[PC]

¿¢½ºÄÄ2 ġƮŰ ÀÔ´Ï´Ù

rank ¿ø¾îº¸ºê¿Ã1 2016-08-31 (¼ö) 09:27 Á¶È¸ : 16119 Ãßõ : 1  

-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 È­¸é¿¡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 ? ¬Ñ¬á¬ä¬Ö¬é¬Ü¬Ñ;
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

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