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Reference: Console commands
This article is a generated reference for different console commands available in the game. Refer to the Developer Console article to learn how to unlock the console.
The reference is generated using the
copy-manualconsole command. The implementation shipped with the game might generate a different syntax.
Not every command includes a description, but most are fairly understandable based on game context and related data. A signature is provided for all entries (usage example including the arguments). If a command requires arguments, they will be listed separately alongside their datatype (e.g. whether a given argument expects a text string or a number).
ℹ️ This is a list of all console commands with the prefix data (5 total).
These commands relate to database debugging. We do not recommend running any save/load commands in the live game.
Signatures:
data.flush-analytics
Generates a manual listing every class in the project that inherits from a specified interface
Signatures:
data.generate-interface-manual interfaceTypeName
Arguments:
-
interfaceTypeName: string
Signatures:
data.list
Load a database of a given type from YAML files. The argument must be a database class name, such as DataMultiLinkerSubsystem. Use the list command to list all available database class names.
Signatures:
data.load typeName
Arguments:
-
typeName: string
Signatures:
data.start-custom-game startKey
Arguments:
-
startKey: string
ℹ️ This is a list of all console commands with the prefix ow (85 total).
These commands relate to the overworld or general campaign state. Most can be invoked from the base or overworld map. Some require overworld map.
Spawns overworld actions owned by the mobile base. Overworld actions are special entities that are displayed in the top left corner of the screen and usually express a process going over time or an objective, such as liberate the capital or building a weapon etc. Actions must be parented to an overworld entity, hence the on-base qualfiier, specifying it's an action parented to player base.
Signatures:
ow.action-on-base actionKey
Arguments:
-
actionKey: string
Spawns overworld actions owned by the mobile base targeting selected enemy. Overworld actions can target a second overworld entity aside from their owner. This is a very important feature for dozens of actions such as objectives or quest steps. A target might be used to enable a button letting you focus on a point on the map, or to create a certain side effect when a timer is elapsed, etc. This command makes an action parented to base but targeted at a selected overworld entity. Intended to be used similarly to combat entry commands, which require you to select an enemy on the map.
Signatures:
ow.action-on-base-to-selected actionKey
Arguments:
-
actionKey: string
Create an overworld action owned by selected entity. Similar to ow.action-on-base, but creates an isolated action parented to selected overworld entity.
Signatures:
ow.action-on-selected actionKey
Arguments:
-
actionKey: string
Create an overworld action owned by selected entity and targeting hovered entity. Similar to ow.action-on-base-to-selected, but this time, the action will be parent to selected entity, and will target a hovered entity, if any such entity exists. This is only needed to test exceptionally rare special actions that are not owned by a player and a targeting another non-player entity. The only one that comes to mind is an action where a special patrol is cancelling liberation of a player site.
Signatures:
ow.action-on-selected-to-hovered actionKey
Arguments:
-
actionKey: string
Reissue all AI orders
Signatures:
ow.ai-reload
Set base province and workshop levels
Signatures:
ow.base-level-set value
Arguments:
-
value: int
If enabled, the base won't be damaged once overheated in overdrive mode.
Signatures:
ow.base-overdrive-damage-bypass enabled
Arguments:
-
enabled: bool
Multiply base speed by a set value
Signatures:
ow.base-speed-multiplier multiplier
Arguments:
-
multiplier: float
Toggle whether the player base is cloaked from enemies. Might interfere with events.
Signatures:
ow.cloak-baseow.cloak-base cloaked
Arguments:
-
cloaked: bool
Returns the evolution speed of clouds as a multiplier of cloud speed (1 = no evolution
Signatures:
ow.cloud-evolution-speed-get
Adjusts the evolution speed of clouds as a multiplier of cloud speed (1 = no evolution
Signatures:
ow.cloud-evolution-speed-set speed
Arguments:
-
speed: float
Returns the speed of the clouds as a multiplier of the wind speed
Signatures:
ow.cloud-speed-get
Adjusts the movement speed of the clouds as a multiplier of the wind speed
Signatures:
ow.cloud-speed-set speed
Arguments:
-
speed: float
Unlock a codex article
Signatures:
ow.codex-unlock key
Arguments:
-
key: string
Unlock all codex articles
Signatures:
ow.codex-unlock-all
Set specific escalation then reroll all combat description data.
Signatures:
ow.combat-escalation escalation
Arguments:
-
escalation: int
Reroll all combat description data. Equivalent to cr.scenario-reset
Signatures:
ow.combat-reset
Initiate combat at selected entity (if it's combat capable) and automatically complete it
Signatures:
ow.combat-skip
Initiate combat at selected entity (if it's combat capable) and automatically complete it
Signatures:
ow.combat-skip-with-prog-increase
Force specific time of day (will be overridden on next overworld update)
Signatures:
ow.force-time-sky value
Arguments:
-
value: float
Move to specific province and trigger standard liberation quest in it. Only use for visual recording, do not use for campaign testing.
Signatures:
ow.force-travel-to-province provinceKey
Arguments:
-
provinceKey: string
Toggle whether a base can be perceived by enemies.
Signatures:
ow.hide-baseow.hide-base hidden
Arguments:
-
hidden: bool
Exit current interaction
Signatures:
ow.intr-exit
Start new interaction with the selected entity
Signatures:
ow.intr-start-checked key
Arguments:
-
key: string
Start new interaction with the selected entity
Signatures:
ow.intr-start-forced key
Arguments:
-
key: string
Start new interaction in review mode (no effects, just text display)
Signatures:
ow.intr-start-review key
Arguments:
-
key: string
Print a list of all areas.
Signatures:
ow.list-areas
Print a list of all scenarios.
Signatures:
ow.list-scenarios
Launch to a specific area.
Signatures:
ow.load-area areaKey
Arguments:
-
areaKey: string
Launch to an area (with option to specify filter).
Signatures:
ow.load-area-randomow.load-area-random areaKeyFilter
Arguments:
-
areaKeyFilter: string
Load a specific landscape.
Signatures:
ow.load-landscape landscapeKey
Arguments:
-
landscapeKey: string
Launch a specific scenario (with option to specify area).
Signatures:
ow.load-scenario scenarioKeyow.load-scenario scenarioKey areaKeyow.load-scenario scenarioKey areaKey seed
Arguments:
-
scenarioKey: string -
areaKey: string -
seed: int
Get memory key from entity id
Signatures:
ow.memory-get keyow.memory-get key idPersistent
Arguments:
-
key: string -
idPersistent: int
List memory keys and values from persistent entity id
Signatures:
ow.memory-listow.memory-list idPersistent
Arguments:
-
idPersistent: int
Offset float memory key on entity by id
Signatures:
ow.memory-offset key offsetow.memory-offset key offset idPersistent
Arguments:
-
key: string -
offset: float -
idPersistent: int
Remove memory key from entity by persistent id
Signatures:
ow.memory-remove keyow.memory-remove key idPersistent
Arguments:
-
key: string -
idPersistent: int
Set float memory on entity by id
Signatures:
ow.memory-set key valueow.memory-set key value idPersistent
Arguments:
-
key: string -
value: float -
idPersistent: int
Cut a random assortment of parts down to specified normalized integrity and barrier
Signatures:
ow.modify-pilots-hp limit hp
Arguments:
-
limit: int -
hp: float
Parameter descriptions:
-
limit: How many units can be affected -
hp: What the new HP would be (0-1)
Cut a random assortment of parts down to specified normalized integrity and barrier
Signatures:
ow.modify-units-hp units hp
Arguments:
-
units: int -
hp: float
Parameter descriptions:
-
units: How many units can be affected -
hp: What the new HP would be (0-1)
Add a new pilot to the base
Signatures:
ow.pilot-addow.pilot-add personality
Arguments:
-
personality: string
Add trait
Signatures:
ow.pilot-add-trait traitKeyow.pilot-add-trait traitKey slotKey
Arguments:
-
traitKey: string -
slotKey: string
Force pilot death
Signatures:
ow.pilot-force-death cause
Arguments:
-
cause: string
Set health of the selected pilot to a given raw value, within range of HP values pilot can use in this fight (between concussion threshold and starting health)
Signatures:
ow.pilot-hp-set healthow.pilot-hp-set health idOrName
Arguments:
-
health: float -
idOrName: string
Parameter descriptions:
-
idOrName: Internal name or persistent ID of the pilot
Set health of the selected pilot to a given normalized value (0-1), within range of HP values pilot can use in this fight (between concussion threshold and starting health)
Signatures:
ow.pilot-hp-set-normalized healthow.pilot-hp-set-normalized health idOrName
Arguments:
-
health: float -
idOrName: string
Parameter descriptions:
-
idOrName: Internal name or persistent ID of the pilot
List all pilot ids
Signatures:
ow.pilot-list
Set health of the selected pilot to a given raw value, within range of HP values pilot can use in this fight (between concussion threshold and starting health)
Signatures:
ow.pilot-personality-set personalityKeyow.pilot-personality-set personalityKey idOrName
Arguments:
-
personalityKey: string -
idOrName: string
Parameter descriptions:
-
idOrName: Internal name or persistent ID of the pilot
Reset available pilot recruits
Signatures:
ow.pilot-recruits-reset
Reset traits
Signatures:
ow.pilot-reset-traits
Reset traits with specific pilot type (class) and starter trait
Signatures:
ow.pilot-reset-traits-with-type typeKey
Arguments:
-
typeKey: string
Reset traits with class and starter trait
Signatures:
ow.pilot-reset-traits-with-type-and-starter typeKey traitKeyStarter
Arguments:
-
typeKey: string -
traitKeyStarter: string
Create a randomized additional pilot and add them to player inventory
Signatures:
ow.pilot-spawn
Set limit for a given pilot stat
Signatures:
ow.pilot-stat-limit key value
Arguments:
-
key: string -
value: float
Set pilot stat to a given value
Signatures:
ow.pilot-stat-set key value
Arguments:
-
key: string -
value: float
Add trauma to a pilot
Signatures:
ow.pilot-traumaow.pilot-trauma count idOrName
Arguments:
-
count: int -
idOrName: string
Parameter descriptions:
-
idOrName: Internal name or persistent ID of the pilot
Add XP to selected pilot
Signatures:
ow.pilot-xp-add xp
Arguments:
-
xp: int
Destroy selected overworld entity.
Signatures:
ow.poi-destroy-selected
Generate POI automatically
Signatures:
ow.poi-generateow.poi-generate presetKey
Arguments:
-
presetKey: string
Generate POI batch automatically
Signatures:
ow.poi-generate-batch
Spawn POI from a preset
Signatures:
ow.poi-spawn presetKeyow.poi-spawn presetKey friendlyow.poi-spawn presetKey friendly concealed
Arguments:
-
presetKey: string -
friendly: bool -
concealed: bool
Toggle visibility of all overworld 3d views (base, cities, missions, etc.). Doesn't affect UI markers.
Signatures:
ow.poi-toggle-visibility
Set the current province
Signatures:
ow.province-active provinceKey
Arguments:
-
provinceKey: string
Set the current province
Signatures:
ow.province-active-instant provinceKey
Arguments:
-
provinceKey: string
Capture a province for the player
Signatures:
ow.province-capture nameInternal
Arguments:
-
nameInternal: string
Capture a province for the player
Signatures:
ow.province-capture-at-base
Capture a province for the player
Signatures:
ow.province-capture-at-cursor
List all province ids
Signatures:
ow.province-list
Add province modifier
Signatures:
ow.province-modifier-add key
Arguments:
-
key: string
Remove province modifier
Signatures:
ow.province-modifier-remove key
Arguments:
-
key: string
Force quest progression
Signatures:
ow.quest-progress questKey effectOnExit effectOnEntry
Arguments:
-
questKey: string -
effectOnExit: bool -
effectOnEntry: bool
Remove ongoing quest
Signatures:
ow.quest-remove questKey effectOnExit
Arguments:
-
questKey: string -
effectOnExit: bool
Start new quest
Signatures:
ow.quest-start questKeyow.quest-start questKey provinceKeyOverride
Arguments:
-
questKey: string -
provinceKeyOverride: string
See all units, regardless of range
Signatures:
ow.see-allow.see-all setting
Arguments:
-
setting: bool
Sets countdown until enemy mission reset
Signatures:
ow.set-reset-timer duration
Arguments:
-
duration: float
Sets the simulation time scale in the overworld. Equivalent to clicking one of time scale buttons in the top right corner. Valid inputs are 0, 1, 2, 3.
Signatures:
ow.set-timescale timeScale
Arguments:
-
timeScale: float
Create a randomized additional pilot and add them to player inventory
Signatures:
ow.sim-lock duration cause
Arguments:
-
duration: float -
cause: string
Sets whether target is considered an objective, with an optional argument for whether it is a key confronation
Signatures:
ow.target-set-objective objectiveow.target-set-objective objective critical
Arguments:
-
objective: bool -
critical: bool
Changes 3D asset of a selected overworld object. You can find valid asset names in the Resources/Content/Overworld folder.
Signatures:
ow.target-set-view assetKey
Arguments:
-
assetKey: string
Teleport to cursor.
Signatures:
ow.teleport
Toggle feature checking
Signatures:
ow.toggle-feature-checks
End any active tutorial
Signatures:
ow.tutorial-end
Start new tutorial
Signatures:
ow.tutorial-start key
Arguments:
-
key: string
...
Signatures:
ow.unit-sel-frame-defect value
Arguments:
-
value: int
...
Signatures:
ow.unit-sel-frame-hp value
Arguments:
-
value: float
Attach pooled effect to selected entity
Signatures:
ow.vfx-create-on-selection assetKey
Arguments:
-
assetKey: string
Print a list of all pooled assets (VFX)
Signatures:
ow.vfx-listow.vfx-list filter
Arguments:
-
filter: string
ℹ️ This is a list of all console commands with the prefix cr (69 total).
These commands relate to the mobile base (crawler) or player inventory. Most require entering the mobile base to work.
Intended for modding. The first command you need to enter to edit a subsystem at runtime. Grabs a unit and part from the mech customization screen, requires entering a specific hardpoint as an argument. The hardpointKey argument is necessary because not every visual-embedding subsystem is accessible through the customization screen - a part might be the lowest possible level a player would be able to select. Running the command “pins” the subsystem for further editing, providing context to other console commands in this set.
Signatures:
cr.edit-systemcr.edit-system hardpointOverride
Arguments:
-
hardpointOverride: string
Uses edit-system target. Toggles whether a given attachment is placed relative to true pivot (if false) or relative to visual center (if true). Attachments added via the vis-key command default to true.
Signatures:
cr.edit-vis-centered lookupKey centered
Arguments:
-
lookupKey: string -
centered: bool
Uses edit-system target. Creates a new attachment matched to the old attachment in terms of visuals, centering, position, rotation and scale. Very useful as a starting point in complex compositions: copy a certain precisely positioned piece, start modifying its visual, then start offsetting its position locally etc.
Signatures:
cr.edit-vis-copy lookupKeySource lookupKeyCopy
Arguments:
-
lookupKeySource: string -
lookupKeyCopy: string
Uses edit-system target. Dumps the description of the currently selected subsystem visuals to console and Windows clipboard. Final step of tweaking attachment visuals - from there, you can paste the generated text into a YAML file in your mod.
Signatures:
cr.edit-vis-dump
Uses edit-system target. Dumps the description of one specific attachment to console. Not intended to be used for pasting into YAML, intended for quick reference and prioritizes readability.
Signatures:
cr.edit-vis-dump-key attachmentKey
Arguments:
-
attachmentKey: string
Uses edit-system target. Adds an attachment with a given lookup key and visual model. If an attachment with a given lookup key already exists in the dictionary, replaces the visual model. Start with this command to register a new model or modify an existing attachment, then modify its placement. The visualKey argument supports autocomplete - start typing to discover what's available! Alternatively, check the ItemVisuals.zip album in the Official Sample Mods thread on Discord to see previews of every available 3D model.
Signatures:
cr.edit-vis-key lookupKey visualKey
Arguments:
-
lookupKey: string -
visualKey: string
Uses edit-system target. Matches position, rotation and scale of a first attachment to position, rotation and scale of a second attachment. Can be useful for pulling pieces together to begin local edits.
Signatures:
cr.edit-vis-match lookupKeyModified lookupKeySource
Arguments:
-
lookupKeyModified: string -
lookupKeySource: string
Uses edit-system target. Matches position, rotation and scale of a first attachment to position of a second attachment. Can be useful for pulling pieces together to begin local edits.
Signatures:
cr.edit-vis-match-pos lookupKeyModified lookupKeySource
Arguments:
-
lookupKeyModified: string -
lookupKeySource: string
Uses edit-system target. Matches position, rotation and scale of a first attachment to rotation of a second attachment.
Signatures:
cr.edit-vis-match-rot lookupKeyModified lookupKeySource
Arguments:
-
lookupKeyModified: string -
lookupKeySource: string
Uses edit-system target. Matches position, rotation and scale of a first attachment to scale of a second attachment.
Signatures:
cr.edit-vis-match-scale lookupKeyModified lookupKeySource
Arguments:
-
lookupKeyModified: string -
lookupKeySource: string
Uses edit-system target. Mirrors position, rotation and scale of an attachment on a given axis. Experimental, might not work for anything but X axis.
Signatures:
cr.edit-vis-mirror lookupKey axis
Arguments:
-
lookupKey: string -
axis: string
Uses edit-system target. Mirrors rotation and scale of an attachment on a given axis while leaving position unmodified. Experimental, might not work for anything but X axis.
Signatures:
cr.edit-vis-mirror-local lookupKey axis
Arguments:
-
lookupKey: string -
axis: string
Uses edit-system target. Sets 3D position of a given attachment (for example, cr.edit-vis-pos 01 (2, 0.5, -1.25)).
Signatures:
cr.edit-vis-pos lookupKey positioncr.edit-vis-pos lookupKey axis position
Arguments:
-
lookupKey: string -
position: Vector3 -
axis: string
Uses edit-system target. Offsets 3D position of a given attachment. Useful for progressively modifying a position without remembering previous values, e.g. shifting an attachment 20cm up and 10cm right without remembering what preceding values were.
Signatures:
cr.edit-vis-pos-offset lookupKey positioncr.edit-vis-pos-offset lookupKey axis position
Arguments:
-
lookupKey: string -
position: Vector3 -
axis: string
Uses edit-system target. Offsets 1D position of a given attachment on a given local axis. Very useful for attachments that aren't aligned along any major axes. Allows you to express operations such as “shift a diagonally attached panel outward along its normal” without having to guess 2-3 offsets on separate axes.
Signatures:
cr.edit-vis-pos-offset-local lookupKey axis position
Arguments:
-
lookupKey: string -
axis: string -
position: float
Uses edit-system target. Remove an attachment with a specific key from a subsystem.
Signatures:
cr.edit-vis-remove lookupKey
Arguments:
-
lookupKey: string
Uses edit-system target. Remove all attachments from a subsystem.
Signatures:
cr.edit-vis-remove-all
Uses edit-system target. Remove all legacy visuals from a subsystem (visuals, not attachments in the subsystem config). Legacy visuals only define a name and can't be moved, centered, scaled or rotated, so most modded items with attachments might not require them. They might be useful to keep around in some rare cases, e.g. when making a version of an armor with attachments layered on top of legacy visuals.
Signatures:
cr.edit-vis-remove-all-legacy-visuals
Uses edit-system target. Set subsystem attachment 3D rotation.
Signatures:
cr.edit-vis-rot lookupKey rotationcr.edit-vis-rot lookupKey axis rotation
Arguments:
-
lookupKey: string -
rotation: Vector3 -
axis: string
Uses edit-system target. Offset subsystem attachment 3D rotation
Signatures:
cr.edit-vis-rot-offset lookupKey rotationcr.edit-vis-rot-offset lookupKey axis rotation
Arguments:
-
lookupKey: string -
rotation: Vector3 -
axis: string
Uses edit-system target. Similar to the dump commands, but with an attempt to save the subsystem database to game data on top. This is not meant to be a way of implementing mods: we strongly recommend against direct game data modification, since it interferes with analytics, has issues with file permissions for some users and is rolled back by installation integrity checks. However, it can be useful in rare special cases where a modder might want to inspect a modified YAML file implementing the changes.
Signatures:
cr.edit-vis-save
Uses edit-system target. Set subsystem attachment 3D scale
Signatures:
cr.edit-vis-scale lookupKey scalecr.edit-vis-scale lookupKey axis scale
Arguments:
-
lookupKey: string -
scale: Vector3 -
axis: string
Uses edit-system target. Offset subsystem attachment 3D scale
Signatures:
cr.edit-vis-scale-offset lookupKey scalecr.edit-vis-scale-offset lookupKey axis scale
Arguments:
-
lookupKey: string -
scale: Vector3 -
axis: string
Uses edit-system target. Set subsystem attachment scale (uniform)
Signatures:
cr.edit-vis-scale-uniform lookupKey scaleUniform
Arguments:
-
lookupKey: string -
scaleUniform: float
Issue all existing workshop charges
Signatures:
cr.get-workshop-chargescr.get-workshop-charges filter
Arguments:
-
filter: string
Install mobile base part with specified name (use list-parts to find all names)
Signatures:
cr.install-base-part partKey
Arguments:
-
partKey: string
Install every mobile base part possible
Signatures:
cr.install-base-parts-all
Install every mobile base part matching filter. For parts with multiple possible installations, the game will install the full number of possible installations.
Signatures:
cr.install-base-parts-filtered partKeyFilter
Arguments:
-
partKeyFilter: string
Clear all unit parts/systems in the inventory
Signatures:
cr.inv-clear
Start item rotation in inventory
Signatures:
cr.inventory-rotation-start
Stop item rotation in inventory
Signatures:
cr.inventory-rotation-stop
Run a part generator to print how a part is structured
Signatures:
cr.inv-generate-part presetKey rating
Arguments:
-
presetKey: string -
rating: int
Add all parts and all subsystems to inventory, with a natural looking spread of levels, ratings and subsystem counts
Signatures:
cr.inv-spawn-everything-natural
Add a specific part to inventory
Signatures:
cr.inv-spawn-part presetKeycr.inv-spawn-part presetKey level rating
Arguments:
-
presetKey: string -
level: int -
rating: int
Add all parts matching a given filter to inventory
Signatures:
cr.inv-spawn-parts presetKeyFiltercr.inv-spawn-parts levelMin levelMax ratingMin ratingMaxcr.inv-spawn-parts presetKeyFilter levelMin levelMax ratingMin ratingMax
Arguments:
-
presetKeyFilter: string -
levelMin: int -
levelMax: int -
ratingMin: int -
ratingMax: int
Add all parts to inventory, with random level
Signatures:
cr.inv-spawn-parts-all-levels
Add all parts to inventory, at level 1, with each possible rating
Signatures:
cr.inv-spawn-parts-all-ratings
Add all body parts to inventory
Signatures:
cr.inv-spawn-parts-bodies level ratingcr.inv-spawn-parts-bodies bodySetKey level rating
Arguments:
-
level: int -
rating: int -
bodySetKey: string
Add all weapons to inventory
Signatures:
cr.inv-spawn-parts-wpn level ratingcr.inv-spawn-parts-wpn weaponFilter level rating
Arguments:
-
level: int -
rating: int -
weaponFilter: string
Add a specific subsystem to inventory
Signatures:
cr.inv-spawn-subsystem blueprintKey
Arguments:
-
blueprintKey: string
Add all subsystems to inventory
Signatures:
cr.inv-spawn-subsystemscr.inv-spawn-subsystems blueprintKeyFiltercr.inv-spawn-subsystems repeatsMin repeatsMaxcr.inv-spawn-subsystems blueprintKeyFilter repeatsMin repeatsMax
Arguments:
-
blueprintKeyFilter: string -
repeatsMin: int -
repeatsMax: int
List of all parts in the database
Signatures:
cr.list-base-parts
Override whether the vehicle is moving or not in the base scene
Signatures:
cr.movement-toggle
Remove mobile base part with specified name (use list-parts to find all names)
Signatures:
cr.remove-base-part partKey
Arguments:
-
partKey: string
Install every mobile base part possible
Signatures:
cr.remove-base-parts-all
Remove mobile base parts matching specified filter (use list-parts to find all names)
Signatures:
cr.remove-base-parts-filtered partKeyFilter
Arguments:
-
partKeyFilter: string
Issue resource of specified type in default amounts useful for testing (defined in resource configs)
Signatures:
cr.res-add keycr.res-add key amount
Arguments:
-
key: string -
amount: int
Issue all existing resources in default amounts useful for testing (defined in resource configs)
Signatures:
cr.res-add-all
Issue all existing resources in amount sufficient to build all existing workshop projects
Signatures:
cr.res-add-for-workshopcr.res-add-for-workshop filter
Arguments:
-
filter: string
List all resource keys in the game. Useful for resource-add commands
Signatures:
cr.res-list
Lock the given resource from modification
Signatures:
cr.res-lock key
Arguments:
-
key: string
Exit combat briefing by stunning the enemy. Equivalent to using smoke charge
Signatures:
cr.scenario-escape
Reset camera rotation around the briefing table
Signatures:
cr.scenario-preview-camera-rotation-reset
Toggle whether briefing camera rotates around the briefing table
Signatures:
cr.scenario-preview-camera-rotation-toggle
Set visibility of unit groups instead of individual units
Signatures:
cr.scenario-preview-show-squads enabled
Arguments:
-
enabled: bool
Toggle between showing individual units (player facing default) and per-squad (unit group) marker. potentially useful for verifying the right number of unit groups appears in a scenario or checking on rough locations of unit groups in busy scenarios
Signatures:
cr.scenario-preview-toggle-squads
Redo the combat request process, starting by re-rolling a random scenario compatible with current site. Only works in briefing, allows you to regenerate combat data to quickly test scenario variations or edits.
Signatures:
cr.scenario-reroll
Redo the combat request process for current scenario. Only works in briefing, allows you to regenerate combat data to quickly test scenario variations or edits.
Signatures:
cr.scenario-reset
Redo the combat request process for current scenario with the same map. Only works in briefing, allows you to regenerate combat data to quickly test scenario variations or edits.
Signatures:
cr.scenario-reset-current-area
Redo the combat request process for current scenario with the provided modifier toggled. Only works in briefing, allows you to regenerate combat data to quickly test scenario variations or edits.
Signatures:
cr.scenario-reset-with-modifier modifierKey
Arguments:
-
modifierKey: string
Screenshot items currently displayed in the inventory selector UI
Signatures:
cr.screenshot-inventory-items folderName lossless appendIndex appendDateTime cropList
Arguments:
-
folderName: string -
lossless: bool -
appendIndex: bool -
appendDateTime: bool -
cropList: bool
Reset base simulation speed
Signatures:
cr.sim-speed-reset
Set base simulation speed (0-2). This only affects the background environment time at the base and has no relation to overworld time. Mostly used for purposes like slow motion during mech customization.
Signatures:
cr.sim-speed-set timeScale
Arguments:
-
timeScale: float
Toggle base part cost
Signatures:
cr.toggle-base-part-cost
Progress workshop unlock for a given part preset
Signatures:
cr.workshop-part-progress partPresetKey rating offset
Arguments:
-
partPresetKey: string -
rating: int -
offset: int
Progress workshop to max for parts matching a given filter
Signatures:
cr.workshop-parts-unlockcr.workshop-parts-unlock partPresetFilter
Arguments:
-
partPresetFilter: string
Progress workshop unlock for a given subsystem blueprint
Signatures:
cr.workshop-subsystem-progress subsystemBlueprintKey offset
Arguments:
-
subsystemBlueprintKey: string -
offset: int
Progress workshop to max for subsystems matching a given filter
Signatures:
cr.workshop-subsystems-unlockcr.workshop-subsystems-unlock subsystemBlueprintFilter
Arguments:
-
subsystemBlueprintFilter: string
Progress workshop to max for all subsystems and all parts
Signatures:
cr.workshop-unlock-everything
ℹ️ This is a list of all console commands with the prefix cm (74 total).
These commands relate to combat and should only be invoked while in combat, from the planning phase.
Set action restriction usage. Action restrictions are a special feature that tracks which actions a player is allowed to use. The feature is only used in the prequel tutorial scenario to make the player limited to a few actions at a time.
Signatures:
cm.action-restrictions setting
Arguments:
-
setting: bool
Apply heat to the selected unit
Signatures:
cm.apply-heat amount
Arguments:
-
amount: float
Apply stagger debuff to the selected unit
Signatures:
cm.apply-stagger amount
Arguments:
-
amount: float
Set camera field of view angle
Signatures:
cm.camera-fov value
Arguments:
-
value: float
Reset camera field of view angle
Signatures:
cm.camera-fov-reset
Set height limits for camera
Signatures:
cm.camera-height-limits active min max
Arguments:
-
active: bool -
min: float -
max: float
Detach the combat camera from a mech
Signatures:
cm.camera-mech-disable
Attach the combat camera to currently selected mech
Signatures:
cm.camera-mech-enable mechCameraPresetKey
Arguments:
-
mechCameraPresetKey: string
Set custom aim damping for mech-attached camera
Signatures:
cm.camera-mech-set-aim-damping mechCameraAimDampingOverride
Arguments:
-
mechCameraAimDampingOverride: float
Set custom FOV for mech-attached camera
Signatures:
cm.camera-mech-set-fov mechCameraFOVOverride
Arguments:
-
mechCameraFOVOverride: float
Set custom movement damping for mech-attached camera
Signatures:
cm.camera-mech-set-movement-damping mechCameraMovementDampingOverride
Arguments:
-
mechCameraMovementDampingOverride: float
Set custom offset for mech-attached camera
Signatures:
cm.camera-mech-set-offset mechCameraOffsetOverride
Arguments:
-
mechCameraOffsetOverride: Vector3
Set custom orbit angle for mech-attached camera
Signatures:
cm.camera-mech-set-orbit-angle mechCameraOrbitAngleOverride
Arguments:
-
mechCameraOrbitAngleOverride: float
Set the camera height over the terrain (only active if stable camera is on)
Signatures:
cm.camera-offset offset
Arguments:
-
offset: float
Set default camera preset (FOV 40, ZL 160)
Signatures:
cm.camera-preset-default
Set fisheye camera preset (FOV 70, ZL 300)
Signatures:
cm.camera-preset-fisheye
Set telephoto camera preset (FOV 15, ZL 300)
Signatures:
cm.camera-preset-telephoto
Prevent the camera from following the terrain
Signatures:
cm.camera-stablecm.camera-stable setting
Arguments:
-
setting: bool
Set camera zoom limit
Signatures:
cm.camera-zoom-limit value
Arguments:
-
value: float
Reset camera zoom limit
Signatures:
cm.camera-zoom-limit-reset
Take control of AI units
Signatures:
cm.controlaicm.controlai setting
Arguments:
-
setting: bool
Crash selected unit
Signatures:
cm.crash-unitcm.crash-unit angle impulse
Arguments:
-
angle: float -
impulse: float
Destroy structure volume block at cursor
Signatures:
cm.destroy-volume-block
Set the current turn index. Can be used to progress through scenarios faster.
Signatures:
cm.execute-by-turns turnsAdvanced
Arguments:
-
turnsAdvanced: int
Force scenario to end in defeat
Signatures:
cm.force-defeat
Force mech animation updates for every unit.
Signatures:
cm.force-mech-anim-update
Force scenario to end in victory
Signatures:
cm.force-victory
Set pooled VFX asset key. Used when assets are spawned at cursor with Numpad 3 test hotkey.
Signatures:
cm.fx-asset-test-key assetKey
Arguments:
-
assetKey: string
Set pooled VFX asset offset from the ground. Used when assets are spawned at cursor with Numpad 3 test hotkey.
Signatures:
cm.fx-asset-test-offset offset
Arguments:
-
offset: float
Print stats relating to level destruction.
Signatures:
cm.fx-destruction-print-stats
Override weight of destruction effects (smoke & embers). Set to -1 to return to automatic weight based on combat destruction. Set to 0-1 to override.
Signatures:
cm.fx-destruction-weight value
Arguments:
-
value: float
Make your units take no damage
Signatures:
cm.godmodecm.godmode setting
Arguments:
-
setting: bool
Multiply damage on hits to enemy units by this value.
Signatures:
cm.hit-multiplier-enemy value
Arguments:
-
value: float
Multiply damage on hits to player units by this value.
Signatures:
cm.hit-multiplier-player value
Arguments:
-
value: float
Destroy all enemy units
Signatures:
cm.kill-enemy
Destroy all player units
Signatures:
cm.kill-player
Reset level damage.
Signatures:
cm.level-damage-reset
Make your units ignore heat
Signatures:
cm.noheatcm.noheat setting
Arguments:
-
setting: bool
Set selected unit barrier to 0 in all sockets
Signatures:
cm.offset-unit-integrity offset
Arguments:
-
offset: float
Reconfigure all combat HP values on the selected pilot
Signatures:
cm.pilot-hp-configure limit
Arguments:
-
limit: float
Parameter descriptions:
-
limit: Maximum HP for this pilot (e.g. 100)
Set health of the selected pilot to a given raw value, within range of HP values pilot can use in this fight (between concussion threshold and starting health)
Signatures:
cm.pilot-hp-set health
Arguments:
-
health: float
Set health of the selected pilot to a given normalized value (0-1), within range of HP values pilot can use in this fight (between concussion threshold and starting health)
Signatures:
cm.pilot-hp-set-normalized health
Arguments:
-
health: float
Reset part charges on selected unit
Signatures:
cm.reset-part-charges
Reset sliding friction for mechs and tanks to shipped settings.
Signatures:
cm.reset-slide-damping
Toggle CIViewCombatScenarioStatus developer mode. Results in the top right scenario status widget displaying a few more bits of information useful for runtime scenario debugging.
Signatures:
cm.scenario-info-dev displayDevUI
Arguments:
-
displayDevUI: bool
Force scenario regeneration from blueprint. Intended to be used when developing scenarios, to refresh a runtime-only copy of the scenario stored in the generator system. Without this command, it's impossible to see any changes you make to scenario DB mid-combat.
Signatures:
cm.scenario-regen
Set the targeting profile of the selected unit.
Signatures:
cm.set-ai-targeting-profile profileName
Arguments:
-
profileName: string
Sets the current terrain biome
Signatures:
cm.set-biome biomeKey
Arguments:
-
biomeKey: string
Change radius of sphere used for ground casts when falling.
Signatures:
cm.set-ground-cast-sphere-radius radius
Arguments:
-
radius: float
Change radius of sphere used for ground casts when skidding.
Signatures:
cm.set-hover-cast-sphere-radius radius
Arguments:
-
radius: float
Change sliding friction for mechs and tanks. Lower values mean units will slide farther after crashing from a collision.
Signatures:
cm.set-slide-damping mech tank
Arguments:
-
mech: float -
tank: float
Sets the simulation time scale when slowmo mode is enabled
Signatures:
cm.set-slow-timescale timeScale
Arguments:
-
timeScale: float
Sets the current snow surface intensity
Signatures:
cm.set-snow-surface-intensity intensity
Arguments:
-
intensity: float
Set selected unit barrier to 0 in all sockets
Signatures:
cm.set-unit-barriercm.set-unit-barrier barrierNormalizedcm.set-unit-barrier barrierNormalized socketFilter
Arguments:
-
barrierNormalized: float -
socketFilter: string
Set selected unit barrier to 0 in all sockets
Signatures:
cm.set-unit-integritycm.set-unit-integrity integrityNormalizedcm.set-unit-integrity integrityNormalized socketFilter
Arguments:
-
integrityNormalized: float -
socketFilter: string
Set all parts in a given unit to a specified level.
Signatures:
cm.set-unit-level level
Arguments:
-
level: int
Set prediction limit for a given unit
Signatures:
cm.set-unit-prediction-limit time
Arguments:
-
time: float
Set selected unit stat to be multiplied. For example, make unit barrier halved.
Signatures:
cm.set-unit-stat-multiplier statKey multiplier
Arguments:
-
statKey: string -
multiplier: float
Clear all spawn menu part preset overrides (any blueprint, any socket)
Signatures:
cm.spawn-override-clearcm.spawn-override-clear unitBlueprintcm.spawn-override-clear unitBlueprint socket
Arguments:
-
unitBlueprint: string -
socket: string
Overrides a specifief socket with a part on mechs generated through the spawn menu
Signatures:
cm.spawn-override-set socket partPresetcm.spawn-override-set unitBlueprint socket partPreset
Arguments:
-
socket: string -
partPreset: string -
unitBlueprint: string
Create the specified enemy unit at the mouse cursor position
Signatures:
cm.spawn-unit presetNamecm.spawn-unit presetName level
Arguments:
-
presetName: string -
level: int
Create the specified enemy group at a free spawn group closest to cursor
Signatures:
cm.spawn-unit-group unitGroupKey gradecm.spawn-unit-group unitGroupKey grade level
Arguments:
-
unitGroupKey: string -
grade: int -
level: int
Add status effect to the selected unit
Signatures:
cm.status-add keycm.status-add key durationOverride
Arguments:
-
key: string -
durationOverride: float
Remove status effect from the selected unit
Signatures:
cm.status-remove key
Arguments:
-
key: string
Create an airstrike on current cursor position
Signatures:
cm.strike-spawn blueprintKey
Arguments:
-
blueprintKey: string
Teleport selected unit to cursor
Signatures:
cm.teleport
Remove the specified unit composite
Signatures:
cm.unit-composite-remove instanceName
Arguments:
-
instanceName: string
Remove the last spawned unit composite
Signatures:
cm.unit-composite-remove-last
Respawn the last unit composite at last spawn position
Signatures:
cm.unit-composite-respawn
Create the specified unit composite
Signatures:
cm.unit-composite-spawn blueprintKeycm.unit-composite-spawn blueprintKey levelcm.unit-composite-spawn blueprintKey level instanceNamecm.unit-composite-spawn blueprintKey level instanceName controllable
Arguments:
-
blueprintKey: string -
level: int -
instanceName: string -
controllable: bool
Clear any target position override set via unit-composite-target-override command.
Signatures:
cm.unit-composite-target-clear
Make all unit composites rotate towards current cursor position (at the moment of issuing this command)
Signatures:
cm.unit-composite-target-override
Set unit speed to a new value, regardless of its equipment stats (within limits allowed by unit type)
Signatures:
cm.unit-speed-override value
Arguments:
-
value: float
Remove speed override from selected unit
Signatures:
cm.unit-speed-override-clear value
Arguments:
-
value: float
This wiki is a work in progress. Please make sure to check the built-in tutorials within the SDK or the modding articles on the game wiki to supplement this page. If you get stuck or experience a bug, please don't hesitate to ask questions in the #phantom-modding channel of the official Discord server. We can't wait to see what you create!