Home » MODDING HQ 1.13 » v1.13 Feature Requests » All items without ordering for debug purposes?
All items without ordering for debug purposes?[message #359064] Fri, 21 February 2020 10:42 Go to next message
HedgeDude
Messages:2
Registered:December 2011
1.13, or smeagols ANIMAS mod brings tons of guns

and I always enjoy ordering every kind of item from bobby rays to test out loadouts and gun attachments

but...ordering everything from ray's takes too much time, also when I wish to restart a campaign I should order items again and again

can you make a cheat-hotkey that would summon every item just for fun?
Re: All items without ordering for debug purposes?[message #359065 is a reply to message #359064] Fri, 21 February 2020 18:57 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
yep you can spawn all items in sector, there is some key combination I found in the sources a month ago, let me check again

Update:
Enable cheats and press ctrl+alt+shift+i

Its actually a test function to test how sector inventory scrolling works.

Didn't test if it still works, but it worked back then.

Update 2:
Ah yes see below!

[Updated on: Fri, 21 February 2020 19:22]

Re: All items without ordering for debug purposes?[message #359066 is a reply to message #359065] Fri, 21 February 2020 19:04 Go to previous message
sevenfm

 
Messages:2321
Registered:December 2012
Location: Russian Federation
CptMoore wrote on Fri, 21 February 2020 21:57
yep you can spawn all items in sector, there is some key combination I found in the sources a month ago, let me check again
Ctrl+Alt+[I] probably
case 'I':
//CHRISL: This will create a large number of objects for checking overloading //dnl ch75 251013
if(fAlt && fCtrl)
{
	if(CHEATER_CHEAT_LEVEL())
	{
		for ( UINT16 i = FIRST_WEAPON; i<gMAXITEMS_READ; ++i )
		{
			if(i == 1580 || Item[i].ubWeight == 0 && !(i == 257 || i == 1006 || i == 1026 || i == 1183))//dnl!!! items 257, 1006, 1026, 1183 had weight 0 which need to be changed in xml
				continue;
			CreateItem(i, 100, &gTempObject);
			AddItemToPool(usMapPos, &gTempObject, VISIBLE , 0, WORLD_ITEM_REACHABLE, 0);
		}
	}
}
break;



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