Xcom Enemy Unknown - Console Commands

local XGUnit selected; selected = XComTacticalController(GetALocalPlayerController()).GetSelectedUnit(); if(selected != none) selected.TakeDamage(9999, selected.Location, vect(0,0,0), none, true);

log("--- Dev Console ---"); log("GiveCash <amount>"); log("GiveAlloys <amount>"); log("UnlockAllTechs"); log("WinMission"); log("SpawnUnit <template>");

exec function UnlockAllTechs()

switch(ResourceType)

Create a new UnrealScript class (or extend XComConsole ):

Override XComGame ’s console getter:

`log("Added" @ Amount @ ResourceType);

local XComGameReplicationInfo GRI; GRI = XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI); if(GRI != none && GRI.m_kGame != none) return GRI.m_kGame.m_kStrategy; return none;

function Console GetConsole()

if( ConsoleCommand("open XComStrategyMap") ) xcom enemy unknown console commands

// Example: Spawn Sectoid or Soldier local XComTacticalGRI TacticGRI; local XGUnit kUnit;

// Create unit based on template kUnit = TacticGRI.m_kBattle.m_kUnitMgr.CreateUnit(UnitTemplateName, SpawnLoc, eTeam_Alien); kUnit.InitUnit(); In XComGameEngine ’s Init() or LoadMap() :

local XGStrategy strat; strat = XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGame.m_kStrategy; local XGUnit selected

local XGStrategy strat; strat = GetStrategy(); if(strat != none) strat.m_kTechTree.UnlockAllTechs();

function XGStrategy GetStrategy()

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