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Keybind commands


Drakous79

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This isn't exactly a "keybind command", but I can't track down the console command thread, so I'm going to drop it in here.

 

Previously I've used the console command :

set Actor bHidden 0

to reveal everything in a map, but this has some side effects in displaying volumes and cursor actors.

 

Recently I've discovered that the following sequence of commands will display everything of interest without the weird "glitches" :

togglefow    ; turns off the FOW effect
set XComLevelActor bHidden 0    ; this is all terrain pieces
set XComUnitPawn bHidden 0      ; this is all alien and XCOM units

I've found it useful for debugging, like when writing the code to randomize the meld canisters (they fall under XComLevelActor) or some reworked pod composition code.

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

It is actually a shortcut for toggling three other debug functions:

exec function APCSettings()
{
    AIShowNames();
    AIMarkers();
    AIDebugPods();
    return;    
}
Quite useful in pod debugging: AIShowNames displays units names, AIMarkers shows path markers and AIDebugPods displays pod manager debug info.
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I'm not sure, what is going on, but tactical binds in EW P2 aren't accepting Unreal Engine commands like Exit, or commands from Cheat classes. At least for me.

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Some info on key bindings from 2K forums:

I figured it out!

 

found this while screwing around in the defaultgame.ini:

 

; This is an exact duplicate of the bindings found in DefaultInput.ini

; This is necessary because XComTacticalInput now extends MobilePlayerInput,

; which loads its configs from DefaultGame.ini.

 

When I edit the set of duplicate commands under there, my bindings work again. (be they slomo or whatever else).

 

It has to do with the extensions they made to make the game compatible with touch interfaces.

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Nice!

 

More mess :sad: Why can't it be in one config file.

 

I wish devs fix proper saving/loading of tactical binds in options. Don't do they test such stuff before releasing the patch?

Edited by Drakous79
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