Debug and Cheat Features¶
Only in builds made with RTS_DEBUG_CHEATS=ON.
Debug name overlays¶
Names drawn above every object on screen, props and wreckage included.
Ctrl + [Cycles three ways: off, the object's template (INI) name in white, then the model's sub object names in green as well.Ctrl + ]Particle systems running on that object, in blue, with the FXList that spawned them in amberCtrl + 'TheCommandSetthe object uses, in yellowCtrl + ;The weapons the object is armed with, in red, under the command setCtrl + -TheArmorthe object currently uses, in light blue, under the weaponsCtrl + /The W3D model each draw module has loaded, in teal, as a callout: a leader line runs from the model out to one side and the name sits at the end of itCtrl + ,Laser beams: the laser object's name, which for a weapon is itsLaserName, in pink at the middle of the beam-
Ctrl + .Laser beams: theW3DLaserDrawmodule tags, in lavender, under the laser name -
Sub object names (hull, turret, wheels, ...) are for
ShowSubObject/HideSubObject. Up to 16, then "and N more". - Command set, weapons and armor are read from the live object, so they show the set or block the
engine actually picked. Empty cases show
<none>,<no weapons>or<no armor>. - Weapons are listed as in a
WeaponSetblock, e.g.PRIMARY NapalmMissileWeapon. - Models are the ones the current condition states picked, so damaged, night and snow variants show. A module with no model in its current state gets no label. Each leader starts at the centre of its model's bounds and goes out on the side that model is on; labels that would overlap are pushed up above each other. Up to 16 per object.
- Laser labels that would overlap are pushed up above each other. A second beam of the same laser landing on an existing label is not labelled again. With a laser overlay on, the object overlays skip laser objects, which sit on their firer.
Also bindable in CommandMap.ini as CHEAT_SHOW_OBJECT_NAME, CHEAT_SHOW_PARTICLE_NAMES,
CHEAT_SHOW_COMMAND_SET, CHEAT_SHOW_WEAPON_SET, CHEAT_SHOW_ARMOR_SET, CHEAT_SHOW_MODEL_NAMES,
CHEAT_SHOW_LASER_NAME and CHEAT_SHOW_LASER_BEAM_BLOCK.
ParticleNameLingerMS = 0Options.ini. Milliseconds a particle name stays on screen after its system has gone. 0 or absent shows names only while the system is alive.
Notes
- Without a linger, one-shot effects flash past unreadably.
- The particle overlay is expensive; leave it off when not in use.
Other cheat hotkeys¶
Ctrl + `Instant build, +999999 credits, this general's own sciences, max rank, reveals the mapCtrl + \Toggles rendering off and on; the simulation keeps runningShift + Ctrl + ZToggles the camera zoom limitCtrl + F1Toggles back face culling, drawing every face double sided when off. Contra also binds this key toSAVE_VIEW1, so it saves camera bookmark 1 too.CHEAT_TOGGLE_FACE_CULLINGin CommandMap.iniShift + Ctrl + `CyclesHealthBarDisplayModelive
Notes
- The health bar cycle is not a cheat and works in a normal release build too.
- A second press of the combined cheat resets rank via
resetRank(), wiping purchased sciences. - Sciences granted are only this general's own tree.