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Keybind commands


Drakous79

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Use this information for debugging and modding purposes please, not for cheating.

Detailed and updated info in Nexus Wiki article

Keybind Commands - XCOM:EU 2012.

 

Also there is a tutorial in the next post.

 

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I've been a little lazy tonight and made myself Debux.txt file containing some console commands. Edited line in DefaultInput.ini within XComGame/Config, section [XComGame.XComTacticalInput].

Normally it is .Bindings=(Name="F9", Command="F9_Key_Press | onrelease F9_Key_Release", bPrimaryBinding=True)
Changed to .Bindings=(Name="F9", Command="exec Debug.txt", bPrimaryBinding=True)
Or to .Bindings=(Name="F9", Command="exec Debug.txt", Alt=True) to avoid accidental hit.

It was cool and then I realized, it is working without enabled Developer's Console! Another con is, you can edit the txt file on the fly without restarting the game. Place the txt file into Binaries folder.

Some commands:

AIDebugModifiers // Shows unit information including action que
ListLoadedPackages // Outputs a list of loaded packages - dumps into the log
Obj Classes // Displays a list of all loaded classes - dumps into the log
Obj List Class= // Displays a list of objects of a class, from a package, or inside a package - dumps into the log. Tried with =Const
Pause
RestartLevel // Restarts a level
Showlog // Activates log
ShowPlayerStates // Shows player states
SwapTeamsOnNearestUnit // Place mouse cursor close to a unit, you want to change team of
TeleportToCursor // Teleports active unit to a cursor
ToggleFOW // Toggles fog of war on/off
ToggleUnitFlags // Toggles HP and cover flags on unit on/off
Exit

Here is a list of Unreal Engine 3 Console Commands if you want to play. Another list is in Unlocked some modding helpers thread containing commands from console autocomplete and XComGame.upk. Not all commands work.

Edit: Ordered the list alphabetically. Added usage comment to SwapTeamsOnNearestUnit and added RestartLevel command.
Edit: Added section info and bind with ALT.

Edit: Added Wiki link.

Edited by Drakous79
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I've decided to write short tutorial about increasing resources like money, elerium, alloys and weapon fragments to ease testing of strategic layer of the game. The tutorial has been updated in 2014.

http://i.imgur.com/3jcM1.jpg

 

1. Decide, if you want to mod EU or EW. Correct paths for PC are:

 

XCOM Enemy Unknown (EU)

XCom-Enemy-Unknown\XComGame\Config\DefaultInput.ini

XCom-Enemy-Unknown\Binaries\Strategy.txt

 

XCOM Enemy Within (EW)

XCom-Enemy-Unknown\XEW\XComGame\Config\DefaultInput.ini

XCom-Enemy-Unknown\XEW\Binaries\Strategy.txt

 

2. Open DefaultInput.ini in your favorite text editor and add lines bellow at the end of the file.

[Engine.PlayerInput]
.Bindings=(Name="F12",Command="exec Strategy.txt")

Save the file.

Make sure correct quotation marks are used. Must be straight ". Curly double quotes ” “ don't work.

 

3. Create new file in Binaries folder and name it Strategy.txt.

 

Add any resource you would like to increase. Syntax is GIVE RESOURCE AMOUNT. Available resources and items are listed inside classes XGStrategyActor and XGGameData.

// An Example of Strategy.txt contents
GiveResource Money 1000
GiveResource Elerium 100
GiveResource Alloys 100
GiveResource Engineers 10
GiveResource Scientists 10
GiveItem WeaponFragment 100

Strategy.txt can be edited while the game is running, so it's easy to change the amount of resources or comment lines to exclude resources not needed. The amount can even be negative (use minus sign).

 

Strategy.txt is attached to the post. Delete // comment sign in front of commands you wish to use. The file is not 100% updated for EW.

 

4. Run the game and press F12 while being at base overview screen. To see updated numbers, navigate somewhere else, like Engineering or Situation Room / Visit Gray Market. You may need to do it more times.

Edited by Drakous79
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It started, when Capyvara unlocked developer's console. After experimenting with console commands (a lot of them are in CheatManager classes), I've found a thread about modding Mass Effect by editing Coalesced.ini and keybinds. Don't know, if is it possible for XCOM EU on PC, but there I've learned about putting console commands to keybinds. One of those commands is exec text file. Created one with set of commands to spare me from some typing (lazy hehe) and accidentally used it without enabled developer's console :)

 

Sometimes I just need to test or want to help and something useful just pops up. Like showlog + get XGUnit m_bInfiniteGrenades turned to set XGUnit m_bInfiniteGrenades true.

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SwapTeamsOnNearestUnit :) Place mouse cursor close to a unit, you want to change team of. Also takes one turn until it's playable.

 

Also make sure, you have the keybind defined in [XComGame.XComTacticalInput] section of the ini.

 

Edit: There's also DropSectoid 1 that spawns a Sectoid to cursor. 1 says it will be added to human team. This works for other alien species too, but they were invisible after spawn.

 

http://i.imgur.com/6J2PK.jpg

Edited by Drakous79
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SwapTeamsOnNearestUnit :) Place mouse cursor close to a unit, you want to change team of. Also takes one turn until it's playable.

 

Also make sure, you have the keybind defined in [XComGame.XComTacticalInput] section of the ini.

 

Edit: There's also DropSectoid 1 that spawns a Sectoid to cursor. 1 says it will be added to human team. This works for other alien species too, but they were invisible after spawn.

 

http://i.imgur.com/6J2PK.jpg

 

Thank you. I've read about the command in other posts, but couldn't used it properly because i didn't knew it was dependent on mouse cursor location. Now, with this and the other commands, I can have a full gaming experience.

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Thanks bokauk :)

 

Here's a list for GiveResource and GiveItem safe commands. Uncomment anything you like. A lot of items require to be researched first. Use GiveTech or GiveFoundry for easier testing.

 

Having plenty of everything too soon can seriously spoil the game experience.

 

 

// GiveTech

// GiveFoundry

 

 

// ***** RESOURCES *****

// GiveResource Money 1000

// GiveResource Elerium 1000

// GiveResource Alloys 1000

// GiveResource Engineers 1000

// GiveResource Scientists 1000

// GiveItem WeaponFragment 10000

 

 

// ***** WEAPONS *****

// GiveItem LaserPistol 100

// GiveItem LaserAssaultRifle 100

// GiveItem LaserAssaultGun 100

// GiveItem HeavyLaser 100

// GiveItem LaserSniperRifle 100

// GiveItem PlasmaPistol 100

// GiveItem PlasmaLightRifle 100

// GiveItem PlasmaAssaultRifle 100

// GiveItem AlloyCannon 100

// GiveItem HeavyPlasma 100

// GiveItem PlasmaSniperRifle 100

// GiveItem BlasterLauncher 100

 

// ***** ARMOR *****

// GiveItem ArmorCarapace 100

// GiveItem ArmorSkeleton 100

// GiveItem ArmorTitan 100

// GiveItem ArmorArchangel 100

// GiveItem ArmorGhost 100

// GiveItem ArmorPsi 100

 

// ***** ITEMS *****

// GiveItem Medikit 100

// GiveItem CombatStims 100

// GiveItem MindShield 100

// GiveItem ChitinPlating 100

// GiveItem ArcThrower 100

// GiveItem TargetingModule 100

// GiveItem ReinforcedArmor 100

 

// ***** TANKS *****

// Spawns with the best available weapon equipped

// GiveItem SHIV 1

// GiveItem SHIV_Alloy 1

// GiveItem SHIV_Hover 1

 

// ***** AIRCRAFTS *****

// Spawns in HQ's hangar even if there's not enough capacity

// GiveItem Interceptor 1

// GiveItem Firestorm 1

 

// ***** AIRCRAFT WEAPONS *****

// I Phoenix Cannon, II Avalanche Missiles, III Laser Cannon, IV Plasma Cannon, V EMP Cannon, VI Fusion Lance

// GiveItem IntWeap_I 10

// GiveItem IntWeap_III 10

// GiveItem IntWeap_IV 10

// GiveItem IntWeap_V 10

// GiveItem IntWeap_VI 10

 

// ***** AIRCRAFT CONSUMABLES *****

// GiveItem IntConsumable_Dodge 100

// GiveItem IntConsumable_Boost 100

// GiveItem IntConsumable_Hit 100

 

// ***** SATELLITES *****

// GiveItem Satellite 100

 

// ***** CORPSES *****

// GiveItem SectoidCorpse 100

// GiveItem SectoidCommanderCorpse 100

// GiveItem FloaterCorpse 100

// GiveItem FloaterHeavyCorpse 100

// GiveItem ThinManCorpse 100

// GiveItem MutonCorpse 100

// GiveItem MutonEliteCorpse 100

// GiveItem BerserkerCorpse 100

// GiveItem CyberdiscCorpse 100

// GiveItem EtherealCorpse 100

// GiveItem CryssalidCorpse 100

// GiveItem SectopodCorpse 100

// GiveItem DroneCorpse 100

 

// ***** CAPTIVES *****

// GiveItem SectoidCaptive 1

// GiveItem SectoidCommanderCaptive 1

// GiveItem FloaterCaptive 1

// GiveItem FloaterHeavyCaptive 1

// GiveItem ThinManCaptive 1

// GiveItem MutonCaptive 1

// GiveItem MutonEliteCaptive 1

// GiveItem BerserkerCaptive 1

// GiveItem EtherealCaptive 1

 

// ***** COLLECTIBLE RESOURCES *****

// GiveItem Elerium115 1000

// GiveItem AlienAlloys 1000

// GiveItem WeaponFragment 1000

 

// ***** OTHER COLLECTIBLES *****

// GiveItem AlienEntertainment 100

// GiveItem AlienFood 100

// GiveItem AlienStasisTank 100

// GiveItem UFONavigation 100

// GiveItem AlienSurgery 100

// GiveItem UFOPowerSource 100

// GiveItem DamagedAlienEntertainment 100

// GiveItem DamagedAlienFood 100

// GiveItem DamagedAlienStasisTank 100

// GiveItem DamagedUFONavigation 100

// GiveItem DamagedAlienSurgery 100

// GiveItem DamagedUFOPowerSource 100

 

// ***** PLOT AND SPECIAL ITEMS *****

// GiveItem Base_Shard 1

// GiveItem Skeleton_Key 1

// GiveItem HyperwaveBeacon 1

// GiveItem PsiLink 1

// GiveItem UFOFusionLauncher 1

 

 

 

 

// ***** INTERESTING BUT NOT WORKING *****

// GiveItem FlameThrower 100

// GiveItem SmokeGrenade 100

// GiveItem FlashBang 100

// GiveItem DamagedHyperwaveBeacon 100

 

 

Edit: Try GiveItem Skeleton_Key 1 with CreateAlienBaseAlert. It spawns alien base on the next visit of Mission Control.

Edited by Drakous79
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