Difference between revisions of "Debug mode"
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| Shakes the screen like when [[dynamite]] explodes when in top view.<br /> Makes the primary selected Rock Raider eat while in any view. | | Shakes the screen like when [[dynamite]] explodes when in top view.<br /> Makes the primary selected Rock Raider eat while in any view. | ||
|- | |- | ||
| ''' | | Number pad '''3''' | ||
| Destroys connections between any walls at mousepoint, except border rock. Walls exposed this way show as shades of pink on the radar instead of purple. | | Destroys connections between any walls at mousepoint, except border rock. Walls exposed this way show as shades of pink on the radar instead of purple. | ||
|- | |- | ||
| ''' | | Number pad '''7''' | ||
| Sets game speed to the maximum of 300% (note that changing the game speed through the menu only allows up to 250% speed to be set) | | Sets game speed to the maximum of 300% (note that changing the game speed through the menu only allows up to 250% speed to be set) | ||
|- | |- | ||
| ''' | | Number pad '''8''' | ||
| Decreases game speed | | Decreases game speed | ||
|- | |- | ||
| ''' | | Number pad '''9''' | ||
| Increases game speed | | Increases game speed | ||
|- | |- | ||
Line 300: | Line 300: | ||
| Toggles power to the currently selected building on or off. Using this on a [[Tool Store]] or [[Power Station]] toggles the "Turn Power Off/On" button from being grey and unusable to being usable, as these buildings normally can't be turned off. | | Toggles power to the currently selected building on or off. Using this on a [[Tool Store]] or [[Power Station]] toggles the "Turn Power Off/On" button from being grey and unusable to being usable, as these buildings normally can't be turned off. | ||
|- | |- | ||
| ''' | | Number pad '''Delete''' | ||
| Destroys any walls at mousepoint, except border rock | | Destroys any walls at mousepoint, except border rock | ||
|- | |- |
Revision as of 21:52, 14 August 2017
Debug keys are special keyboard shortcuts in video games that allow the game programmers to test things quickly in-game.
LEGO Island
Debug keys in LEGO Island can be activated by typing 'ogel' during gameplay. Once activated, you can press the keys below to use debugging features:
Key | Effect |
---|---|
A | Plays the diving cutscene from the second floor of the Information Center elevator |
C + 00-69 | Moves the viewpoint to a scene for a single frame (unless in an interaction that locks the camera). For a complete list of scenes, see here. |
D | Temporarily lowers the viewpoint; walking into any barriers will reset the viewpoint level |
F | Switches model quality to low |
G + 1 |
|
G + 2-5 | Skips the game's current act to a point within the Brickster quest:
|
H | Switches model quality to high |
L + 0 or 1 | Changes lighting based on current camera orientation |
N | Toggles the viewpoint being locked at the current position. Player movement is still possible while locked. |
P | Toggles scenery objects (plants and streetlights) on or off |
S | Toggles music on or off. When toggling off, music stops automatically; when toggling on, entering or leaving a building is needed to re-enable. |
U | Temporarily raises the viewpoint; walking into any barriers will reset the viewpoint level |
V + A | Automatically moves the player to and plays each interaction in an act or location in a pre-defined order |
X | Switches model quality to normal |
Tab | Shows the game's frame rate. |
Number pad / | Switches the players character to the Brickster. Clicking on scenery objects and non-enterable buildings causes them to deconstruct. Clicking on the pizzeria will crash the game. Note that this will persist in the save file it's used on. |
Number pad * | Switches the player to the next playable character from the one they were playing as. In order: Pepper, Mama, Papa, Laura, Nick, and then back to Pepper. |
The following keys work without the "ogel" cheat | |
Num + or Num - | Pressing these keys cycles through a list of characters, causing any loaded characters that get selected to appear in front of the player (flashing for a frame if they're active in the world, or staying frozen in the air in their last position if inactive). If the character being played as is selected, the viewpoint will move forward and up to that point. The player's actual location remains the same, and they can move around and make the viewpoint move linked to them but in its new location; however, like with the D and U debug keys, running into a barrier will reset the viewpoint. The following is a list of characters assigned to each spot:
|
To do: Figure out a better way to write about the +/- keys that isn't so messy
LEGO Rock Raiders
Debug keys in the Windows version of LEGO Rock Raiders can be used during a level...
The quickest way to enable debug mode is to run the game using the -programmer
parameter option. The -debug
parameter only enables some - if any - of the debug keys (find out which).
Debug Mode can also be activated by editing the Lego.cfg file. This method reliable activates all available debug keys.
1. Extract LegoRR1.wad.
2. Open Lego.cfg.
3. Go to line 115.
4. Change AllowDebugKeys FALSE
to AllowDebugKeys TRUE
.
5. Save, and rebuild LegoRR1.wad.
Below is a list of Debug keys discovered by Rock Raiders United.
To do: Verify, possibly remove non-debug entries
Key | Effect |
---|---|
F6 | Toggles fallin mode on or off. When off, landslides will only occur at areas specified in the fallin map |
F11 | Disables all building and vehicle prerequisites |
F12 | Disables NERPS mission objectives |
Shift + A | Tells a Rock Raider to get get a Sonic Blaster from the Tool Store and place it at mousepoint (triggers landslide at mousepoint) |
Left Ctrl + D | Instantly fails level |
Left Ctrl + F | Toggle frame rate monitor on or off |
Left Ctrl + G | Toggle memory monitor on or off |
Left Ctrl + S | Instantly completes level (toggles sound) |
Right Ctrl + S | Instantly fails level with the unused crystal failure reason "Too many Energy Crystals have been stolen for you to be able to complete this mission." (toggles sound) |
Left Shift + U | Triggers Advisor_Anim_Point_N |
Right Shift + U | Will end a looping advisor animation if one is playing |
Spacebar + Esc | Quits the game when in a level |
1 | Primary selected Rock Raider goes to eye view (menu doesn't change.) |
2 | Primary selected Rock Raider goes to shoulder view (menu doesn't change.) |
3 | Primary selected Rock Raider goes to top view (menu doesn't change.) |
4 | Primary selected unit will be selected by the radar for tracking |
5 | Makes cursor light grow/shrink. If a unit that changes its model when upgraded selected, it will change the first number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade |
6 | Affects the cursor light in some way. If a unit that changes its model when upgraded selected, it will change the second number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade |
7 | If a unit that changes its model when upgraded selected, it will change the third number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade |
8 | If a unit that changes its model when upgraded selected, it will change the fourth number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade |
9 | Decrease 3D sound fall off |
0 | Add 3D sound fall off |
A | Creates a landslide at mousepoint. This key is also known to generate materials from the Cryore map. The modifier must switch between blocks very fast and tap "A" repeatedly. This also happens in front of a Crystal/Ore seam. (?) |
B | Pushes any Rock Raider or Monster at mousepoint east-northeast (one half-tile to the map's absolute top per every one tile to the absolute right) |
E | Makes a monster emerge from any wall at mousepoint except Solid Rock |
F | Take 40 health points off all units selected |
H | Creates a spider web at mousepoint on any single tile with two walls non-diagonally adjacent to it and across from each other |
J | Creates an at mousepoint (same placement rules as normal Electric Fences) |
L | Instantly exits the level to the results screen |
M | Toggles music on or off |
O | Decreases oxygen level at a rate of 50% per second[Verify and find equivelent coef] |
R | Rotates the cursor light[Needs further verification] |
S | Toggles sound on or off |
Y | Triggers the CrystalFound InfoMessage; clicking this message's go to button points to the northwest corner of the map at (5,5), although no crystal has actually been created |
Z | Shakes the screen like when dynamite explodes when in top view. Makes the primary selected Rock Raider eat while in any view. |
Number pad 3 | Destroys connections between any walls at mousepoint, except border rock. Walls exposed this way show as shades of pink on the radar instead of purple. |
Number pad 7 | Sets game speed to the maximum of 300% (note that changing the game speed through the menu only allows up to 250% speed to be set) |
Number pad 8 | Decreases game speed |
Number pad 9 | Increases game speed |
End | Toggles power to the currently selected building on or off. Using this on a Tool Store or Power Station toggles the "Turn Power Off/On" button from being grey and unusable to being usable, as these buildings normally can't be turned off. |
Number pad Delete | Destroys any walls at mousepoint, except border rock |
Non-Debug Keys | |
Esc | Brings up pause menu |
P | Brings up the pause menu |
X | Strafes right in eye or shoulder view of any unit that can strafe |
Z | Strafes left in eye or shoulder view of any unit that can strafe (if debug keys are enabled, a Rock Raider will eat instead) |