davidlallen Posted February 15, 2016 Share Posted February 15, 2016 (edited) When playtesting a mod sometimes you need to setup specific scenarios, where you can't just load an existing game. What are your tricks for getting these? How do you test a high level character of a new class? What are some debug commands that actually work to clear a level in xcom2? For example, many guides suggest "killalienswithincursorradius 1000". I guess this worked in xcom1. In xcom2, the console accepts this command (it even suggests it with auto-completion) but it doesn't do anything. Edited February 15, 2016 by davidlallen Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 15, 2016 Share Posted February 15, 2016 you could do KillAllAIs it will kill all the ai characters Link to comment Share on other sites More sharing options...
davidlallen Posted February 15, 2016 Author Share Posted February 15, 2016 (edited) Thanks. In an older thread in the general forum, I found that all the functions in Xcom*CheatManager.uc are useful, eg, XcomTacticalCheatManager. It defines killalienswithincursorradius, but the function body is empty. That explains why it wasn't working for me. EDIT: another cool one is "levelupbarracks 1", which gives one level to everybody in your barracks. Killallais is defined and does work for me. It doesn't seem to play the death animations or remove the enemies from the map; but they become nonresponsive and you can run right past them. Now, if only I could find a quick way to force in a high level character of my own class. Edited February 15, 2016 by davidlallen Link to comment Share on other sites More sharing options...
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