screens loaded (2d, protoui, & 3d)");

UIListTactical3DPieces", "List statuses of all 3D UI pieces during the tactical game.");

UIPrintInputStack", "Print the ordered stack of how input cascades.");

UIPrintStateStack", "Print the presentation layer's (UI) state stack.");

UIToggleAnchors", "Shows grid used for anchor points of UI elements.");

UIToggleDisc", "Toggles the unit's Unreal-native selection disc on/off.");

UIToggleHardHide", "Force UI to be hidden (or *attempt* to re-show after being hidden.)");

UIToggleMouseCursor", "Toggles visibility of the mouse cursor when on PC. (Will never be visible on console)");

UIToggleStatus", "");

UIToggleVisibility", "High level visibility toggling. (Turn off in engine via toggleui.)");

UITestScreen", "Bring up a UI screen to test (May be fonts, may be something else awesome.");

set xcomfow bHidden true", "Will set the bHidden flag on ALL XComFOW actors in the level");

set xcomfow_0 bHidden true", "Will set the bHidden flag on just xcomfow_0");

obj print bHidden==true", "This will print all objects that have their bHidden property set to true");

obj print package=MyPackage", "This will print all objects that came from MyPackage");

obj print outer=XComFOW bHidden==false", "Find all the children of XComFOW that are currently shown");

obj print -MEMBERS outer=XComFOW", "Prints out all of the class members of XComFOW");

obj list", "This will list all classes in the level");

obj list class=interpactor", "This will list all objects of that class to the log");

obj list class=interpactor key=bHidden value=true", "This will list all objects of that class that match the key/value pair");

obj dump XComFOW_0", "This will list all member values for the XComFOW actor");

obj gc", "This will garbage collect all unreferenced objects");

stat (anim|audio|engine|fps|game|hier|draw)", "show game stats");

stat (memory|memorychurn|scenerendering)", "more show game stats");

stat (sceneupdate|streaming|unit)", "more show game stats");

show (bounds|bsp|camfrustums|collision|dynamicshadows)", "show/hide categories");

show (foliage|particles|postprocess)", "show/hide categories");

show (shadowfrustums|skelmeshes|staticmeshes)", "more show/hide categories");

show (terrain|unlittranslucency|volumes)", "more show/hide categories");

viewmode (wireframe|unlit|lightcomplexity|lightingonly|shadercomplexity|texturedensity)", "change view mode");

listtextures", "list all textures in the log ");

listwaves", "list all resident sounds and their sizes, in the log ");

ToggleFOW [particles|canopy|lineofsight|regeneration|truesight]", "toggles Fog of War visibility");

EnableDebugMenu", "Enable the double bumper debug menu access. MENU IS ON BY DEFAULT.");

UIForceClearAllUIToHUD", "Hit the UI with a Big Hammer. Use only in case of mega state fail, as this has potential bad state consequences.");

UIListScreens", "Output all loaded UI screens to the log.");

UIPrintInputStack", "Print the ordered stack of how input cascades.");

UIPrintStateStack", "Print the presentation layer's (UI) state stack.");

UIStatus", "Show's the status of the UI");

UIToggleMouseHitDebugging", "Toggle mouse hittesting to UI logging.");

UIToggleSafearea", "Turn on/off the safe area rectangle.");

UIToggleAnchors", "Turn on/off the anchor points and safearea-based anchor rectangle.");

UIToggleGrid", "Show ProtoUI grid overlay");

UIToggleHardHide", "Force UI to be hidden (or *attempt* to re-show after being hidden.)");

UIToggleVisibility", "Turn on/off the GFx user interface.");

UIToggleMouseCursor", "Turn on/off the mouse cursor while on PC.");

cursormodetoggle", "Use to switch between cursor collision, no collision, and screen pick modes");

show", "use 'help show' for more info");

stat", "use 'help stat' for more info");

set", "use 'help set' for more info");

obj list|print", "use 'help obj' for more info");

viewmode", "use 'help viewmode' for more info");

"pause", "toggle pause");

disconnect", "restart game");

sloMo t", "slow game down by t");

teleportToCursor", "move your current guy to the cursor");

PDI <class>", "Print debug info on Class");

nxvis collision", "show physics collisions volume??");

screenshot", "take a screenshot to xcomgamescreenshots");

showlog", "toggle log window");

freezeall", "freeze rendering and streaming, visibility culling");

availabletexmem", "display in the log how much texture mem is available");

listtextures", "list all textures in the log ");

listsounds", "list all resident sounds and their sizes, in the log ");

showhotkismet", "list top 10 kismet sequenceops to the log");

killall *class*", "ex: killall class=trigger, kill all objects of that class");

set classname property value", "ex: set actor bHidden 1");

ToggleFOW", "toggles Fog of War visibility");

SpawnWeather", "spawn weather actor");

ToggleCascadeRestriction", "Toggle rendering selective cascade frustums");

ParticleInfo", "lists all particle systems count");

ToggleLightDebug", "places debug shapes around all lights");

TogglePostProcess [optional index]", "toggles one/all post process effects");

SetMLAAMode index", "Sets MLAA Mode [0=Normal, 1=Force Off, 2=Vis. X Distance, 3=Vis. Y Distance, 4=Vis. Weight]");

ToggleRain", "toggles rain effect");

TriggerFlash", "triggerlightingflashdebug");

RainRateScale x", "toggles rain scale");

Changelist", "Outputs the build changelist to the console command window");

dptrans x y z, dprot x y z", "sets the translation/rotation of the decal projector (for debugging)");

dpfrustum w h", "sets the total width and total height of the projector's frustum (for debugging)");

geoscapept u v", "prints the country id at the uv coordinates");

killsquad", "kills entire squad");

WhatsOnMyFloors [floor=0 e.g. all floors] [actorclass=class'Actor']", "dump what actors are touching in the cursor's building");

WhatsAreMyFloors", "output all floor volumes in the current floor");

SetGlamCam [on, off]", "turns glam cam on or off. call with no arguments to toggle");

SetStrategyFacilitiesSuperSpree [on, off]", "allows player to build all the facilities from the start, free, and they are constructed immediately. call with no arguments to toggle");

SetStrategyFacilitiesUnlockAll [on, off]", "allows player to build all the facilities available. call with no arguments to toggle");

SetStrategyFacilitiesFree [on, off]", "allows player to build facilities for free. call with no arguments to toggle");

SetStrategyFacilitiesInstantBuild [on, off]", "facilities are finished instantly. call with no arguments to toggle");

SetNoWeaponsClass [on, off]", "Soldiers can try on weapons, armor, and items regardless of class. No promises for what happens in tactical mode");

SetNoWeaponsTech [on, off]", "Soldiers can try on weapons, armor, and items regardless of if the tech is researched. No promises for what happens in tactical mode");

Drop n Sectoids");

AddUnits(n)", "Drop n Units");

AddTime", "Max out current unit's time points");

AIMarkers", "show hidden AI units");

teleportAlienToCursor", "move an Alien to the cursor position");

AISkipAI", "Disable/Enable AI's turn");

AIWatchAI", "Set camera over AI units on their turn, hidden or not.");

AbortCurrentAction", "Abort currently active unit's action");

TakeNoDamage", "Bypass any SetHitPoint calls, rendering all units invincible."); GODMODE

PowerUp", "All units invincible, unlimited ammo."); GODMODE

TogglePathUpdate", "Toggle whether to update the cursor path while the cursor is moving");

PsiLevel(n)", "0 = normal, 1 = All Psi All the Time, 2 = Psi Off");

KillNearestAlien", "Kills the nearest alien relative to the cursor");

UIToggleDisc", "Toggles the unit's Unreal-native selection disc on/off.");

UIEnableEnemyArrows", "Turns the enemy arrow hover indicators on/off.");

Edited by trolcia
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