Skip to content

Reference: Console commands

Artyom Zuev edited this page Jan 19, 2026 · 1 revision

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-manual console 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).


Commands with prefix data

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.

flush-analytics

Signatures:

  • data.flush-analytics

generate-interface-manual

Generates a manual listing every class in the project that inherits from a specified interface

Signatures:

  • data.generate-interface-manual interfaceTypeName

Arguments:

  • interfaceTypeName: string

list

Signatures:

  • data.list

load

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

start-custom-game

Signatures:

  • data.start-custom-game startKey

Arguments:

  • startKey: string


Commands with prefix ow

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.

action-on-base

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

action-on-base-to-selected

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

action-on-selected

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

action-on-selected-to-hovered

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

ai-reload

Reissue all AI orders

Signatures:

  • ow.ai-reload

base-level-set

Set base province and workshop levels

Signatures:

  • ow.base-level-set value

Arguments:

  • value: int

base-overdrive-damage-bypass

If enabled, the base won't be damaged once overheated in overdrive mode.

Signatures:

  • ow.base-overdrive-damage-bypass enabled

Arguments:

  • enabled: bool

base-speed-multiplier

Multiply base speed by a set value

Signatures:

  • ow.base-speed-multiplier multiplier

Arguments:

  • multiplier: float

cloak-base

Toggle whether the player base is cloaked from enemies. Might interfere with events.

Signatures:

  • ow.cloak-base
  • ow.cloak-base cloaked

Arguments:

  • cloaked: bool

cloud-evolution-speed-get

Returns the evolution speed of clouds as a multiplier of cloud speed (1 = no evolution

Signatures:

  • ow.cloud-evolution-speed-get

cloud-evolution-speed-set

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

cloud-speed-get

Returns the speed of the clouds as a multiplier of the wind speed

Signatures:

  • ow.cloud-speed-get

cloud-speed-set

Adjusts the movement speed of the clouds as a multiplier of the wind speed

Signatures:

  • ow.cloud-speed-set speed

Arguments:

  • speed: float

codex-unlock

Unlock a codex article

Signatures:

  • ow.codex-unlock key

Arguments:

  • key: string

codex-unlock-all

Unlock all codex articles

Signatures:

  • ow.codex-unlock-all

combat-escalation

Set specific escalation then reroll all combat description data.

Signatures:

  • ow.combat-escalation escalation

Arguments:

  • escalation: int

combat-reset

Reroll all combat description data. Equivalent to cr.scenario-reset

Signatures:

  • ow.combat-reset

combat-skip

Initiate combat at selected entity (if it's combat capable) and automatically complete it

Signatures:

  • ow.combat-skip

combat-skip-with-prog-increase

Initiate combat at selected entity (if it's combat capable) and automatically complete it

Signatures:

  • ow.combat-skip-with-prog-increase

force-time-sky

Force specific time of day (will be overridden on next overworld update)

Signatures:

  • ow.force-time-sky value

Arguments:

  • value: float

force-travel-to-province

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

hide-base

Toggle whether a base can be perceived by enemies.

Signatures:

  • ow.hide-base
  • ow.hide-base hidden

Arguments:

  • hidden: bool

intr-exit

Exit current interaction

Signatures:

  • ow.intr-exit

intr-start-checked

Start new interaction with the selected entity

Signatures:

  • ow.intr-start-checked key

Arguments:

  • key: string

intr-start-forced

Start new interaction with the selected entity

Signatures:

  • ow.intr-start-forced key

Arguments:

  • key: string

intr-start-review

Start new interaction in review mode (no effects, just text display)

Signatures:

  • ow.intr-start-review key

Arguments:

  • key: string

list-areas

Print a list of all areas.

Signatures:

  • ow.list-areas

list-scenarios

Print a list of all scenarios.

Signatures:

  • ow.list-scenarios

load-area

Launch to a specific area.

Signatures:

  • ow.load-area areaKey

Arguments:

  • areaKey: string

load-area-random

Launch to an area (with option to specify filter).

Signatures:

  • ow.load-area-random
  • ow.load-area-random areaKeyFilter

Arguments:

  • areaKeyFilter: string

load-landscape

Load a specific landscape.

Signatures:

  • ow.load-landscape landscapeKey

Arguments:

  • landscapeKey: string

load-scenario

Launch a specific scenario (with option to specify area).

Signatures:

  • ow.load-scenario scenarioKey
  • ow.load-scenario scenarioKey areaKey
  • ow.load-scenario scenarioKey areaKey seed

Arguments:

  • scenarioKey: string
  • areaKey: string
  • seed: int

memory-get

Get memory key from entity id

Signatures:

  • ow.memory-get key
  • ow.memory-get key idPersistent

Arguments:

  • key: string
  • idPersistent: int

memory-list

List memory keys and values from persistent entity id

Signatures:

  • ow.memory-list
  • ow.memory-list idPersistent

Arguments:

  • idPersistent: int

memory-offset

Offset float memory key on entity by id

Signatures:

  • ow.memory-offset key offset
  • ow.memory-offset key offset idPersistent

Arguments:

  • key: string
  • offset: float
  • idPersistent: int

memory-remove

Remove memory key from entity by persistent id

Signatures:

  • ow.memory-remove key
  • ow.memory-remove key idPersistent

Arguments:

  • key: string
  • idPersistent: int

memory-set

Set float memory on entity by id

Signatures:

  • ow.memory-set key value
  • ow.memory-set key value idPersistent

Arguments:

  • key: string
  • value: float
  • idPersistent: int

modify-pilots-hp

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)

modify-units-hp

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)

pilot-add

Add a new pilot to the base

Signatures:

  • ow.pilot-add
  • ow.pilot-add personality

Arguments:

  • personality: string

pilot-add-trait

Add trait

Signatures:

  • ow.pilot-add-trait traitKey
  • ow.pilot-add-trait traitKey slotKey

Arguments:

  • traitKey: string
  • slotKey: string

pilot-force-death

Force pilot death

Signatures:

  • ow.pilot-force-death cause

Arguments:

  • cause: string

pilot-hp-set

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 health
  • ow.pilot-hp-set health idOrName

Arguments:

  • health: float
  • idOrName: string

Parameter descriptions:

  • idOrName: Internal name or persistent ID of the pilot

pilot-hp-set-normalized

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 health
  • ow.pilot-hp-set-normalized health idOrName

Arguments:

  • health: float
  • idOrName: string

Parameter descriptions:

  • idOrName: Internal name or persistent ID of the pilot

pilot-list

List all pilot ids

Signatures:

  • ow.pilot-list

pilot-personality-set

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 personalityKey
  • ow.pilot-personality-set personalityKey idOrName

Arguments:

  • personalityKey: string
  • idOrName: string

Parameter descriptions:

  • idOrName: Internal name or persistent ID of the pilot

pilot-recruits-reset

Reset available pilot recruits

Signatures:

  • ow.pilot-recruits-reset

pilot-reset-traits

Reset traits

Signatures:

  • ow.pilot-reset-traits

pilot-reset-traits-with-type

Reset traits with specific pilot type (class) and starter trait

Signatures:

  • ow.pilot-reset-traits-with-type typeKey

Arguments:

  • typeKey: string

pilot-reset-traits-with-type-and-starter

Reset traits with class and starter trait

Signatures:

  • ow.pilot-reset-traits-with-type-and-starter typeKey traitKeyStarter

Arguments:

  • typeKey: string
  • traitKeyStarter: string

pilot-spawn

Create a randomized additional pilot and add them to player inventory

Signatures:

  • ow.pilot-spawn

pilot-stat-limit

Set limit for a given pilot stat

Signatures:

  • ow.pilot-stat-limit key value

Arguments:

  • key: string
  • value: float

pilot-stat-set

Set pilot stat to a given value

Signatures:

  • ow.pilot-stat-set key value

Arguments:

  • key: string
  • value: float

pilot-trauma

Add trauma to a pilot

Signatures:

  • ow.pilot-trauma
  • ow.pilot-trauma count idOrName

Arguments:

  • count: int
  • idOrName: string

Parameter descriptions:

  • idOrName: Internal name or persistent ID of the pilot

pilot-xp-add

Add XP to selected pilot

Signatures:

  • ow.pilot-xp-add xp

Arguments:

  • xp: int

poi-destroy-selected

Destroy selected overworld entity.

Signatures:

  • ow.poi-destroy-selected

poi-generate

Generate POI automatically

Signatures:

  • ow.poi-generate
  • ow.poi-generate presetKey

Arguments:

  • presetKey: string

poi-generate-batch

Generate POI batch automatically

Signatures:

  • ow.poi-generate-batch

poi-spawn

Spawn POI from a preset

Signatures:

  • ow.poi-spawn presetKey
  • ow.poi-spawn presetKey friendly
  • ow.poi-spawn presetKey friendly concealed

Arguments:

  • presetKey: string
  • friendly: bool
  • concealed: bool

poi-toggle-visibility

Toggle visibility of all overworld 3d views (base, cities, missions, etc.). Doesn't affect UI markers.

Signatures:

  • ow.poi-toggle-visibility

province-active

Set the current province

Signatures:

  • ow.province-active provinceKey

Arguments:

  • provinceKey: string

province-active-instant

Set the current province

Signatures:

  • ow.province-active-instant provinceKey

Arguments:

  • provinceKey: string

province-capture

Capture a province for the player

Signatures:

  • ow.province-capture nameInternal

Arguments:

  • nameInternal: string

province-capture-at-base

Capture a province for the player

Signatures:

  • ow.province-capture-at-base

province-capture-at-cursor

Capture a province for the player

Signatures:

  • ow.province-capture-at-cursor

province-list

List all province ids

Signatures:

  • ow.province-list

province-modifier-add

Add province modifier

Signatures:

  • ow.province-modifier-add key

Arguments:

  • key: string

province-modifier-remove

Remove province modifier

Signatures:

  • ow.province-modifier-remove key

Arguments:

  • key: string

quest-progress

Force quest progression

Signatures:

  • ow.quest-progress questKey effectOnExit effectOnEntry

Arguments:

  • questKey: string
  • effectOnExit: bool
  • effectOnEntry: bool

quest-remove

Remove ongoing quest

Signatures:

  • ow.quest-remove questKey effectOnExit

Arguments:

  • questKey: string
  • effectOnExit: bool

quest-start

Start new quest

Signatures:

  • ow.quest-start questKey
  • ow.quest-start questKey provinceKeyOverride

Arguments:

  • questKey: string
  • provinceKeyOverride: string

see-all

See all units, regardless of range

Signatures:

  • ow.see-all
  • ow.see-all setting

Arguments:

  • setting: bool

set-reset-timer

Sets countdown until enemy mission reset

Signatures:

  • ow.set-reset-timer duration

Arguments:

  • duration: float

set-timescale

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

sim-lock

Create a randomized additional pilot and add them to player inventory

Signatures:

  • ow.sim-lock duration cause

Arguments:

  • duration: float
  • cause: string

target-set-objective

Sets whether target is considered an objective, with an optional argument for whether it is a key confronation

Signatures:

  • ow.target-set-objective objective
  • ow.target-set-objective objective critical

Arguments:

  • objective: bool
  • critical: bool

target-set-view

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

Teleport to cursor.

Signatures:

  • ow.teleport

toggle-feature-checks

Toggle feature checking

Signatures:

  • ow.toggle-feature-checks

tutorial-end

End any active tutorial

Signatures:

  • ow.tutorial-end

tutorial-start

Start new tutorial

Signatures:

  • ow.tutorial-start key

Arguments:

  • key: string

unit-sel-frame-defect

...

Signatures:

  • ow.unit-sel-frame-defect value

Arguments:

  • value: int

unit-sel-frame-hp

...

Signatures:

  • ow.unit-sel-frame-hp value

Arguments:

  • value: float

vfx-create-on-selection

Attach pooled effect to selected entity

Signatures:

  • ow.vfx-create-on-selection assetKey

Arguments:

  • assetKey: string

vfx-list

Print a list of all pooled assets (VFX)

Signatures:

  • ow.vfx-list
  • ow.vfx-list filter

Arguments:

  • filter: string


Commands with prefix cr

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.

edit-system

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-system
  • cr.edit-system hardpointOverride

Arguments:

  • hardpointOverride: string

edit-vis-centered

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

edit-vis-copy

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

edit-vis-dump

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

edit-vis-dump-key

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

edit-vis-key

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

edit-vis-match

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

edit-vis-match-pos

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

edit-vis-match-rot

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

edit-vis-match-scale

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

edit-vis-mirror

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

edit-vis-mirror-local

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

edit-vis-pos

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 position
  • cr.edit-vis-pos lookupKey axis position

Arguments:

  • lookupKey: string
  • position: Vector3
  • axis: string

edit-vis-pos-offset

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 position
  • cr.edit-vis-pos-offset lookupKey axis position

Arguments:

  • lookupKey: string
  • position: Vector3
  • axis: string

edit-vis-pos-offset-local

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

edit-vis-remove

Uses edit-system target. Remove an attachment with a specific key from a subsystem.

Signatures:

  • cr.edit-vis-remove lookupKey

Arguments:

  • lookupKey: string

edit-vis-remove-all

Uses edit-system target. Remove all attachments from a subsystem.

Signatures:

  • cr.edit-vis-remove-all

edit-vis-remove-all-legacy-visuals

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

edit-vis-rot

Uses edit-system target. Set subsystem attachment 3D rotation.

Signatures:

  • cr.edit-vis-rot lookupKey rotation
  • cr.edit-vis-rot lookupKey axis rotation

Arguments:

  • lookupKey: string
  • rotation: Vector3
  • axis: string

edit-vis-rot-offset

Uses edit-system target. Offset subsystem attachment 3D rotation

Signatures:

  • cr.edit-vis-rot-offset lookupKey rotation
  • cr.edit-vis-rot-offset lookupKey axis rotation

Arguments:

  • lookupKey: string
  • rotation: Vector3
  • axis: string

edit-vis-save

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

edit-vis-scale

Uses edit-system target. Set subsystem attachment 3D scale

Signatures:

  • cr.edit-vis-scale lookupKey scale
  • cr.edit-vis-scale lookupKey axis scale

Arguments:

  • lookupKey: string
  • scale: Vector3
  • axis: string

edit-vis-scale-offset

Uses edit-system target. Offset subsystem attachment 3D scale

Signatures:

  • cr.edit-vis-scale-offset lookupKey scale
  • cr.edit-vis-scale-offset lookupKey axis scale

Arguments:

  • lookupKey: string
  • scale: Vector3
  • axis: string

edit-vis-scale-uniform

Uses edit-system target. Set subsystem attachment scale (uniform)

Signatures:

  • cr.edit-vis-scale-uniform lookupKey scaleUniform

Arguments:

  • lookupKey: string
  • scaleUniform: float

get-workshop-charges

Issue all existing workshop charges

Signatures:

  • cr.get-workshop-charges
  • cr.get-workshop-charges filter

Arguments:

  • filter: string

install-base-part

Install mobile base part with specified name (use list-parts to find all names)

Signatures:

  • cr.install-base-part partKey

Arguments:

  • partKey: string

install-base-parts-all

Install every mobile base part possible

Signatures:

  • cr.install-base-parts-all

install-base-parts-filtered

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

inv-clear

Clear all unit parts/systems in the inventory

Signatures:

  • cr.inv-clear

inventory-rotation-start

Start item rotation in inventory

Signatures:

  • cr.inventory-rotation-start

inventory-rotation-stop

Stop item rotation in inventory

Signatures:

  • cr.inventory-rotation-stop

inv-generate-part

Run a part generator to print how a part is structured

Signatures:

  • cr.inv-generate-part presetKey rating

Arguments:

  • presetKey: string
  • rating: int

inv-spawn-everything-natural

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

inv-spawn-part

Add a specific part to inventory

Signatures:

  • cr.inv-spawn-part presetKey
  • cr.inv-spawn-part presetKey level rating

Arguments:

  • presetKey: string
  • level: int
  • rating: int

inv-spawn-parts

Add all parts matching a given filter to inventory

Signatures:

  • cr.inv-spawn-parts presetKeyFilter
  • cr.inv-spawn-parts levelMin levelMax ratingMin ratingMax
  • cr.inv-spawn-parts presetKeyFilter levelMin levelMax ratingMin ratingMax

Arguments:

  • presetKeyFilter: string
  • levelMin: int
  • levelMax: int
  • ratingMin: int
  • ratingMax: int

inv-spawn-parts-all-levels

Add all parts to inventory, with random level

Signatures:

  • cr.inv-spawn-parts-all-levels

inv-spawn-parts-all-ratings

Add all parts to inventory, at level 1, with each possible rating

Signatures:

  • cr.inv-spawn-parts-all-ratings

inv-spawn-parts-bodies

Add all body parts to inventory

Signatures:

  • cr.inv-spawn-parts-bodies level rating
  • cr.inv-spawn-parts-bodies bodySetKey level rating

Arguments:

  • level: int
  • rating: int
  • bodySetKey: string

inv-spawn-parts-wpn

Add all weapons to inventory

Signatures:

  • cr.inv-spawn-parts-wpn level rating
  • cr.inv-spawn-parts-wpn weaponFilter level rating

Arguments:

  • level: int
  • rating: int
  • weaponFilter: string

inv-spawn-subsystem

Add a specific subsystem to inventory

Signatures:

  • cr.inv-spawn-subsystem blueprintKey

Arguments:

  • blueprintKey: string

inv-spawn-subsystems

Add all subsystems to inventory

Signatures:

  • cr.inv-spawn-subsystems
  • cr.inv-spawn-subsystems blueprintKeyFilter
  • cr.inv-spawn-subsystems repeatsMin repeatsMax
  • cr.inv-spawn-subsystems blueprintKeyFilter repeatsMin repeatsMax

Arguments:

  • blueprintKeyFilter: string
  • repeatsMin: int
  • repeatsMax: int

list-base-parts

List of all parts in the database

Signatures:

  • cr.list-base-parts

movement-toggle

Override whether the vehicle is moving or not in the base scene

Signatures:

  • cr.movement-toggle

remove-base-part

Remove mobile base part with specified name (use list-parts to find all names)

Signatures:

  • cr.remove-base-part partKey

Arguments:

  • partKey: string

remove-base-parts-all

Install every mobile base part possible

Signatures:

  • cr.remove-base-parts-all

remove-base-parts-filtered

Remove mobile base parts matching specified filter (use list-parts to find all names)

Signatures:

  • cr.remove-base-parts-filtered partKeyFilter

Arguments:

  • partKeyFilter: string

res-add

Issue resource of specified type in default amounts useful for testing (defined in resource configs)

Signatures:

  • cr.res-add key
  • cr.res-add key amount

Arguments:

  • key: string
  • amount: int

res-add-all

Issue all existing resources in default amounts useful for testing (defined in resource configs)

Signatures:

  • cr.res-add-all

res-add-for-workshop

Issue all existing resources in amount sufficient to build all existing workshop projects

Signatures:

  • cr.res-add-for-workshop
  • cr.res-add-for-workshop filter

Arguments:

  • filter: string

res-list

List all resource keys in the game. Useful for resource-add commands

Signatures:

  • cr.res-list

res-lock

Lock the given resource from modification

Signatures:

  • cr.res-lock key

Arguments:

  • key: string

scenario-escape

Exit combat briefing by stunning the enemy. Equivalent to using smoke charge

Signatures:

  • cr.scenario-escape

scenario-preview-camera-rotation-reset

Reset camera rotation around the briefing table

Signatures:

  • cr.scenario-preview-camera-rotation-reset

scenario-preview-camera-rotation-toggle

Toggle whether briefing camera rotates around the briefing table

Signatures:

  • cr.scenario-preview-camera-rotation-toggle

scenario-preview-show-squads

Set visibility of unit groups instead of individual units

Signatures:

  • cr.scenario-preview-show-squads enabled

Arguments:

  • enabled: bool

scenario-preview-toggle-squads

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

scenario-reroll

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

scenario-reset

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

scenario-reset-current-area

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

scenario-reset-with-modifier

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-inventory-items

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

sim-speed-reset

Reset base simulation speed

Signatures:

  • cr.sim-speed-reset

sim-speed-set

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

Toggle base part cost

Signatures:

  • cr.toggle-base-part-cost

workshop-part-progress

Progress workshop unlock for a given part preset

Signatures:

  • cr.workshop-part-progress partPresetKey rating offset

Arguments:

  • partPresetKey: string
  • rating: int
  • offset: int

workshop-parts-unlock

Progress workshop to max for parts matching a given filter

Signatures:

  • cr.workshop-parts-unlock
  • cr.workshop-parts-unlock partPresetFilter

Arguments:

  • partPresetFilter: string

workshop-subsystem-progress

Progress workshop unlock for a given subsystem blueprint

Signatures:

  • cr.workshop-subsystem-progress subsystemBlueprintKey offset

Arguments:

  • subsystemBlueprintKey: string
  • offset: int

workshop-subsystems-unlock

Progress workshop to max for subsystems matching a given filter

Signatures:

  • cr.workshop-subsystems-unlock
  • cr.workshop-subsystems-unlock subsystemBlueprintFilter

Arguments:

  • subsystemBlueprintFilter: string

workshop-unlock-everything

Progress workshop to max for all subsystems and all parts

Signatures:

  • cr.workshop-unlock-everything


Commands with prefix cm

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.

action-restrictions

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

Apply heat to the selected unit

Signatures:

  • cm.apply-heat amount

Arguments:

  • amount: float

apply-stagger

Apply stagger debuff to the selected unit

Signatures:

  • cm.apply-stagger amount

Arguments:

  • amount: float

camera-fov

Set camera field of view angle

Signatures:

  • cm.camera-fov value

Arguments:

  • value: float

camera-fov-reset

Reset camera field of view angle

Signatures:

  • cm.camera-fov-reset

camera-height-limits

Set height limits for camera

Signatures:

  • cm.camera-height-limits active min max

Arguments:

  • active: bool
  • min: float
  • max: float

camera-mech-disable

Detach the combat camera from a mech

Signatures:

  • cm.camera-mech-disable

camera-mech-enable

Attach the combat camera to currently selected mech

Signatures:

  • cm.camera-mech-enable mechCameraPresetKey

Arguments:

  • mechCameraPresetKey: string

camera-mech-set-aim-damping

Set custom aim damping for mech-attached camera

Signatures:

  • cm.camera-mech-set-aim-damping mechCameraAimDampingOverride

Arguments:

  • mechCameraAimDampingOverride: float

camera-mech-set-fov

Set custom FOV for mech-attached camera

Signatures:

  • cm.camera-mech-set-fov mechCameraFOVOverride

Arguments:

  • mechCameraFOVOverride: float

camera-mech-set-movement-damping

Set custom movement damping for mech-attached camera

Signatures:

  • cm.camera-mech-set-movement-damping mechCameraMovementDampingOverride

Arguments:

  • mechCameraMovementDampingOverride: float

camera-mech-set-offset

Set custom offset for mech-attached camera

Signatures:

  • cm.camera-mech-set-offset mechCameraOffsetOverride

Arguments:

  • mechCameraOffsetOverride: Vector3

camera-mech-set-orbit-angle

Set custom orbit angle for mech-attached camera

Signatures:

  • cm.camera-mech-set-orbit-angle mechCameraOrbitAngleOverride

Arguments:

  • mechCameraOrbitAngleOverride: float

camera-offset

Set the camera height over the terrain (only active if stable camera is on)

Signatures:

  • cm.camera-offset offset

Arguments:

  • offset: float

camera-preset-default

Set default camera preset (FOV 40, ZL 160)

Signatures:

  • cm.camera-preset-default

camera-preset-fisheye

Set fisheye camera preset (FOV 70, ZL 300)

Signatures:

  • cm.camera-preset-fisheye

camera-preset-telephoto

Set telephoto camera preset (FOV 15, ZL 300)

Signatures:

  • cm.camera-preset-telephoto

camera-stable

Prevent the camera from following the terrain

Signatures:

  • cm.camera-stable
  • cm.camera-stable setting

Arguments:

  • setting: bool

camera-zoom-limit

Set camera zoom limit

Signatures:

  • cm.camera-zoom-limit value

Arguments:

  • value: float

camera-zoom-limit-reset

Reset camera zoom limit

Signatures:

  • cm.camera-zoom-limit-reset

controlai

Take control of AI units

Signatures:

  • cm.controlai
  • cm.controlai setting

Arguments:

  • setting: bool

crash-unit

Crash selected unit

Signatures:

  • cm.crash-unit
  • cm.crash-unit angle impulse

Arguments:

  • angle: float
  • impulse: float

destroy-volume-block

Destroy structure volume block at cursor

Signatures:

  • cm.destroy-volume-block

execute-by-turns

Set the current turn index. Can be used to progress through scenarios faster.

Signatures:

  • cm.execute-by-turns turnsAdvanced

Arguments:

  • turnsAdvanced: int

force-defeat

Force scenario to end in defeat

Signatures:

  • cm.force-defeat

force-mech-anim-update

Force mech animation updates for every unit.

Signatures:

  • cm.force-mech-anim-update

force-victory

Force scenario to end in victory

Signatures:

  • cm.force-victory

fx-asset-test-key

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

fx-asset-test-offset

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

fx-destruction-print-stats

Print stats relating to level destruction.

Signatures:

  • cm.fx-destruction-print-stats

fx-destruction-weight

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

godmode

Make your units take no damage

Signatures:

  • cm.godmode
  • cm.godmode setting

Arguments:

  • setting: bool

hit-multiplier-enemy

Multiply damage on hits to enemy units by this value.

Signatures:

  • cm.hit-multiplier-enemy value

Arguments:

  • value: float

hit-multiplier-player

Multiply damage on hits to player units by this value.

Signatures:

  • cm.hit-multiplier-player value

Arguments:

  • value: float

kill-enemy

Destroy all enemy units

Signatures:

  • cm.kill-enemy

kill-player

Destroy all player units

Signatures:

  • cm.kill-player

level-damage-reset

Reset level damage.

Signatures:

  • cm.level-damage-reset

noheat

Make your units ignore heat

Signatures:

  • cm.noheat
  • cm.noheat setting

Arguments:

  • setting: bool

offset-unit-integrity

Set selected unit barrier to 0 in all sockets

Signatures:

  • cm.offset-unit-integrity offset

Arguments:

  • offset: float

pilot-hp-configure

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)

pilot-hp-set

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

pilot-hp-set-normalized

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

Reset part charges on selected unit

Signatures:

  • cm.reset-part-charges

reset-slide-damping

Reset sliding friction for mechs and tanks to shipped settings.

Signatures:

  • cm.reset-slide-damping

scenario-info-dev

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

scenario-regen

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-ai-targeting-profile

Set the targeting profile of the selected unit.

Signatures:

  • cm.set-ai-targeting-profile profileName

Arguments:

  • profileName: string

set-biome

Sets the current terrain biome

Signatures:

  • cm.set-biome biomeKey

Arguments:

  • biomeKey: string

set-ground-cast-sphere-radius

Change radius of sphere used for ground casts when falling.

Signatures:

  • cm.set-ground-cast-sphere-radius radius

Arguments:

  • radius: float

set-hover-cast-sphere-radius

Change radius of sphere used for ground casts when skidding.

Signatures:

  • cm.set-hover-cast-sphere-radius radius

Arguments:

  • radius: float

set-slide-damping

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

set-slow-timescale

Sets the simulation time scale when slowmo mode is enabled

Signatures:

  • cm.set-slow-timescale timeScale

Arguments:

  • timeScale: float

set-snow-surface-intensity

Sets the current snow surface intensity

Signatures:

  • cm.set-snow-surface-intensity intensity

Arguments:

  • intensity: float

set-unit-barrier

Set selected unit barrier to 0 in all sockets

Signatures:

  • cm.set-unit-barrier
  • cm.set-unit-barrier barrierNormalized
  • cm.set-unit-barrier barrierNormalized socketFilter

Arguments:

  • barrierNormalized: float
  • socketFilter: string

set-unit-integrity

Set selected unit barrier to 0 in all sockets

Signatures:

  • cm.set-unit-integrity
  • cm.set-unit-integrity integrityNormalized
  • cm.set-unit-integrity integrityNormalized socketFilter

Arguments:

  • integrityNormalized: float
  • socketFilter: string

set-unit-level

Set all parts in a given unit to a specified level.

Signatures:

  • cm.set-unit-level level

Arguments:

  • level: int

set-unit-prediction-limit

Set prediction limit for a given unit

Signatures:

  • cm.set-unit-prediction-limit time

Arguments:

  • time: float

set-unit-stat-multiplier

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

spawn-override-clear

Clear all spawn menu part preset overrides (any blueprint, any socket)

Signatures:

  • cm.spawn-override-clear
  • cm.spawn-override-clear unitBlueprint
  • cm.spawn-override-clear unitBlueprint socket

Arguments:

  • unitBlueprint: string
  • socket: string

spawn-override-set

Overrides a specifief socket with a part on mechs generated through the spawn menu

Signatures:

  • cm.spawn-override-set socket partPreset
  • cm.spawn-override-set unitBlueprint socket partPreset

Arguments:

  • socket: string
  • partPreset: string
  • unitBlueprint: string

spawn-unit

Create the specified enemy unit at the mouse cursor position

Signatures:

  • cm.spawn-unit presetName
  • cm.spawn-unit presetName level

Arguments:

  • presetName: string
  • level: int

spawn-unit-group

Create the specified enemy group at a free spawn group closest to cursor

Signatures:

  • cm.spawn-unit-group unitGroupKey grade
  • cm.spawn-unit-group unitGroupKey grade level

Arguments:

  • unitGroupKey: string
  • grade: int
  • level: int

status-add

Add status effect to the selected unit

Signatures:

  • cm.status-add key
  • cm.status-add key durationOverride

Arguments:

  • key: string
  • durationOverride: float

status-remove

Remove status effect from the selected unit

Signatures:

  • cm.status-remove key

Arguments:

  • key: string

strike-spawn

Create an airstrike on current cursor position

Signatures:

  • cm.strike-spawn blueprintKey

Arguments:

  • blueprintKey: string

teleport

Teleport selected unit to cursor

Signatures:

  • cm.teleport

unit-composite-remove

Remove the specified unit composite

Signatures:

  • cm.unit-composite-remove instanceName

Arguments:

  • instanceName: string

unit-composite-remove-last

Remove the last spawned unit composite

Signatures:

  • cm.unit-composite-remove-last

unit-composite-respawn

Respawn the last unit composite at last spawn position

Signatures:

  • cm.unit-composite-respawn

unit-composite-spawn

Create the specified unit composite

Signatures:

  • cm.unit-composite-spawn blueprintKey
  • cm.unit-composite-spawn blueprintKey level
  • cm.unit-composite-spawn blueprintKey level instanceName
  • cm.unit-composite-spawn blueprintKey level instanceName controllable

Arguments:

  • blueprintKey: string
  • level: int
  • instanceName: string
  • controllable: bool

unit-composite-target-clear

Clear any target position override set via unit-composite-target-override command.

Signatures:

  • cm.unit-composite-target-clear

unit-composite-target-override

Make all unit composites rotate towards current cursor position (at the moment of issuing this command)

Signatures:

  • cm.unit-composite-target-override

unit-speed-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

unit-speed-override-clear

Remove speed override from selected unit

Signatures:

  • cm.unit-speed-override-clear value

Arguments:

  • value: float

Clone this wiki locally