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More cheat codes?

Posted: 15 Aug 2006, 11:34
by TradeMark
Sometimes when you test something, you need metal or/and energy much, would be easier to make it with command(s):
.fillall - fills metal and energy full.
.fillmetal - fills only metal full.
.fillenergy - fills only energy full.
.maxmetal 10000 - sets max metal to 10000.
.maxenergy 10000 - sets max energy to 10000.
.maxall 10000 - sets max metal and energy to 10000.

Edit:
Or we could also use:
.givemetal 5000 - gives 5000 metal.
.giveenergy 5000 - gives 5000 energy.
And:
.setmetalincome 100 - you will get 100 metal per second.
.setenergyincome 5000 - you will get 5000 energy per second.

Its not big add, i found some code, and probably these lines of code will make .fill, .fillmetal and .fillenergy commands possible to use: (Game.cpp)

Code: Select all

if(s.find(".fillall")==0 && gs->cheatEnabled){
	int team=gs->players[player]->team;
	gs->Team(team)->AddMetal(2147483647);
	gs->Team(team)->AddEnergy(2147483647);
}
if(s.find(".fillmetal")==0 && gs->cheatEnabled){
	int team=gs->players[player]->team;
	gs->Team(team)->AddMetal(2147483647);
}
if(s.find(".fillenergy")==0 && gs->cheatEnabled){
	int team=gs->players[player]->team;
	gs->Team(team)->AddEnergy(2147483647);
}
I dont know how to get current max metal / energy, so i just used the maximum value which can be given :| Someone maybe could fix it better...

I dont know how to make those .maxmetal and .maxenergy, because i dont know how the resource system works, anyone who knows, could you make those commands? :roll:

Also here is some of my requests for more cheat codes:
.setspacing 10 - sets the .give command spacing to 10 (also negative value could be given).
.cheat host - extra parameter for .cheat command, when this is typed: only host could cheat, prevents abuse when host needs cheat command.
.setteam 6 3 - sets player team 6 into 3, so he can control player 3 stuff now. Could be also possible to give spectator start playing.

Re: More cheat codes?

Posted: 15 Aug 2006, 12:38
by Zydox
TradeMark wrote: .cheat host - extra parameter for .cheat command, when this is typed: only host could cheat, prevents abuse when host needs cheat command.
This one I would really like to see :-)

Posted: 15 Aug 2006, 21:26
by knorke
.setteam 6 3 - sets player team 6 into 3, so he can control player 3 stuff now. Could be also possible to give spectator start playing.
it would also be usefull if you could use playernames instead of numbers.

Posted: 15 Aug 2006, 21:31
by KDR_11k
If it's not already included:

.detonate destroys the selected units immediately
or
.detonate [weaponname] spawns the explosion caused by the named weapon under the cursor.

Posted: 15 Aug 2006, 22:21
by BlackLiger
.detonate MAD (the MADta one :P)

I wanna see the crater made by the mutually assured destruction weapon :P

Posted: 15 Aug 2006, 22:22
by SinbadEV
Dude, I just had the best Idea for a radically stupid feature... mouse weapons, basically have a keybound weapon that fires a weapon from the cursor as long as it's within the "influence" range on the selected units... kind-of-a black-and-white/hand-of-god weapon... sweets...

Posted: 16 Aug 2006, 10:48
by Comp1337
SinbadEV wrote:Dude, I just had the best Idea for a radically stupid feature... mouse weapons, basically have a keybound weapon that fires a weapon from the cursor as long as it's within the "influence" range on the selected units... kind-of-a black-and-white/hand-of-god weapon... sweets...
That would be ftw. Srsly. Even if it was only explosions you could do, it would be so fun in an AA variant.
get some binds; Powermenu, usepower.
We can already spawn units at the cursor, would it be hard to add weapons to that? (ie explosions)
Only spawn units if the cursor is either within LoS or within a radius of a certain building.

Posted: 16 Aug 2006, 11:39
by TradeMark
One thing what i would like to see: when you click with mouse + CTRL, it will create the unit which you have specified before with .give command.

Its so anguishing to to type 100 times .give xxx

Posted: 16 Aug 2006, 11:49
by Gnomre
.........

.give 100 xxx

kthx

Posted: 16 Aug 2006, 12:43
by TradeMark
I know, but what if you dont want 10x10 square instead of a line? or circle?

Now you would probably say: MOVE THE UNITS!!!! OMG ROTFLTLOLLED!!...

But oh shit, buildings cannot be moved.

Posted: 16 Aug 2006, 14:31
by Neddie
If .cheat host comes into play, I want...

.give # XXX to team Y

For the host to .give to others

.send team A to team B

To give a team to another player, possibly a spectator. This, would, of course, be useful for an early drop.

Re: More cheat codes?

Posted: 16 Aug 2006, 18:34
by clericvash
Zydox wrote:
TradeMark wrote: .cheat host - extra parameter for .cheat command, when this is typed: only host could cheat, prevents abuse when host needs cheat command.
This one I would really like to see :-)

+1 to that, i don't want users cheating and ruining a game if i have to enable cheats to allow for say a spectator to take a player over if player drops out.

Posted: 18 Aug 2006, 09:30
by trepan
Its so anguishing to to type 100 times .give xxx
Word Completion (for all '.' commands, and some new '/'
commands), has been added to the console. Commands that
start with '/' only affect the local player (ex: /info and the new
/gameinfo). This will be familiar for those of you used to decent
unix shells, or doskey (iirc). Heck, the .give command will even
word complete the unit's name for any mod.

A Console History feature has also been implemented. To
repeat the last console command, just hit the up arrow key.
I've made it more like IRSSI's (IRC client) history then, say,
bash's (unix shell).

Posted: 19 Aug 2006, 05:48
by LordMatt
Great! I instinctively hit tab and up arrow in spring chat, only to have it do nothing.

Posted: 19 Aug 2006, 09:35
by NOiZE
.iwin
.nowisee
.cheer

Posted: 19 Aug 2006, 09:46
by Das Bruce
Taunts!

Nice town, I'll take it.

Long time no seige.

Build a navy!

:lol:

Posted: 19 Aug 2006, 23:00
by mehere101
Those things annoy the hell out of me, add them!

Posted: 20 Aug 2006, 12:24
by TradeMark
Game.cpp

Code: Select all

for(int z=0;z<squareSize;++z){
	for(int x=0;x<squareSize && total>0;++x){
		unitLoader.LoadUnit(unitName,float3(minpos.x + x * (xsize+PADDING_HERE)*SQUARE_SIZE, minpos.y, minpos.z + z * (zsize+PADDING_HERE)*SQUARE_SIZE),team,createNano);
		--total;
	}
}
Uhm, i dont know where to get the building padding size, so i just added it as "PADDING_HERE" variable...
Could someone of the devs make the padding work properly?

So it would use same padding as the building padding is set... (CTRL+Z and CTRL+X).

Just one variable add, can you? :roll:

Posted: 06 Dec 2006, 04:19
by Zoy64
SinbadEV wrote:Dude, I just had the best Idea for a radically stupid feature... mouse weapons, basically have a keybound weapon that fires a weapon from the cursor as long as it's within the "influence" range on the selected units... kind-of-a black-and-white/hand-of-god weapon... sweets...
If you clicked the Com and typed something like .mousedoom , you could shoot the D-gun, but it would take up 5000 energy, and would only damage units like the Krogoth or big mech units.

Or if you clicked a peewee, you could shoot the energy things, you see?

Posted: 06 Dec 2006, 05:25
by bwansy
BlackLiger wrote:.detonate MAD (the MADta one :P)

I wanna see the crater made by the mutually assured destruction weapon :P
Me too. :P