-allowconsole -noRedScreens -review
This list is not complete, there are surely more codes we haven't found yet, I'll update this list as others and I discover more.
These codes DO NOT disable achievements.
---Cheat Codes***Note: These may take all the challenge and fun away. (But are handy if you wish to get all achievements in the Legend difficulty). Also, none of the codes are case-sensitive.
ToggleGodMode
PowerUp - °«¸ðµå, ¹«ÇÑ Ã¼·Â, ¹«ÇÑ ÅºÃ¢, ¹«ÇÑ Çൿ·Â
GiveActionPoints 2 - ¾×¼ÇÆ÷ÀÎÆ® ¸®¼Â
SetHP 20 - hp ȸº¹
X2ResetCooldowns - ±â¼ú ¸®Â÷Áö
ToggleSquadConcealment - ¸ðµçº´»ç Àẹ
SetAmmo - ÃÑź¾à
Takenodamage - ¹«ÇÑü·Â
Giveactionpoints # - Çൿ·Â Æ÷ÀÎÆ®
LevelUpBarracks # - ¹è·°¿¡ ÀÖ´Â ¸ðµç º´»çµéÀ» # ·©Å© ¸¸Å ·¹º§¾÷ (·©Å© 7=´ë·É)
HealAllSoldiers - ¿ìÁÖ¼±¿¡ ÀÖÀ»¶§ ºÎ»ó´ÜÇÑ ¸ðµç º´»çµé ȸº¹.(Ãæ°Ý¹ÞÀ½ Àº ȸº¹¾ÈµÊ)
Togglefow - ¸Ê »óÀÇ ¾È°³ Á¦°Å
RemoveFortressDoom 3 - ¾Æ¹ÙŸ ÇÁ·ÎÁ§Æ® ´Ü°è Á¦°Å
TTC - ¼±ÅÃÇÑ º´»ç¸¦ ¸¶¿ì½º Ä¿¼ À§Ä¡·Î ¼ø°£À̵¿(Çൿ·Â ¼Ò¸ð ¾øÀ½)
TATC - ºÐ´ë¿ø ¸ðµÎ ¸¶¿ì½º Ä¿¼ À§Ä¡·Î ¼ø°£À̵¿
GiveAbilityCharges - ÀüÅõ ¾îºô¸®Æ¼ 1000°³ Áõ°¡
KillAllAIs |||| Along with all other "kill" commands, this is glitchy, but renders enemy units inactive.
setsoldierstat estat_HP 20 Fei Xu
setsoldierstat eStat_Mobility 23 Fei Xu
setsoldierstat eStat_Will 145 Charlotte Robertson
setsoldierstat eStat_Offense 115 Fei Xu
SetSoldierStat eStat_ArmorPiercing 7 Charlotte Robertson
SetSoldierStat eStat_ArmorMitigation 5 Fei Xu
setsoldierstat estat_hacking 125 Charlotte Robertson
setsoldierstat estat_Defense 75 Denisha Kekana
setsoldierstat eStat_Dodge 75 Charlotte Robertson
setsoldierstat eStat_PsiOffense 120 Charlotte Robertson
SetSoldierStat eStat_SightRadius 42 Charlotte Robertson
SetSoldierStat eStat_DetectionRadius 43 Magnus Haugen
SetSoldierStat eStat_CritChance 75 Charlotte Robertson
SetSoldierStat eStat_FlankingCritChance 55 Charlotte Robertson
SetSoldierStat eStat_FlankingAimBonus 55 Charlotte Robertson
SetSoldierStat eStat_UtilityItems 4 Charlotte Robertson
SetSoldierStat eStat_BackpackSize 9 Charlotte Robertson
SetSoldierStat eStat_CombatSims 1 Charlotte Robertson
1)ÀÚ¿ø °ü·Ã Ä¡Æ®
giveresource supplies 10000
-ÀÚº»±ÝÀ» 1¸¸¸¸Å Ãß°¡ÇÕ´Ï´Ù. ¼ýÀÚ ºÎºÐÀ» ¼öÁ¤ÇÏ¸é ¿øÇϴ¸¸Å ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.
giveresource alienalloy 1000
-ÇÕ±ÝÀ» 1õ°³¸¸Å Ãß°¡ÇÕ´Ï´Ù ¼ýÀÚ ºÎºÐÀ» ¼öÁ¤ÇÏ¸é ¿øÇϴ¸¸Å ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.
giveresource eleriumdust 1000
-¿¤·¹¸®¿òÀ» 1õ°³¸¸Å Ãß°¡ÇÕ´Ï´Ù. ¼ýÀÚ ºÎºÐÀ» ¼öÁ¤ÇÏ¸é ¿øÇϴ¸¸Å ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.
giveresource Intel 10000
-Á¤º¸¸¦ 1õ¸¸Å Ãß°¡ÇÕ´Ï´Ù. ¼ýÀÚ ºÎºÐÀ» ¼öÁ¤ÇÏ¸é ¿øÇϴ¸¸Å ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.
Additem EleriumCore 100
-¿¤·¹¸®¿ò Äھ 100°³¸¸Å ¾ò½À´Ï´Ù. ¼ýÀÚ ºÎºÐÀ» ¼öÁ¤ÇÏ¸é ¿øÇϴ¸¸Å ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.
2)Àοø °ü·Ã Ä¡Æ®
giveengineer 10
-10·¹º§ ±â¼úÀÚ¸¦ ÇÑ¸í ¾ò½À´Ï´Ù.
givescientist 10
-10·¹º§ °úÇÐÀÚ¸¦ ÇÑ¸í ¾ò½À´Ï´Ù.
5)¹æ¾î±¸,¾ÆÀÌÅÛ °ü·Ã Ä¡Æ®
---Armor
Code:
additem LightPlatedArmor 50 |||| Spider suit
additem MediumPlatedArmor 50 |||| Predator armor (Note: Requires the Plated Armor research)
additem HeavyPlatedArmor 50 |||| E.X.O. suit
additem LightPoweredArmor 50 |||| Wraith suit
additem MediumPoweredArmor 50 |||| Warden armor (Note: Requires the Powered Armor research)
additem HeavyPoweredArmor 50 |||| W.A.R. suit
Alien Hunters dlc armor ids.
Serpent Suit = additem LightAlienArmor 20 ¼ÆæÆ®
Serpent Armor = additem LightAlienArmorMk2 25 ¼ÆæÆ® ¾Æ¸Ó
Icarus Armor = additem MediumAlienArmor 25 ÀÌÄ«·ç½º
It's Proving Ground upgrade = additem MediumAlienArmorMk2 270
R.A.G.E. Suit = additem HeavyAlienArmor 25
R.A.G.E. Armor = additem HeavyAlienArmorMk2 25
Çìºñ¹«±â º¸Á¶
Additem Shreddergun 90
-ÆļâÃÑÀ» 10°³ ¾ò½À´Ï´Ù.
Additem BlastLauncher 100
-ºí·¡½ºÅÍ ¹ß»ç±â¸¦ 10°³ ¾ò½À´Ï´Ù.
Additem Shredstormcannon 100
-Æļ⵹dz ij³ÍÀ» 10°³ ¾ò½À´Ï´Ù.
---Experimental Ammo źȯ
Code:
additem APRounds 50
additem BluescreenRounds 50
additem IncendiaryRounds 50
additem TalonRounds 50
additem TracerRounds 50
additem VenomRounds 50
)°³ÀÎ ÀüÅõ ½Ã¹Ä·¹ÀÌ¼Ç Ä¡Æ®
Additem EpicPCSSpeed 50
-°³ÀÎ ÀüÅõ½Ã¹Ä·¹ÀÌ¼Ç ÃÖ°í±Þ ¼Óµµ(À̵¿·Â)À» 50°³ ¾ò½À´Ï´Ù.
Additem EpicPCSConditioning 50
-°³ÀÎ ÀüÅõ ½Ã¹Ä·¹ÀÌ¼Ç ÃÖ°í±Þ ü·Â(ü·Â)À» 50°³ ¾ò½À´Ï´Ù.
Additem EpicPCSFocus 50
-°³ÀÎ ÀüÅõ ½Ã¹Ä·¹ÀÌ¼Ç ÃÖ°í±Þ ÁýÁß(ÀÇÁö)À» 50°³ ¾ò½À´Ï´Ù.
Additem EpicPCSPerception 50
-°³ÀÎ ÀüÅõ ½Ã¹Ä·¹ÀÌ¼Ç ÃÖ°í±Þ Áö°¢(Á¶ÁØ)À» 50°³ ¾ò½À´Ï´Ù.
Additem EpicPCSAgility 50
-°³ÀÎ ÀüÅõ ½Ã¹Ä·¹ÀÌ¼Ç ÃÖ°í±Þ ¹Îø(ȸÇÇ)¸¦ 50°³ ¾ò½À´Ï´Ù.
Alien Hunters dlc armor ids.
Serpent Suit = additem LightAlienArmor 20 ¼ÆæÆ®
Serpent Armor = additem LightAlienArmorMk2 25 ¼ÆæÆ® ¾Æ¸Ó
Icarus Armor = additem MediumAlienArmor 25 ÀÌÄ«·ç½º
It's Proving Ground upgrade = additem MediumAlienArmorMk2 270
R.A.G.E. Suit = additem HeavyAlienArmor 25
R.A.G.E. Armor = additem HeavyAlienArmorMk2 25
Alien Hunters dlc weapons ids (I could not fight upgraded ones (I was also too lazy to check them with "MK2" and "MK3")).
additem AlienHunterRifle_CV
AlienHunterPistol_CV
AlienHunterAxe_CV
additem Frostbomb 50 ºù°á
Tier 2 Rifle = additem AlienHunterRifle_MG
Tier 3 Rifle = additem AlienHunterRifle_BM 15
Tier 2 Pistol = AlienHunterPistol_MG
Tier 3 Pistol = additem AlienHunterPistol_BM 10
Tier 2 Axe = AlienHunterAxe_MG
Tier 3 Axe = AlienHunterAxe_BM 5
givetech AlloyCannon
givetech AutopsyAdventStunLancer
givetech AutopsyAdventMEC
givetech AutopsyArchon
givetech AutopsyGatekeeper
givetech AutopsyMuton
givetech AutopsySectopod
givetech GaussWeapons
givetech HeavyPlasma
givetech MagnetizedWeapons
givetech ModularWeapons
givetech PlatedArmor
givetech PlasmaRifle
givetech PlasmaSniper
givetech PoweredArmor
givetech Psionics
additem HazmatVest 30 / ¹æÈ£Á¶³¢
additem Hellweave 30 / Çï À§ºêÁ¶³¢
additem NanofiberVest 30 / ³ª³ë½ºÄÉÀÏ
additem PlatedVest 30 /ÆDZÝ
additem StasisVest 30 / ¾ÈÁ¤ÈÁ¶³¢
Code: ¼ö·ùź
additem AcidGrenade 50
additem AcidGrenadeMk2 50
additem AlienGrenade 50
additem EMPGrenade 50
additem EMPGrenadeMk2 50
additem Firebomb 50
additem FirebombMk2 50
additem FlashbangGrenade 50
additem GasGrenade 50
additem GasGrenadeMk2 50
additem ProximityMine 50
additem SmokeGrenade 50
additem SmokeGrenadeMk2 50
---Utility Items & Vests
Code:
additem BattleScanner #
additem CombatStims #
additem Medikit #
additem NanoMedikit #
additem MimicBeacon #
additem MindShield 30
additem Skulljack 35
6)½Ãü ¾ÆÀÌÅÛ °ü·Ã Ä¡Æ®
Additem corpseadventtrooper 100
-¾îµåº¥Æ® º´»ç ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseadventofficer 100
-¾îµåº¥Æ® Àå±³ ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseadventstunlancer 100
-¾îµåº¥Æ® ½ºÅÏ ·»¼ ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseadventshieldbearer 100
-¾îµåº¥Æ® ¹æÆк´ ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseadventMEC 100
-¾îµåº¥Æ® MEC ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpsesectoid 100
-¼½ÅäÀÌµå ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseviper 100
-¹ÙÀÌÆÛ ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpsefaceless 100
-ÆäÀ̽º¸®½º ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseMuton 100
-¹ÂÅæ ½Ãü 100°³¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpsechryssalid 100
-Å©¸®»ì¸®µå ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseandromedon 100
-¾Èµå·Î¸Þµ· ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpseBerserker 100
-¹ö¼Ä¿ ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpsearchon 100
-¾Æ¸£ÄÜ ½Ãü 100°³¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpsegatekeeper 100
-°ÔÀÌÆ® Å°ÆÛ ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
Additem corpsesectopod 100
-¼½ÅäÆ÷µå ½Ãü¸¦ 100°³¸¸Å ¾ò½À´Ï´Ù.
7)±âŸ Ä¡Æ®
RemoveFortressDoom 3
¾Æ¹ÙŸ ÇÁ·ÎÁ§Æ® °ÔÀÌÁö 3 °¨¼Ò(¼¼°èÁöµµ ȸ鿡¼ ÀÔ·ÂÇØ¾ß Àû¿ë)
*¼ýÀÚ ºÎºÐÀ» ¿øÇϴ¸¸Å ´Ã¸± ¼ö ÀÖ½À´Ï´Ù.
TTC - ÇöÀç ¼±ÅÃÁßÀÎ º´»ç¸¦ ¸¶¿ì½º Ä¿¼ À§Ä¡·Î À̵¿ÇÕ´Ï´Ù Çൿ·Â ¼Ò¸ð°¡ ¾ø½À´Ï´Ù.
TATC - ºÐ´ë Àüü¸¦ ¸¶¿ì½º Ä¿¼ À§Ä¡·Î À̵¿ÇÕ´Ï´Ù. Çൿ·Â ¼Ò¸ð°¡ ¾ø½À´Ï´Ù.
Levelupbarracks 7
º´¿µÀÇ ¸ðµç º´»ç¸¦ ´ë·ÉÀ¸·Î Áø±Þ
HealAllSoldiers ||||
ºÎ»ó´çÇÑ ¸ðµç º´»ç¸¦ Ä¡·áÇÕ´Ï´Ù.
ToggleGodMode
µ¥¹ÌÁö ¸é¿ª / Çൿ ¹«ÇÑ / ¾ÆÀÌÅÛ ¹«ÇÑ / ´É·Â ÄðŸÀÓ Á¦°Å / źȯ ¹«ÇÑ
- À¢¸¸ÇÏ¸é µµÀü°úÁ¦ Ŭ¸®¾î¿ë ¿Ü¿¡´Â »ç¿ëÇÏÁö ¸¿½Ã´Ù(...)
[Ãâó] XCOM 2 ġƮŰ|ÀÛ¼ºÀÚ ¿÷Çã
PowerUp |||| Godmode, infinite HP, infinite clip, infinite AP.
TakeNoDamage |||| Infinite HP only; weapons reload.
ForceCritHits |||| Forces Critical Hits (It works for the AI too)
GiveActionPoints # |||| Adds # amount of action points to the selected Unit. (Note: You need at least 2 AP to shoot with a sniper rifle)
LevelUpBarracks # |||| Level up all soldiers in the Barracks by # of ranks.
HealAllSoldiers |||| On ship view, heals all wounded soldiers. (does not heal Shaken)
Togglefow |||| Reveals map; Enemies remain hidden.
ToggleSquadConcealment |||| Conceals your squad. (Note: Enemy will still be on alert)
ToggleUnlimitedActions |||| Infinite AP (Note: DISABLE before ending your turn. The AI will use it too.)
ToggleUnlimitedAmmo |||| Infinite Clip & Grenades (Pretty sure AI will use it too)
RemoveFortressDoom # |||| Remove Avatar Project bars by #
RestartLevel |||| Restarts the current mission
TTC |||| Teleport to cursor; use command in battle to teleport the selected unit to your mouse pointer.
TATC |||| Teleport all to cursor; use command in battle to teleport all units to your mouse pointer.
-----ÀÚ¿ø ¹× ¾ÆÀÌÅÛ Ãß°¡(¡Ø ÀÚ¿ø Ãß°¡ °°Àº °æ¿ì ÇÔ¼±ºä¿¡¼ »ç¿ë ÈÄ ¾Æ¹« ½Ã¼³À̳ª ´©¸£¸é Àû¿ëµÈ°Ô È®ÀÎ °¡´ÉÇß½À´Ï´Ù.)
giveresource supplies 250
giveresource EleriumDust #
giveresource Alienalloy #
giveresource intel #
giveresource EleriumCore #
giveresource Corpse[Unitname] # |||| CorpseAdventTrooper, CorpseArchon, CorpseFaceless, µîµî À¸·Î ÀÔ·ÂÇÏ½Ã¸é µË´Ï´Ù.
giveresource AimUpgrade_bsc # |||| ¹«±â Á¶ÁØ ¾÷±×·¹ÀÌµå ±âº»
giveresource AimUpgrade_adv # |||| ¹«±â Á¶ÁØ ¾÷±×·¹ÀÌµå °í±Þ
giveresource AimUpgrade_sup # |||| ¹«±â Á¶ÁØ ¾÷±×·¹À̵å ÃÖ°í±Þ
giveresource CommonPCSSpeed # |||| PCS À̵¿·Â ¾÷±×·¹ÀÌµå ±âº»
giveresource RarePCSSpeed # |||| PCS À̵¿·Â ¾÷±×·¹ÀÌµå °í±Þ
giveresource EpicPCSSpeed # |||| PCS À̵¿·Â ¾÷±×·¹À̵å ÃÖ°í±Þ
-----¹«±â ¾÷±×·¹ÀÌµå ¸ñ·Ï
--example: giveresource ClipSizeUpgrade_adv 5 |||| °í±Þ źâũ±â ¾÷±×·¹À̵å 5°³¸¦ ¾ò½À´Ï´Ù.
AimUpgrade |||| ½ºÄÚÇÁ
ClipSizeUpgrade |||| È®Àåźâ
CritUpgrade |||| ·¹ÀÌÀú Á¶Áرâ
FreeFireUpgrade |||| Çì¾îÆ®¸®°Å
FreeKillUpgrade |||| ¸®ÇÇÅÍ
MissDamageUpgrade |||| ½ºÅå(°³¸Ó¸®ÆÇ)
ReloadUpgrade |||| ÀÚµ¿ ÀåÀüÀåÄ¡
-----PCS ¾÷±×·¹ÀÌµå ¸ñ·Ï
--example: giveresource RarePCSSpeed 5 |||| °í±Þ À̵¿·Â PCS 5°³¸¦ ¾ò½À´Ï´Ù.
PCSAgility |||| ȸÇÇ
PCSConditioning |||| ü·Â
PCSFocus |||| ÀÇÁö
PCSPerception |||| Á¶ÁØ
PCSSpeed |||| À̵¿·Â
-----½Ãü ¸ñ·Ï
--example: giveresource CorpseFaceless 5 |||| ÆäÀ̽º¸®½º ½Ãü 5°³¸¦ ¾ò½À´Ï´Ù.
CorpseAdventOfficer |||| ¾îµå¹êÆ® ¿ÀÇǼ
CorpseAdventShieldbearer |||| ¾îµå¹êÆ® ¹æÆк´
CorpseAdventStunLancer |||| ¾îµå¹êÆ® ½ºÅÏ·£¼
CorpseAdventTrooper |||| ¾îµå¹êÆ® º´»ç
CorpseArchon |||| ¾ÆÄÜ
CorpseBerserker |||| ¹ö¼Ä¿
CorpseFaceless |||| ÆäÀ̽º¸®½º
CorpseSectoid |||| ¼½ÅäÀ̵å
CorpseViper |||| ¹ÙÀÌÆÛ
-----°úÇÐÀÚ¿Í ±â¼úÀÚ(ÁÖÀÇ: # ´Â ¸Ó¸´ ¼ö°¡ ¾Æ´Ï¶ó ·¹º§À» ¸»ÇÕ´Ï´Ù. µÎ ¸í ¾òÀ¸·Á¸é µÎ¹ø ÀÔ·ÂÇØ¾ß ÇÕ´Ï´Ù.)
giveengineer # |||| ¿©±â¼ # ´Â ±â¼úÀÚÀÇ ±â¼ú ·¹º§À» ¸»ÇÕ´Ï´Ù. ±â¼úÀÚÀÇ ±â¼ú·¹º§: 1-10 Àº °¢°¢ 10-100%ÀÇ ±¼Âø ¼Óµµ¿Í 7-67%ÀÇ °Ç¼³ ¼Óµµ¸¦ °¡Áý´Ï´Ù.
givescientist # |||| ¾ÆÁ÷ Å×½ºÆ®µÇÁø ¾Ê¾ÒÁö¸¸ ¾Æ¸¶ ±â¼úÀÚÀÇ ·¹º§°ú ºñ½ÁÇÒ °ÍÀ̶ó°í ÃßÃøµË´Ï´Ù.
-----±âŸ
PowerUp |||| ½Å¸ðµå! µ¥¹ÌÁö¸¦ ÀÔÁö ¾ÊÀ¸¸ç ÀçÀåÀüµµ ÇÊ¿ä ¾ø½À´Ï´Ù.
Takenodamage |||| ½Å¸ðµå¸¸ Àû¿ë, µ¥¹ÌÁö´Â ÀÔÁö ¾ÊÁö¸¸ ÀçÀåÀüÀº ÇÊ¿äÇÕ´Ï´Ù.
WhoseTurnIsItAnyway |||| ¹«ÇÑ ¿òÁ÷ÀÓ. ¾î¶² Äɸ¯Å͵µ ¿òÁ÷ÀÌÁö ¾ÊÀº »óÅ¿¡¼ Àû¿ëµË´Ï´Ù. ´©±º°¡ ¿òÁ÷À̸é ÅÏÀÌ ³¡³ª°í À̵¿ÀÌ ÃʱâÈµÇ¾ß »ç¿ë°¡´ÉÇÕ´Ï´Ù.
LevelUpBarracks # |||| º´¿µ ³» ¸ðµç º´»ç°¡ #ÀÇ ·¹º§·Î Áø±ÞÇÕ´Ï´Ù.
RemoveFortressDoom # |||| # °¹¼ö ¸¸Å ¾Æ¹ÙÆ® ÇÁ·ÎÁ§Æ® °æº¸°¡ Á¦°ÅµË´Ï´Ù.
TATC |||| Ä¿¼ À§Ä¡·Î ÅÚ·¹Æ÷Æ®; ¸¶¿ì½º Æ÷ÀÎÅÍ À§Ä¡·Î ºÐ´ë¸¦ ÅÚ·¹Æ÷Æ® ½ÃÅ°±â À§ÇØ ÀüÅõ Áß »ç¿ëÇÕ´Ï´Ù.
HealAllSoldiers |||| ÇÔ¼±ºä¿¡¼, ¸ðµç º´»çµéÀÌ È¸º¹µË´Ï´Ù. (Ãæ°ÝÀº ȸº¹µÇÁö ¾ÊÀ½)
-----º¸°íµÇ¾úÁö¸¸ ±Û¾´ ºÐÀÌ ¾ÆÁ÷ Å×½ºÆ®Çغ¸Áö ¾ÊÀº Ä¿¸Çµå
GiveFacility [FacilityName] [MapIndex[INT]] |||| ¹ÌÈ®ÀÎ, ¾ÆÁ÷±îÁö ¾Æ¹«Àϵµ ÀϾÁö ¾ÊÀ½; on/off ȤÀº 1/0 À¸·Î ÀÛµ¿ÇÏÁö ¾ÊÀ½
SetStratagyFacilitiesSuperSpree 1, off] |||| ½ÃÀÛºÎÅÍ °øÂ¥·Î, Áï½Ã ¸ðµç ½Ã¼³ °Ç¼³; on/off ȤÀº 1/0 À¸·Î ÀÛµ¿ÇÏÁö ¾ÊÀ½
SetStrategyFacilitiesUnlockAll on[on, off] |||| ¸ðµç ½Ã¼³ °Ç¼³ °¡´É; on/off ȤÀº 1/0 À¸·Î ÀÛµ¿ÇÏÁö ¾ÊÀ½
SetStratagyFacilitiesFree [on, off] |||| ½Ã¼³ °øÂ¥ °Ç¼³; on/off ȤÀº 1/0 À¸·Î ÀÛµ¿ÇÏÁö ¾ÊÀ½
SetStratagyFacilitiesInstantBuild [on, off] |||| ½Ã¼³ Áï½Ã °Ç¼³; on/off ȤÀº 1/0 À¸·Î ÀÛµ¿ÇÏÁö ¾ÊÀ½
---MakeSoldierAClass Command***Note: This will change your soldier's class. WARNING: Will demote/promote to Squaddie.
Example: MakeSoldierAClass "Jane Kelly" PsiOperative |||| (With quotation marks, excluding nicknames.)
Code:
Rookie
Ranger
Sharpshooter
Grenadier
Specialist
PsiOperative
---Heavy Weapons***Note: Used on Heavy Armors
Code:
BlasterLauncher #
Flamethrower #
additem FlamethrowerMk2 2
additem PlasmaBlaster
additem ShredderGun 3
ShredstormCannon
---Give Tech Command*** WARNING: The techs at the bottom are part of the main story, use at your own peril.
Note: If you use these commands you will not receive related cutscenes. i.e: Tygan during autopsies & Shen at the shooting range.
Code:
givetech AlloyCannon
givetech AutopsyAdventStunLancer
givetech AutopsyAdventMEC
givetech AutopsyArchon
givetech AutopsyGatekeeper
givetech AutopsyMuton
givetech AutopsySectopod
givetech GaussWeapons
givetech HeavyPlasma
givetech MagnetizedWeapons
givetech ModularWeapons
givetech PlatedArmor
givetech PlasmaRifle
givetech PlasmaSniper
givetech PoweredArmor
givetech Psionics
------------
AlienBiotech
AutopsyAdventOfficer
BlacksiteData
CodexBrainPt1
CodexBrainPt2
GIVE TECH
GiveTech AlienMaterials
GiveTech Alloy_Cannon
GiveTech ArcThrower
GiveTech Armor_ArchAngel
GiveTech Armor_Carapace
GiveTech Armor_Ghost
GiveTech Armor_Skeleton
GiveTech Armor_Titan
GiveTech AutopsyBerserker
GiveTech AutopsyCryssalid
GiveTech AutopsyCyberdisc
GiveTech AutopsyDrone
GiveTech AutopsyEthereal
GiveTech AutopsyFloater
GiveTech AutopsyHeavyFloater
GiveTech AutopsyMechtoid
GiveTech AutopsyMuton
GiveTech AutopsyMutonElite
GiveTech AutopsySectoid
GiveTech AutopsySectopod
GiveTech AutopsySeeker
GiveTech AutopsyThinMan
GiveTech AutopsyZombie
GiveTech BlasterLauncher
GiveTech Elerium
GiveTech Exp_Warfare
GiveTech HeavyLasers
GiveTech HeavyLasers
GiveTech InterrogateBerserker
GiveTech InterrogateEthereal
GiveTech InterrogateFloater
GiveTech InterrogateFloater
GiveTech InterrogateHeavyFloater
GiveTech InterrogateMuton
GiveTech InterrogateMutonElite
GiveTech InterrogateSectoid
GiveTech InterrogateSectoidCommander
GiveTech InterrogateThinMan
GiveTech Laserweapons
GiveTech Plasma_Heavy
GiveTech Plasma_Pistol
GiveTech Plasma_Rifle
GiveTech Plasma_Sniper
GiveTech PrecisionLasers
GiveTech PsiArmor
GiveTech PsiLabs
GiveTech WeaponFragments
GiveTech Xenobiology
Additem [Item ID] [Amount] |||| (You can find the item IDs below)
***Note: If "Additem" doesn't work, "giveresource" is a less reliable alternative.
---Resources, Scientists & Engineers
Code:
additem Supplies 300
additem Intel #
additem AlienAlloy #
additem EleriumDust #
additem EleriumCore #
Code:
GiveScientist # |||| The # is the amount of skill from a range of 1 to 10, affecting research times.
GiveEngineer # |||| The # is the amount of skill from a range of 1 to 10, affecting efficiency bonuses.
---Weapon Mods
Examples:
additem Aimupgrade_bsc # |||| This will give # Basic Scope Mods.
additem Aimupgrade_adv # |||| This will give # Advanced Scope Mods.
additem Aimupgrade_sup # |||| This will give # Superior Scope Mods.
Code:
AimUpgrade # |||| Scope (+Aim)
ClipSizeUpgrade # |||| Extended Magazine (+Clip Size)
CritUpgrade # |||| Laser Sight (+Critical chance)
FreeKillUpgrade # |||| Repeater (+Chance to kill at full Health)
FreeFireUpgrade # |||| Hair trigger (+Free Action Chance)
MissDamageUpgrade # |||| Stock (Missed shots still deal Damage)
ReloadUpgrade # |||| Auto-Loader (First # reload(s) do not cost AP)
---PCS Sims
Examples:
additem CommonPCSSpeed # |||| This will give # Common Mobility Sims.
additem RarePCSSpeed # |||| This will give # Rare Mobility Sims.
additem EpicPCSSpeed 125 |||| This will give # Epic Mobility Sims.
Code:
PCSSpeed # |||| +Mobility
PCSConditioning # |||| +HP
PCSFocus # |||| +Will
PCSPerception # |||| +Aim
PCSAgility # |||| +Dodge
---Utility Items & Vests
Code:
additem BattleScanner #
additem CombatStims #
additem Medikit #
additem NanoMedikit #
additem MimicBeacon #
additem MindShield 30
additem Skulljack 35
additem HazmatVest 30 / ¹æÈ£Á¶³¢
additem Hellweave 30 / Çï À§ºêÁ¶³¢
additem NanofiberVest 30 / ³ª³ë½ºÄÉÀÏ
additem PlatedVest 30 /ÆDZÝ
additem StasisVest 30 / ¾ÈÁ¤ÈÁ¶³¢
---Armor
Code:
additem LightPlatedArmor 50 |||| Spider suit
additem MediumPlatedArmor 50 |||| Predator armor (Note: Requires the Plated Armor research)
additem HeavyPlatedArmor 50 |||| E.X.O. suit
additem LightPoweredArmor 50 |||| Wraith suit
additem MediumPoweredArmor 50 |||| Warden armor (Note: Requires the Powered Armor research)
additem HeavyPoweredArmor 50 |||| W.A.R. suit
---Experimental Ammo źȯ
Code:
additem APRounds #
additem BluescreenRounds 50
additem IncendiaryRounds 50
additem TalonRounds 50
additem TracerRounds 50
additem VenomRounds 50
---Experimental Grenades
Code:
additem AcidGrenade 50
additem AcidGrenadeMk2 50
additem AlienGrenade 50
additem EMPGrenade 50
additem EMPGrenadeMk2 50
additem Firebomb 50
additem FirebombMk2 50
additem FlashbangGrenade 50
additem GasGrenade 50
additem GasGrenadeMk2 50
additem ProximityMine 50
additem SmokeGrenade 50
additem SmokeGrenadeMk2 50
---Corpses
Code:
CorpseAdventOfficer #
CorpseAdventShieldbearer #
CorpseAdventStunLancer #
CorpseAdventTrooper #
CorpseAdventTurret #
CorpseAdventMEC #
CorpseAndromedon #
CorpseArchon #
CorpseAvatar # |||| Was reported, unable to reproduce using 'additem' (Thanks Bludgeon)
CorpseBerserker #
CorpseChryssalid #
CorpseCodex # |||| Was reported, unable to reproduce using 'additem' (Thanks Bludgeon)
CorpseFaceless #
CorpseGatekeeper #
CorpseMuton #
CorpseSectoid #
CorpseViper #
---GiveFacility Command
(Big Thanks to Vohk for figuring this out and Bludgeon for explaining)
--WARNING: The game seems to only let you build one of the unique buildings. If you use the console to build it in the invisible space 1 and 2, you may be screwed. Also, dropping a new facility over a Alien Debris, Machinery, etc does NOT unlock adjacent slots for excavation. Save before fiddling!
--Note: Using this command while excavating a plot will not interrupt the excavation, but will also not allow you to use the Facility until the excavation is over. Using the command over a non-excavated plot will overwrite the debris. Destroying a facility after using the command will revert it to an Empty plot, and any debris that was overwritten will be lost. The Map Index starts at 3 for the top left of the build area, moving left to right, top to bottom. So the second row starts with 6, third row with 9, etc. It seems slots 1 and 2 are used by the Living Space and Commander's Quarters, or perhaps the Armory. Regardless, the Grid is as follows:
3 | 4 | 5
6 | 7 | 8
9 | 10 | 11
12 | 13 | 14
---Facilities
Example: GiveFacility OfficerTrainingSchool 7 |||| This will insert the Guerilla Tactics School in the second row, second column
Code:
AdvancedWarfareCenter
Laboratory
OfficerTrainingSchool |||| Guerilla Tactics School
PowerRelay
ProvingGround
PsiChamber
ResistanceComms
ShadowChamber
UFODefense
Workshop
---GiveHackReward Command***Note: Most of these are untested as there are too many to test and I simply haven't got the time nor patience. However some of these work flawlessly i.e: CentralCommand.
T0= Tier 0, doesn't affect your units
T1= Tier 1, only affects the currently selected unit.
T2= Tier 2, affects the whole squad.
(The codes that don't have any tiers don't work for some reason)
Code:
---SKULLJACK
SummonCodex
SummonAvatar
SkulljackLootIntel_T1
SkulljackLootIntel_T2
---Turret/Robotic Unit Hacking
BuffEnemy
ShutdownRobot
ControlRobot
ShutdownTurret
ControlTurret
---SKULLMine
SKULLFeedback
ALittleIntel
ALotOfIntel
FacilityLead
---Tactical rewards
Targeting_AimAndCrit_T1
Targeting_AimAndCrit_T2
Targeting_Dodge_T1
Targeting_Dodge_T2
Targeting_Crit_T1
Targeting_Crit_T2
Hypnography_T1
Hypnography_T2
Blitz_T1
Blitz_T2
Override_T1
Override_T2
IntegratedComms_T1
IntegratedComms_T2
VideoFeed_T1
VideoFeed_T2
DisguisedSignals_T1 |||| Soldier immediately gains concealment
DisguisedSignals_T2 |||| Squad immediately gains concealment
Distortion_T1
Distortion_T2
Deception_T1 |||| Mind Control an enemy?
Deception_T2 |||| Mind Control an enemy?
Intrusion_T1
Intrusion_T2
Disorient_T1
Disorient_T2
CentralCommand_T2 |||| Hack all Robots/Turrets for a turn
Distraction_T1
Distraction_T2
---Strategy + Tactical Rewards
LootFacilityLead_T1
LootFacilityLead_T2
LootIntel_T1
LootIntel_T2
LootSupplies_T1
LootSupplies_T2
LootAlloys_T1
LootAlloys_T2
---Strategy Rewards
ObjectiveChest_T0
ObjectiveDoor_T0
ObjectiveWorkstation_T0
ObjectiveBroadcast_T0
ObjectiveBeacon_T0
PriorityData_T1
PriorityData_T2
WatchList_T1
WatchList_T2
Insight_T1
Insight_T2
SatelliteData_T1
SatelliteData_T2
ResistanceBroadcast_T1
ResistanceBroadcast_T2
EnemyProtocol_T1
EnemyProtocol_T2
---Negative Rewards
Reinforcements_T0
MapAlert_T0
Jammed_T0
---Intel Purchaseable Rewards
SquadConceal_Intel
IndividualConceal_Intel
ExtraSoldier_Intel
Targeting_AimAndCrit_Intel
Targeting_Dodge_Intel
Targeting_Crit_Intel
IntegratedComms_Intel
VideoFeed_Intel
---Tactical Dark Events
DarkEvent_AlloyPadding
DarkEvent_Infiltrator
DarkEvent_InfiltratorChryssalid
DarkEvent_RapidResponse
DarkEvent_Vigilance
DarkEvent_ShowOfForce
DarkEvent_ViperRounds
NanofiberVest ? ¬á¬à¬Õ¬Ü¬Ý¬Ñ¬Õ¬Ü¬Ñ ¬á¬à¬Õ ¬Ò¬â¬à¬ß¬Ö¬Ø¬Ú¬Ý¬Ö¬ä ¬Ú¬Ù ¬ß¬Ñ¬ß¬à¬Ó¬à¬Ý¬à¬Ü¬ß¬Ñ;
PlatedVest;
HazmatVest;
StasisVest;
Medikit ? „‡Š…Ž†„;
NanoMedikit ? ¬å¬Ý¬å¬é¬ê¬Ö¬ß¬ß¬Ñ¬ñ ¬Ñ¬á¬ä¬Ö¬é¬Ü¬Ñ;
MindShield ? ¬Ù¬Ñ¬ë¬Ú¬ä¬Ñ ¬â¬Ñ¬Ù¬å¬Þ¬Ñ;
CombatStims;
Hellweave;
Skulljack;
MimicBeacon;
BattleScanner;
AssaultRifle_MG;
additem AssaultRifle_BM;
Pistol_MG;
Pistol_BM;
Shotgun_MG;
Shotgun_BM;
Cannon_MG;
Cannon_BM;
SniperRifle_MG;
SniperRifle_BM;
Sword_MG;
addotem Sword_BM
Gremlin_MG;
Gremlin_BM;
PsiAmp_MG;
PsiAmp_BM;
additem GrenadeLauncher_MG;
MediumPlatedArmor;
LightPlatedArmor;
HeavyPlatedArmor;
MediumPoweredArmor;
LightPoweredArmor;
HeavyPoweredArmor;
Firebomb;
FirebombMk2;
AlienGrenade;
FlashbangGrenade;
SmokeGrenade;
SmokeGrenadeMk2;
GasGrenade;
GasGrenadeMk2;
AcidGrenade;
AcidGrenadeMk2;
EMPGrenade;
EMPGrenadeMk2;
ProximityMine;
APRounds;
TracerRounds;
IncendiaryRounds;
TalonRounds;
VenomRounds;
BluescreenRounds;
ShredderGun;
ShredstormCannon;
Flamethrower;
FlamethrowerMk2;
BlasterLauncher;
PlasmaBlaster.
---Glitchy/Weird Codes***Note: These are codes that.. do.. strange stuff.
ToggleGodMode |||| Basically the same effect as PowerUp, except it affects the AI as well. (Use this if you want to watch the AI frantically run from one cover to another forever as it can't decide where it would be safer.)
Giveabilitycharges |||| It gives 100 charges to each ability, even infinite ones like "overwatch" (except class abilities, apparently. Which renders this code useless.)
KillAllAIExceptClosestUnitToCursor |||| The killed unit becomes inactive but there's no dying animation.
KillAllAIs |||| Along with all other "kill" commands, this is glitchy, but renders enemy units inactive.
A_Button_Press
A_Button_Release
A_Key_Press
A_Key_Release
AccelerateDoom(optional bool bStart = true)
AchieveClassicGame
AchieveEasyGame
AchieveHardGame
AchieveNormalGame
ActivateDarkEvent(name DarkEventName)
ActivatePreviewBuild
AddItem(string strItemTemplate, optional int Quantity = 1, optional bool bLoot = false)
AddLootToClosestUnitToCursor
AddTacticalGameplayTag(Name GameplayTag)
AddUIArrowPointingToClosestUnit
Admin( string CommandLine )
AdvanceGameProgress( int n )
AIBTInspectTileDest
AIBTTestNode( Name strNodeName, int iAIUnitObjectID )
AIBuildBase( string strContinent )
AICallReinforcements(Name EncounterID, optional int IdealTileOffset)
AIChangeJob(name NewJob, int ObjectID=0)
AIClearJobs
AIDebugActiveList( int iRight=0 )
AIDebugAI( optional Name unitName = '' )
AIDebugAlertData(int ObjectID)
AIDebugBadAreas
AIDebugConcealment
AIDebugCursorCoverLocation( bool bLaunch=false )
AIDebugDead
AIDebugDestinations( int ObjectID=0 )
AIDebugDestroyCover
AIDebugExploration
AIDebugFightManager
AIDebugFlight
AIDebugJobs
AIDebugManeuvers
AIDebugMaterials
AIDebugModifiers
AIDebugPatrols
AIDebugPodValidation( bool bVisual = false )
AIDebugReinforcements
AIDebugSpawns
AIDisableFallback
AIDisableFightManager
AIDisableIntentFlyoverText
AIDisplayPathingFailures
AIDumpLogs
AIFightMgrForceDownThrottle
AIFightMgrForceUpThrottle
AIForceAbility(string strAbilityName, bool boneTimeUse=false)
AIForceFallback
AIForceGrenade
AIForceIntimidate
AIForceSkipPodReveal
AIForceUnitToCursorLoc(int ObjectID)
AIGrenadeThrowing
AIInfiltrate( string strCountry )
AILogGroupStates
AIMarkers
AIReinitBehaviors
AIRetaliate
AIRetaliateInstant
AIRevealAllCivilians
AISetAllPodsConvergeOnMissionComplete( bool bConverge=true)
AISetAllToRedAlert
AISetAllToYellowAlert
AIShowAIStates
AIShowAITracking
AIShowAttackRange
AIShowDestination
AIShowExposedCover
AIShowLastAction
AIShowNames( bool bShowCivilians=false)
AIShowPathFailures
AIShowPatrolPaths
AIShowProjectilePath
AISkipAI
AISkipNonMeleeAI
AITextSkipBase
AlienTurnIntensity (float x)
AllAmmo;
AllowDeluge
AllowFancyCameraStuff
AllowSetAnimPositionWhenNotRendered(bool bValue)
AllWeapons
ALT_F4_QUIT
AlwaysBleedOut
AlwaysPanic
AlwaysRushCam
Amphibious
AnimIdleState(int num)
Arrow_Down
Arrow_Down_Release
Arrow_Left
Arrow_Left_Release
Arrow_Right
Arrow_Right_Release
Arrow_Up
Arrow_Up_Release
AssignClosestUnitToCursorToAIGroup(string EncounterID)
Avatar( name ClassName )
B_Button_Press
B_Button_Release
B_Key_Press
B_Key_Release
Back_Button_Press
Back_Button_Release
Backspace_Key_Press
Backspace_Key_Release
BaseRoomCamera( float x, float y )
BaseRoomCameraNamed( name RoomName, float fInterpTime )
BaseRoomList
bool InvertMouse
bool InvertTurn
BugItGo( coerce float X, coerce float Y, coerce float Z, coerce int Pitch, coerce int Yaw, coerce int Roll )
BuildAlienFacility
BuildingVis2 (int n)
BuildingVisEnable(bool bEnable)
BuildingVisToggle
BuildOutpost( string strContinent )
C_Key_Press
C_Key_Release
Camera( name NewMode )
CameraZoom( float Zoom )
CaptureSoldiersHeads
CauseEvent(optional Name EventName)
CE(optional Name EventName)
ChallengeModeSwitchProvider(bool bUseMCP)
Changelist
ChangeSize( float F )
ChangeTeam( optional string TeamName )
CheatyFace
CheckAvailableActions(optional bool AllUnits=false)
CheckGameStateUnitVisualizerLocations
ClearDebug
ClearGamesCompleted
ClearNarrativeHistory
ClearProgressMessages
ClearSmoothing
CloseCombatCheat(bool bEnable, optional bool bDesiredResult)
ConsoleKey(name Key)
CreateAIGroup(string EncounterID)
CreateChallengeStart(string LeaderBoardSuffix)
CursorDamage( optional float Radius=256.0, optional int Damage=10 )
CursorTraceExtent(float factor)
CutoutBoxEnable(bool bEnable)
CutoutBoxSize(float fSize)
D_Key_Press
D_Key_Release
DamageUnit(int iDamageAmount)
DamageWholeTeam(optional int iDamageAmt = 1, optional ETeam eTeamToDamage = eTeam_Alien, optional bool bIncludeCivilians = false)
DeactivatePreviewBuild
DeadEye
DeadEyeStats
DebugAI(optional coerce name Category);
DebugAnims( optional bool bEnable = true, optional bool bEnableDisplay = false, optional Name pawnName = '' )
DebugAnims(optional bool bEnable = true, optional bool bEnableDisplay = false, optional Name unitName = '')
DebugBeginMoveHang
DebugBuilding(optional string cmd, optional int floor = 0)
DebugCameraAnims
DebugCC
DebugCCState
DebugClimbOnto
DebugClimbOver
DebugCover
DebugCoverActors
DebugCreatePlayer(int ControllerId)
DebugEffects
DebugExitCover( XGUnit kUnit, XGUnit kTarget )
DebugFireActions(optional int iOn=-1)
DebugFLA
DebugFracDestruction
DebugFracEffects(optional coerce bool bEnable=true)
DebugHandIK
DebugIK(bool bDebugIK)
DebugInputState
DebugInteractionAnims
DebugOvermind
DebugPause
DebugPOI
DebugPoison
DebugPrintBattleInfo
DebugPrintEventManager(string EventIDFilter, string DelegateObjectClassType, optional int SourceObjectFilter=-1, optional int PreFilterObject=-1)
DebugPrintLastMatchInfo
DebugPrintLocalPRI
DebugPrintMPData
DebugRemovePlayer(int ControllerId)
DebugSendUIBroadcastMessage_BleedingOut(bool bBleeding)
DebugSendUIBroadcastMessage_CloseEncounter
DebugSendUIBroadcastMessage_CriticallyWounded
DebugSendUIBroadcastMessage_OverwatchShot
DebugSendUIBroadcastMessage_Reanimate
DebugSendUIBroadcastMessage_RecoveredFromCriticalWound
DebugSendUIBroadcastMessage_SoldierDied
DebugSendUIBroadcastMessage_Stablized
DebugSendUIBroadcastMessage_Stunned
DebugSendUIBroadcastMessage_TankDied
DebugSendUIBroadcastWorldMessage_HoverFuel
DebugSendUIBroadcastWorldMessage_UnexpandedLocalizedString
DebugSendUIBroadcastWorldMessage_UnitReflectedAttack
DebugShowRestrictorsForCharacterTemplate(optional Name InTemplate)
DebugSpawningDetail( int OverrideDebugIndex=-3 )
DebugSpawningDisable
DebugSpawningSimple
DebugSpawningToggle
DebugTargeting( bool bEnable)
DebugTimeDilation
DebugTrace(EXComTraceType eTraceType, float TargetX, float TargetY, float TargetZ, float SourceX, float SourceY, float SourceZ, float fExtentSize)
DebugTriggerEvent(Name EventID)
DebugTurning
DebugVis(bool bDebugVis)
DebugVisTeams
DebugXDA
DebugXp
Delete_Key_Press
Delete_Key_Release
DEMOCams
DestroyFractures(optional float Radius)
DestroyRandomAlienFacility
DetonateAllDestructionSpheres
DisableAimAdjust(bool shouldDisableAdjustedAim)
DisableBuildingVisibility(bool bEnable)
DisableNarrative
DisablePanic( bool bDisabled=true )
DisableSecondaryFires(bool bDisabled = true)
DisableTopDownCamera
displaympmatchcriteria
DisplaySoldierClass(optional int ObjectID=-1)
DisplaySoldierRelationships(optional int ObjectID=-1)
DoAutoTest
DoDeathOnOutsideOfBounds(optional name nmUnitName)
DoMemLeakChecking( float InTimeBetweenMemLeakChecks )
DoNarrative(XComNarrativeMoment Moment)
DoPostInterrogation
DoTravelTheWorld
DPad_Down_Press
DPad_Down_Release
DPad_Left_Press
DPad_Left_Release
DPad_Right_Press
DPad_Right_Release
DPad_Up_Press
DPad_Up_Release
DrawAimLine( float fX, float fY, float fZ, float dX, float dY, float dZ )
DrawClosestCoverPoint( float fX, float fY, float fZ, float fMaxDist )
DrawClosestCoverPointToCursor( float fMaxDist=0 )
DrawClosestValidPoint( int iColor, bool bAllowFlying=false, bool bUseNone=false, bool bPrioritizeZ=true, float fZOffset=0 )
DrawLine( float Z1, float Z2 )
DrawSphere( float fX, float fY, float fZ , optional int ColorIndex=0, optional float Radius=0, optional bool bLookat=false)
DropBlueprint(String Blueprintname)
DropCivilian( Name CivilianTemplateName='' )
DropProxy
DropUnit(name CharacterTemplate, optional int TeamIndex=0, optional bool bAllowScamper=false, optional string CharacterPoolName)
DumpAnalyticsStats
DumpCharacterTemplateNames
DumpEventJournal
DumpMapCounts
DumpOnlineSessionState
DumpOnlineSessionState
DumpPeers
DumpTeamData
DumpUnitValues
DumpVoiceMutingState
DV1
DV123
DV2
DV3
E_Key_Press
E_Key_Release
EnableCheats
EnableGlobalAbility(name AbilityName)
EnableGlobalAbilityForUnit(name AbilityName)
EnableMarketingCamera(optional bool bHide = true, optional bool bDisableFOW = true)
EnablePostProcessEffect(name EffectName, bool bEnable)
EnableTopDownCamera
End_Key_Press
End_Key_Release
EndBattle(optional bool XComWins = true)
EndPath
EndTurn
Enter_Key_Press
Enter_Key_Release
ErrorReport
Escape_Key_Press
Escape_Key_Release
ExplodeIt(float fRadius, float fDamage, float fWorldDamage, optional name DamageTypeName, optional bool bInstigatorIsSelectedUnit)
F_Key_Press
F_Key_Release
F1_Key_Press
F1_Key_Release
F2_Key_Press
F2_Key_Release
F3_Key_Press
F3_Key_Release
F4_Key_Press
F4_Key_Release
F5_Key_Press
F5_Key_Release
F6_Key_Press
F6_Key_Release
F7_Key_Press
F7_Key_Release
F8_Key_Press
F8_Key_Release
F9_Key_Press
F9_Key_Release
F10_Key_Press
F10_Key_Release
F11_Key_Press
F11_Key_Release
F12_Key_Press
F12_Key_Release
FacilityStressTest
FastForwardFacilityDoomTimer
FastForwardFortressDoomTimer
FiraxisLiveToggleAutoLogin
flushonlinestats( name SessionName='Game')
Fly
ForceAbilityOnAIGroup( name AbilityName )
ForceAlienType_Chryssalid
ForceAlienType_Cyberdisc
ForceAlienType_Drone
ForceAlienType_Elder
ForceAlienType_EtherealUber
ForceAlienType_ExaltEliteHeavy
ForceAlienType_ExaltEliteMedic
ForceAlienType_ExaltEliteOperative
ForceAlienType_ExaltEliteSniper
ForceAlienType_ExaltHeavy
ForceAlienType_ExaltMedic
ForceAlienType_ExaltOperative
ForceAlienType_ExaltSniper
ForceAlienType_Floater
ForceAlienType_HeavyFloater
ForceAlienType_Mechtoid
ForceAlienType_MechtoidAlt
ForceAlienType_Muton
ForceAlienType_MutonBerserker
ForceAlienType_MutonElite
ForceAlienType_None
ForceAlienType_Outsider
ForceAlienType_Sectoid
ForceAlienType_SectoidCommander
ForceAlienType_Sectopod
ForceAlienType_Seeker
ForceAlienType_ThinMan
ForceAlienType_Zombie
ForceCompleteObjective(name ObjectiveName)
ForceCritHits
ForceCriticalWound
ForceEvaluateStance(string strUnitName)
forceglamcam(string strGlamCamName)
ForceHitCalcAttackRollValue(int iValue)
ForceMissedProjectileTargetActor(string ActorTag)
ForceMissedProjectileTargetTile(int X, int Y, int Z)
ForceMission(int iIndex)
ForceNoCriticalWound
ForceOverwatchTarget(int TargetId)
ForceRebuildTiles
ForceRefreshAbility(name strAbilityName)
ForceRefreshAllUnitFlags
ForceUpdateActionAvailability
ForceUpdateReachableTilesCache( bool bUseClosestUnitToCursor=false )
Forward_Button_Press
Forward_Button_Release
FOV(float F)
FractureAllMeshes
FractureAllMeshesToMaximizeMemoryUsage
FreezeFrame(float delay)
FXPlay(class<Pawn> aClass, string FXAnimPath)
FXStop(class<Pawn> aClass)
G_Key_Press
G_Key_Release
GamescomDemo
GatekeeperCloseAll
GatekeeperOpenAll
GetAllUnitHP
GetMapItemLocation(name MapItemName)
GetMOTD(optional string Category, optional string MessageType)
GetObjectFromHistory(int ObjectID = -1)
GetProcLevelSeed
Ghost
GiveAbilityCharges
GiveActionPoints(optional int ActionPoints=200, optional int UnitStateObjectID=0, optional name Type)
GiveContinentBonus(name BonusName)
GiveEngineer(optional int SkillLevel = 5, optional string UnitName)
GiveFacility(name FacilityName, int MapIndex)
GiveFacilityUpgrade(name UpgradeName, optional name FacilityName = '')
GiveGiftToAll
GiveHackReward(Name HackRewardName)
GiveItem(string ItemTemplateName)
GiveMeTonsOfResources(int amount = 9999)
GiveResource(string resourceType, int amount)
GiveScientist(optional int SkillLevel = 5, optional string UnitName)
GiveSoldierUnlock(Name UnlockName)
GiveTech(name TechName)
God
GotoDebugLoc
HackRegisterLocalTalker
HealAllSoldiers
Help(optional string tok)
Help(optional string tok)
Help(optional string tok)
Help(optional string tok)
HideStrategyObjectives
HideTodoWidget
Home_Key_Press
Home_Key_Release
HQFreeCam
HQInventory
IncreaseSquadmateScore(int ObjectID_A, int ObjectID_B, int ScoreIncrease)
InjureUnit(optional int iDamage=3, optional Name unitName = '' )
InspectAllInteractLevelActors
IsCursorInDisallowedPathingLocation
J_Key_Press
J_Key_Release
Jump
K_Key_Press
K_Key_Release
Kick( string S )
KickBan( string S )
KillAliensWithinCursorRadius(int nMeters)
KillAll(class<actor> aClass)
KillAllAIExceptClosestUnitToCursor( bool bSaveClosestGroup=FALSE)
KillAllAIs
KillAllElse
KillAndImplantUnit
KillClosestUnitToCursor
KillPawns
KillViewedActor
L_Key_Press
L_Key_Release
LaunchTacticalMission(optional int NumSoldiers = 4)
Left_Alt_Key_Press
Left_Alt_Key_Release
Left_Control_Key_Press
Left_Control_Key_Release
Left_Mouse_Button_Press
Left_Mouse_Button_Release
Left_Shift_Key_Press
Left_Shift_Key_Release
LevelUpBarracks(optional int Ranks = 1)
LevelUpCrew(optional int Levels = 1)
LevelUpSoldier
ListAbilities( int ObjectID=0)
ListCE
ListConsoleEvents
ListDynamicActors
ListHumanPlayerUnits
ListInventory
listui
LoadChallengeReplay
LoadChallengeStart
Loaded
LoadGameArchetype(string ArchetypeName, bool bAsync=true)
LoadSavedCamera
LocalTravel( string URL )
LockDebugCamera(float x, float y, float z, int pitch, int yaw, int roll)
LogAIStat( name strStatName, bool AllUnits=false, bool bLatestState=false )
LogCamPOV
LogCursorParcel
LogLoc
LogMapName
LootList
LootSim(name LootTableName, int Repeat=1)
M_Key_Press
M_Key_Release
MakeCharacterSpeak(Name nEvent)
MakeSoldierAClass(string UnitName, name ClassName)
MakeSoldierAPsiOp(string UnitName)
MakeSoldierItemsAvailable(string UnitName)
MakeSoldierMIA
MarkDemoStart
marketing
marketing
marketingAltr
MedScoutRevealBink
Middle_Mouse_Button_Press
Middle_Mouse_Button_Release
MoreSpeed
Mouse_4_Press
Mouse_4_Release
Mouse_5_Press
Mouse_5_Release
Mouse_Scroll_Down
Mouse_Scroll_Down_Release
Mouse_Scroll_Up
Mouse_Scroll_Up_Release
MPAcceptP2PSessionWithUser(string UniqueNetIdHexString)
MPAddLobbyDelegates
MPAllowP2PPacketRelay(bool bAllow)
MPCheckConnections
MPClearLobbyDelegates
MPCloseP2PSessionWithUser(string UniqueNetIdHexString)
MPCreateClient(string ServerURL, optional int Port=7777)
MPCreateLobby
MPCreateLobbyServer
MPCreateServer(optional int Port=7777, optional bool bSteam=false)
MPDisconnect
MPForceConnectionAttempt
MPGetP2PSessionState(string UniqueNetIdHexString)
MPJoinLobby(string UniqueNetIdHexString)
MPJoinLobbyServer
MPLeaveLobby(string UniqueNetIdHexString)
MPLoadTacticalMap
MPReadP2PData
MPReadTacticalGameStartState
MPResetConnectionData
MPSendHistory
MPSendP2PData(string UniqueNetIdHexString, optional bool bForceClient=false)
MPSetLobbyServer(string LobbyIdHexString, string ServerIdHexString, optional string ServerIP)
MPSetPauseGameStateSending(bool bPauseGameStateSending)
MPSetPlayerSync(optional bool bReady=true)
MPSimInvite
MPToggleGSNetworkDebugging
MPValidateConnections
MPWriteTacticalGameStartState
MuffleVO
Mutate(string MutateString)
N_Key_Press
N_Key_Release
N0_Key_Press
N0_Key_Release
N1_Key_Press
N1_Key_Release
N2_Key_Press
N2_Key_Release
N3_Key_Press
N3_Key_Release
N4_Key_Press
N4_Key_Release
N5_Key_Press
N5_Key_Release
N6_Key_Press
N6_Key_Release
N7_Key_Press
N7_Key_Release
N8_Key_Press
N8_Key_Release
N9_Key_Press
N9_Key_Release
NextWeapon
NoLuck
NoLuckStats
NormalSpeed
NUMPAD0_Key_Press
NUMPAD0_Key_Release
NUMPAD1_Key_Press
NUMPAD1_Key_Release
NUMPAD2_Key_Press
NUMPAD2_Key_Release
NUMPAD3_Key_Press
NUMPAD3_Key_Release
NUMPAD4_Key_Press
NUMPAD4_Key_Release
NUMPAD5_Key_Press
NUMPAD5_Key_Release
NUMPAD6_Key_Press
NUMPAD6_Key_Release
NUMPAD7_Key_Press
NUMPAD7_Key_Release
NUMPAD8_Key_Press
NUMPAD8_Key_Release
NUMPAD9_Key_Press
NUMPAD9_Key_Release
O_Key_Press
O_Key_Release
OnlyLoadLevel(name PackageName)
OpenAllDoors(Name InteractSocketName)
OSSCreateLANVersusGame
OSSCreatePrivateVersusGame
OSSFind
OSSGetGameSettings(string strSessionName)
OSSInfo
OSSInviteFriendToGame(string strFriendName)
OSSJoin(int iGameIndex)
OSSJoinInviteGame(string strFriendName)
OSSPrintLoginStatus
OSSReadFriends
OSSUpdateGameSettingsToPrivate
OSSUpdateGameSettingsToPublic
OutputGlobeCoord
OutputParcelInfo(optional bool DarkLines = false)
OverrideBehaviorTreeOnNearestAI(Name OverrideBehaviorTreeNodeName)
P_Key_Press
P_Key_Release
PageDn_Key_Press
PageDn_Key_Release
PageUp_Key_Press
PageUp_Key_Release
PanicClosestUnit
ParticleInfo
Pause
Pause_Key_Press
Pause_Key_Release
PDI( class<Actor> ActorClass )
PingMCP
PlaceSquadViewer(optional int TileRadius = 4)
PlayBink(string movieName)
PlayDeath
PlayerList
PlayersOnly
PlayRevive
PlayStabilize
PlayUnitOnMoveSound
PlayUnitSelectSound
PowerUp
PreloadNarrative(XComNarrativeMoment Moment)
PrevWeapon
PrintActiveObjectives
PrintCameraStack
PrintCrew
PrintDebugInfo( class<Actor> ActorClass )
PrintGameStateHistory
PrintRegionLinkLengths
PrintRegionLinkLocLerps
ProfileReachableTilesCache
ProfileTileRebuild(int MinX, int MinY, int MinZ, int MaxX, int MaxY, int MaxZ)
Prop (int n)
Q_Key_Press
Q_Key_Release
R_Key_Press
R_Key_Release
RadialImpulse(float fRadius, float fPower)
RainRateScale (float fScale)
RankUpPsiOp(string UnitName)
RE(optional name EventName)
RebuildBVs
RebuildTileData
ReequipOldSoldierItems(string UnitName)
RefreshAIUnitGameState
RefreshAllUnitsVisibility
RefreshDarkEventUI
RememberSpot
RemoteEvent(optional name EventName, optional bool bRunOnClient)
RemoveAllAIs
RemoveAllPCSFromSoldier(string UnitName)
RemoveAllUnitLoot
RemoveBladeTutorialDialogBox(string MessageID)
RemoveClosestUnitToCursorFromPlay
RemoveContinentBonus(name BonusName)
RemoveFortressDoom(optional int DoomToRemove = 1)
RemoveLookAt
RemoveUIArrowPointingToClosestUnit
ReplayAutoplay
ReplayJumpToFrame(int Frame)
ReplayStart
ReplayStepBack
ReplayStepForward
ReplayStop
ReplayToFrame( int iFrame )
ReplayToggleUI
ReplayUpdateUI(int Frame)
ResetCameraStack
ResetConstructionRate
ResetEnvLighting
ResetGrenadePreview
ResetMapCounts
RespawnAllAIs( int OverrideCurrentForceLevel=0, int OverrideCurrentAlertLevel=0 )
RestartLevel
RestartLevelWithSameSeed
RestartLevelWithSeed(int iSeed)
RestartMap
Right_Alt_Key_Press
Right_Alt_Key_Release
Right_Control_Key_Press
Right_Control_Key_Release
Right_Mouse_Button_Press
Right_Mouse_Button_Release
Right_Shift_Key_Press
Right_Shift_Key_Release
RunBehaviorTreeOnNearestUnit(Name OverrideBehaviorTreeNode, int RunCount=1, int ActionPointsToGive=1)
RunCommandSet(string CommandSetName)
S_Key_Press
S_Key_Release
SaveActorConfig(coerce Name actorName)
SaveClassConfig(coerce string className)
SaveScum
Say( string Msg )
SelectAvailableAction(int ActionIndex, optional int TargetIndex=0)
SelectSoldierProgressionAbility(int ObjectID, int iSoldierRank, int iBranch)
SendCampaignAnalytics
SendToConsole(string Command)
setaiglamcam(optional string strCommand)
SetAllRegionsResLevel(int ResLevel)
SetAlwaysDoCinescriptCut(bool AlwaysCut)
SetAmmo(int amount)
SetAnimLODDist(float DistFactor)
SetAnimLODRate(int FrameRate)
SetBind(const out name BindName, string Command)
SetCameraYaw(float fDegrees)
SetCharacterVoice(name Voice)
setcinematicmode(optional string strCommand)
SetConsoleTarget(int PlayerIndex)
SetCrosscutFailDisabled(bool Disabled)
SetCurvature(float fAmt)
SetDifficulty(EDifficultyLevel NewDifficulty)
SetDiscState(int iState)
SetFirstSeenVODisabled(bool Disabled)
SetForceLevel(int ForceLevel)
SetFOW(bool value)
SetFOWHaveSeen(float x)
SetFOWNeverSeen(float x)
SetFreezeRendering
setglamblend(bool bUseGlamBlend)
setglamcam(optional string strCommand)
SetGravity( float F )
SetGrenadePrevisTimeStep(float fTimeStep)
SetHiddenMovementIndicatorSuppressed(bool Suppressed)
SetHP( int iHealth, optional bool bAsPercent=false, int NewMaxHP=0 )
SetJumpZ( float F )
SetLinkLength(name RegionAName, name RegionBName, float NewLength)
SetLinkLocLerp(name RegionAName, name RegionBName, float NewLocLerp)
SetLookAtBackFailDisabled(bool Disabled)
SetLootDisabled(bool Disabled)
SetMapItemLocation(name MapItemName, float NewX = -1.0f, float NewY = -1.0f)
SetMLAAMode(int ModeIndex )
SetMonth( int iMonth )
SetName(coerce string S)
SetOnlineDebugLevel(int DebugLevel)
SetOutlineType(int mode)
SetPitch(float fAmt)
SetPodRevealLeaderCollisionFailDisabled(bool Disabled)
SetPopularSupport(int iValue)
SetPPVignette(string strCommand)
SetProcLevelSeed(int iSeed)
SetRainIntensity(int iLvl)
SetRandomSeed(int SeedNum)
SetReferencePoint
SetRegionResLevel(name RegionName, int ResLevel)
SetRoomFeature(name FeatureName, int MapIndex)
SetRushCamsDisabled(bool Disabled)
SetSensitivity(Float F)
SetShowScores(bool bNewValue)
SetSoldierStat(ECharStatType eStat, float NewStat, string UnitName)
SetSpeed( float F )
SetSplit( int mode )
SetStatOnClosestUnit(name strStatName, int StatVal )
SetStormIntensity(int iLvl)
setstrategyfacilitiesfree (optional string strCommand)
setstrategyfacilitiesinstantbuild (optional string strCommand)
setstrategyfacilitiessuperspree (optional string strCommand)
setstrategyfacilitiesunlockall (optional string strCommand)
SetTestSeconds(float TestSeconds)
SetTiltActive(bool bActive)
SetTurnOverlayDisabled(bool Disabled)
SetUnitSwitchingDisabled(bool Disabled)
SetupPIE
SetVolume( float fVolume )
SetWorldInfoAkAudioSwitch( name nSwitchGroup, name nSwitchName )
SetWorldMessagesInOTS(bool bOn)
SetXComAnimUnitName(name SetName)
Shoulder_Left_Press
Shoulder_Left_Release
Shoulder_Right_Press
Shoulder_Right_Release
ShowActions
ShowAllRegionLinks
ShowBladeTutorialDialogBox(string MessageID, int ObjectiveTextIndex)
ShowCursorFloor
ShowCursorLoc
ShowDebug(optional name DebugType)
ShowDebugSelectedInfo
ShowDestructibleVisibilityTiles
ShowDropshipLoc( )
ShowForceLevel
ShowGameState
ShowHUD
ShowLoot
ShowModalTutorialDialogBox(int TitleObjectiveTextIndex, int ObjectiveTextIndex)
ShowObjectiveNames
ShowOccupiedTilesAroundCursor
ShowOrientation
ShowOverwatch
ShowParcelNames
ShowPathHistory(int iUnitID)
ShowPlayerState
ShowPlayerStates
ShowPOILocation(optional bool bEnable = true)
ShowProjectiles
ShowReachableTilesCache( bool bUseClosestUnitToCursor=false )
ShowScores
ShowShieldHP
ShowShotMods(bool bShowShot)
ShowTacticalControllerState
ShowTileLocation(int TileX, int TileY, int TileZ, float fR=1,float fG=1, float fB=1, float fA=1, bool bSphere=false)
ShowTitleSafeArea
ShowXpEvent(name EventID)
SilenceNewbieMoments
SimCombat(optional int AchievementToSimulate = -1)
SkelMeshesIgnoreControllersWhenNotRendered(bool bValue)
SkipAI
SkipCivilians
SkipReactionFire
Slomo( float T )
SlowDownGame
SmartJump
SnapToGround
SoldierSpeak(Name speechName)
Spacebar_Key_Press
Spacebar_Key_Release
SpamObjectives
SpawnAllAIs( int OverrideCurrentForceLevel=0, int OverrideCurrentAlertLevel=0 )
SpawnBlackMarket(optional bool bOpen = false)
SpawnLevelExit
SpawnMission(name MissionSourceName, name MissionRewardName, optional name ExtraMissionRewardName)
SpawnMissionOnMap(string rewardType, int amount)
SpawnPOI(optional bool bShowPopup = true, optional int ScanDays = -1, optional name POITemplate, optional float NewX = -1.0f, optional float NewY = -1.0f)
SpawnReserveUnit
SpawnUFO(optional bool bForceAttack = false)
SpawnWeather
Speech( name Type, int Index, string Callsign )
SpeedUpGame
SSSwapControllers
StartAltFire( optional Byte FireModeNum )
StartFire( optional byte FireModeNum )
StartGeneratingCover
StartLoseRevealMode
StartObjective(name ObjectiveName, bool bForceStart)
StatsClearDeathmatchRanked
StatsFlush
StatsReadDeathmatchRanked
StatsResetStats(bool bResetAchievements)
StatsTestRead
StatsTestWrite(int iTestInt, int iTestRating)
StatsWriteDeathmatchRanked(int SkillRating, int MatchesWon, optional int MatchesLost=0, optional int Disconnects=0, optional int MatchStarted=0)
StopAltFire( optional byte FireModeNum )
StopFire( optional byte FireModeNum )
StopGeneratingCover
StopMemLeakChecking( )
StreamLevelIn(name PackageName)
StreamLevelOut(name PackageName)
Suicide
Summon( string ClassName )
superspree (optional string strCommand)
SuspendAI
SwapBiomeType(string NewPlotType, optional string NewBiomeType)
SwapTeamsOnNearestUnitToCursor
Switch( string URL )
SwitchControllingPlayer(optional int PlayerIndex = -1)
SwitchLevel(string URL)
SwitchTeam
SwitchToBestWeapon(optional bool bForceNewWeapon)
T_Key_Press
T_Key_Release
Tab_Key_Press
Tab_Key_Release
TakeNoDamage
Talk
TATC
TeamSay( string Msg )
TeamTalk
Teleport
TeleportAllToCursor
TeleportToCursor
TeleportUnitIDToCursor(int UnitID)
TemporarilyDisableRedscreens
TestAnimation(name strAnim, optional bool UpperBodyonly = false)
TestCalcDamage(int iWeaponDamage, int iSourceDmgFlatBonus, int iSourceDmgPercentBonus, int iTargetDmgFlatReduction, int iTargetDmgPercentReduction)
TestCanPathThroughNearestDoor
TestCharacterCapture
TestClosestPointToCursorOnAxis
TestCoverPoint
TestCoverPoints
TestItemCard
TestItemCard
TestLevel
TestManeuver_Attack
TestMe
TestMissionNarrative(string MissionType, optional name QuestItemTemplateName = '')
TestMoraleEvent( int iMoraleEvent = 0 )
TestMove
TestNarrativeClearing
TestNarrativeClearing2
TestNearestCoverDot
TestNonUnitPathSolver
TestReachableTilesCache
TestShaken
TestSoundCue( name strSoundCueClass, name strSoundCueName )
TestTileBlocked(int TileX, int TileY, int TileZ)
TestUnitPathSolver(optional bool LimitToUnitRange = false)
TestUnlockAchievement(int AchievementType)
TestValidLoc(float fX, float fY, float fZ, string strUnitName)
TestWinGameAchievement(int AchievementToSimulate)
ThrottleDoom(optional bool bStart = true)
ThrowWeapon
Thumb_Left_Press
Thumb_Left_Release