View Full Version : Possible Console Commands

26th Sep 2009, 16:57
Hello everybody!

I was messing around with the UserInput.ini in the "Documents\Eidos\Batman Arkham Asylum\BmGame\Config" folder and found a more complete list of possible (?) commands in the file "Batman Arkham Asylum\BmGame\Config\DefaultInput.ini" file.

I tried adding the following lines to the UserInput.ini, but they don't seem to work. But earlier today I read a post which was about the line ".Bindings=(Name="G", Command="ToggleGfx")", which allows the hiding of the User Interface for the purpose of making screenshots. This line works perfectly. So... anyone having an idea how to get the lines below to work?

Happy modding!

.Bindings=(Name="F8",Command="show postprocess")
.Bindings=(Name="F5",Command="Stat StartFile")
.Bindings=(Name="F6",Command="Stat StopFile")
.Bindings=(Name="C",Command="ToggleLockCamera", Control=True)
.Bindings=(Name="Add", Command="AddXP")

.Bindings=(Name="Equals",Command="DebugWeaponIn | Button aRightShoulder")
.Bindings=(Name="Underscore",Command="DebugWeaponOut | Button aLeftShoulder")
.Bindings=(Name="Equals",Command="Stat Levels")
.Bindings=(Name="TAB", Command="OpenLevelUpOrMap")

ps: Anyone having any success on opening the .upk and .umap file formats yet? I would love to get my hands on the line of scripting, which changes the player model to that of Joker and Young Bruce during the later parts of the game. I guess it happens somewhere in the "\BmGame\CookedPC\Maps\Admin" range of maps. B1 ist the room with the chandelier (according to the last few lines when you open the map with an hex editor) so it could be B2 or somewhere in the C-files (C=corridor?).

26th Sep 2009, 17:05
I'd be very intrigued to know a way of changing the models.
I'd LOVE a Mudkip, Killer Croc model! :P

About the bindings, the lines seem to look correct, perhaps they were removed from the full game and only work in a special Dev copy?
Sorry I couldn't be of much help.

26th Sep 2009, 17:31
i wonder if they could get console commands(sort of) like they did with bioshock, i guess i could do a bit of digging to find out how that was done.

26th Sep 2009, 20:08
Bioshock handled the console commands in exactly the same way (by adding the commands to the "User.ini" file and binding a key to them), that is how I got the idea for this post in the first place.

Now it would be interesting where the people got the ".Bindings=(Name="G", Command="ToggleGfx")" command from. It is not from the Default.ini file and maybe wherever it came from there is still more console candy fo us... ;-)

EDIT: I am afraid they really used some .exe-files during production, that were not included in the final release, as hinted in the following excerpt from the DefaultEngine.ini:


Also the main .exe of the game is called "ShippingPC-BmGame.exe". But still... the riddle of the working ToggleGFX remains. Now, who is going to be the master detective/riddler to solve this for us?