How to open console commands on Company of Heroes
Posts: 245
I find this tutorial on Steam about how to open the game console. I follow all the steps one by one but I fail. The key convination to open the console dont work.
My question is:
a. What I could doing wrong ?
b. Anyone have another tutorial or have a clue about how I could open the game console.
Important: I am trying to opening the game console in a game vs AI using my own mod.
Link to Steam totorial:
Your text..
Tutorial to open the game console:
First thing you need to set the game up so you can use console
. Step 1 go to the game
. Step 2 right click on the game select game properties
. Step 3 click on launch options
. Step 4 type this exactly as i do -dev and then hit enter
and thats it now when you start a match thats not online hit ctrl shift and ` you can also use ctrl-shift and ` or ¬ and for some ctrl-shift and ' or @
ok now you can use console here are a few commands
1.make the popcap larger] Player_SetPopCapOverride(Game_GetLocalPlayer(), 1000)
2.change resources] Player_SetResource(Game_GetLocalPlayer(),RT_Fuel, 9999)
3.change resources] Player_SetResource(Game_GetLocalPlayer(),RT_Manpower, 9999)
4.change resources] Player_SetResource(Game_GetLocalPlayer(),RT_Munition, 9999)
5.reveal the map] FOW_RevealAll
6.take good screen shots]taskbar_hide
7. to make taskbar appear]taskbar_show
In order for this to work you need to type it in exactly like i did use uppercase letter where there's uppercase letters.
Thank you in advance
Olhausen.
Posts: 756 | Subs: 8
Posts: 245
Now I will try to help my team mate to do the same
Best regards
Olhausen
Posts: 8
I'm trying to add an custom upgrade to the current or "local" player.
Player_CompleteUpgrade(Game_GetLocalPlayer(), BP_GetUpgradeBlueprint("luftwaffe_doctrine"))
but i cannot find the way that BP_GetAbilityBlueprint function returns the custom upgrade, it works with the vanilla ones but not with the custom
Posts: 756 | Subs: 8
Posts: 8
My idea is to make a Doctrine tree like COH 1 , but for that i need to know which race is using the player and building the specific UI for each race.
Posts: 756 | Subs: 8
Also, I would recommend checking out my UI Control API for reducing development time on UI stuff: https://github.com/eliw00d/UIControlAPI
I have not updated it in a year but could if needed.
Posts: 8
Another quick question, there is anyway to get properties of a blueprint?
I get the upgrade blueprint from BP_GetUpgradeBlueprint("1264682de12e41ac83a6207c8bda5bc7vt_armoured_guard") but i need to get the screen_name property. I find a way to getting it with the LocStrID, but if i make it like that i'll have to hard code all labels.
Posts: 756 | Subs: 8
On a related note, I released a new version of UI Control API: https://github.com/eliw00d/UIControlAPI/releases/tag/2.0.0
Posts: 8
Posts: 756 | Subs: 8
Posts: 8
Thanks eliw00d =D
Posts: 3
Ctrl+Shift+~ for normal console, Alt+Shift+~ for SCAR console. Maybe your keyboard has a different key for tilde?
Posts: 9
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