Console Commands

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

Moderators: Order of Battle Moderators, The Artistocrats

Horst
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1334
Joined: Mon Feb 18, 2013 1:22 pm

Console Commands

Post by Horst » Wed Dec 05, 2018 2:32 pm

Here's a complete list of console-commands (v7.1.4):
Hold Shift and C keys to open the console in the game.

Scenario-only
#videomode <on/off>
hides/shows the UI
// useful to create screenshots with default F9-key

#followcam <on/off>

camera follows (/not) selected unit
// game freezes during AI-turn, so better don't use it

#freecam <on/off>
camera doesn't/does follow AI-actions

#hidedamage <on/off>
hides/shows floating damage-numbers

#igotnukes
instant (major) victory
// note that you can still miss objective-related rewards

#whiteflag
instant defeat

#orbitalcommand
disables fog-of-war
// not only for the Human-player, but also for allied and enemy AI-players

#johnconnor
disables AI
// AI-turns are basically skipped

#iamback
enables AI
// re-enables AI-turns should it be turned-off by #johnconnor

#warbonds <RP>
adds either 500 RP by default or specific <RP> (Resource Points) to own and allied factions
you can use negative numbers to substract RPs

#income <PR>
adds <RP> (Resource Points) income per turn to own and allied factions

#shockandawe
unlocks land-commander "Lieutenant Lena"
// ultimately shocks the enemy for every faction

#officerondeck <id>
unlocks commander <id>
// check commanders.txt for the id-numbers

#overtime <turns>
adds either 10 turns by default or specific <turns> to the scenario turn-limit

#variable <name> <number>

sets scenario-variables
// variable-names are best checked with the scenario-editor

#landcp <CP>
adds either 10 by default or specific Land-<CP> (Command Points)

#navalcp <CP>
adds either 10 by default or specific Naval-<CP> (Command Points)

#aircp <CP>
adds either 10 by default or specific Air-<CP> (Command Points)

#puppetmaster
supposedly takes control of all allied AI-factions?
// couldn't see this working yet

#stimpack <strength>

sets selected unit to either 1 strength by default or specific <strength>; 100 = 10, while 200 = 20 max.
// new strength is only updated after combat or ending the turn

#setaiteam <number>
sets selected unit to AI-Team <number>
// requires to check numbers with the scenario-editor what exactly which AI-behavior does in the specific scenario

#beammeup
undeploys selected unit to the Force-pool
// also works on enemy units

#ragequit
kills selected unit
// also works on own units

#trigger <number>
runs scenario-trigger <number>
// difficult to check in the scenario-editor as there are no numbers shown, but some are shown in the text_*.txt files of scenarios

#quackquack
spawns a "Rubber Duck" naval-unit on selected hex
// attack-animation is bugged, so better don't use it

Campaign-only
#variable <name> <number>
sets campaign-variables
// variable-names can usually be checked in text_*.txt of a campaign as tooltip, but more accurately with the scenario-editor

#epiphany <SP>
sets either 100 by default or specific <SP> (Specialisation Points) in the campaign's Specialisations-menu

#timetravel <?>
supposedly advances the campaign-date?
// unknown how it works, as it doesn't seem to affect the spec-tree's or the following scenario's date


Editor-only
#crop <new_width> <new_height> <offset_x> <offset_y>
changes map-size in the scenario-editor
// useful to modify the sizes of existing scenario-maps

#copyterrain
?
// unknown how it works

#dlc
?
// this better stays unknown

#stats
?
// something about faction-settings and unknown how it works

Main-menu only
#gimmeall
unlocks all campaign-scenarios to play as single-scenarios

#patch <x>
loads a game-update
// this used to work once upon a time for a single patch, but possible isn't supported and shouldn't be used anymore before someone messes up the game

#seed
?
// possible intended for a SP-skirmish mode that hasn't seen the light yet

#news <number>
displays news-article <number>; currently 1-20 possible with 7.1.4
// interesting to check on old game-update news


Misc
#counters
replaces unit 3d-models with 2d-counters
// counters look distorted and will freeze the game, so better don't use it

#host
multiplayer-host function?
// unknown how exactly it works and if at all

#join
multiplayer-client function?
// unknown how exactly it works and if at all

Code: Select all

public bool HandleCheat(string cheat)
    {
        Dictionary<Faction, int> factions;
        string[] strArrays = cheat.Split(new char[] { " "[0] });
        if (App.mode == App.modes.scenario)
        {
            if (strArrays[0] == "#videomode")
            {
                if ((int)strArrays.Length != 2)
                {
                    App.map.cameraControl.videoMode = true;
                    App.map.cameraControl.freeCamera = true;
                    App.map.effectManager.damageEffectDisabled = true;
                    GeneralUI.gameUI.UItemplate.Hide();
                    GeneralUI.gameUI.minimap.visible = false;
                }
                else if (strArrays[1].Trim() == "on")
                {
                    App.map.cameraControl.videoMode = true;
                    App.map.cameraControl.freeCamera = true;
                    App.map.effectManager.damageEffectDisabled = true;
                    GeneralUI.gameUI.UItemplate.Hide();
                    GeneralUI.gameUI.minimap.visible = false;
                }
                else if (strArrays[1].Trim() == "off")
                {
                    App.map.cameraControl.videoMode = false;
                    App.map.cameraControl.freeCamera = false;
                    App.map.effectManager.damageEffectDisabled = false;
                    GeneralUI.gameUI.UItemplate.Show();
                    GeneralUI.gameUI.minimap.visible = true;
                }
                return true;
            }
            if (strArrays[0] == "#followcam")
            {
                Unit unitById = GeneralUI.gameUI.selectedUnit;
                if (unitById == null)
                {
                    int num = -1;
                    if ((int)strArrays.Length == 2)
                    {
                        int.TryParse(strArrays[1], out num);
                    }
                    if (num != -1)
                    {
                        unitById = App.game.scenario.GetUnitById(num, App.game.actualGameState);
                        App.map.cameraControl.followUnit = unitById.id;
                        return true;
                    }
                    App.map.cameraControl.followUnit = -1;
                }
                if ((int)strArrays.Length != 2)
                {
                    App.map.cameraControl.followUnit = unitById.id;
                }
                else if (strArrays[1].Trim() == "on")
                {
                    App.map.cameraControl.followUnit = unitById.id;
                }
                else if (strArrays[1].Trim() == "off")
                {
                    App.map.cameraControl.followUnit = -1;
                }
                return true;
            }
            if (strArrays[0] == "#freecam")
            {
                if ((int)strArrays.Length != 2)
                {
                    App.map.cameraControl.freeCamera = true;
                }
                else if (strArrays[1].Trim() == "on")
                {
                    App.map.cameraControl.freeCamera = true;
                }
                else if (strArrays[1].Trim() == "off")
                {
                    App.map.cameraControl.freeCamera = false;
                }
                return true;
            }
            if (strArrays[0] == "#hidedamage")
            {
                if ((int)strArrays.Length != 2)
                {
                    App.map.effectManager.damageEffectDisabled = true;
                }
                else if (strArrays[1].Trim() == "on")
                {
                    App.map.effectManager.damageEffectDisabled = true;
                }
                else if (strArrays[1].Trim() == "off")
                {
                    App.map.effectManager.damageEffectDisabled = false;
                }
                return true;
            }
            if (App.game.gameType == App.gameTypes.SP || Application.isEditor)
            {
                CursorActions.SetSelectedUnit(null);
                if (strArrays[0] == "#igotnukes")
                {
                    App.game.scenario.giveWin = true;
                    ActionManager.AddAction(new RandomSeedAction((int)DateTime.Now.Ticks));
                    ActionManager.AddAction(new EndPhaseAction());
                    return true;
                }
                if (strArrays[0] == "#whiteflag")
                {
                    App.game.scenario.outcome = 0;
                    GeneralUI.gameUI.OnGameOver();
                    return true;
                }
                if (strArrays[0] == "#orbitalcommand")
                {
                    App.game.scenario.noFoW = true;
                    GameLOS.RevealAll(App.game.scenario.playerAlliance, App.game.actualGameState);
                    App.map.FoW.Update();
                    return true;
                }
                if (strArrays[0] == "#johnconnor")
                {
                    AI.disabled = true;
                    return true;
                }
                if (strArrays[0] == "#iamback")
                {
                    AI.disabled = false;
                    return true;
                }
                if (strArrays[0] == "#warbonds")
                {
                    int num1 = 500;
                    if ((int)strArrays.Length > 1)
                    {
                        int.TryParse(strArrays[1], out num1);
                    }
                    Faction factionByName = null;
                    if ((int)strArrays.Length == 3)
                    {
                        factionByName = App.game.scenario.GetFactionByName(strArrays[2]);
                    }
                    if (factionByName == null)
                    {
                        foreach (Faction faction in App.game.scenario.playerAlliance.factions)
                        {
                            faction.AddResources(num1, App.game.actualGameState);
                        }
                    }
                    else
                    {
                        factionByName.AddResources(num1, App.game.actualGameState);
                    }
                    return true;
                }
                if (strArrays[0] == "#income")
                {
                    int num2 = 10;
                    if ((int)strArrays.Length == 2)
                    {
                        int.TryParse(strArrays[1], out num2);
                    }
                    foreach (Faction faction1 in App.game.scenario.playerAlliance.factions)
                    {
                        faction1.AddIncome(num2, App.game.actualGameState);
                    }
                    return true;
                }
                if (strArrays[0] == "#shockandawe")
                {
                    GameCommanders.UnlockCommander(App.GetCommanderTypeById(61), App.game.scenario.playerAlliance.factions[0], App.game.actualGameState);
                    return true;
                }
                if (strArrays[0] == "#officerondeck")
                {
                    int num3 = -1;
                    if ((int)strArrays.Length != 2)
                    {
                        return false;
                    }
                    int.TryParse(strArrays[1], out num3);
                    Faction item = App.game.scenario.playerAlliance.factions[0];
                    if ((int)strArrays.Length == 3 && App.game.scenario.GetFactionByName(strArrays[2]) == null)
                    {
                        return false;
                    }
                    GameCommanders.UnlockCommander(App.GetCommanderTypeById(num3), App.game.scenario.playerAlliance.factions[0], App.game.actualGameState);
                    return true;
                }
                if (strArrays[0] == "#overtime")
                {
                    int num4 = 10;
                    if ((int)strArrays.Length == 2)
                    {
                        int.TryParse(strArrays[1], out num4);
                    }
                    App.game.scenario.turnLimit += num4;
                    return true;
                }
                if (strArrays[0] == "#variable")
                {
                    App.game.scenario.SetCampaignVariable(strArrays[1], int.Parse(strArrays[2]));
                    return true;
                }
                if (strArrays[0] == "#landcp")
                {
                    int num5 = 10;
                    if ((int)strArrays.Length == 2)
                    {
                        int.TryParse(strArrays[1], out num5);
                    }
                    foreach (Faction item1 in App.game.scenario.playerAlliance.factions)
                    {
                        item1.SetState(App.game.actualGameState).command[0] = item1.state.command[0] + num5;
                        GeneralUI.gameUI.OnCommandPointsChange(item1, num5);
                    }
                    return true;
                }
                if (strArrays[0] == "#navalcp")
                {
                    int num6 = 10;
                    if ((int)strArrays.Length == 2)
                    {
                        int.TryParse(strArrays[1], out num6);
                    }
                    foreach (Faction faction2 in App.game.scenario.playerAlliance.factions)
                    {
                        faction2.SetState(App.game.actualGameState).command[1] = faction2.state.command[1] + num6;
                        GeneralUI.gameUI.OnCommandPointsChange(faction2, num6);
                    }
                    return true;
                }
                if (strArrays[0] == "#aircp")
                {
                    int num7 = 10;
                    if ((int)strArrays.Length == 2)
                    {
                        int.TryParse(strArrays[1], out num7);
                    }
                    foreach (Faction item2 in App.game.scenario.playerAlliance.factions)
                    {
                        item2.SetState(App.game.actualGameState).command[2] = item2.state.command[2] + num7;
                        GeneralUI.gameUI.OnCommandPointsChange(item2, num7);
                    }
                    return true;
                }
                if (strArrays[0] == "#puppetmaster")
                {
                    App.scenarioController.controlAllAlliances = true;
                    return true;
                }
                if (strArrays[0] == "#stimpack")
                {
                    int num8 = 10;
                    if ((int)strArrays.Length == 2 && int.TryParse(strArrays[1], out num8))
                    {
                        num8 *= 10;
                    }
                    Unit unit = null;
                    if (GeneralUI.gameUI.selectedUnit != null)
                    {
                        unit = GeneralUI.gameUI.selectedUnit;
                    }
                    else if (GeneralUI.gameUI.selectedHex != null)
                    {
                        unit = GeneralUI.gameUI.selectedHex.state.units[App.map.fieldView] ?? GeneralUI.gameUI.selectedHex.state.units[1 - App.map.fieldView];
                    }
                    if (unit != null)
                    {
                        unit.SetState(App.game.actualGameState).strength = num8;
                        if (unit.state.strength > 200)
                        {
                            unit.SetState(App.game.actualGameState).strength = 200;
                        }
                    }
                    return true;
                }
                if (strArrays[0] == "#setaiteam")
                {
                    Unit aiTeamById = null;
                    if (GeneralUI.gameUI.selectedUnit != null)
                    {
                        aiTeamById = GeneralUI.gameUI.selectedUnit;
                    }
                    else if (GeneralUI.gameUI.selectedHex != null)
                    {
                        aiTeamById = GeneralUI.gameUI.selectedHex.state.units[App.map.fieldView] ?? GeneralUI.gameUI.selectedHex.state.units[1 - App.map.fieldView];
                    }
                    if (aiTeamById == null || (int)strArrays.Length <= 1)
                    {
                        return false;
                    }
                    aiTeamById.state.team = AI.GetAiTeamById(int.Parse(strArrays[1]));
                    Debug.Log(string.Concat("Unit ", aiTeamById.state.unitType.name, " set to ", aiTeamById.state.team.name));
                    return true;
                }
                if (strArrays[0] == "#beammeup")
                {
                    Unit unit1 = null;
                    if (GeneralUI.gameUI.selectedUnit != null)
                    {
                        unit1 = GeneralUI.gameUI.selectedUnit;
                    }
                    else if (GeneralUI.gameUI.selectedHex != null)
                    {
                        unit1 = GeneralUI.gameUI.selectedHex.state.units[App.map.fieldView] ?? GeneralUI.gameUI.selectedHex.state.units[1 - App.map.fieldView];
                    }
                    if (unit1 != null)
                    {
                        unit1.Undeploy(App.game.actualGameState);
                    }
                    return true;
                }
                if (strArrays[0] == "#ragequit")
                {
                    Unit unit2 = null;
                    if (GeneralUI.gameUI.selectedUnit != null)
                    {
                        unit2 = GeneralUI.gameUI.selectedUnit;
                    }
                    else if (GeneralUI.gameUI.selectedHex != null)
                    {
                        unit2 = GeneralUI.gameUI.selectedHex.state.units[App.map.fieldView] ?? GeneralUI.gameUI.selectedHex.state.units[1 - App.map.fieldView];
                    }
                    if (unit2 != null)
                    {
                        bool flag = unit2.IsDeployed();
                        unit2.Die(App.game.actualGameState);
                        if (flag)
                        {
                            (new List<List<int>>()).Add(new List<int>()
                            {
                                unit2.id
                            });
                            Map.GetAnimationControl().SetAnimationSequence(AnimationControl.Types.die, !unit2.state.hex.state.IsVisible(App.game.scenario.playerAlliance), unit2, null, Map.GetAnimationControl().currentSequence);
                            GeneralUI.gameUI.OnUnitDeath(unit2, unit2.state.carriedBy, unit2.state.hex);
                        }
                    }
                    return true;
                }
                if (strArrays[0] == "#trigger")
                {
                    if ((int)strArrays.Length > 1)
                    {
                        if (strArrays[1] != "list")
                        {
                            int num9 = -1;
                            int.TryParse(strArrays[1], out num9);
                            string lower = strArrays[1].Trim().ToLower();
                            Trigger trigger = null;
                            foreach (Trigger trigger1 in App.game.scenario.triggers)
                            {
                                if (trigger1.id != num9 && !(trigger1.name.ToLower() == lower))
                                {
                                    continue;
                                }
                                trigger = trigger1;
                                break;
                            }
                            if (trigger != null)
                            {
                                Debug.Log(string.Concat("Executing trigger: ", trigger.name));
                                trigger.Execute(Trigger.events.any);
                                return true;
                            }
                        }
                        else
                        {
                            foreach (Trigger trigger2 in App.game.scenario.triggers)
                            {
                                string str = string.Concat(new object[] { "[", trigger2.id, "] ", trigger2.name });
                                if (trigger2.active)
                                {
                                    str = string.Concat(str, " [active]");
                                }
                                Debug.Log(str);
                            }
                        }
                    }
                }
                else if (strArrays[0] == "#quackquack")
                {
                    if (!LockedModels.IsValid_RubberDuck())
                    {
                        return false;
                    }
                    Actions.PurchaseUnit(App.game.scenario.playerAlliance.factions[0], App.GetUnitTypeByName("floating_device"), null, -1);
                    Hex hex = GeneralUI.gameUI.selectedHex;
                    if (hex != null && hex.state.units[0] == null && hex.GetTerrainType().IsUnfrozenWater(App.game.actualGameState))
                    {
                        Unit item3 = App.game.scenario.playerAlliance.factions[0].state.units[App.game.scenario.playerAlliance.factions[0].state.units.Count - 1];
                        Actions.DeployUnit(item3, hex);
                    }
                    return true;
                }
            }
        }
        else if (App.mode == App.modes.campaign)
        {
            if (strArrays[0] == "#variable")
            {
                App.game.campaign.SetVariable(strArrays[1], int.Parse(strArrays[2]));
                return true;
            }
            if (strArrays[0] == "#epiphany")
            {
                int num10 = 100;
                if ((int)strArrays.Length > 1)
                {
                    int.TryParse(strArrays[1], out num10);
                }
                foreach (Faction faction3 in App.game.campaign.cores[0].factions)
                {
                    faction3.specialisationPoints = num10;
                }
                GeneralUI.campaignUI.specialisationPanel.SelectFaction(App.game.campaign.cores[0].factions[0]);
                return true;
            }
            if (strArrays[0] == "#timetravel" && (int)strArrays.Length > 1)
            {
                int num11 = 1;
                int.TryParse(strArrays[1], out num11);
                App.game.campaign.currentDate.AdvanceDays((float)(num11 * 356));
                return true;
            }
        }
        else if (App.mode == App.modes.editor)
        {
            if (strArrays[0] == "#crop")
            {
                CropMap.Crop(int.Parse(strArrays[1]), int.Parse(strArrays[2]), int.Parse(strArrays[3]), int.Parse(strArrays[4]), GeneralUI.editorUI.newMapPanel.defaultTerrain);
                return true;
            }
            if (strArrays[0] == "#copyterrain")
            {
                CopyTerrain.Copy(strArrays[1], string.Concat(App.docsFolder, "Scenarios/"), (strArrays[2] != "true" ? false : true));
                return true;
            }
            if ((App.developer || Application.isEditor) && strArrays[0] == "#dlc")
            {
                App.game.content = ContentManager.GetContentByName(strArrays[1].Trim());
                return true;
            }
            if (strArrays[0] == "#stats")
            {
                Dictionary<Faction, int> factions1 = new Dictionary<Faction, int>();
                Dictionary<Faction, int> factions2 = new Dictionary<Faction, int>();
                Dictionary<Faction, int> factions3 = new Dictionary<Faction, int>();
                Dictionary<Faction, int> factions4 = new Dictionary<Faction, int>();
                foreach (Faction faction4 in App.game.scenario.factions)
                {
                    factions2.Add(faction4, 0);
                    factions1.Add(faction4, 0);
                    factions3.Add(faction4, 0);
                    factions4.Add(faction4, 0);
                    foreach (Unit unit3 in faction4.state.units)
                    {
                        if (unit3.core == -1)
                        {
                            Dictionary<Faction, int> item4 = factions1;
                            factions = item4;
                            Faction faction5 = faction4;
                            Faction faction6 = faction5;
                            item4[faction5] = factions[faction6] + GameProduction.GetUnitCost(unit3, App.game.actualGameState);
                            Dictionary<Faction, int> item5 = factions3;
                            factions = item5;
                            Faction faction7 = faction4;
                            Faction faction8 = faction7;
                            item5[faction7] = factions[faction8] + unit3.GetCommandCost(App.game.actualGameState);
                        }
                        else
                        {
                            Dictionary<Faction, int> factions5 = factions2;
                            factions = factions5;
                            Faction faction9 = faction4;
                            Faction faction10 = faction9;
                            factions5[faction9] = factions[faction10] + GameProduction.GetUnitCost(unit3, App.game.actualGameState);
                            Dictionary<Faction, int> item6 = factions4;
                            factions = item6;
                            Faction faction11 = faction4;
                            Faction faction12 = faction11;
                            item6[faction11] = factions[faction12] + unit3.GetCommandCost(App.game.actualGameState);
                        }
                    }
                    Debug.Log(string.Concat(new object[] { faction4.factionType.name, " RP: core = ", factions2[faction4], ", aux = ", factions1[faction4] }));
                    Debug.Log(string.Concat(new object[] { faction4.factionType.name, " CP: core = ", factions4[faction4], ", aux = ", factions3[faction4] }));
                }
                return true;
            }
        }
        else if (App.mode == App.modes.menu)
        {
            if (strArrays[0] == "#gimmeall")
            {
                UnlockScenarios.UnlockAll();
                GeneralUI.menuUI.singleplayerPanel.scenarioPanel.UpdateScenarios();
                return true;
            }
            if (strArrays[0] == "#patch" && (int)strArrays.Length > 1)
            {
                bool flag1 = false;
                if ((int)strArrays.Length > 2 && strArrays[2].Trim() == "instant")
                {
                    flag1 = true;
                }
                (new Thread(() => AutoPatcher.DownloadUpdate(strArrays[1].Trim(), App.version, GeneralUI.emptyString, flag1))).Start();
                return true;
            }
            if (strArrays[0] == "#seed")
            {
                if (GeneralUI.menuUI.singleplayerPanel.skirmishPanel.visible)
                {
                    if ((int)strArrays.Length != 1)
                    {
                        GeneralUI.menuUI.singleplayerPanel.skirmishPanel.SetSeed(int.Parse(strArrays[1]));
                    }
                    else
                    {
                        GeneralUI.menuUI.singleplayerPanel.skirmishPanel.SetSeed(Random.Range(-2147483648, 2147483647));
                    }
                }
                else if (GeneralUI.menuUI.pbemPanel.gameSetupPanel.visible)
                {
                    if ((int)strArrays.Length != 1)
                    {
                        GeneralUI.menuUI.pbemPanel.gameSetupPanel.SetSeed(int.Parse(strArrays[1]));
                    }
                    else
                    {
                        GeneralUI.menuUI.pbemPanel.gameSetupPanel.SetSeed(Random.Range(-2147483648, 2147483647));
                    }
                }
                else if (GeneralUI.menuUI.hotseatPanel.gameSetupPanel.visible)
                {
                    if ((int)strArrays.Length != 1)
                    {
                        GeneralUI.menuUI.hotseatPanel.gameSetupPanel.SetSeed(int.Parse(strArrays[1]));
                    }
                    else
                    {
                        GeneralUI.menuUI.hotseatPanel.gameSetupPanel.SetSeed(Random.Range(-2147483648, 2147483647));
                    }
                }
                return true;
            }
            if (strArrays[0].Trim().ToLower() == "#news")
            {
                int num12 = -1;
                if (int.TryParse(strArrays[1].Trim(), out num12))
                {
                    GeneralUI.menuUI.onlineNews.GetNews(num12);
                    return true;
                }
            }
        }
        if (strArrays[0] == "#counters")
        {
            if ((int)strArrays.Length != 2)
            {
                OOBSettings.enableCounters = true;
            }
            else if (strArrays[1].Trim() == "on")
            {
                OOBSettings.enableCounters = true;
            }
            else if (strArrays[1].Trim() == "off")
            {
                OOBSettings.enableCounters = false;
            }
            return true;
        }
        if (strArrays[0] == "#host")
        {
            App.tcpip = new TCPIP()
            {
                chatGame = new Chat(true)
            };
            App.online.player = Player.NewTCPPlayer();
            return true;
        }
        if (strArrays[0] != "#join")
        {
            return false;
        }
        if ((int)strArrays.Length == 2)
        {
            App.tcpip = new TCPIP()
            {
                chatGame = new Chat(true)
            };
            App.online.player = Player.NewTCPPlayer();
        }
        return true;
    }
Last edited by Horst on Thu Dec 06, 2018 9:36 pm, edited 3 times in total.

GabeKnight
Colonel - Ju 88A
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Re: Console Commands

Post by GabeKnight » Wed Dec 05, 2018 2:56 pm

#stimpack 8)

Screenshot 793.jpg
Screenshot 793.jpg (485.13 KiB) Viewed 370 times

GabeKnight
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Console Commands

Post by GabeKnight » Wed Dec 05, 2018 3:01 pm

And It has its own moving sound... :lol:

Screenshot 794.jpg
Screenshot 794.jpg (279.22 KiB) Viewed 368 times

CoolDTA
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 258
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Re: Console Commands

Post by CoolDTA » Wed Dec 05, 2018 3:11 pm

The Duck is the best. :lol:


#ragequit

Image

Better not use it. :mrgreen:

Halder
Private First Class - Opel Blitz
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Posts: 2
Joined: Sun Oct 22, 2017 6:35 pm

Re: Console Commands

Post by Halder » Wed Dec 05, 2018 3:35 pm

Hello Horst,
Thank you for the information. can you explain what some of these codes do, like ragequit, beammeup, stimpak, timetravel, news, seed, counters, setaiteam?
Thanks
Halder

GabeKnight
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Joined: Mon Nov 27, 2017 10:24 pm

Re: Console Commands

Post by GabeKnight » Wed Dec 05, 2018 3:37 pm

CoolDTA wrote:
Wed Dec 05, 2018 3:11 pm
#ragequit
Better not use it. :mrgreen:
But useful in situations when you're feeling overpowered and don't want to restart...I mean, could be, right?

#beammeup could prove useful,too. If I wanted to change units midplay. Better than exit hexes. But it's cheating alright.
#variable for testing or cheating :wink:
#setaiteam for testing
#news 1-20 old news updates
#puppetmaster :shock: :?:

bru888
Order of Battle Moderator
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Re: Console Commands

Post by bru888 » Wed Dec 05, 2018 3:43 pm

What the heck are you guys doing to one of my favorite games in spite of its warts? :x ( :wink: )
- Bru

Halder
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Private First Class - Opel Blitz
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Re: Console Commands

Post by Halder » Wed Dec 05, 2018 3:48 pm

Hello
what does ragequit do?

GabeKnight
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Re: Console Commands

Post by GabeKnight » Wed Dec 05, 2018 3:50 pm

And I really was hoping for a cheat that enables the "Dev mode" with the augmented HP meter, showing unit strength muliplied by 10. That would come in handy.

CoolDTA
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 258
Joined: Sun Mar 16, 2014 11:52 am

Re: Console Commands

Post by CoolDTA » Wed Dec 05, 2018 4:18 pm

Oops, I knew it would not be possible to avoid the Eye of Sau... I mean Bru. Hopefully he doesn't use his powers and show us what #puppetmaster does... :shock:

;)

Halvralf
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Re: Console Commands

Post by Halvralf » Wed Dec 05, 2018 4:44 pm

Omg I think Horst just opened Pandoras Box!!!!! :-)

Horst
Lieutenant Colonel - Elite Panther D
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Joined: Mon Feb 18, 2013 1:22 pm

Re: Console Commands

Post by Horst » Wed Dec 05, 2018 5:17 pm

I haven't really tested all these commands yet either, but I added the whole code so you can roughly get an idea what they do.
#puppetmaster: sounds like it gives the player control over AI-controlled allies

rafdobrowolski
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Re: Console Commands

Post by rafdobrowolski » Wed Dec 05, 2018 9:37 pm

Could we get a list with commands and effects without having to read through the code? Appreciate the effort, but it would be nice to know exactly what each one does... just for fun obviously.

airbornemongo101
Lieutenant Colonel - Fw 190A
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Location: Quakertown,PA. THE US OF A

Re: Console Commands

Post by airbornemongo101 » Thu Dec 06, 2018 12:46 am

bru888 wrote:
Wed Dec 05, 2018 3:43 pm
What the heck are you guys doing to one of my favorite games in spite of its warts? :x ( :wink: )

Bru...just relax brother :P ....before you #quackquack up :shock: :mrgreen:
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

bru888
Order of Battle Moderator
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Re: Console Commands

Post by bru888 » Thu Dec 06, 2018 2:35 am

I don't like youse guys fiddling with the game like this. It's like somebody pawing at my woman, you know? (Just kidding. :) )
- Bru

airbornemongo101
Lieutenant Colonel - Fw 190A
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Posts: 1118
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Location: Quakertown,PA. THE US OF A

Re: Console Commands

Post by airbornemongo101 » Thu Dec 06, 2018 2:50 am

Well as a Philly guy to a Long Island guy, I could bring something about keeping your woman out of our neighborhood and we'll.....ahhh :? ….ummmm :? ….guess I can't really go on with that one :shock: , can I :oops: :oops:


:mrgreen:
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

bru888
Order of Battle Moderator
Order of Battle Moderator
Posts: 2488
Joined: Sun Jan 10, 2016 5:39 pm

Re: Console Commands

Post by bru888 » Thu Dec 06, 2018 2:52 am

airbornemongo101 wrote:
Thu Dec 06, 2018 2:50 am
Well as a Philly guy to a Long Island guy, I could bring something about keeping your woman out of our neighborhood and we'll.....ahhh :? ….ummmm :? ….guess I can't really go on with that one :shock: , can I :oops: :oops:


:mrgreen:
#ragequit! :x ( :wink: )
- Bru

airbornemongo101
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1118
Joined: Wed Sep 07, 2011 1:16 am
Location: Quakertown,PA. THE US OF A

Re: Console Commands

Post by airbornemongo101 » Thu Dec 06, 2018 2:54 am

:lol: :lol: :lol: :lol: :lol:

:wink:
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

Horst
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
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Joined: Mon Feb 18, 2013 1:22 pm

Re: Console Commands

Post by Horst » Thu Dec 06, 2018 9:39 pm

Updated OP for a complete list with descriptions, as far as I have tested and understood these commands.

GabeKnight
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Console Commands

Post by GabeKnight » Fri Dec 07, 2018 1:34 am

First of all, thanks for the list, Horst.
Cool find and presentation. 8)

Still, I have a question, did you actually tested the #variable command, too?
Horst wrote:
Wed Dec 05, 2018 2:32 pm
Scenario-only
#variable <name> <number>
sets scenario-variables
// variable-names are best checked with the scenario-editor

Campaign-only
#variable <name> <number>
sets campaign-variables
// variable-names can usually be checked in text_*.txt of a campaign as tooltip, but more accurately with the scenario-editor
Because from reading the pure code I got the impression it would be exactly vice versa - which I found strange. But haven't tested it yet myself.

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