Lambda Wars Beta Console Commands

Lambda Wars Beta: Console Commands (Cheat Codes)

Lambda Wars is a free standalone multiplayer Source Engine modification set in the Half-Life 2 universe that brings the war between mankind and their brutal Combine overlords to a traditional real-time strategy (RTS) setting.

Lambda Wars Beta: Console Commands

Getting Started
Make sure you have the Console enabled by looking in.
Settings > Keyboard and mouse then click enable dev console and then done.

Then use ~ to open it

Then you need to start a map of some kind using:
map <map name>

Then enable cheats via:
sv_cheats 1

Console Commands

Gameplay related:

  • wars_giveresources <ResourceName> <Amount> <Player|optional> – Give resources
  • wars_build_instant – build units instantly (ignoring build times)
  • unitpanel – Show a panel for spawning units
  • unit_create – Create an unit from the console.
  • abilitypanel – Show a panel to execute abilities.
  • wars_abi – Execute an ability from the console.
  • playermodifiertool – Show a panel to modify some player instance data like the color.
  • attributemodifiertool – Show a panel for modifying attributes of units.
  • load_gamepackage – Load a game package.
  • change_ownernumber – Change your owner number. Is used to indentify which units you can control.
  • sv_unitlimit – Controls the maximum population per player.
  • wars_setgamerules – Change the gamerules.

Map related:

  • wars_editor – Open tools for the flora editor and navigation mesh
  • sv_fogofwar 0 – Disable fog of war
  • noclip – Free fly mode

CPU/AI Player related:

  • wars_strategicai_enable – Enable CPU Player for specific player
  • wars_strategicai_disable – Disable CPU Player for specific player
  • wars_strategicai_debugprint – Prints debug information about a CPU player

Nav Mesh related:

  • recast_build – Builds the navigation mesh
  • recast_draw_navmesh – Visualizes the navigation mesh
  • recast_draw_nodepth – Draws the navigation mesh with no depth. Can be useful if map geometry is overlapping the mesh, but if you have multiple layers this can look confusing.
  • recast_draw_trimeshslope – Visualizes the map geometry used by the build process. Useful if the navigation mesh result does not match the expected result.
  • recast_build_numthreads – Max number of threads used when building navigation meshes in parallel (restricted by the number of meshes to build).
  • recast_loadmapmesh – Generates the map geometry used by the build process. recast_build will do this automatically, but can be useful if you only want to visualize the generated map geometry.

More of this sort of thing:


Written by Offlcer_Sam

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