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Number keys on debug mode? - Printable Version

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Number keys on debug mode? - cantremember - 12-28-2016

I started replaying the game and had debug mode enabled. I accidentally discovered that the number keys do things, crazy things.
Pressing 5 and 6 seemed to change the intensity of the algae particles till it looks like thick snow.
The other keys seem to set the map in different stages, but crazy things start happening.

In Delta, pressing 1 makes the zeppelin arrive, pressing 2 the zeppelin hovers in mid-air and pressing 3 makes it leave without you on it, and without omnitool plugged in.

In CURIE pressing one teleports you to the reactor room, and plays the alarms and animation when the ship is going down, but the tentacles are still connected and Flesher isn't going after you until you actually disconnect the tentacles.

And in Theta each key seems to do something else, like making the submarine go coo coo or set the level progress, but it always turns the level into an inconsistent state because the submarine would drop while you are still locked out of the submarine bay, or Catherine talking while you still have the omnitool on you etc.

Are there any details of what the number keys do exactly?


RE: Number keys on debug mode? - Mudbill - 12-28-2016

It seems they perhaps act like saved "states" of the game, for easy access during development? Perhaps they can be easily configured in the dev mode or script.


RE: Number keys on debug mode? - Romulator - 12-28-2016

Have a look for the OnAction(); function in the .hps for your desired map. Generally what is happening is Frictional Games have assigned certain debugging/test measures using the numpad keys.

A small snippet of 01_01_upsilon_awake yields:
PHP Code:
void OnAction(int alActionbool abPressed
{
    if (
alAction == eAction_Test8)
    {
        
Map_ChangeMap("01_02_upsilon_inside.hpm""machine_room""""");
    }


which, should mean pressing the Numpad 8 key will cause you to change maps.