bokauk Posted November 5, 2012 Share Posted November 5, 2012 Thanks for the info :) Some commands people might find useful:showlogteleporttocursorslomo [float] (to speed things up or slow down :) ) Link to comment Share on other sites More sharing options...
PepprmintButler Posted November 5, 2012 Share Posted November 5, 2012 This is brilliant, thanks. Will try some commands as soon as I find time to. Link to comment Share on other sites More sharing options...
trolcia Posted November 5, 2012 Share Posted November 5, 2012 try unlimitedmoves its realy funny no more turn just chasing trolls ,lol. Link to comment Share on other sites More sharing options...
Gurluas Posted November 5, 2012 Share Posted November 5, 2012 Anything that may help in taking control of an alien or editing a soldier to be an alien? Link to comment Share on other sites More sharing options...
PepprmintButler Posted November 7, 2012 Share Posted November 7, 2012 (edited) This is a goldmine. Did anyone test much with the "exotic" strategy game modes ?http://i.imgur.com/jTglE.jpg Esp. new game (controlled) and OVERMIND are less than obvious. Edited November 7, 2012 by PepprmintButler Link to comment Share on other sites More sharing options...
Gurluas Posted November 7, 2012 Share Posted November 7, 2012 Unlike source games which requires the tilde, which isn't here on European keyboard, the console works fine with the "½" button too. Link to comment Share on other sites More sharing options...
PepprmintButler Posted November 7, 2012 Share Posted November 7, 2012 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. Link to comment Share on other sites More sharing options...
PepprmintButler Posted November 7, 2012 Share Posted November 7, 2012 (edited) 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 PROGRESSAddUnits : 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. TBCAIdebugAI : 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 anythingAIshow(things) : no effect foundAIunleash : possibly to unshackle the AI from the easy and normal diffs ?AIwatchAI : no effect found AllAmmo/Allweapons : possibly intended for strategy gameAmphibious : ?APCsettings : shows 3 lines with PodMgr: Inactive and Pod#0/1 : inactive, do not understandAvatar [classname] : did not succes in using yetCamerapitchingmode (bool) : could not use yet, but could be interesting to understand camera moddingCaptureandkillaliens (int) : captures (int) enemy and kills the rest. Effective !!CauseEvent (name) : need to find an event list (or what events are ??) to useChangeteam (teamname) : needs more testingCheckDebugMenu : no effect foundClearNarrativeHistory : needs testingCreateAlienBaseAlert : spawns alien base ? does not give skeleton key building capability. Can possibly spawn a second functional alien base after the firstCreateTempleShipAlert : allows to launch the last mission instantly. Works.(other Creates : just messages afaik)CursorModeToggle : no effect foundDeadEye : 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 usefulDisableAimAdjust : to be testedDisableNarrative : to be tested, I know folks who would be interested !DoNarrativeMoment (moment) : to be testedDoAutoTest : does some weird s**t ...EditObject, EditActor : to be testedEnableDebugMenu : no effect foundEnableCheats : no effect foundFacilityStressTestFinishAllProjectsFixMisssionsFlyFOV : works, funky results with high values !ForceCriticalWoundGiveAllTech : to be testedGivePsiGift : to be testedGivePsiPerks : instantly gives all psi perks to selected soldierGivePsiXPGiveBottomPerks : gives fist few perks of the soldiers classGiveTopPerks : gives all top perks of the soldiers classGivePerkGiveItemGiveWeaponGiveCash GiveXPGiveTechGod : probably godmode, untestedGotoDebugLoc : takes the camera... somewhere. More testing needed.Help (string) : no successful useHQfreeCamInfiniteGrenades: works as advertisedKillAllElse : crashed the game for meKillandImplantUnit : mimics a chrysalid kill, but makes a buggy zombie. locked my gameKillAliensWithinCursorRadius (radius) : works as advertised.KillNearestAlienKillSquad : you might want to avoid this one.LevelUpBarracks (times) : to be testedList[things] : did not get those to work (where is the output ??)Log[things] : same as aboveLowerPanic (country) : to be testedMarketing : hides unit status bars (health etc)MoreSpeed : character and camera movement is sped upMapSoldiersToDropshipSeats : 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 MoreSpeedOpen (mapname)OTS (int) : no idea what this is OutputGlobeCoord : may be useful for modding ?OSS[things] : related to multi, not really interestedPause : does a hard pause (no menu)Play[sounds] : as expectedPitchCamera : no successful usePrintdebugInfo (actorclass) : no successPowerUp : no ideaRE [stuff] : some on-event camera controls (shakes, hides, etc)Restartlevel : as advertisedRestartmap : no effect ?RainRateScale (float) : as advertisedRandomAI : 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 seenSetAmmo (int)SetRockets (int)SetHP (int) : as advertisedSetOverheadCameraParameters (FOV distance Pitch) : works as advertised. fun to use - example : setoverheadcameraparameters 80 500 -20 . Only way I found to change the camera pitch yetSetStormIntensity (int) : 1 to 6? worksSetFOW (int) : sets fog of war distance ? 0 removes fog of war completely. seems to induce bugsSetProgresstime (t) : needs testingSetStrategyFacilities[things] : some cheats for strategy levelSetAIGlamCam / SetGlamCam : needs testingSetTiltActive : needs testingSetSpeed : no effect foundShow [things] : no effect found. Showloot seemed interesting... Of course there is showlog which as pointed out earlier is quite usefulShowDebug : now that one is interesting !! (showdebug net has some results, needs more testing)SkipAI : needs testingSimCombat : 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 testingSwitchTeam : no effect foundSetDebugOnlineLevel (value) : no successful useSpawnWeatherSuspendAISlomo (float) : changes the overall game speed, as said above, quite usefulSTAT [things] : shows performance related things like FPSTATC : =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 : straightforwardTest[abunchofthings] : to be testedToggle[abunchofthings] : to be testedUnlimitedMoves: works as advertised.WatchAI : use unknownYawCamera : as advertisedZoomCamera : as advertised Feel free to command on the ones you guys already tested. Edited November 7, 2012 by PepprmintButler Link to comment Share on other sites More sharing options...
PepprmintButler Posted November 7, 2012 Share Posted November 7, 2012 (edited) 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 November 7, 2012 by PepprmintButler Link to comment Share on other sites More sharing options...
trolcia Posted November 7, 2012 Share Posted November 7, 2012 (edited) 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 youkillaliens", "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."); GODMODEPowerUp", "All units invincible, unlimited ammo."); GODMODETogglePathUpdate", "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 November 7, 2012 by trolcia Link to comment Share on other sites More sharing options...
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