Xcom Enemy Unknown Console Commands Direct
log("--- Dev Console ---"); log("GiveCash <amount>"); log("GiveAlloys <amount>"); log("UnlockAllTechs"); log("WinMission"); log("SpawnUnit <template>");
WorldInfo.Game.SetConsole( new(self) class'XComDevConsole' );
Compile via ModBuddy, inject into XComGame.upk using UE Explorer or XComPackageEditor . | Class | Package | Use | |-------|---------|-----| | XGStrategy | XComGame | Geoscape logic | | XGTacticalGameCore | XComGame | Tactical rules | | XGUnit | XComGame | Soldier/Alien instance | | XComTacticalController | XComGame | Player input in battles | xcom enemy unknown console commands
Create a new UnrealScript class (or extend XComConsole ):
local XGStrategy strat; strat = GetStrategy(); if(strat != none) strat.m_kTechTree.UnlockAllTechs(); log("--- Dev Console ---")
// Example: Spawn Sectoid or Soldier local XComTacticalGRI TacticGRI; local XGUnit kUnit;
exec function UnlockAllTechs()
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() : WorldInfo.Game.SetConsole( new(self) class'XComDevConsole' )
case 'Cash': strat.GetResource().AddCash(Amount); break; case 'Alloys': strat.GetResource().AddAlloys(Amount); break; case 'Elerium': strat.GetResource().AddElerium(Amount); break; case 'Meld': strat.GetResource().AddMeld(Amount); break; default: `log("Unknown resource type");
// Console is active