Lambda Wars Console Commands - Magic Game World

Lambda Wars Console Commands

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Console Commands

To enter Lambda Wars cheats into the PC Commands Console, hit ~ (or the key above Tab) to bring up the developer console, and enter these codes for the desired effect.

 

Note: Make sure you have the Console enabled by looking in Settings > Keyboard and mouse then click enable dev console and then done.

 

Then you need to start a map of some kind using:

map <map name>

Then enable cheats via:

sv_cheats 1

 

 

Gameplay related:

  • wars_giveresources <ResourceName> <Amount> <Player|optional> – Give resources

 

  • wars_build_instant – build units instantly (ignoring build times)

 

  • unitpanel – Show a panel for spawning units

 

  • unit_create – Create an unit from the console.

 

  • abilitypanel – Show a panel to execute abilities.

 

  • wars_abi – Execute an ability from the console.

 

  • playermodifiertool – Show a panel to modify some player instance data like the color.

 

  • attributemodifiertool – Show a panel for modifying attributes of units.

 

  • load_gamepackage – Load a game package.

 

  • change_ownernumber – Change your owner number.

 

  • sv_unitlimit – Controls the maximum population per player.

 

  • wars_setgamerules – Change the gamerules.

 

 

 

Map related:

  • wars_editor – Open tools for the flora editor and navigation mesh

 

  • sv_fogofwar 0 – Disable fog of war

 

  • noclip – Free fly mode

 

 

 

CPU/AI Player Related:
  • wars_strategicai_enable – Enable CPU Player for specific player

 

  • wars_strategicai_disable – Disable CPU Player for specific player

 

  • wars_strategicai_debugprint – Prints debug information about a CPU player

 

 

 

Nav Mesh Related:

  • recast_build – Builds the navigation mesh

 

  • recast_draw_navmesh – Visualizes the navigation mesh

 

  • recast_draw_nodepth – Draws the navigation mesh with no depth. Can be useful if map geometry is overlapping the mesh, but if you have multiple layers this can look confusing.

 

  • recast_draw_trimeshslope – Visualizes the map geometry used by the build process. Useful if the navigation mesh result does not match the expected result.

 

  • recast_build_numthreads – Max number of threads used when building navigation meshes in parallel (restricted by the number of meshes to build).

 

  • recast_loadmapmesh – Generates the map geometry used by the build process. recast_build will do this automatically, but can be useful if you only want to visualize the generated map geometry.

 

  • Falagar

    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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