log("--- Dev Console ---"); log("GiveCash <amount>"); log("GiveAlloys <amount>"); log("UnlockAllTechs"); log("WinMission"); log("SpawnUnit <template>");
exec function UnlockAllTechs()
`log("Added" @ Amount @ ResourceType);
function XGStrategy GetStrategy()
// Example: Spawn Sectoid or Soldier local XComTacticalGRI TacticGRI; local XGUnit kUnit;
local XGStrategy strat; strat = XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGame.m_kStrategy;
// Create unit based on template kUnit = TacticGRI.m_kBattle.m_kUnitMgr.CreateUnit(UnitTemplateName, SpawnLoc, eTeam_Alien); kUnit.InitUnit(); In XComGameEngine ’s Init() or LoadMap() : xcom enemy unknown console commands
local XGUnit selected; selected = XComTacticalController(GetALocalPlayerController()).GetSelectedUnit(); if(selected != none) selected.TakeDamage(9999, selected.Location, vect(0,0,0), none, true);
local XGStrategy strat; strat = GetStrategy(); if(strat != none) strat.m_kTechTree.UnlockAllTechs();
Create a new UnrealScript class (or extend XComConsole ): log("--- Dev Console ---")
local XComGameReplicationInfo GRI; GRI = XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI); if(GRI != none && GRI.m_kGame != none) return GRI.m_kGame.m_kStrategy; return none;
Override XComGame ’s console getter: