Amineri Posted February 23, 2014 Share Posted February 23, 2014 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. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 24, 2014 Share Posted February 24, 2014 Updated 'Console Commands - XCOM:EU 2012' wiki article with this. -Dubious- Link to comment Share on other sites More sharing options...
wghost81 Posted February 24, 2014 Share Posted February 24, 2014 APCsettings : shows 3 lines with PodMgr: Inactive and Pod#0/1 : inactive, do not understandIt 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. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 25, 2014 Share Posted February 25, 2014 Thanks. Updated article. -Dubious- Link to comment Share on other sites More sharing options...
Drakous79 Posted February 26, 2014 Author Share Posted February 26, 2014 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. Link to comment Share on other sites More sharing options...
wghost81 Posted March 1, 2014 Share Posted March 1, 2014 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. Link to comment Share on other sites More sharing options...
Drakous79 Posted March 1, 2014 Author Share Posted March 1, 2014 (edited) 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 March 1, 2014 by Drakous79 Link to comment Share on other sites More sharing options...
dubiousintent Posted March 1, 2014 Share Posted March 1, 2014 (edited) Updated the wiki article. Does anyone know if both files have to be identical, or merely that a particular key binding must be in both to work correctly? IF the latter, it might explain why they kept both files. -Dubious- Edited March 1, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
wghost81 Posted March 1, 2014 Share Posted March 1, 2014 I've added hunker down 'B' key to DefaultGame.ini only and it worked. Link to comment Share on other sites More sharing options...
amanasleep Posted March 1, 2014 Share Posted March 1, 2014 I've added hunker down 'B' key to DefaultGame.ini only and it worked. Is this the proper hotkey and not just a keybind? Link to comment Share on other sites More sharing options...
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