// // xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - cix aliasez - xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx // alias cix "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpve $$ unanon $$ GenAddWindow Hud_Traybox_Allpowers" alias prayz "bind_load_file praybind $$ ui_load_file prayui $$ anon $$ channel_setcurrent 2501 $$ GenremoveWindow Hud_Traybox_Allpowers" // // // cix PvP // alias pvp "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpvp $$ unanon $$ GenAddWindow Hud_Traybox_Allpowers" alias stb "unbind_all $$ ui_load_file cixui $$ bind_load_file cixstb $$ GenAddWindow Hud_Traybox_Allpowers" // // // cix PvE // alias pve "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpve $$ unanon $$ GenAddWindow Hud_Traybox_Allpowers" // // // // // // xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - cix aliasez - xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx // // // // // // // Denotes a comment and is skipped over when the file is read. // // ToC // // 1. working area with custom aliases +-+-+-+-+-++-+-+-+-+-+ <<- !!! this at least u need !!! in "CommandAliases.txt" !!! // plus # subj's special codes do not overwrite anymore with stuff from here after making custom changes // dont touch unless ordered by him !!! // // 2. short version and installation #-#-#-#-#-##-#-#-#-#-# <<- !! start reading here !! (can be in separate file) !! // a short what it does, how to do it and how it's doing it // --------- // 3. longer version >> NWO AL 12 << <->#<->#<-><->#<->#<-> <<- ! more reading here ! (can be in separate file) ! // --------- for labradors 8) + Commands available to access level 12 // !!! // !!! // !!! // // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ general aliasez +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ general aliasez +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ general aliasez +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // // alias gb "genaddwindow Guildbank_Root" alias ahz "GenAddWindow Auction_Root" alias adz "gensendmessage Menubar_Diamondexchangebutton activate" alias cn "gensendmessage Logouttimer_Leavenowbutton Activate" alias shopz "gensendmessage Menubar_Adstorebutton activate" alias vop "gensendmessage Invocation_Store_Button activate" alias out "gensendmessage stuck_abortmissionbutton activate" alias invz "inventory" alias vaultz "inventory $$ Invoke" alias quickz "gotoCharacterSelect $$ Invoke" alias ragez "Team_Leave" alias opz "Options" alias logz "gotoCharacterSelect" alias bozz "window_minimize" alias curez "Power_Exec 1 System_Injury_Cure" alias altarz "Power_Exec 1 Item_Portable_Altar" alias showz "gsm showpowerset" alias bsf "bind_save_file {}" alias blf "bind_load_file {}" alias usf "ui_save_file {}" alias ulf "ui_load_file {}" alias cls "clear" alias gaw "genaddwindow {}" alias grw "genremovewindow {}" alias net1 "hideDevUI 0 $$ showmem 1 $$ netTimingGraphAlpha 1 $$ netTimingGraph 1 $$ netgraph 1 $$ fpsgraph 1 $$ ulf cixui" alias net0 "hideDevUI 1 $$ showmem 0 $$ netTimingGraphAlpha 0 $$ netTimingGraph 0 $$ netgraph 0 $$ fpsgraph 0 $$ ulf cixui" alias jug "emote_notext juggle" // // // // // // // // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ for further use/experimentation +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ for further use/experimentation +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ for further use/experimentation +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // // some binds -> /bind "..." // // "+InventoryExec Mounts 0 $$ Power_Exec 1 System_Injury_Cure $$ ++autoforward" // "follow $$ say I'm following you now, $target!" // "Power_Exec 1 Item_Portable_Altar" // "uiOK" // "gensendmessage Logouttimer_Leavenowbutton Activate" // "Power_Exec 1 System_Injury_Cure" // // "inventory $$ GenAddWindow Bank_Accountresources_Box $$ GenAddWindow Bank_Accountbag" // "inventory $$ GenRemoveWindow Bank_Accountresources_Box $$ GenRemoveWindow Bank_Accountbag" // // // // // // // General // // "++interact" just interact no inspect // "target $$ follow" // alias TargetLock "hardtargetlock {}" // // Guardian Fighter // // alias GuardLock "hardtargetlock 1 $$ CombatReactivePowerExec 1 $$ bind shift GuardUnlock" // alias GuardUnlock "hardtargetlock 0 $$ CombatReactivePowerExec 0 $$ bind shift GuardLock" // alias GuardLockTap "hardtargetlock {} $$ CombatReactivePowerExec {}" // // Devoted Cleric // // alias MT "Target Rhonda" // alias MHT1 "HardTargetLock 1 $$ MT $$ alias MHT1 &MHT2" // alias MHT2 "HardTargetLock 0 $$ alias MHT1 &MHT3" // alias MHT3 "HardTargetLock 1 $$ MT $$ alias MHT1 &MHT2" // // // // Mouse Wheel Zoom // alias fov20 "gfxsetdefaultfov 20 $$ bind wheelminus fov25" // alias fov25 "gfxsetdefaultfov 25 $$ bind wheelplus fov20 $$ bind wheelminus fov30" // alias fov30 "gfxsetdefaultfov 30 $$ bind wheelplus fov25 $$ bind wheelminus fov35" // alias fov35 "gfxsetdefaultfov 35 $$ bind wheelplus fov30 $$ bind wheelminus fov40" // alias fov40 "gfxsetdefaultfov 40 $$ bind wheelplus fov35 $$ bind wheelminus fov45" // alias fov45 "gfxsetdefaultfov 45 $$ bind wheelplus fov40 $$ bind wheelminus fov50" // alias fov50 "gfxsetdefaultfov 50 $$ bind wheelplus fov45 $$ bind wheelminus fov55" // alias fov55 "gfxsetdefaultfov 55 $$ bind wheelplus fov50 $$ bind wheelminus fov60" // alias fov60 "gfxsetdefaultfov 60 $$ bind wheelplus fov55 $$ bind wheelminus fov65" // alias fov65 "gfxsetdefaultfov 65 $$ bind wheelplus fov60 $$ bind wheelminus fov70" // alias fov70 "gfxsetdefaultfov 70 $$ bind wheelplus fov65 $$ bind wheelminus fov75" // alias fov75 "gfxsetdefaultfov 75 $$ bind wheelplus fov70 $$ bind wheelminus fov80" // alias fov80 "gfxsetdefaultfov 80 $$ bind wheelplus fov75 $$ bind wheelminus fov85" // alias fov85 "gfxsetdefaultfov 85 $$ bind wheelplus fov80 $$ bind wheelminus fov90" // alias fov90 "gfxsetdefaultfov 90 $$ bind wheelplus fov85 $$ bind wheelminus fov95" // alias fov95 "gfxsetdefaultfov 95 $$ bind wheelplus fov90 $$ bind wheelminus fov100" // alias fov100 "gfxsetdefaultfov 100 $$ bind wheelplus fov95" // // // // // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ AD/ZEN pickup/offer section +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ AD/ZEN pickup/offer section +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ AD/ZEN pickup/offer section +-+-+-+-+-++-+-+-+-+-++-+-+-+-+-++-+-+-+-+-+ // // // CurrencyExchange_ClaimMTC #zen <- claims ZEN from adexchange // // alias zenget1 "CurrencyExchange_ClaimMTC 10000000" // alias zenget2 "CurrencyExchange_ClaimMTC 1000000" // alias zenget3 "CurrencyExchange_ClaimMTC 100000" // alias zenget4 "CurrencyExchange_ClaimMTC 10000" // alias zenget5 "CurrencyExchange_ClaimMTC 1000" // alias zenget6 "CurrencyExchange_ClaimMTC 100" // alias zenget7 "CurrencyExchange_ClaimMTC 10" // alias zenget8 "CurrencyExchange_ClaimMTC 1" // // // CurrencyExchange_ClaimTC #ad <- claims AD from adexchange // // alias adget1 "CurrencyExchange_ClaimTC 10000000" // alias adget2 "CurrencyExchange_ClaimTC 1000000" // alias adget3 "CurrencyExchange_ClaimTC 100000" // alias adget4 "CurrencyExchange_ClaimTC 10000" // alias adget5 "CurrencyExchange_ClaimTC 1000" // alias adget6 "CurrencyExchange_ClaimTC 100" // alias adget7 "CurrencyExchange_ClaimTC 10" // alias adget8 "CurrencyExchange_ClaimTC 1" // // // supergetz <- combos of the AD claim commands above cause we think big // // alias supergetz1 "adget1 $$ adget1 $$ adget1 $$ adget1 $$ adget1 $$ adget1 $$ adget1 $$ adget1 $$ adget1 $$ adget1" // alias supergetz2 "adget2 $$ adget2 $$ adget2 $$ adget2 $$ adget2 $$ adget2 $$ adget2 $$ adget2 $$ adget2 $$ adget2" // alias supergetz3 "adget3 $$ adget3 $$ adget3 $$ adget3 $$ adget3 $$ adget3 $$ adget3 $$ adget3 $$ adget3 $$ adget3" // alias supergetz4 "adget4 $$ adget4 $$ adget4 $$ adget4 $$ adget4 $$ adget4 $$ adget4 $$ adget4 $$ adget4 $$ adget4" // alias supergetz5 "adget5 $$ adget5 $$ adget5 $$ adget5 $$ adget5 $$ adget5 $$ adget5 $$ adget5 $$ adget5 $$ adget5" // alias supergetz6 "adget6 $$ adget6 $$ adget6 $$ adget6 $$ adget6 $$ adget6 $$ adget6 $$ adget6 $$ adget6 $$ adget6" // alias supergetz7 "adget7 $$ adget7 $$ adget7 $$ adget7 $$ adget7 $$ adget7 $$ adget7 $$ adget7 $$ adget7 $$ adget7" // alias supergetz8 "adget8 $$ adget8 $$ adget8 $$ adget8 $$ adget8 $$ adget8 $$ adget8 $$ adget8 $$ adget8 $$ adget8" // // // *buyz<- combos of the ZEN offer commands below - use sparingly - more than 2 combos freak out the matrix // // alias superbuyz "adbuy1 $$ adbuy2 $$ adbuy3 $$ adbuy4" // // // currencyexchange_createbuyorder #zen #ad <- creates offers to buy ZEN for AD // 5k zen is max - adjust the #ad value if it should drop below 300 // // // 300ad block // // // alias adbuy1 "currencyexchange_createbuyorder 5000 300 $$ currencyexchange_createbuyorder 4950 300 $$ currencyexchange_createbuyorder 4900 300 $$ currencyexchange_createbuyorder 4850 300 $$ currencyexchange_createbuyorder 4800 300 $$ currencyexchange_createbuyorder 4750 300 $$ currencyexchange_createbuyorder 4700 300 $$ currencyexchange_createbuyorder 4650 300 $$ currencyexchange_createbuyorder 4600 300 $$ currencyexchange_createbuyorder 4550 300 $$ currencyexchange_createbuyorder 4500 300 $$ currencyexchange_createbuyorder 4450 300 $$ currencyexchange_createbuyorder 4400 300 $$ currencyexchange_createbuyorder 4350 300 $$ currencyexchange_createbuyorder 4300 300 $$ currencyexchange_createbuyorder 4250 300 $$ currencyexchange_createbuyorder 4200 300 $$ currencyexchange_createbuyorder 4150 300 $$ currencyexchange_createbuyorder 4100 300 $$ currencyexchange_createbuyorder 4050 300" // alias adbuy2 "currencyexchange_createbuyorder 4000 300 $$ currencyexchange_createbuyorder 3900 300 $$ currencyexchange_createbuyorder 3800 300 $$ currencyexchange_createbuyorder 3700 300 $$ currencyexchange_createbuyorder 3600 300 $$ currencyexchange_createbuyorder 3500 300 $$ currencyexchange_createbuyorder 3400 300 $$ currencyexchange_createbuyorder 3300 300 $$ currencyexchange_createbuyorder 3200 300 $$ currencyexchange_createbuyorder 3100 300 $$ currencyexchange_createbuyorder 3000 300 $$ currencyexchange_createbuyorder 2900 300 $$ currencyexchange_createbuyorder 2800 300 $$ currencyexchange_createbuyorder 2700 300 $$ currencyexchange_createbuyorder 2600 300 $$ currencyexchange_createbuyorder 2500 300 $$ currencyexchange_createbuyorder 2400 300 $$ currencyexchange_createbuyorder 2300 300 $$ currencyexchange_createbuyorder 2200 300 $$ currencyexchange_createbuyorder 2100 300" // alias adbuy3 "currencyexchange_createbuyorder 2000 300 $$ currencyexchange_createbuyorder 1900 300 $$ currencyexchange_createbuyorder 1800 300 $$ currencyexchange_createbuyorder 1700 300 $$ currencyexchange_createbuyorder 1600 300 $$ currencyexchange_createbuyorder 1500 300 $$ currencyexchange_createbuyorder 1400 300 $$ currencyexchange_createbuyorder 1300 300 $$ currencyexchange_createbuyorder 1200 300 $$ currencyexchange_createbuyorder 1100 300 $$ currencyexchange_createbuyorder 1000 300 $$ currencyexchange_createbuyorder 900 300 $$ currencyexchange_createbuyorder 800 300 $$ currencyexchange_createbuyorder 700 300 $$ currencyexchange_createbuyorder 600 300 $$ currencyexchange_createbuyorder 500 300 $$ currencyexchange_createbuyorder 400 300 $$ currencyexchange_createbuyorder 300 300 $$ currencyexchange_createbuyorder 200 300 $$ currencyexchange_createbuyorder 100 300" // alias adbuy4 "currencyexchange_createbuyorder 100 300 $$ currencyexchange_createbuyorder 90 300 $$ currencyexchange_createbuyorder 80 300 $$ currencyexchange_createbuyorder 70 300 $$ currencyexchange_createbuyorder 60 300 $$ currencyexchange_createbuyorder 50 300 $$ currencyexchange_createbuyorder 40 300 $$ currencyexchange_createbuyorder 30 300 $$ currencyexchange_createbuyorder 20 300 $$ currencyexchange_createbuyorder 10 300 $$ currencyexchange_createbuyorder 10 300 $$ currencyexchange_createbuyorder 9 300 $$ currencyexchange_createbuyorder 8 300 $$ currencyexchange_createbuyorder 7 300 $$ currencyexchange_createbuyorder 6 300 $$ currencyexchange_createbuyorder 5 300 $$ currencyexchange_createbuyorder 4 300 $$ currencyexchange_createbuyorder 3 300 $$ currencyexchange_createbuyorder 2 300 $$ currencyexchange_createbuyorder 1 300" // // // 400ad block // // //alias adbuy1 "currencyexchange_createbuyorder 5000 400 $$ currencyexchange_createbuyorder 4950 400 $$ currencyexchange_createbuyorder 4900 400 $$ currencyexchange_createbuyorder 4850 400 $$ currencyexchange_createbuyorder 4800 400 $$ currencyexchange_createbuyorder 4750 400 $$ currencyexchange_createbuyorder 4700 400 $$ currencyexchange_createbuyorder 4650 400 $$ currencyexchange_createbuyorder 4600 400 $$ currencyexchange_createbuyorder 4550 400 $$ currencyexchange_createbuyorder 4500 400 $$ currencyexchange_createbuyorder 4450 400 $$ currencyexchange_createbuyorder 4400 400 $$ currencyexchange_createbuyorder 4350 400 $$ currencyexchange_createbuyorder 4300 400 $$ currencyexchange_createbuyorder 4250 400 $$ currencyexchange_createbuyorder 4200 400 $$ currencyexchange_createbuyorder 4150 400 $$ currencyexchange_createbuyorder 4100 400 $$ currencyexchange_createbuyorder 4050 400" //alias adbuy2 "currencyexchange_createbuyorder 4000 400 $$ currencyexchange_createbuyorder 3900 400 $$ currencyexchange_createbuyorder 3800 400 $$ currencyexchange_createbuyorder 3700 400 $$ currencyexchange_createbuyorder 3600 400 $$ currencyexchange_createbuyorder 3500 400 $$ currencyexchange_createbuyorder 3400 400 $$ currencyexchange_createbuyorder 3300 400 $$ currencyexchange_createbuyorder 3200 400 $$ currencyexchange_createbuyorder 3100 400 $$ currencyexchange_createbuyorder 3000 400 $$ currencyexchange_createbuyorder 2900 400 $$ currencyexchange_createbuyorder 2800 400 $$ currencyexchange_createbuyorder 2700 400 $$ currencyexchange_createbuyorder 2600 400 $$ currencyexchange_createbuyorder 2500 400 $$ currencyexchange_createbuyorder 2400 400 $$ currencyexchange_createbuyorder 2300 400 $$ currencyexchange_createbuyorder 2200 400 $$ currencyexchange_createbuyorder 2100 400" //alias adbuy3 "currencyexchange_createbuyorder 2000 400 $$ currencyexchange_createbuyorder 1900 400 $$ currencyexchange_createbuyorder 1800 400 $$ currencyexchange_createbuyorder 1700 400 $$ currencyexchange_createbuyorder 1600 400 $$ currencyexchange_createbuyorder 1500 400 $$ currencyexchange_createbuyorder 1400 400 $$ currencyexchange_createbuyorder 1300 400 $$ currencyexchange_createbuyorder 1200 400 $$ currencyexchange_createbuyorder 1100 400 $$ currencyexchange_createbuyorder 1000 400 $$ currencyexchange_createbuyorder 900 400 $$ currencyexchange_createbuyorder 800 400 $$ currencyexchange_createbuyorder 700 400 $$ currencyexchange_createbuyorder 600 400 $$ currencyexchange_createbuyorder 500 400 $$ currencyexchange_createbuyorder 400 400 $$ currencyexchange_createbuyorder 300 400 $$ currencyexchange_createbuyorder 200 400 $$ currencyexchange_createbuyorder 100 400" //alias adbuy4 "currencyexchange_createbuyorder 100 400 $$ currencyexchange_createbuyorder 90 400 $$ currencyexchange_createbuyorder 80 400 $$ currencyexchange_createbuyorder 70 400 $$ currencyexchange_createbuyorder 60 400 $$ currencyexchange_createbuyorder 50 400 $$ currencyexchange_createbuyorder 40 400 $$ currencyexchange_createbuyorder 30 400 $$ currencyexchange_createbuyorder 20 400 $$ currencyexchange_createbuyorder 10 400 $$ currencyexchange_createbuyorder 10 400 $$ currencyexchange_createbuyorder 9 400 $$ currencyexchange_createbuyorder 8 400 $$ currencyexchange_createbuyorder 7 400 $$ currencyexchange_createbuyorder 6 400 $$ currencyexchange_createbuyorder 5 400 $$ currencyexchange_createbuyorder 4 400 $$ currencyexchange_createbuyorder 3 400 $$ currencyexchange_createbuyorder 2 400 $$ currencyexchange_createbuyorder 1 400" // // // 500ad block // // //alias adbuy1 "currencyexchange_createbuyorder 5000 500 $$ currencyexchange_createbuyorder 4950 500 $$ currencyexchange_createbuyorder 4900 500 $$ currencyexchange_createbuyorder 4850 500 $$ currencyexchange_createbuyorder 4800 500 $$ currencyexchange_createbuyorder 4750 500 $$ currencyexchange_createbuyorder 4700 500 $$ currencyexchange_createbuyorder 4650 500 $$ currencyexchange_createbuyorder 4600 500 $$ currencyexchange_createbuyorder 4550 500 $$ currencyexchange_createbuyorder 4500 500 $$ currencyexchange_createbuyorder 4450 500 $$ currencyexchange_createbuyorder 4400 500 $$ currencyexchange_createbuyorder 4350 500 $$ currencyexchange_createbuyorder 4300 500 $$ currencyexchange_createbuyorder 4250 500 $$ currencyexchange_createbuyorder 4200 500 $$ currencyexchange_createbuyorder 4150 500 $$ currencyexchange_createbuyorder 4100 500 $$ currencyexchange_createbuyorder 4050 500" //alias adbuy2 "currencyexchange_createbuyorder 4000 500 $$ currencyexchange_createbuyorder 3900 500 $$ currencyexchange_createbuyorder 3800 500 $$ currencyexchange_createbuyorder 3700 500 $$ currencyexchange_createbuyorder 3600 500 $$ currencyexchange_createbuyorder 3500 500 $$ currencyexchange_createbuyorder 3400 500 $$ currencyexchange_createbuyorder 3300 500 $$ currencyexchange_createbuyorder 3200 500 $$ currencyexchange_createbuyorder 3100 500 $$ currencyexchange_createbuyorder 3000 500 $$ currencyexchange_createbuyorder 2900 500 $$ currencyexchange_createbuyorder 2800 500 $$ currencyexchange_createbuyorder 2700 500 $$ currencyexchange_createbuyorder 2600 500 $$ currencyexchange_createbuyorder 2500 500 $$ currencyexchange_createbuyorder 2400 500 $$ currencyexchange_createbuyorder 2300 500 $$ currencyexchange_createbuyorder 2200 500 $$ currencyexchange_createbuyorder 2100 500" //alias adbuy3 "currencyexchange_createbuyorder 2000 500 $$ currencyexchange_createbuyorder 1900 500 $$ currencyexchange_createbuyorder 1800 500 $$ currencyexchange_createbuyorder 1700 500 $$ currencyexchange_createbuyorder 1600 500 $$ currencyexchange_createbuyorder 1500 500 $$ currencyexchange_createbuyorder 1400 500 $$ currencyexchange_createbuyorder 1300 500 $$ currencyexchange_createbuyorder 1200 500 $$ currencyexchange_createbuyorder 1100 500 $$ currencyexchange_createbuyorder 1000 500 $$ currencyexchange_createbuyorder 900 500 $$ currencyexchange_createbuyorder 800 500 $$ currencyexchange_createbuyorder 700 500 $$ currencyexchange_createbuyorder 600 500 $$ currencyexchange_createbuyorder 500 500 $$ currencyexchange_createbuyorder 400 500 $$ currencyexchange_createbuyorder 300 500 $$ currencyexchange_createbuyorder 200 500 $$ currencyexchange_createbuyorder 100 500" //alias adbuy4 "currencyexchange_createbuyorder 100 500 $$ currencyexchange_createbuyorder 90 500 $$ currencyexchange_createbuyorder 80 500 $$ currencyexchange_createbuyorder 70 500 $$ currencyexchange_createbuyorder 60 500 $$ currencyexchange_createbuyorder 50 500 $$ currencyexchange_createbuyorder 40 500 $$ currencyexchange_createbuyorder 30 500 $$ currencyexchange_createbuyorder 20 500 $$ currencyexchange_createbuyorder 10 500 $$ currencyexchange_createbuyorder 10 500 $$ currencyexchange_createbuyorder 9 500 $$ currencyexchange_createbuyorder 8 500 $$ currencyexchange_createbuyorder 7 500 $$ currencyexchange_createbuyorder 6 500 $$ currencyexchange_createbuyorder 5 500 $$ currencyexchange_createbuyorder 4 500 $$ currencyexchange_createbuyorder 3 500 $$ currencyexchange_createbuyorder 2 500 $$ currencyexchange_createbuyorder 1 500" // // // // alias cix "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpve $$ unanon $$ channel_setcurrent guild" // alias prayz "bind_load_file praybind $$ ui_load_file prayui $$ anon $$ channel_setcurrent 2501" // // // cix PvP // // alias cixpvp "Daily1 3704 $$ Daily2 28 $$ Encounter1 3701 $$ Encounter2 3688 $$ Encounter3 3683 $$ AtWill1 3686 $$ AtWill2 3687 $$ Special 3710 $$ Class1 3689 $$ Class2 3719 $$ setpow" // alias pvp "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpvp $$ unanon $$ cixpvp" // alias cixstb "atwill1 3686 $$ Atwill2 3687 $$ Encounter1 3710 $$ Encounter2 3688 $$ Encounter3 3683 $$ Daily1 3704 $$ Daily2 28 $$ Special 3701 $$ Class1 3689 $$ Class2 3719 $$ Setpow" // alias stb "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpvp $$ cixstb" // // // cix PvE // // alias cixpve "atwill1 3686 $$ Atwill2 3692 $$ Encounter1 3713 $$ Encounter2 3716 $$ Encounter3 3698 $$ Daily1 3685 $$ Daily2 3684 $$ Special 3682 $$ Class1 3707 $$ Class2 3719 $$ Setpow" // alias pve "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpve $$ unanon $$ cixpve" // alias cixdraco "atwill1 3686 $$ Atwill2 3692 $$ Encounter1 3713 $$ Encounter2 3716 $$ Encounter3 3682 $$ Daily1 3685 $$ Daily2 3684 $$ Special 3701 $$ Class1 3707 $$ Class2 3719 $$ Setpow" // alias draco "unbind_all $$ ui_load_file cixui $$ bind_load_file cixpve $$ cixdraco" // // # These aliases set up the pokings and proddings needed to get everything loaded. localdata/CommandAliases.txt # core helpers (don't touch) alias gsv "GenSetValue Power_Manager {}" alias setpow "gsm SetPowers" alias gsm "GenSendMessage Power_Manager {}" # set up per-slot commands alias Daily1 "gsv Daily1 {} x" alias Daily2 "gsv Daily2 {} x" alias Encounter1 "gsv Encounter1 {} x" alias Encounter2 "gsv Encounter2 {} x" alias Encounter3 "gsv Encounter3 {} x" alias AtWill1 "gsv AtWill1 {} x" alias AtWill2 "gsv AtWill2 {} x" alias Special "gsv Special {} x" alias Class1 "gsv Class1 {} x" alias Class2 "gsv Class2 {} x" # an example command to set my usual power loadout. sets each slot, then uses "setpow" to swap them into place # if a slot is zero it will be left alone. Special is only useful for CWs # alias subjpowerusual "Daily1 1837 $$ Daily2 1856 $$ Encounter1 1864 $$ Encounter2 1859 $$ Encounter3 1843 $$ AtWill1 1831 $$ AtWill2 1847 $$ Special 1834 $$ Class1 1867 $$ Class2 1853 $$ setpow" # an alias to put repel in the tab slot, leaving everything else # alias tabrepel "Special 1836 $$ setpow" # and one to put back my usual Conduit of Ice # alias tabcoi "Special 1834 $$ setpow" # to find the power IDs for your powers, hover over them in the power window or (for some powers) when they're slotted. // // // // !!! // !!! // !!! // // // // // // // // // // // !! // !! // !! // // #-#-#-#-#-##-#-#-#-#-##-#-#-#-#-##-#-#-#-#-# short version #-#-#-#-#-##-#-#-#-#-##-#-#-#-#-##-#-#-#-#-# // // #-#-#-#-#-##-#-#-#-#-##-#-#-#-#-##-#-#-#-#-# short version #-#-#-#-#-##-#-#-#-#-##-#-#-#-#-##-#-#-#-#-# // // #-#-#-#-#-##-#-#-#-#-##-#-#-#-#-##-#-#-#-#-# short version #-#-#-#-#-##-#-#-#-#-##-#-#-#-#-##-#-#-#-#-# // // // // // // // // // // // // // // // // // // // cobbled together from all over the net plus lots of custom notes - have funz // // // // // // Denotes a comment and is skipped over when the file is read. // // This allows you to divide your config into readable sections. // // // Create a text file called "CommandAliases.txt" and place it in ..\Cryptic Studios\Neverwinter\Live\Localdata // Now copy and paste everything on this page including this info into it and save file // Be sure this is the location you put it in // There is another localdata folder at Cryptic Studios>localdata // That is not the correct folder and will not be read if placed there // Aliases do nothing on their own and you must create keybinds you want to use to activate them // The CommandAliases.txt is referenced whenever an alias is called I believe // This means you can create an alias in the file and save it, and the game should read it // I've had some situations where it did not seem to do this, so take it with a grain of salt // If something seems like it should be working, yet isn't, best bet is to log out and back in // (I'm not 100% on this info) // // // http:// notepad-plus-plus.org/download/ // best editor out there - get it while its hot // // // why do i want this? // // // combined with keybindfiles the possibilities are nearly limitless - mind that too many command combos will freak out the matrix - takes a lot though ;) // // unlike common keybinds which have to be loaded/bound aliases work as soon as changes to CommandAliases.txt have been saved // they work on any account/char regardless of whatever keybindings are loaded there at the moment - on any machine that has this file // // for example you can have a saved and loaded via an alias and not the full 2 _load_file commands: // /bind alias "unbind_all $$ ui_load_file $$ bind_load_file" // // // you could even set up an alias that restores all keybindings you ever bound and saved to bindfile but somehow lost/overwrote: // /alias undomy4amblunder "bind LControl "++interact" $$ bind Lalt "inventory" $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... $$ ... " // // // -ABILITIES- // bind tab +specialClassPower // bind q +PowerTrayExec 2 // bind e +PowerTrayExec 3 // bind r +PowerTrayExec 4 // bind 1 +PowerTrayExec 5 // bind 2 +PowerTrayExec 6 // bind Lbutton +EvaluateLeftClick // bind Rbutton +PowerTrayExec 1 // // -RIGHT SIDE BAR- // bind key +InventoryExec Potions 0 // bind key +InventoryExec Potions 1 // bind key +InventoryExec Potions 2 // bind key +InventoryExec Mounts 0 // bind key +InventoryExec ArtifactPrimary 0 // // you can use ++ = toggle // you can use + = while held // you can create aliases via /alias " $$ " // you can bind aliases to keys ingame via /bind key "aliasname" // you can use aliases ingame directly via /aliasname in chatbox // which results in being able to open some extra windows without having to close all others first // // you can bind and q up to 20 commands via " $$ " but only in filez - not ingame because of chatboxlimit // binding more than one command via $$ results in the second/last command in the q being executed first, then the first one, etc... // // this happened in STO too - probably in all cryptic games based on this engine // some old STO/engine commands are still in the game and work for NWO - yet neither cmds/cmdlist nor autocomplete will show them // // // // // if you have more/others not listed anywhere or anything else here let me know 8) // // !! // !! // !! // // // // // // // // // // // ! // ! // ! // // <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> longer version <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> // // <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> longer version <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> // // <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> longer version <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> // // // // // // // // // // // // // // // // // // // Macro tutorial - create your own commands! // // // Many people don't know, but you can create macros to combine a sequence of actions. // // The game associates an action to a key pressed. // Players will normally set these keys by using the keybinds tab in the options menu. // // You can change the actions a key will perform with the /bind "command". // // // You can save a list of the non-default key-bindings by using /bind_save_file . // You can load key-bindings by using /bind_load_file . // // It will create a file named in the "..\Cryptic Studios\Neverwinter\Live" folder that will contain all the non-default key-bindings. // If you wish to know the name of a certain key, or the command a key executes, you must change the behavior in the options->keybindings menu first. // // // The command /cmds will display a list of commands containing that are available to user access level. // The command /cmdlist will display a large list of commands that available, of which I have found the following to be useful: // // PowerTrayExec, SpecialClassPower, HardTargetLock, and Target. // PowerTrayExec activates an at-will, daily or encounter power. // SpecialClassPower, as the name implies, will activate your special power. // For clerics, you enter divine mode. // // // You can combine these two actions as follows; // // Code: // /bind "+specialClassPower $$ +PowerTrayExec 3" // // For me, when I press , it will toggle divine mode, and cast Astral Shield. // This works well when you have Location Targeting Activation set to On Release. // // The number 3 here represents the middle encounter slot, your at-will powers occupy 0 and 1. Dailies are 5 and 6. // // // Another example is for Ranger Class: // I have ( /bind q "+specialClassPower $$ +PowerTrayExec 2" ) where // q = Marauder's Escape/Marauder's Charge, and // e = Rain of Arrows/Rain of Swords. // // Originally combining RoA + RoS required: RoA>TAB>q>RoS>TAB>q to escape. // Now with the CMD Line set up this way, it is sized down to: RoA>q>RoS>q to escape. // // // HardTargetLock will force the screen to follow your current target. // By default the key is bound to LControl. // You can change the key with the following: // // Code: // /bind LControl "" // /bind "+HardTargetLock" // // // Instead of locking the target only while you are holding down the key, you can have the key toggle the behavior by using // // Code: // /bind "++HardTargetLock" // // // The Target command will change your current target. // I have only found it useful when being used in conjunction with HardTargetLock. // // Code: // /bind "+HardTargetLock $$ Target target_name" // // While you hold down the key, it will focus the screen on a specific target. // This can be useful for targeted healing spells like Word of Healing. // However it adds the cumbersome behavior of having to hold down one key and press a second. // // // You can change the bind so that the first press locks the screen on your target, and the second press releases it. // // Code: // /bind "++HardTargetLock $$ Target target_name" // // // This still requires two key presses, and this can be improved further with the use of aliases. // // An alias is like creating your own command that can be used with bound keys. // // an alias has the form /alias " $$ " // // // Here is how I cast healing word on my pet (or party member) by using one key // // // Code: // /alias TargetGoldie "HardTargetLock {} $$ Target Goldie" // /bind "+TargetGoldie $$ +PowerTrayExec 3" // // Most commands require the first argument to be 0 or 1; off and on respectively. // When you bind a key to +, it will issue 1 to the first argument, and 0 when you release the key // An alias has a special tag {} that will be replaced with the argument to the alias. // I had to use this to propagate if the key was held down or released to the HardTargetLock command. // // Now this tutorial was focused on healing your party, but the Target that you use doesn't have to be your party. // You can create an alias to target specific mobs such as the boss, or healer. // // // // // // // // // // // // // // // // // // // <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> Commands access level 12 <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> // // <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> Commands access level 12 <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> // // <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> Commands access level 12 <->#<->#<-><->#<->#<-><->#<->#<-><->#<->#<-> // // // // // // // // // // // // // // // // // // // Commands available to access level 0-12: // // 0 Say Say something to the people near you. // 0 Friendadd Alias for the friend command. Adds a player as a friend. // 0 Gu Say something on guild chat. // 0 Mutecontactvo Mutes the voice over from a contact after the dialog has ended // 0 Paperdoll Show/hide the character tab of the Player Status window // 0 Guildmanagement Show/hide the guild management window // 0 Help_Tickets Show/hide the powers window // 0 Ugcshowreviewgen Show the Foundry review dialog. // 0 Camsetlocktotarget Lock or unlock the camera to the target // 0 g Say something on guild chat. // 0 Diamondexchange Show/hide Astral Diamond Exchange // 0 reply Reply to recent tell. // 0 Startchatsemicolon Start chat and prefill with a ; (emote). // 0 p Say something on team chat. // 0 Laugh Executes the laugh emote // 0 Sit Executes the sit emote // 0 Showpowererrors For the video-making people. Shows the big red power errors. AL7+ only // 0 c Send a message to a channel. // 0 Actionbackward Moves the player forward and toggles cursor mode // 0 Credits Show/hide game terms of use // 0 Clickwindowbutton_1 Acts as a click on the positive/primary button on some popup windows // 0 Calendar Show/hide the calendar. // 0 O Say something on guild officer chat. // 0 Bow Executes the Bow_formal emote // 0 Map Show/hide the map window // 0 t Send a tell to a specific player. // 0 Chat Say something to the people near you. // 0 Social Show/hide the social window // 0 Microtransactions Show/hide the Micro-Transactions UI (for buying stuff with real money). // 0 missions Toggles the mission window. Which tab is shown is handled in the StateDef Visible of MissionJournal_Root - it depends on what other windows are up. // 0 chan Send a message to a channel. // 0 Group Say something on team chat. // 0 Zmarket Show/hide the Micro-Transactions UI (for buying stuff with real money). // 0 Startchat Make the chat window visible and give it keyboard focus. // 0 Actionright Moves the player forward and toggles cursor mode // 0 pets Show/hide the summons (pets) tab of the Player Status window // 0 Friends Show/hide friend UI. // 0 Scoreboard Show/hide Levelup checklist // 0 Startchatslash Start chat and prefill with a / (command). // 0 Startchatreply Start chat and prefill with person to reply to. // 0 Rearrange Move or resize various elements on the screen // 9 Screenspacetest Alias for Gensendmessage Screenspace_Root Toggle // 0 off Say something on guild officer chat. // 0 Lore Toggles the mission window and displays the Lore tab // 0 Clickwindowbutton_3 Acts as a click on the tertiary button on some popup windows // 0 Z Say something to the whole zone. // 0 Dropmission Drop a mission // 0 Killme Will kill your character. Only use as a last resort if there is no other way to get unstuck. Shows a ticket window first. // 0 W Send a tell to a specific player. // 0 S Say something to the people near you. // 0 Ugc_Review Show UGC review dialog // 0 Sharemission Share a mission with nearby team mates // 0 Yell Say something to the whole zone. // 0 Heal Use a healing surge. // 0 Ugchidereviewgen Hide the Foundry review dialog. // 0 Inventory Show/hide your inventory. // 0 Dance Executes the dance emote // 0 Interactwindow Initiate interact gen // 0 Queue Show/hide the queue window // 0 Levelupwindow Show/hide Levelup checklist // 0 L Say something to the people near you. // 0 Actionforward Moves the player forward and toggles cursor mode // 0 Bye Wave bye bye // 0 Wave Executes the wave emote // 0 Ugc_Showedittools Show UGC editing tools dialog // 0 Gammacalibration_Show Show gamma calibration UI // 0 Blacksmith Show/hide the weapon tailor window // 0 Hidepowererrors For the video-making people. Hides the big red power errors. AL7+ only // 0 Ugcplayingeditor_Toggle Alias for Gensendmessage Ugc_Edittools_Toggleplayingeditorbutton Clicked // 0 Party Say something on team chat. // 0 Clickwindowbutton_2 Acts as a click on the negative/secondary button on some popup windows // 0 Actionleft Moves the player forward and toggles cursor mode // 0 Homepage Show/hide the home/landing window // 0 Camzoomin Zoom the camera in // 0 Powers Show/hide the powers tab of the Player Status window // 0 mail Show the in-game mail interface. // 0 r Reply to recent tell. // 0 Startchatwith Show char and prefill with the given text. // 0 Interactcursor Interact with specific object // 0 Cstore Show/hide the Micro-Transactions UI (for buying stuff with real money). // 0 Keybinds Show the keybinding interface. // 0 Interactandloot Initiate interact gen or take all loot.... or revive a friend or interact at the cursor! // 0 Crafting Shows the crafting window. // 0 Terms Show/hide game terms of use // 0 Whisper Send a tell to a specific player. // 0 Camzoomout Zoom the camera out // 0 Invoke Run the power in Slot 13; this is defined as the invocation power. // 0 Addfriend Alias for the friend command. Adds a player as a friend. // 0 Missiontoggletracked Toggle whether a given mission is tracked // 0 Ugc_Search Show/hide UGC search dialog // 0 reduce_mip Reduces the resolution of textures to only use the reduced (mip-map) textures. // 9 Camera.acc_delay No comment provided // 0 EM.Save No comment provided // 0 CostumeCreator.RandomBodyScales Generate a random morphology with the currently selected skeleton // 9 outline_smooth_passes DJR determine an acceptable limit here // 9 EM.NewDoc No comment provided // 9 danimCacheSize No comment provided // 9 dfxRunEveryFX Spawns on of every FX // 9 SMFEditor No comment provided // 0 ugcEditorExportProject No comment provided // 9 EM.SaveAs No comment provided // 9 reloadVShaders Forces a reload of vertex shaders // 9 tex_memory_allowed No comment provided // 9 Editor.Freeze Freeze selection // 9 SystemCommandOnBrowsingMachine No comment provided // 9 dfxNoNewCameraFX No comment provided // 9 gfxDebugShadowBiasScale No comment provided // 0 camTogglePlayerInspect No comment provided // 9 mmDrawRotations No comment provided // 9 collTest_SetSpherePosEnd -------------------------------------------------------------------------------------------------------- // 9 ContactEditor.ZoomOut No comment provided // 9 PlayerMatchStatsDebugDump No comment provided // 9 RunContactStyleCutscene This command can be used to play a the contact cutscene outside of an actual contact dialog.Back // Calling it will put you in the contact cutscene, and calling it again will take you out. // The first time it is used you made need to call it twice because the cutscene needs to load. // 0 TransactionsNotifySuccess No comment provided // 9 bigAlloc No comment provided // 9 ambient_cube_res Set the maximum cubemap resolutionf or ambient cubemap lighting // 9 IgnoreProgrammerMode If true, will ignore programmer mode for this process even if the registry key is set // 9 CompressDirectAccountLink No comment provided // 9 Editor.OpenGrid Open ZoneMap // 9 mmLogManagedResourcesClient No comment provided // 9 dbgShowNormal Enable or disable drawing of normal objects. Pass in -1 to toggle. // 9 debug_cluster_draw_only Enable or disable drawing of cluster objects or non-cluster objects. Pass in -1 to toggle. // 9 writeCompiledShaders Writes shaders after compiling to microcode to disk // 0 bind_pop_profile Pop the given key profile from the stack // 9 danimDrawSkeletonAxes Draw the skeleton of the current character // 9 terrain_occlusion_disable Turns on terrain occlusion // 9 danimToggleStance No comment provided // 7 ui_GenOpenCSDUpdateCandidates No comment provided // 9 simplygonEnabled No comment provided // 9 test2 temporary debugging params odds and ends // 9 genesisDisplayRuntimeStatus No comment provided // 9 ResourceSnapEnabled No comment provided // 9 AcknowledgeAllDuplicateAlerts No comment provided // 9 TestClient_TicketSummary No comment provided // 9 cmdsp Print out private client commands for commands containing // 0 Follow Follow: Follows the targeted entity // 9 mated2AnalyzeMaterialUsage No comment provided // 0 visscale Sets world detail scaling // 9 sndAudition No comment provided // 9 sndDebugIncFlowNode No comment provided // 9 wcThread No comment provided // 9 mmcSwingPitchMinRange No comment provided // 9 terrainDebugCollision writes terrain collision data (Novodex cooked format) during binning to the temp directory // 9 disable_cam_light No comment provided // 9 debug_cluster_allow_local_remesh No comment provided // 9 worldDebugAddLineClient No comment provided // 0 vsync Turns on or off vsync // 0 lowpribind Bind a key to a command; binds just beneath development priority // 9 texUnregisterDynamic Removes a dynamically accessed texture from the global dictionary and frees // all related data (BasicTexture*s go bad) // 9 SaveContainerFlushPeriod No comment provided // 9 resSyncAllDictionariesToServer No comment provided // 9 psdkDisableErrors No comment provided // 0 RememberWindows No comment provided // 0 highFillDetail Enables high fill detail objects // 0 ControlSchemeCycle No comment provided // 9 autoPlacementRegenerateAllSets ------------------------------------------------------------------------------------- // 9 GetStepDuration No comment provided // 9 backgroundShaderCompile Compile shaders in the background thread // 9 TT_GetPublicCategoriesList No comment provided // 0 LootTakeAll No comment provided // 9 COE_RevertCostume No comment provided // 9 danimSetFlag No comment provided // 9 timerSetMaxDepth No comment provided // 0 ui_GenLayersReset Resets the layout, used for when the server updates movable window positions // 9 danimDebugListUncompressedAnimTrackData No comment provided // 9 EM.Screenshot No comment provided // 9 mmNoDisable No comment provided // 9 disableCameraSpaceCharacter Turns off the camera space positioning of the character in the costume creator. // 9 disableSuperLowEndTemplates No comment provided // 9 mated2AnalyzeFixedInputs Scan every material, looking for fixed inputs. // 9 DumpAllATRLocksToFile No comment provided // 9 worldLoadWorldGridByPublicName No comment provided // 9 terrainDisableBackgroundStreaming turns off threaded terrain loading // 9 UGCPlayMap No comment provided // 0 CostumeOnly_WriteEditorCostume Write the current editor costume to disk in the screen shot directory. It uses project specific defined // camera angles. // 9 danimForceDataReload No comment provided // 9 GetNearbyEntities Returns a ContainerRefArray for all entities near the player. Useful for test client // 0 netCompressLevel No comment provided // 9 ResourceSnapSaveImages No comment provided // 9 PlayRandomPhraseWithVoice No comment provided // 9 UGCPublishEnabled __CATEGORY UGC settings // If zero, then author initiated UGC publishing is disabled. Otherwise, enabled. // 9 MapSnap.DebugDisableSliderClamps No comment provided // 0 ThrottleAdjust No comment provided // 9 wcCreateAllScenes No comment provided // 9 forceBackgroundLoaderToFinish Forces a stall waiting for the background data loader to finish. // 9 FolderCacheDoCallbacks returns 1 if it did something // 9 Camera.acc_rate No comment provided // 0 demoOptions Resets all graphical options to the default for the current hardware and sets // some other options appropriate for a fixed demo playback. // 9 TestClient_ResetSelf No comment provided // 0 ContactDialogEnd Stop talking to the current contact. Safe to use if there is no current contact. // This should be called instead of "ContactDialogEndServer" so that the client can // validate that the player is actually in a contact dialog. Otherwise, there are // some weird edge cases when multiple Contact Dialogs happen close together. // 9 ForceEditMode No comment provided // 9 dfxLogger -1 means toggle // 9 Editor.ToggleEditingScrachLayer No comment provided // 9 DisableEncounterLoading No comment provided // 9 TestTextParser_NoShared No comment provided // 9 tpsDirtyBits No comment provided // 9 RCOLDL given a short name to avoid xbox command line overflow // 9 mmcSwingAccelMaxSpeedFactor No comment provided // 9 mmCreateTestDynamicWCO No comment provided // 0 NWOptions_RestoreDefaultsForGroup No comment provided // 0 CostumeCreator.MouseRotate3D Both a command and expr func // 9 PowerTrees_DisablePurchaseRules Disables most rules for purchasing Powers in PowerTrees // 9 postprocess_rgba_buffer Enables rendering of various post-processing effects to RGBA buffers // 9 enableFontTest No comment provided // 9 terrainIntentiallyFreeLeakedMemory No comment provided // 9 danimEnableClientRagdoll No comment provided // 9 BeginSpammingAlerts No comment provided // 9 sndEventMemUsage No comment provided // 9 danimDrawBodysockAtlas No comment provided // 9 dynPIXLabelParticles tests new torso pointing code // 9 roomDebug No comment provided // 0 bind_push_profile Push a specific key profile onto the stack // 9 dynFxExclusionList No comment provided // 9 thumbnailPointSample Forces debug thumbnails to draw with point sampling instead of bilinear filtering. // 0 ExecActiveItemPowerInBag No comment provided // 9 noPatchSync No comment provided // 0 Options_RestoreDefaults Restore default/recommended game options. // 9 dclothLerpVisualsWithBones No comment provided // 9 mmpwsShort Prints a short summary of the working set of each module since the last query // 0 CharacterCreation.ClearCostume Both a command and an expr func // 9 danimSetMountRiderScaleBlend No comment provided // 9 fb_grant_publish_stream Open a browser window to request the publish_stream extended permission from Facebook // 9 MapSnapNoTimeOut No comment provided // 0 GenRemoveWindowPCXbox Hide a gen on the window layer that is specific to PC or Xbox. // 9 Editor.ToggleSnapClamp Toggle snap clamping // 9 LoadAllCells No comment provided // 9 wcTestMapReloadCRC No comment provided // 2 UGC.Freeze No comment provided // 9 CompressPersistentAccountLinks No comment provided // 9 EM.PrevDoc No comment provided // 0 CostumeCreator.SetHoverAllMaterials Set the hover material on the active part being edited // 9 aux_visual_pass_debug Debugging auxiliary visual pass, e.g. for target highlight rendering // 9 ContainerCompressionLevel Compression level for piglib. // TODO: Make this a parameter to the ContainerStore external interface in objContainerIO.h. // 9 ui_Tests No comment provided // 0 CostumeCreator.SetAllMaterials Set all the materials on the skeleton // 2 ugcCamera.halt this resets all camera movement flags // 9 mated2CheckoutAllWhoUseMe Checkout all materials that use the currently edited template. // 9 showTime Displays current virtual time // 0 TrayExecByTray TrayExec : Attempts to execute the element in the Tray at the Slot // 9 Editor.ResetRot Reset the object's rotation // 9 NoTimeout Disables timeout when connecting to server // 9 volumeTextureMode 0=RGBA8, 1=F16, 2=F32 // 0 CostumeCreator.RandomHeight Generate a random morphology with the currently selected skeleton // 9 ExprDeclareTypeDebug No comment provided // 0 CostumeCreator.SetBodyScale Set the body mass of the character being created. // 0 interactIncludeVolume Interact with the nearest interactable entity within range, followed by volume // 9 DisableQuickPlace No comment provided // 9 force_full_shadowmap_use No comment provided // 9 simplygonSetOutputToConsole No comment provided // 9 Editor.IncTransSnap Increase translation snap resolution // 9 forceShadowQuality Disables the shadowmap sliding scale quality degredation and forces all shadowmaps to the specified quality (0.2-1). // 0 PetCommands_SetCurrentTargetLuckyCharm No comment provided // 0 windowedSize Starts the game in windowed mode at the specified resolution // 0 ui_CursorForceUpdate No comment provided // 9 bmr No comment provided // 9 Editor.DebugListLocks No comment provided // 9 autoLogin No comment provided // 0 CostumeCreator.ViewReset Both a command and expr func // 9 SelectAnyEntity No comment provided // 9 CutsceneShowTime No comment provided // 0 NavToPosCloseDistance No comment provided // 0 NavToSpawn_ReceivePosition No comment provided // 9 GenChatLogDebugSpans No comment provided // 9 ProgressionUncompleteThroughNode No comment provided // 9 setcampos Sets the camera's position // 9 forceStackWalk No comment provided // 9 mmpwsnu Prints a summary of the working set of each module without updating // 9 danimTestLoadLatency No comment provided // 9 disableWind No comment provided // 2 ugcPlayingEditor_RotateMode No comment provided // 0 ugcEditorMode Set the UGC editor mode. // 9 PowersErrorsClient No comment provided // 9 AllowCommandsInURL_LocalHostOnly No comment provided // 0 unicodeRendererWindow Uses a Unicode-compatible window for rendering, to support Windows Unicode features. // 9 GenMapIconPushForce How far map icons should be pushable. // 0 Camera.rotate No comment provided // 0 pydebug No comment provided // 9 worldBinUnpackDirectory No comment provided // 0 AdjustCamYaw No comment provided // 9 FailAllCommConnects No comment provided // 9 ui_Tests_NonInteractive No comment provided // 9 gfxDebugShadowFix No comment provided // 9 Editor.LockFiles Lock files belonging to selection // 0 rdrMaxFramesAhead Number of frames to allow the renderer to get // 9 TextureAssemblyBrowser View all currently loaded texture assembly definitions. // 9 TimeStampAllPrintfs No comment provided // 9 mmpl Displays all memory allocations per line, optional search param // 0 slow1 No comment provided // 9 debugshortenStaleContainerThreshold No comment provided // 9 InitQuickLogin turns on quick login with specified character and map // 9 dynAnimShowGroundRegBaseSkeleton No comment provided // 9 ExprSwitchMode No comment provided // 9 ME_NoInheritField No comment provided // 9 memTrackDumpHeap Dumps the main Cryptic heap to c:\memlog.csv // 0 lowpriunbind Unbind a key from a command at game priority // 9 Editor.DebugSaveUnlockFile No comment provided // 0 printStallTimes Prints out the amount of time a stall took whenever a stall occurs // 9 worldCellMaterialTemplateReportMaps No comment provided // 9 mmrFxTimeoutIsDestroy No comment provided // 9 activateStaleContainerCleanup No comment provided // 9 ME_CloseAll No comment provided // 9 sndDebugLevel No comment provided // 9 TerrainEditorRegression_TestBrush_SoilSet No comment provided // 9 Editor.Save Save // 9 svFlagsClear No comment provided // 9 commDefaultTimeout No comment provided // 0 renderScalePointSample Sets point sampling for /renderscale resizing // 9 dynAnimGraphUpdaterDisableHitReactError No comment provided // 9 InitQuickLoginForceCreate No comment provided // 2 ugcFreeCamera.spawn_player No comment provided // 0 slow No comment provided // 0 invertX Invert the horizontal axis for movement controls // 9 danimCauseMissingAnimError No comment provided // 9 ME_SaveAll No comment provided // 9 EditorOpenFileList Opens the file, reads each line, and tries to load that piece of data into the editor using // the given type. // 9 genesisUnfreezeSingleMap No comment provided // 9 binDisableFarWelding Disables welding of the lowest LODs in the distance. Must rebin the map to take effect. // 9 printTacticalTimes Print tactical timers (run and roll). // 9 ExportCmdsAsCSV Export a list of all commands as a CSV, with extra info // 0 CostumeCreator.Zoom Both a command and expr func // 0 patch_metadata_in_memory No comment provided // 9 pe_Export No comment provided // 9 GetLongTermVariable No comment provided // 9 danimDisableSkeletonStrands No comment provided // 0 Camera.freelook No comment provided // 0 togglefullscreen Toggles fullscreen // 0 GenJailAdd Add a new gen to the appropriate jail // 9 bcnNoLoadIfSpace No comment provided // 9 cam_lock_pitch No comment provided // 0 verbose No comment provided // 9 printEntityReport No comment provided // 9 danimDisableTerrainTilt terrain tilting commands // 9 MultiEditAltTint No comment provided // 9 wleExportSelectedToVrml No comment provided // 9 commCmdQueueSize Set commCmdQueueSize to 0 to force the production mode value, otherwise use >1 to set it. // 0 CharacterCreation.SetCostume Both a command and an expr func // 9 UGCZValueForLowerBoundOfConfidenceInterval No comment provided // 9 REMOVE_SUBSTRINGS No comment provided // 0 Options_RestoreDefaultsForCategory Restore default/recommended game options for a single category. // 0 Camera.notfreelook No comment provided // 0 WorldDetail Sets world detail scaling // 9 allocNow No comment provided // 9 MaxAlertsPerKey No comment provided // 0 bind_local Bind a key to a command. // 0 gclPVPDuelRequestAck No comment provided // 9 Editor.MoveToDefaultParent Move selected objects to default parent // 9 InputNewMouseOverBehavior No comment provided // 9 texWordsEdit_fileSave No comment provided // 9 TestDamageFloaters No comment provided // 9 objectLibraryDumpToFile No comment provided // 0 completeSnapshotSwap DX11 TODO DJR test HDR buffer problem without this complete swap // 0 noPopUps2 Do not ever use this command // 0 bind_load Load entity keybinds from ent_keybinds.txt. // 9 PatchStreamingSimulateMS Sets the per-file latency for PatchStreamingSimulate // 9 convertAllStarFields No comment provided // 0 TrayExecByTrayNotifyAudio No comment provided // 9 CharacterCreator_ApplyPresetOverlayDebug No comment provided // 9 GetSVNNumberWhenBranchWasCreated No comment provided // 9 BinsMustExist global flag set during production build testing after makeBinsAndExit has run, to ensure that all // bins exist // 9 FolderIsSVNRepository No comment provided // 9 HeadshotDebugMode No comment provided // 9 gfxEmulateCard Sets the graphics options to match those used on a specific class of cards // 9 texunload Forces a reload of textures // 9 mmpwsnuShort Prints a short summary of the working set of each module without updating // 1 use_load_perfinfo_timers No comment provided // 9 GenChatLogDebugMouseOver No comment provided // 9 preserveSimplygonImages SIMPLYGON TODO move to WorldClusterDebug struct // 0 d3d11_device_debug No comment provided // 9 dfxEdit Open the named fx file in your favorite editor. // 9 editmode No comment provided // 9 dfxDrawWindGrid No comment provided // 0 Powers.DeactivateTogglePower Client command to deactivate toggle powers. Called by the server // when it damn well feels like it. If the id is 0, it cancels all // the client's activations. // 9 AlwaysParseAllActions if true, then try to parse all serverLogs regardless of whether the action name seems to be one that we want // 0 useSM30 Uses full SM30 // 9 mmTestPredictedKnockbackWithTarget No comment provided // 9 DisableXBoxTitleMenu Disables the XBOX title menu and XUID logins // 9 test5 temporary debugging params odds and ends // 9 demo_useNextFramePos No comment provided // 9 testRunToConsole Run Tests matching string and report to console // 9 hog_verbose Display extra hogg diagnostic information // 9 frameRatePercent Sets the frame rate percentage of the current device (0 to disable). // This is useful when an application is running with multiple devices and you want one to // only use a fraction of the CPU. // 9 lj_enroll No comment provided // 0 GenListDoSelectedCallback If the given gen is a list, run the selected callback. // 0 ssao Enables and disables screen space ambient occlusion // 9 GameStringFormat_Test No comment provided // 9 Editor.ToggleTransY Toggle y-axis translation // 4 ugcValidatePublishedProjectsInExportHogg No comment provided // 9 ForceDoXperf No comment provided // 9 CountEntitiesOfNamedType No comment provided // 0 DebugContainerID No comment provided // 9 hdr_lock_ldr_xform Locks the physical luminance <-> LDR image transform to a particular luminance. // 7 ui_GenApril1 No comment provided // 9 danimFlashBits Flashes all bits listed after the command. // 9 ReportAnimationAssets No comment provided // 0 roll No comment provided // 9 gfxSpriteListMinAllocIncrementKB the step size up from the minimum block size in KB // 9 FSMEditor.AddState Add new state // 9 show_double_sided Tints double sided objects // 9 dfxOpenDirectoryOf No comment provided // 9 memTrackPrintWorkingSetNoUpdate Prints a summary of the working set of each module without updating // 9 ui_TreechartFullWidthContainerWidth No comment provided // 9 rdrTextureChart Prints out a chart of texture memory usage // 9 thumbnailSnap Skip sliding of thumbnails // 9 reloadMaterials Forces a reload of shaders and materials. // 0 window_minimize Minimizes the window // 9 hide_optionalaction_volumes Don't draw optionalaction volumes in the editor // 9 EnableSharedMemory No comment provided // 9 GetLinkToLogFile No comment provided // 0 CutsceneEditor.DeletePoint No comment provided // 0 GenSaneLayoutOrder No comment provided // 9 danimForceServerDataReload No comment provided // 9 dynOverrideAllBlendPerSecond No comment provided // 9 disableSprites turns off sprites // 9 maxTriangleSplits debug command for limiting the number of triangle splits that happen in a boolean operation to track down which one is causing problems // 7 GenInspect Inspect the currently highlighted gen, and also show some global information. // 9 WriteOutPOFiles No comment provided // 0 SetAccountServer No comment provided // 9 MaxNumberOfPendingRotates No comment provided // 9 GenDrawMapFakeZoneHighlights Draw all the highlights // 0 demoLength SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // Cuts a demo short at the specified length (in seconds) // 9 ugcCacheRetainTimeInSeconds After how many seconds should we keep header data after we have no longer requested to view the header data // 9 dumpSceneToWrl No comment provided // 9 frameRatePercentSpecificBG Sets the frame rate percentage of a specific device when not in the foreground (0 to just use value from frameRatePercentage). // This is useful when an application is running with multiple devices and you want one to // only use a fraction of the CPU based on what the user is doing. // 9 terrainDebugHeightmap No comment provided // 9 goldenPathDebug Set this to one to enable golden path debug features. Doesn't do anything right now. // 9 RequestTagSearch No comment provided // 9 MapSnap.SelectionAdd No comment provided // 0 gfxFakeMSAAValue No comment provided // 9 DisableFreeDiskSpaceCheck No comment provided // 0 showRawInputWindow No comment provided // 9 usePatchS No comment provided // 9 memTrackEntriesAnalyze No comment provided // 0 PowersInterruptPower Client command to interrupt a power activation. Called by the server // when it needs to inform the client of an interrupt event. // 9 worldCellTest No comment provided // 9 danimDisableTerrainTiltOffset No comment provided // 9 OutputObjectInfo No comment provided // 9 PrintStringCacheStats No comment provided // 9 PrintfAllAlerts No comment provided // 0 DisableCursorMode Disables cursor mode and returns to action combat if the param is true, otherwise does nothing // 9 psdkPrintTestThing No comment provided // 2 ugcGodModeClient No comment provided // 0 CharacterCreation.ChooseExisting No comment provided // 9 GenTimingFunctions Enable gen per-function timing information. // 0 netSaveCompressState No comment provided // 9 NotifyAudioEventsResetAll No comment provided // 9 Editor.PlaceObject No comment provided // 9 MapSnap.ViewModePreview No comment provided // 9 MakeBinsExclusionString No comment provided // 9 dclothDisablePartialControl No comment provided // 9 verifyDirtyBits No comment provided // 0 LootTakeAllSpecifyBag No comment provided // 9 PrintGlobalInfos No comment provided // 9 timerRecordThreadStart No comment provided // 0 gclLoginChooseMapByName No comment provided // 9 wlTimeSetStepScaleLocal No comment provided // 0 process_priority 0 - default, normal always; 1 - normal in foreground, below normal in background/alt-tabbed; 2 - high always // 9 dfxWindForceMaxFreq No comment provided // 9 MapSnapIndoorRes No comment provided // 9 headshotDebugStyle No comment provided // 9 MissionEditor.Cut Cut all selected objects // 9 mousecoords Shows the mouse coordinates on screen // 9 surface_frames_unused_max Sets the latency, in frames, before GraphicsLib releases temp surfaces. // 0 CostumeCreator.SetRegion Set the region being edited // 9 DebugMenu.Expand No comment provided // 0 CostumeCreator.ShipPitch Both a command and expr func // 0 GameDialogClearType Remove all dialog boxes of a given type. // 9 MDE_DeleteUnused No comment provided // 9 dfxWindForceMaxDisplacement No comment provided // 9 wlSetDesiredMaterialScore Specify a desired material score // 9 MissionEditor.Ungroup Ungroups the selected objects // 9 collcache_toggle No comment provided // 9 disableSeparateDecalRenderBucket Disables the separate decal rendering buckets and forces decals to render with the alpha objects // 9 sndPlayRandomPhrase No comment provided // 9 binLeaveUntouchedFiles No comment provided // 9 ContainerPlayedUnloadThresholdHours No comment provided // 0 disable_delayed_worldgrid Disables delayed world grid loading which is enabled for patch streaming and/or // development mode. Can enable this if a) development mode is crashing or b) // we have patch streaming on, but we actually pre-patch map data, and this code // is causing problems // 9 DoMultiplexedMakeBinsAsMaster if non-zero, specifies number of children to launch // 9 psdkDisableHardware No comment provided // 9 camera_accel No comment provided // 9 disableMSAASurfaceTypes Disables MSAA surfaces to simulate low-end cards // 9 dfxLoggerToggle No comment provided // 0 CutsceneEditor.Toggle No comment provided // 0 ValidateDependencyCheck if true and MakeBinsAndExit is set, validate the fast dependency checker before binning // 9 DisableMemTrackLogHealth Emergency option to disable health logging, if it causes some sort of problem. // 9 clearAllBuffersEachFrame Clears all buffers at the beginning of each frame // 0 ThrottleSet No comment provided // 0 teamHideMapTransferChoice No comment provided // 0 RefreshRemoteContactList Populates the entity's remote contact list // 9 ui_TestSecondDevice No comment provided // 0 DefaultAutoAttack -------------------------------------------------------------------------------------------------------------------- // gclAutoAttack_DefaultAutoAttack <1/0>: Enable or disable auto attack // 9 gclSendWaitForTrigger No comment provided // 9 skipPreload Does not do pre-loading of level data behind a loading screen, nor waits for a button to be pressed to start a level // 9 BlackSunFix TODO: Remove this, and have the feature on by // default when we know for sure that it's not // going to break anything. -Cliff // 9 disableF16s Disables F16 texture coordinates for testing low-end cards and for debugging possible texture coodinate precision problems. COMMAND-LINE ONLY. // 9 EM.HideAllWins No comment provided // 0 loc Global value for location // 9 SetProductName No comment provided // 9 textureOverride override all textures // 9 MissionEditor.Bore No comment provided // 9 debug_set_light_cache_min Sets lower bounds of light cache debug region // 9 sndForceRebuild No comment provided // 0 MacroRun No comment provided // 9 showRoomShadowGraph Show the graph used to priortize indoor shadow casters. 0 = off, 1 = shadow lights, 2 = all lights, 3 = animate creation // 9 dfxDrawLabelsForDebug Draw names for FX with the "Debug" flag set. // 9 disableSWInstancing Disables instancing at the draw list level // 5 CopyDebugCamPos No comment provided // 9 objUnpackContainersOfType No comment provided // 9 mmControlsDebugCommand1 No comment provided // 0 NavToPosition No comment provided // 0 chanaccess No comment provided // 0 CostumeCreator.SetSpecular Set the specular map on the active part being edited // 0 disableRawInputWMINPUT No comment provided // 9 noShadowRender Don't do rendering into shadowmaps. For performance testing. // 9 apr1force Disables development April Fool's gags // 9 gfxDebugShadowBiasOffset No comment provided // 9 removeConsoleCloseButton Disable the console close button, and use safe Ctrl-C handler. // 0 GenSetFocus Set focus to the given gen. // 9 cam_smooth No comment provided // 9 headshotMaxPerFrame The maximum number of headshots to take in a single frame // 0 GenListActivate If the given gen is a list, activate the selected row. // 9 EntCopyDebug No comment provided // 9 OverrideGimmeBranchNum gimme branch numbers are currently broken, setting a kludge so the CBs can keep working // 9 noDrawTerrain Disables drawing of terrain // 9 beaconDebugPrintInfo No comment provided // 9 disableFog disables fog while the gfx clips like the fog is still on // 9 light_lock_specular_color No comment provided // 9 debug_cluster_range No comment provided // 0 targetCursor Target the entity clicked on. // 9 disable_sky_volumes Turns off sky fade volumes. // 7 DumpComplexStateDefConditions No comment provided // 0 entityTexLODLevel Sets the quality level for character textures. Normal values range from 0.5 to 10.0. // 9 GenDisallowObjectPaths No comment provided // 9 CmdParseGenerateMessages Generate client and server command message lists. // 9 VerifyCommandAndStructContractAndQuit No comment provided // 9 SVNVersion No comment provided // 9 mmplShort Displays the top 50 memory allocations per line // 0 LootTakeInventory No comment provided // 9 DelayBeforeRetryingFailedIPLookup if an IP lookup of a string fails, don't try again fro this many seconds // 9 MissionEditor.MoveSpawnLoc Moves the spawnlocation for the map // TODO: Upgrade this to work for all spawn locations in the future // 9 dontDisableDepthWritesAfterZPrepass Disables optimization where we disable depth writes during the visual pass after the z-prepass // 9 compileAllShaderTypes Enables preloading (or at least compiling) of all possible shader combinations (for build scripts) // 0 ChannelSend Send chat to a channel // 9 AlertLogErrors No comment provided // 9 mmNetAutoDebugStartCollectingData No comment provided // 0 down1 No comment provided // 9 sndCmdGetLanguage No comment provided // 0 useSM20 Uses only SM20 // 0 Options_Confirm Confirm changes to game options. // 9 MapSnap.FarSliderAdd No comment provided // 0 UGC.Undo No comment provided // 9 PowersIgnoreSlotting No comment provided // 9 validateTextures Sets a flag to validate textures after each rdr command. Only // valid on the command line. // 9 sndSetMemSize No comment provided // 0 windowed Starts the game in windowed mode, regardless of previously set options // 0 unbind Unbind a key stored on your character. // 9 mmDrawServerPos No comment provided // 9 MissionEditor.Paste JAMES TODO: all of these commands used to be on the mission editor command list, but that's not as well // supported under EM. Revisit at some point. // Paste currently selected objects // 9 RunCommandAndReturnStringToControllerScripting No comment provided // 0 MapStateFix No comment provided // 0 AdjustCamMaxDistance No comment provided // 9 PT_LevelViewToggle No comment provided // 9 dfxDumpParamBlockReasons No comment provided // 0 Powers.SetCostPaidServerSecondary Client command to note the secondary cost paid for an activation on the server. Called by the server // when it needs to inform the client of paid costs. // 0 Assist Assist : Assists the Entity with the matching name. If no name is given, assists your current target. // 0 CostumeOnly_LoadCostumeToEditor load a costume from disk and place it into the editor, must be same gender // 0 interactOptionPower No comment provided // 9 mrTacticalRollIsExactDirection No comment provided // 0 targetCursorOrAutoAttack Target the entity clicked on. // 0 NetLagVary No comment provided // 9 man Prints out information on an expression // 9 danimEndDeathAnimations No comment provided // 9 apply_character_light_offsets_globally Applies the character light offsets from the sky file to all lights instead of just to the sun. // 9 TextureSize No comment provided // 9 fileLastChangedSS2000 No comment provided // 9 allow_free_callback No comment provided // 9 entClientMaxCostumeSkeletonCreationsPerFrame Limit the number of entity skeletons that can be created in a single frame. -1 is no limit // 9 test4flicker temporary debugging params odds and ends // 9 MultiplexedMakeBinsMasterProcessPID No comment provided // 0 forcehardwarewarning forcibly show the bad hardware warning dialog // 0 tex_unload_scale Scale the time necessary to unload a texture. // 0 IgnoreTextureErrors Don't error on missing textures // 0 PowerTrayExec PowerSlotExec : Attempts to execute whatever Power is in the given PowerSlot // 0 CostumesNoUpload No comment provided // 0 PlayerSay Create a chat bubble over the player's head to test. // 9 FreeThreadInputQueueSize No comment provided // 9 Editor.ReseedAll No comment provided // 7 aDebug No comment provided // 0 GenSetFocusOnCreate Set focus to the given gen as soon as it becomes ready. // 0 aim No comment provided // 0 water Enable water effects // 9 overrideTime Forces the time used by the sky system to the specified value. Set to -1 to disable. // 9 allow_shadow_map_resize No comment provided // 0 PowersSetPetCooldownClient No comment provided // 0 NavTo_Resume No comment provided // 9 disableColorCorrection Don't do postprocess color correction // 0 gotocharacterselect Log out the current character. // 9 worldDebugAddLineOffsetClient No comment provided // 9 PrintAccessLevelWarnings No comment provided // 9 MissionEditor.Copy Copy all selected objects // 7 ui_GenOpen No comment provided // 0 showmem Displays process memory usage // 9 pvpIgnoreMapType No comment provided // 9 texWordsEdit_fileSaveDynamic No comment provided // 9 MissionEditor.Additive No comment provided // 9 FSMEditor.SaveFSMLayout Save FSM Layout // 9 TestClientQueries This is an example command that goes through the different type of query commands, // and how to use them // 1 martinCamSimRate No comment provided // 9 zoDrawWorldEntryBounds No comment provided // 0 ui_load Loads default UI Windows save file // 9 AddictionMaxPlayTime The time in seconds that players subject to anti-addiction rules can play before getting booted. // 0 alphaInDOF Does world+character alpha objects before DoF pas // 9 dfxWindForceMaxPower No comment provided // 9 disableShaderProfiling Disables shader profiling (may avoid D3DX9 crash) // 0 xperfDump TODO(Theo) Add a more descriptive reason to XPerf dumps? // Dumps the xperf circular buffer // 9 dynMovementLowerBlendSpeedOld No comment provided // 0 CutsceneEditor.UnselectAll No comment provided // 0 MacroExec No comment provided // 9 DebugAuctionUI Run the UIGen system in debug mode. // 9 DisableTranslation No comment provided // 9 sndDSPNet No comment provided // 9 danimDrawSkeleton Draw the skeleton of the current character // 9 dynAnimDisableGroundRegHyperExPrevention No comment provided // 9 worldCellVisualize WorldCell visualization // 0 recalcLights Clears all light caches, causing them to get refilled. // 0 TrayExec TrayExec : Attempts to execute the element in the UITray at the Slot // 0 CharacterCreation.CacheCostume Choose the saved costume that matches the skeleton // 0 GenJailCells Show and move cells, rather than normal gen contents. // 9 zocclusionNoRestrict Turns off restrictions on which objects are used as occluders // 9 svDumpRecord No comment provided // 0 Options Show the options screen. // 9 sndSetPanLevelFadeRange No comment provided // 9 disable_shadow_caster_graph Use normal straight line distances instead // 9 setAnimRate Set Animation playback rate // 9 GetLogFileName No comment provided // 9 dbgShowSkinned Enable or disable drawing of skinned objects. Pass in -1 to toggle. // 9 development_priority_boost 0 - idle always, 1 - normal in FG, below in BG (like prod), 2 - below always (old behavior) // 9 mmcFlightGroundTractionFactor No comment provided // 9 dbDumpSchemaToSQL No comment provided // 9 ItemGen_GenerateAllDefs No comment provided // 0 TerrainDetail Sets terrain detail scaling // 9 showMaterialCost Shows relative performance of materials // 9 mmdsXBOX Show memory stats // 9 dfxWriteTrackers Writes a breakdown of the current fx and their counts to the console // A precursor to the fx debugging window // 0 GenSetGlobalState Turn a global UI state on or off. // 9 mmDrawCaps No comment provided // 9 ScratchStackVerboseDebug No comment provided // 9 TestDeferredAlerts No comment provided // 9 ao_hip_splat_max No comment provided // 0 Camera.down No comment provided // 9 emulate_vs_time Emulate frame time taken on old cards // 9 sndDebugMemory No comment provided // 9 NetCaptureBufferSize Set the size of the capture buffer for AllowCaptureRequestOnPort in bytes. // 0 threadPerf Displays per-thread performance // 9 CostumeEditor.SelectBone No comment provided // 9 gclPatchStreamingFastMode Turn off most of the simulation delay. // 0 left1 No comment provided // 0 CharacterCreation.BuildRandomCostumes Make a set of random costumes // 9 roomFindLocation No comment provided // 0 consoleAlpha Sets the alpha of the ~ console // 9 Editor.AddToGroup Add selected objects to an existing group // 9 world_cell_open_per_frame_quota No comment provided // 9 dclothTessellateAttachments No comment provided // 9 noFx Turn off all fx // 9 FilenameForOnlyMapToBinErrors No comment provided // 9 dfxWindBaseMag No comment provided // 9 dfxEnableExtraAsserts No comment provided // 9 drawresolutionoutlines No comment provided // 9 RandomizeCostume No comment provided // 0 NavToXZWithRangeY will navigate to an xz point and will clamp the y if the entity is farther than yrange from the y position // 9 TestServerSelectionUGC No comment provided // 9 ExtraHeaderDataConfigBinPath No comment provided // 0 Power_Exec_Category Activate a power by category // 9 test7 temporary debugging params odds and ends // 9 GetJunctionNameFromFolderName No comment provided // 9 BeginStatusReporting No comment provided // 0 FolderCacheHandleRemoteUpdate No comment provided // 9 crashInvalidFloat No comment provided // 9 echoTempSurfaceCreation Prints messages whenever temporary surfaces are created or destroyed // 0 ChangeActiveBagSlotWhenReadyID No comment provided // 0 CountInteractionNodesOfType Polls the server to get a count of all the nodes on the map which have an entry of the specified category // 9 Editor.DebugUnlockFile No comment provided // 9 danimPrintPlayerBones No comment provided // 0 uiCancel Respond "Cancel" to an open dialog box; may not work in all dialogs. // 9 MemlogDumpFileOnly No comment provided // 9 Editor.SelectChildren Select children // 9 ExprAddLine No comment provided // 9 DebugFillStringCache No comment provided // 9 debugMakeEnumAdapterModesFail No comment provided // 0 NotifyQueueClearTag No comment provided // 0 UGC.Save No comment provided // 9 worldCellRebuildBinsWithErrors forces world cell bins that had errors in them to get rebuilt // 4 ugcEditorImportProject No comment provided // 9 ui_AddActiveFamilies No comment provided // 9 GetTriviaFromFile No comment provided // 0 fileLoaderForceSingleCoreMode Forces to use or not use the single-core fileLoader mode // 9 dfxWindForceScale No comment provided // 9 TerrainEditorRegression_TestBrush_Color No comment provided // 0 aspectRatio Sets the aspect ratio. Common values are 0 (auto), 4:3, 16:9 (widescreen TVs), 16:10 (widescreen monitors) // 9 test2flicker temporary debugging params odds and ends // 9 terrainMeshLogging turns on terrain tile mesh logging // 0 lookDown No comment provided // 0 gclCamera_UseLockToTarget No comment provided // 9 WriteVMapNow No comment provided // 9 EM.ExitAndSpawn No comment provided // 9 infotrackStartFrameInternal No comment provided // 9 ugcFixupSoundFile No comment provided // 0 maxReflection Changes the maximum allowed reflection quality, 0=no reflections, 1=simple reflections, 2=cubemaps // 9 GenMapTexBoxDebug Draws boxes around all of the map textures drawn // 9 noSimpleDirLightShader Disables using a simpler shader when objects are being lit by a single directional light // 9 dontReportErrorsToErrorTracker Disables sending errors to the error tracker // 9 disable_truncate_assert Disables some hogg error checking // 9 mmNoSync No comment provided // 9 sndForceReconnect No comment provided // 0 walk1 No comment provided // 9 MapSnapMaterialOverrideSimple No comment provided // 0 InputDoubleClickSize No comment provided // 9 beaconautoserver No comment provided // 9 skyFadeRate Sets the cross fade rate of the sky from one frame to the next. // 9 DisableContainerSaveSemaphore If true, disable code to throttle saves based on sContainerSavesOutstanding. // 9 crashBadThread No comment provided // 0 ui_FocusLeft No comment provided // 0 Whitelist_Emails Toggles the whitelist for all chat. If enabled, you will only receive emails from friends, SG members, and Team members // 0 bind Bind a key to a command, and store it on your character. // 9 PowersSelectDebugClient No comment provided // 0 reply No comment provided // 0 CostumeCreator.SetHoverMaterial Set the hover material on the active part being edited // 9 ForceFullMoonOn No comment provided // 9 danimLockDebugSkeleton Lock which skeleton debug information comes up for // 3 simpleCpuGraphAlpha No comment provided // 9 ListObjectPathFields List all structure fields found in the structure that path resolves to // 9 DisableClassStances No comment provided // 9 bcnDebug No comment provided // 0 AllErrorFilenamesNonBlocking No comment provided // 9 pbuftest Forces buffer recreation every frame // 9 ugcFixupUgcInfo No comment provided // 4 FolderForZippedProjectImport No comment provided // 0 ControlSchemeSetKeyBindProfile Set the base key bind profile for the current player. // 0 disableAutoAlwaysOnTop Disable setting the window to always on top while in the foreground // 9 ugc_TetheringEnabled No comment provided // 9 MinRelevantAmountForMemLeakCategory when categorizing leaks and listing leaks within each category, only list leaks of this amount or greater // 9 sndEnableDebugMem No comment provided // 7 EventCalendarPrintRequest No comment provided // 9 texWordsEdit_generalToggleStretch No comment provided // 9 overrideFarDepthScale Sets an new value for forcing far depth, default of 0.9999960f, 0.9999999f originally // 9 dclothStagePhysics No comment provided // 9 dfxWindBaseMagRange No comment provided // 0 setGameCamPYR No comment provided // 9 commDefaultVerify No comment provided // 9 TerrainEditorRegression_TestBrush_Erosion No comment provided // 0 AuthTicketNew No comment provided // 9 texWordsEdit_undoRedo No comment provided // 0 StackwalkBoundaryScanTest Stackwalk boundary scan testing value // 0x0001 : pSymGetModuleInfo64() fails // 0x0002 : pSymFromAddr() fails // 0x0004 : Always run fallback stackwalk // 0x0008 : Fallback frame pointer unwinding fails // 0x0010 : GetModuleHandleEx fails in fallback // 0x0020 : VirtualQuery fails in fallback // 0x0040 : Module base fallback fails // 0x0080 : Print callstacks and callstack reports. // 0x0100 : Use frame size unwinder (experimental) // 0x0200 : Always use fallback callstack // 9 dfxListUnused No comment provided // 9 demo_record_cutscene Set off a cutscene and then start recording. // 9 HeadshotSaveScreenshotsForCostumes Creates and saves a collection of headshots using a list of costumes and a headshot style. // The headshots will be of size WIDTH x HEIGHT. // // Screeshots will be named .jpg // 9 disableUnselectedGeo Disables drawing of any geo not selected in the budgets window. // 9 errorOnNonPreloadedMaterials Used to disable erroring on non-preloaded materials // 0 renderSizeY Sets the horizontal pixel resolution to render the 3D world at // 9 objPrintUnpackStats No comment provided // 9 AIDebugUIModify No comment provided // 9 testRun Run all tests matching match string // 9 AggroDrawNoSocial No comment provided // 9 LogNow No comment provided // 9 fastParticlesInPreDOF Put fast particles in a different bucket to work around DOF issues // 0 demo_playPlayback Resume playback at normal speed for a currently playing demo. // 9 system.methodIntrospection This AUTO_COMMAND will enumerate the return and parameter types for a named command. // 0 dof Enable depth-of-field rendering // 9 danimSeqEdit Open the named sequence file in your favorite editor. // 0 LootOverflowDiscardAll No comment provided // 9 deactivateStaleContainerCleanup No comment provided // 0 Screenshot Save a screenshot // 0 rdrDisableStateChangeForMSAADepthResolve No comment provided // 9 EM.StandardCamZoomStepIn No comment provided // 9 resVerifyWritable Checks the read-only status against the filesystem for all ResourceInfos // 9 OldSnapshotMinutes No comment provided // 9 cluster_disable_build Totally disable clustering/remeshing on maps. Takes precedence over all other settings. Even // maps that do have regions with clustering enabled and debug_testWorldCluster will not override // this setting. This just disables binning the data! // 9 HideReticlePrototype No comment provided // 9 mmLogSkeletons No comment provided // 9 pssmForceShadowmapSize // directional light // Sets the shadowmap texture size for PSSM shadows. Must be a power of 2. // 9 memMonitorBreakOnAlloc Instructs the memory tracking code to signal a breakpoint if an allocation occurs in the specified file // 9 Editor.Unhide Unhide all // 0 CostumeCreator.RandomBoneScales Generate a random morphology with the currently selected skeleton // 9 TestClient_ChangeOwner No comment provided // 9 beaconSetDebugBeacon No comment provided // 9 terrainClose No comment provided // 9 simpleMaterials use a simple material // 9 goldenPath_PrintNodes No comment provided // 9 shadow_transition_speed No comment provided // 9 disableTwoPassRefraction Turns off two pass refraction // 9 beaconDebugSetLevel No comment provided // 0 Camera.backward No comment provided // 9 numSaveThreads No comment provided // 9 gfxHammerNotifyDeviceLost No comment provided // 9 dfxNoEnvironmentFX No comment provided // 0 Power_Exec_NearDeath Activates the appropriate NearDeath-related Power // 9 disable_precooked_data Disables using precooked geometry collision meshes // 0 ugcEditorExportProjectSafe No comment provided // 9 TestClient_SetTicketTracker No comment provided // 9 DebugLoginInitialUsername No comment provided // 9 bmse No comment provided // 9 delayTextureLoading Adds a delay to simulate slow loading of textures // 9 danimDebugIK Debug hand registration IK // 9 s_iCloseServerConnectionOnAssert No comment provided // 0 timerRecordStart Starts recording profiling information to the given filename // 9 TestClient_EnableRandomDisconnects No comment provided // 0 CharacterCreation.BuildCurrentPlainCostume Reset the costume to the default for the current skeleton // 9 shadow_buffer_debug Enables shadow buffer debugging (displays shadow buffer in a debug thumbnail). // 9 Editor.SubObjectEdit No comment provided // 9 onepassDistance Sets the distance at which things are put into the opaque_onepass bucket // 0 svSetMute No comment provided // 0 forceOffScreenRendering Forces off-screen rendering, may resolve rendering issues on some platforms (WINE) // 9 stackOverflowNow No comment provided // 9 mmds No comment provided // 0 uberLighting Use an ubershader for lighting instead of unique assembled shaders // 9 LogPacketTrackers No comment provided // 9 WriteBinManifest No comment provided // 9 ApplyPathOperations Applies a series of ObjectPath operations to the passed in path // 0 HardTargetLock No comment provided // 9 objectPickerPreviewCacheClear Clear the object picker preview cache for testing responsiveness. // // (Yes, this leaks resources. No, it should never be called in // production code.) // 0 CostumeCreator.SetBoneScale Set the bone scale of the character being created. // 9 danimLODOff No comment provided // 9 beaconrequestserver No comment provided // 9 NotesServerName No comment provided // 4 ugcEditorTransferProjectOwnershipToUserByIDWithName No comment provided // 0 ConnectToController No comment provided // 9 TerrainEditorRegression_TestBrush_SoilRoughen No comment provided // 9 sndDebugSpaces No comment provided // 9 CLDupTest insert this into CommandLineFromFile so that if that ever gets cmdparsed twice we will know // 9 mmcSwingPitchRangeMin No comment provided // 9 CostumeCreator_TestCostumeRandomize No comment provided // 0 demo_record_exact_camera_positions SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // If true, then record absolute camera positions, to allow precise playback comparisons. // 0 CostumeCreatorCmd_SaveCostume Save the costume to a given pet with a given payment method // 0 Camera.zoom No comment provided // 9 collTest_SetSpherePosStart -------------------------------------------------------------------------------------------------------- // 9 PerformDataCopy No comment provided // 9 MDE_CopyMission No comment provided // 4 svDebug No comment provided // 9 sndSetVolumeByCategory No comment provided // 9 UGCResourceValidation No comment provided // 0 ResourceOverlayLoad No comment provided // 9 DisableEntityHUD Whether to show or hide information above entity's heads, except for chat bubbles / damage counters. // This is used by demo recording and testing scripts. // 0 disable_multimon_warning Disables displaying a warning about which monitor we're rendering on // 9 drawSingleTriangles Draws all objects as single triangles // 7 ui_GenInspect Inspect the currently highlighted gen, and also show some global information. // 9 Editor.EditTags No comment provided // 9 MissionEditor.Cancel Cancel current operation, or if no operation, unselects the last selected object // 9 sleepClient No comment provided // 9 ipfFile No comment provided // 9 exprDebugRegressionTest No comment provided // 9 danimDisableHitPause No comment provided // 0 LootTakeAllOfTypeSpecifyBag No comment provided // 9 allowMRTshaders Enables defining of MRT2 and MRT4 in shaders // 0 BranchOnAutoInt No comment provided // 9 tex_aggressive_evict Ideally, we would never aggressively evict textures, but we do currently so that the art budget is "correct" most of the time. // We need to fix the budgeting code to never require this. -1 will mean "use the default for the production mode state" // 9 SetAutoStartup No comment provided // 0 noSleepWhileWaitingForGPU Disables yielding the CPU while waiting for the GPU // 9 budgets No comment provided // 9 IgnoreAllErrors No comment provided // 0 Login_Back From anywhere in the character creation / login process, go back. // Where you go back to depends on where you are. // 9 ScoreboardSetName No comment provided // 9 gfxHeadshotAlphaDebug If true, render alpha headshots in debug mode // 9 Editor.SnapDown Snap selected objects downward to terrain or geo it hits // 0 ui_load_file Loads named UI Windows save file // 9 RequestExpressionSearch No comment provided // 9 AllowChangeOfBaseContainerID No comment provided // 9 SemiSharedMemory Disable shared memory // 0 EntityGenCheckInterval Re-run expressions for visible non-UI-having entities this often. // 0 pssm_shadowmap_size No comment provided // 9 BeginMemLeakTracking No comment provided // 9 hog_verify_crcs Verify all CRCs passed in to hog update functions // 9 test4 temporary debugging params odds and ends // 9 ugc_NumReviewsBeforeNonReviewerCanPlay No comment provided // 9 test5flicker temporary debugging params odds and ends // 9 gfxShowClustering No comment provided // 9 GenJailPrintActive Print a list of all jail cells currently managed by the default jail keeper. // 9 texturePoolDisable Disables freed texture pooling // 9 mrSurfaceRotYawScale No comment provided // 9 zpasstest Test Z-Prepass on xbox // 9 MaterialDisableFeature No comment provided // 0 guild_nametaken No comment provided // 9 disableSkyBloomPass Don't draw the second pass of sky objects for bloom quality 2. // 9 StrictMerge AUTO_CMD_INT(gContainerSource.hogMerge,HogMerge) ACMD_COMMANDLINE; // 9 show_frame_counters Shows per frame graphics stat counters // 0 NotifySendName Process a notification (specifying type by name). // 0 Camera.left No comment provided // 9 dfxWindQueuedForceMaxMag No comment provided // 0 CharacterCreation.FinishAll Create the character (and then pick map) // 0 ControlSchemeChooseOneOf This is a quick and dirty way to get ControlSchemeCycle to run on both // key down and key up. // 0 CostumeCreator.SetMuscle Set the muscle definition of the character being created. // 0 twitter_watch No comment provided // 9 noBink Disables FMVs // 0 dynFxSetFXExlusionList No comment provided // 9 MailServer No comment provided // 3 simpleCpuGraph No comment provided // 9 OldJournalHours No comment provided // 9 dclothJustDrawWithSkinnedPositions No comment provided // 0 demo_record Start recording a demo, save it into FILE. // // The demo will be saved in the demos/ data folder, as FILE.demo. // Note that not all events are saved into the demo, but most are. // 9 civEditor ------------------------------------------------------------------------------------------------------------------ // 0 invertibleup No comment provided // 9 StartSpammingLogs No comment provided // 9 enableFPException Enables floating point exceptions. Valid parameters are: Inexact, Underflow, Overflow, ZeroDivide, Invalid, Denormal or All // 9 mmClientOnlyCreate No comment provided // 9 wleCmdExpPositionDummies No comment provided // 9 gfxQueryPerfTimesMultiFrame Queries performance times for the primary device // 9 show_light_volumes Show light volumes used for deferred lighting // 9 BeginSpammingPrintfs Periodically print random strings to the console. // 9 ugcNeverTimeout No comment provided // 9 ati9800 No comment provided // 0 tactical No comment provided // 4 ugcEditorImportProjectFromDir No comment provided // 2 ugcPlayingEditor_Redo No comment provided // 0 ui_FocusDown No comment provided // 7 PowersDebugAEDrawSourceEnt No comment provided // 9 ui_FindUnusedAssets No comment provided // 0 vertexOnlyLighting Enables the vertex-lighting only path for low-end cards // 9 Camera.spawn_player No comment provided // 9 ErrorFilenamefNow No comment provided // 0 CutsceneEditor.Redo No comment provided // 0 GenSliderSetNotch Set a slider's notch, if interactive. // 9 danimResetToIdle No comment provided // 9 onepassScreenSpace Sets the screen space requirement for world objects for the opaque_onepass bucket // 9 show_alpha_cutout Tints alpha objects // 9 TestClient_EnableCorruption No comment provided // 9 dfxDrawWindGridForceYLevel No comment provided // 0 CostumeCreator.SetColor Set the color of the active part being edited // 9 ItemGen_GenerateAllDefsWithPrefix No comment provided // 9 TestClient_TicketDescription No comment provided // 9 LongFrameThresholdMs Threshold for logging long frames. // 9 showRoomPartitions Room partition debugging // 9 dfxDrawRays Draw the fx raycast rays, green if they hit, red if they miss // 0 enableIME Enable or disable integrated IME support. // 9 SetShardCategoryManually usually not used, because it gets set in the shard info string // 9 gge_addnode No comment provided // 9 ReportAudioAssets_ProcessOnClient No comment provided // 9 Editor.FocusCamera Focus camera on selection // 0 CostumesUploadURL No comment provided // 9 FSMEditor.Reflow Reflow FSM states // 9 gfxTexturePoolPrintInfo Displays information about the texture pool and texture traffic // 9 DeadBodiesDebug todo: filter bodies that die by falling off the map // 9 SetHelloWorldFile No comment provided // 0 CharCreationShardName No comment provided // 9 crashNow No comment provided // 9 GenCloneAndDestroy Clone and destroy a UIGen, useful for memory leak testing. // 0 Camera.panfast No comment provided // 9 danimDrawBouncers Draw debug info for bouncers // 0 LoadAllUserNamespaces No comment provided // 9 texWordsEdit_generalSetBG No comment provided // 9 noPink Disables errors on non-preloaded shaders and reapplies them // 9 WriteTextMetadata No comment provided // 0 useManualDisplayModeChange Manually change the display mode for fullscreen settings, rather than allowing Direct3D to make the mode switch. // 5 SetDebugPos No comment provided // 0 GenSendMessage Send a message to a gen. // 9 profilerConnect No comment provided // 0 turnleft No comment provided // 9 disableLastAuthor No comment provided // 9 gfxQueryPerfTimes Queries performance times for the primary device // 9 danimDisableTorsoPointingFix No comment provided // 9 geoShowUsage No comment provided // 9 FreeThreadNumThreads No comment provided // 9 forceBinCreate Forces bin files to be written, even if they have errors // 9 worldCellShowBinStats Displays stats after making world cell bins. // 9 FilesAllExistInDir given a root dir and an extension and a comma-separated list of files, // checks whether every one of those files exists somewhere in the directory hierarchy // // returns error string if files don't exist, "0" if they all do // can't be an AUTO_EXPR because of ACMD_SENTENCE // 9 smf_debug Toggle smf layout debugging // 9 neverStopRagdoll No comment provided // 9 NotifyDebug Enable/disable notification debugging. // 0 LootTakeAllInventory No comment provided // 9 Editor.ToggleNormalSnap Toggle snap to normal // 9 ShowLessAnnoyingAccessLevelWarning No comment provided // 9 StaleContainerProcessTime Maximum time to spend queueing stale containers for unloading each check interval (in milliseconds) // 9 LogResourceRequests No comment provided // 0 CostumeCreator.SetCategory Set the category being edited // 9 wlTimeSetStepScaleDebug No comment provided // 9 ui_SaveSkin No comment provided // 9 lcdForceBW Force Logitech LCD into black and white mode // 9 TestTextParser Runs tests on the textparser system, and prints results to console // 9 objPathCacheStatsDetailed No comment provided // 0 hideDevUI If set, don't show dev ui (budgets window, etc) // 0 guild Send chat to other players in your guild. // 0 channel_join No comment provided // 9 cam_set_min_pitch No comment provided // 9 Camera.switch_mode No comment provided // 9 simplygonErrorUseRadius No comment provided // 9 PrintCallstackReport Print the callstack report on crash, if available. // 9 partEdClickedReset No comment provided // 9 TestClient_EnablePacketDisconnects No comment provided // 9 RotateEncounterLayer Rotate an encounter layer in X/Y plane // 0 RememberUILists Whether to remember UI List Column placement and width. // 0 comicShading Enables postprocessing, outlining, depth of field, and shadows. // 9 FSMEditor.Find Find // 9 gfxSpriteListReallocAll free all the pools and load new ones // 9 d3dcOptimization Sets the D3DCompiler optimization level. Use with /disableShaderCache and /reloadShaders to make it stick. // 0 Power_Exec Activate a power by name // 9 ao_foot_splat_amt No comment provided // 9 SetShardInfoString No comment provided // 0 disable_windowed_fullscreen Disables going into full-screen windowed mode when maximized // 9 TerrainEditorRegression_TestBrush_Smooth No comment provided // 9 ELESphereVolumeDetail No comment provided // 0 channel_info No comment provided // 9 ContainerAccessUnloadThresholdHours No comment provided // 9 noDrawBezier Bezier debug // 9 dfxFPErrorOnOverflow If set to one, then any buffer overflows in the fast particle system will report the error // 9 dfxSplatAlwaysResplat No comment provided // 0 poissonShadows Enables and disables soft shadows (poisson filtering) // 0 gfxSetDefaultFOV No comment provided // 9 Terrain.SelectEyeDropper No comment provided // 9 ShaderTestN Various shader debugging parameters // 9 TestXMLRPC No comment provided // 9 UseDiskOrder No comment provided // 9 EM.OpenDoc No comment provided // 9 ModelUnloadUnpacked No comment provided // 9 dfxTestFx Takes the name of an FX to test, on the local player. // 9 Camera.start_speed No comment provided // 0 safemode Run the game in "Safe Mode", with lowest graphics settings to ensure the ability to get into the game to fix bad settings // 9 MapSnap.SelectionSub No comment provided // 9 DebugCapsuleScreenExtents No comment provided // 9 Genesis.MakeVistas No comment provided // 9 hide_untyped_volumes Don't draw volumes that have no type // 9 MinDelayBetweenXperfs No comment provided // 0 netTimingGraph No comment provided // 9 Editor.TransRotWhileDown Rotate gizmo/translate gizmo // 9 texShowUsage Prints out texture memory usage to the console and to c:\texusage.txt. Pass in a string to search, or "" for everything. // 9 timerRecordPlay Plays back previously recorded profiler information, at the given filename // 9 showTextureDensity override textures with checkered textures to show their resolution // 9 Input_DIJLock No comment provided // 9 zprepassOn Forcibly enables z-prepass rendering // 9 GenPositionRound No comment provided // 9 ShowEncounterAggro No comment provided // 9 bDebugDumpDeviceStateAfterPresent No comment provided // 9 wcSceneSetMaxBoundXYZ No comment provided // 9 simplygonRemeshTest No comment provided // 0 InputClickTime No comment provided // 9 dfxPrintUnpackedParticleList Print out information about the current state of the dynfxFastParticleInfo dictionary // 0 demo_override_map SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // Skip this many seconds at the beginning of a demo. // 9 worldDebugAddLineDirLenClient No comment provided // 9 worldDebugDrawOnUIMap No comment provided // 9 texRegisterDynamicCmd Registers a dynamically accessed texture into the global dictionary // Path can be something like "#file.hogg#file.ext" // 0 GenJailUnlock Unlock jail cells and allow them to move around and resize. // 9 emShowZeniPicker No comment provided // 9 StaleContainerTypeProcessTime Maximum time to spend queueing stale containers of one type for unloading each check interval (in milliseconds) // 9 show_file_counters Shows per frame file access counters // 9 SerializePrintf If set, serialize all printf() calls to preserve colors when multiple threads are using printf() simultaneously. // This was added by msimpson in 2007, probably for of his physics debugging code, but I think it's a bad idea. It causes deadlocks in various // exceptional circumstances, and poor performance in situations that would otherwise be OK. I think the minor cosmetic problems of concurrent // colored printf is not worth the risk. It's possible that this is something that we want in only in dev mode, or perhaps only for certain // app types, but for now, I'm just going to leave it off by default. // 0 useFullSkinning Forces skinning to only two bones to improve performance ("Simple Skinning" in the Options screen) // 9 GenTimingNames Enable per-gen timing information. // 9 danimShowBitsShowOverlaySequencer No comment provided // 9 UGCConfidenceValueForLowerBoundOfConfidenceInterval No comment provided // 9 hide_aggro_volumes Don't draw aggro volumes in the editor // 0 CostumeCreator.SetPatternToAll Set the pattern on the active part being edited // 9 dfxKillAll Kill all fx systems // 9 hdr_lock_hdr_xform Locks the physical luminance <-> HDR image transform to a particular luminance. // 9 dfxDrawLabelsForAllFX Draw names for FX with the "Debug" flag set. // 0 netSaveCompressBufferSize No comment provided // 9 taskServerAddr Sets the address of the TaskServer to connect to // 9 sndPlayMusicTest No comment provided // 9 PowersTrackFlashedFX No comment provided // 9 terrainHighLodTriPercent Sets the triangle percentage to use for the high LOD terrain when binning. Defaults to 0.33 (33 percent). // 3 simpleCpuGraphTargetCycles No comment provided // 9 atlas_display_prev Selects previous texture atlas to display with atlas_stats. // 0 bitgraph No comment provided // 9 FlushHttpAuthenticationCache No comment provided // 9 testDisplay temporary debugging params odds and ends // 0 chanpromote No comment provided // 9 rdrStackOverflowNow Triggers a stack overflow in the render thread // 9 MissionEditor.ToggleCopy No comment provided // 9 material_preload_debug Repeat each material preload for a given number of frames for debugging, print the material name. // 9 ItemGen_GenerateDefNoSave No comment provided // 0 quit Close the window. // 9 EncCritterPref No comment provided // 9 FSMEditor.ZoomOut No comment provided // 9 debug_dumpWorldClusterSource No comment provided // 9 bcnReqProcessProject No comment provided // 9 FullAccessAccount the following can be used to prevent demo messages from popping up // 0 CostumeCreator.Yaw Both a command and expr func // 0 CharacterSelection_SetCharacterPortraitBackground DEPRECATED: use UIGenPaperdoll // 9 ResourceSnapForce No comment provided // 9 ugcExportGothicForEncounters No comment provided // 9 fatalErrorDetailsfNow No comment provided // 9 bloomDebug Bloom debugging // 9 noClipTerrain Disables clipping of terrain // 0 console Enables the debug console // 9 FSMEditor.ZoomIn No comment provided // 9 mrTacticalRollFaceTurnRate No comment provided // 0 CharacterCreation.ChooseCachedCostume Choose the saved costume that matches the skeleton // 9 allowMovingBBox No comment provided // 0 unbind_local Unbind a key from a command (this happens automatically when rebinding as well). // 9 forceEnableAmbientCube No comment provided // 9 fileCacheTimestampDump No comment provided // 9 disable_two_pass_depth_alpha Disables the two-pass algorithm for rendering depth-dependent (water/refractive/depth fade) alpha objects. // 9 EM.HistoryNextDoc No comment provided // 9 WriteDictionaryDependencies No comment provided // 9 ForceLoadAllTranslations No comment provided // 9 KeepFileDataOnUnpack No comment provided // 9 geoQueueBubble No comment provided // 9 SetRegionSkyOverride1 No comment provided // 9 svFontsPrint No comment provided // 9 MapSnapDisableMaterialOverride No comment provided // 0 Whitelist_Tells Toggles the whitelist for all chat. If enabled, you will only receive tells from friends, SG members, and Team members // 0 wipeShaderCache Wipes the shader cache at startup // 0 screenshotAfterRenderscale Changes whether screenshots are saved before or after doing renderscaling // 0 CharacterCreation.ForceCostumeStance Both a command and an expr func // 9 EM.Undo No comment provided // 9 CombatDebugPerf No comment provided // 9 skyDebug No comment provided // 0 right1 No comment provided // 9 danimDisableClientSideRagdoll client side ragdoll commands // 9 forceServerMode No comment provided // 9 demoFullHistoryCSV No comment provided // 9 sortShadowmapsByState Sorts shadowmap objects for rendering by state instead of distance // 9 CostumeEditor.CenterCamera No comment provided // 9 zprepassOff Disables z-prepass rendering // 0 AdjustCamControllerSensitivity No comment provided // 9 verifyHeaders No comment provided // 9 aiAnimListDebug No comment provided // 9 MemPoolAllSchemaStructs No comment provided // 0 nothread -nothread (1) should disable the thread // -nothread 0 should enable the thread (default behavior) // -renderthread (1) should enable the thread even if numCPUs() == 1 // -renderthread 0 should disable the thread // Command-line argument: Run non-threaded // 0 PetStore_RemoveRefs No comment provided // 9 ugcExportGothicForSoundDSP No comment provided // 9 hide_genesis_volumes Don't draw occlusion volumes in the editor // 4 itemDebug enable extended item tooltip info // 9 worldCellInfoTest No comment provided // 9 memMonitorBreakOnAllocLine Instructs the memory tracking code to signal a breakpoint if an allocation occurs in the specified file // 9 useScopedExpr No comment provided // 9 dfxSearch Returns a list of fx that match the given substring // 9 MissionEditor.Freeze Switches to volume editing mode // 9 hide_skyfade_volumes Don't draw skyfade volumes in the editor // 9 simplygonTexWidth No comment provided // 0 HideEntityHUD Whether to show or hide information above entity's heads, except for chat bubbles / damage counters. // 9 forceDefaultStringDiff No comment provided // 9 DoExtraStatusReporting No comment provided // 9 GenMapFogOfWarHide Hide fog of war. // 9 bcnRequestAllowBeaconSkip No comment provided // 9 bcSharded Tells the beacon client it's sharded, but doesn't give it ids and stuff // 9 UGCDebugGatherStatistics No comment provided // 9 frameRatePercentBG Sets the frame rate percentage of the current device when not in the foreground (0 to just use value from frameRatePercentage). // This is useful when an application is running with multiple devices and you want one to // only use a fraction of the CPU based on what the user is doing. // 0 ui_postprocess Enables a final postprocessing stage on everything including UI // 9 testRunTimed Run Tests matching string, and also write profiling data // 9 mmOpenPerEntityTimerClient No comment provided // 9 beaconIsCurrentMapUptoDateClient No comment provided // 9 Editor.TransRot Cycle through gizmos // 9 EMTest.SingleDocNewPanel No comment provided // 0 ui_save_file Saves UI layout to named UI Window save file // 9 BSAllowCRCMismatch No comment provided // 9 GenFocusHighlight Display a highlight around the focused gen which the mouse is hovering over. // 9 setf Sets an AUTO_FLOAT // 9 mated2GraphArrange Scan every node, rearrange graph to be more pleasing to the eye instead of one giant clump. // 9 gfxSetCubemapOverride Sets a debug cubemap override // 9 MapSnapIterations No comment provided // 9 mated2ListMaterialsWithoutFallbacks Print a list of each material that does not have all required // fallbacks. // 9 dfxSetTestSaturation No comment provided // 9 genesisInteriorEnableDebugImages No comment provided // 0 disableTesselation Turns tesselation off in the render thread. // Allows the user to see what it would look like if everything was using tesselation. // 9 DisablePrintf Turn off most printing to the console. // 9 ContactEditor.SelectAll Select All // 9 PT_ExplodeRanks No comment provided // 9 eventProfiler No comment provided // 9 FSMEditor.SetFSMName Set FSM name // 0 uiOK Respond "OK" to an open dialog box; may not work in all dialogs. // 1 martinCam No comment provided // 9 ForceAllowMissionMapHeatMaps No comment provided // 0 PowersSetCooldownClient No comment provided // 0 RAMSpeedTest Does a RAM speed test and resturns the result in MB/s // 9 ctm_RegisterCursorMode Function to register an actual cursor mode to handle most of the click-to-move stuff. // 9 disableMicrocodeReassembly Disables xbox microcode level reassembly of shaders to remove constant jump instructions // 0 CostumeOnly_InitFromCreation Initialize from the character creator screen, input is image width and height // 9 ui_TestGenericDialog No comment provided // 9 materialErrorOnMissingFallbacks No comment provided // 9 texWordsEdit_layerPasteAll No comment provided // 9 bDebugLightCache No comment provided // 0 fill_on_free No comment provided // 0 GenSliderAdjustValue Move a slider's value, if interactive, by the given amount. // 0 clear_guardbands No comment provided // 9 debug_dont_cluster_alpha_objects turns on/off the gathering of objects containing materials with transparency for the remesh clusters. // Tunes the number of distributed jobs allowed. // 9 terrainLogSeaming logs terrain seaming operations // 9 RequestFieldSearch No comment provided // 0 EvaluateLeftClick No comment provided // 9 noRunAndGun No comment provided // 9 camUseHarshTargetLock No comment provided // 9 RequestReferencesSearch No comment provided // 0 NavToXZWithRangeYCompress No comment provided // 9 EMTest.MultiDocCommand No comment provided // 0 runCmdOnTarget Replaces with entity ref and with wco ref // 9 Editor.PopupMenu Popup custom/context menu // 9 ME_UndoCheckoutAll No comment provided // 9 dfxMaxDrawn Sets the absolute maximum number of FX objects (sprites, meshes, mesh-trails, or fast particle SYSTEMS) that will be drawn in any given frame. Defaults to 150 currently. // 9 jiraPort No comment provided // 9 AlienColor Set Alienware color // 9 ObjectLibraryDebugEditingCopies No comment provided // 9 Editor.ClearUndoStack No comment provided // 9 danimSequencerStackMax No comment provided // 0 CostumeCreator.SetSkinColor Set the skin color of the costume // 0 CharacterCreation.HideWorld Both a command and expr func // 9 cmdOnClick Enables running a command when clicking in the 3D view. // Takes two command parameters. One can contain "" and the other "". // When clicking, it is determined if you are clicking a position or an entity and the // appropriate command is executed, filling in that position or entity in place // of "" or "". If you don't have an "" command, then it will use the // "" command even if you click on an entity. // Usage: bind lshift +cmdOnClick "ec selected setpos " "ec selected setPosAtEnt " // 9 threadPerfAll Displays per-thread performance for all threads (/threadPerf shows only "interesting" threads) // 9 echoShaderPreloadLog Enables echoing of all shader compilation/binding messages // 9 drawAllRegions Turns off region culling. // 9 EM.Cut No comment provided // 9 MDE_PasteMission No comment provided // 9 fb_get_session Finish an enrollment process with Facebook // 0 camUseAutoTargetLock No comment provided // 9 Editor.UpTree Travel up tracker tree // 0 ignore No comment provided // 0 Powers.DeactivateMaintainedPower Client command to stop maintaining a maintained power. Called by the server // when it damn well feels like it, which is generally when it deactivates // a maintained power for a reason the client wouldn't necessarily predict. // 9 Editor.ToggleTransX Toggle x-axis translation // 9 oncePerFrame No comment provided // 9 worldForceBinGimmeTimestamps deprecated, does nothing // 9 InitQuickLoginUGC turns on quick login with specified character and map // 9 EM.Freecam No comment provided // 9 TestClient_TicketResponseReset No comment provided // 0 dynamicLights Enables dynamic lights // 9 PathNodeDrawDist No comment provided // 0 ignore_spammer No comment provided // 9 password Which password to use when logging in // 0 backward1 No comment provided // 7 MessageOpen No comment provided // 9 GenDebug Run the UIGen system in debug mode. // 7 ugcFlagProjectAsCryptic No comment provided // 9 danimDrawVisibilityExtents Draw the skeleton of the current character // 9 oncePerFrameClear No comment provided // 0 xperfDumpNoForce No comment provided // 0 FriendComment No comment provided // 0 channel_create Create and join a new channel // 9 beaconmasterserver No comment provided // 9 terrainIntentionallyLeakMemory No comment provided // 0 CostumeCreator_SaveCurrentCostume No comment provided // 0 CostumeCreator.SetHoverDiffuse Set the hover pattern on the active part being edited // 7 CombatDebugMetersTime ------------------------------------------------------------------------------------------------------------------------ // 9 objDumpDatabase No comment provided // 9 NoteSettingFailureAlertTime Alert if we try to set a note on the note server but fail for this many seconds // 9 Editor.FocusObject No comment provided // 9 GenDumpExprFunctions Dump the expression functions used by all the UIGens. // 9 collTest_SetCylinderRadius -------------------------------------------------------------------------------------------------------- // 0 help_cmd the command line -help menu // 9 collTest_SetCapLengthRadius -------------------------------------------------------------------------------------------------------- // 9 Terrain.FocusCamera No comment provided // 0 ui_FocusUp No comment provided // 0 CalendarLocalMode Toggle local/server time for the calendar. // 0 CostumeCreator.SetColorLink No comment provided // 9 exprDebugDestroyLeak No comment provided // 9 Terrain.SetBrushStrength No comment provided // 9 mmDisableAnimAssert No comment provided // 9 CostumeEditor.AdjustCamDistance For compatibility with older keybinds // 9 sndReplaceMusicTest No comment provided // 0 CostumeOnly_Destruct Destroy the costume only data // 0 CostumeCreator_HideCostume Both a command and expr func // 9 charactername Which character name to attempt to log in // 9 mmTestThing No comment provided // 9 csaaMinDepthBiasSpot No comment provided // 9 beaconReportLargestGalaxies No comment provided // 0 AdjustCamDistance No comment provided // 9 texturePoolMaxSize Maximum amount of memory consumed by the texture pool under normal circumstances (may spike to +25% more) // 9 CheckSVNMergeOutputForConflicts No comment provided // 0 tell Private tell. Chat handles should be prefixed with an '@' character. // 0 simpleLighting use "simple lighting" even on cards that support better // 0 interactWithEnt No comment provided // 0 ReportMakebinsToTestClient while doing makebins, report status to testclient // 9 gfxSpecialParam No comment provided // 9 texWordsEdit_create No comment provided // 0 patch_verify If set, verify each patched file after it is patched. // 9 Editor.CopySelectionNames Copy selection text to windows clipboard // 9 freeCamSpeed Sets the movement speed for freecam. Defaults to 10. // 9 SkipPeriodicContainerSaves No comment provided // 9 nvidiaLowerOptimization Decreases the amount of optimization done by the NVIDIA driver // 9 dfxDrawSplatCollision Draw the shape of the splat collision cylinder/cone // 9 printTrivia Returns all current global trivia // 0 autoForward1 No comment provided // 9 MemReportZeroTotalAllocs No comment provided // 9 flickr_screenshot_ui Upload a screenshot with UI to Flickr // 0 CharacterCreation.CopyPlayerCostume Copy a costume from the current player // 0 NotifySendWithEntityRef No comment provided // 9 worldCellDebug No comment provided // 0 MailClearItemCache Clear all auction lots stored in the mail cache. // 9 CharacterPathAllowDevRestricted No comment provided // 9 TerrainEditorRegression_TestBrush_SoilAdd No comment provided // 9 debug_max_cluster_lod No comment provided // 9 dynMovementNoTransitions No comment provided // 9 timeGetTimeTestResolution No comment provided // 9 noworld No comment provided // 0 ShardWideEventDisable Disable a game event. // 9 UnloadOnHeaderCreate No comment provided // 9 dynamicCacheAsserts Makes the dynamic cache assert on error instead of just printfing // 9 volumeTextureShrink bitfield of axises to shrink on, 1=x, 2=y, 4=z - can shrink twice by also doing 8=x, 16=y, 32=z (e.g. 63 shrinks all axises twice) // 9 TerrainEditorRegression_TestBrush_ColorBlend No comment provided // 9 surface_frames_unused_max_lowres Sets the latency, in frames, before GraphicsLib releases temp surfaces 64x64 or smaller. // 9 InitQuickLoginWithPos No comment provided // 9 DumpCommandsForAutoComplete List all commands available for auto complete. // 9 dclothStageConstraints No comment provided // 9 EM.SetAutosaveInterval No comment provided // 0 outlining Enable comic outlining // 9 light_combos When not using uberlighting, use predefined light combinations (Constrained Combinatorial Lighting) // 9 ELE.LayerPaste No comment provided // 0 Target Target : Targets the Entity with the matching name // 9 ContainerPreloadThresholdHours No comment provided // 9 MapSnap.ZoomIn No comment provided // 9 TrackMemLeaksInDevMode No comment provided // 9 hashFunctionTest No comment provided // 9 pDebugLevel No comment provided // 9 debugMakeRemovesSlow No comment provided // 9 emulate_vs_time_use_old_intel If emulating frame time taken on old cards, use Intel performance numbers // 9 danimFramesToKeepAnimTracksInMemoryWhenNotActive No comment provided // 9 dfxPauseAll Pause all fx systems // 9 username Which username to use when logging in // 9 ugcFixupUGCResInfo No comment provided // 0 gfxForceRedoSettings No comment provided // 9 showLightRange Displays current adapted and desired light ranges // 9 printAutoTransNonHelpers No comment provided // 9 dynSkeletonValidateAll No comment provided // 9 MissionEditor.Unfreeze Switches to volume editing mode // 0 CostumeCreator.SetZoomMult Both a command and expr func // 9 MemlogDumpFile No comment provided // 9 debug_cluster_leaf_level Tunes the number of distributed jobs allowed. // 7 PowersDebugAEClient ------------------------------------------------------------------------------------------------ // 9 beaconDebugSetPathJumpHeight No comment provided // 9 memBudgetOverrideBudgets Loads a new memory budget file, overwriting the budget values currently loaded // 0 CostumeOnly_LoadCostumeToGuildUI load a costume from disk and place it into the guild UI for use // 0 linearLighting Enable lighting in linear space // 0 CostumeCreator.MouseRotate Both a command and expr func // 9 visualize_depth_range No comment provided // 9 flickr_get_frob No comment provided // 9 DebugNearPoint No comment provided // 0 GenListDown If the given gen is a list, move the selected row down by one. // 9 ModelUnload Unloads all model geometry // 9 usePatchC No comment provided // 9 terrainIntentionallyLeakAllMemory No comment provided // 9 BcnExpensivePathsFail No comment provided // 9 BanCommand No comment provided // 9 danimReportDynSeqDataLookupBugs used to report errors when the fixed version of dynSeqDataFromCollectionAndIndex gives a different result than the original version // 0 UGC.Do No comment provided // 9 tessellateEverything Allows the user to see what it would look like if everything was using tesselation. // 9 ipToCountryName calling this function loads in 4 megabytes of ip directory data, which then hangs around forever // 9 UpdatePerformanceCmd No comment provided // 9 Editor.CycleTransSnap Cycle translation snap modes // 9 testTriangleLineIntersect No comment provided // 3 simpleCpuGraphScale No comment provided // 9 dfxForceFPUpdate No comment provided // 9 terrainForceObjectRefresh No comment provided // 9 COE_CloneCostume No comment provided // 9 Editor.CycleTransAxes Cycle translation axes // 9 BcnSetDefaultAngleDivisions No comment provided // 0 SetFollow SetFollow: toggle follow // 9 EM.WorkspaceOpen No comment provided // 0 channel_setcurrent No comment provided // 0 CostumeCreator.SetHeight Set the body mass of the character being created. // 9 ProdVersion No comment provided // 9 terrainForceDrawLOD Forces all terrain tiles to draw at this LOD level, or not draw at all if they do not have this LOD level loaded // 9 danimTrackAnimTrackReload No comment provided // 9 ExcludeBinningNamespaceMaps No comment provided // 9 enableVFetch Enables VS30 vertex texture fetch for terrain atlas heights // 0 GenAddWindow Show a gen on the window layer. // 0 GenSetEarlyOverrideFloat Set a float override on a gen. // 0 maxShadowedLights sets the maximum shadow casting lights per frame // 0 goldenPath_UnHideFx No comment provided // 9 Terrain.genesisEnableRoomDebugImages No comment provided // 9 mmPredict No comment provided // 9 debug_show_light_list show a list of lights found at the beginning of the next frame // 9 SecsBeforeAlertWhenSentryServerPacketSendsFail when trying to send a packet to the sentry server, alert if it takes more than this many seconds to send // 9 dfxStateLogger No comment provided // 0 AddPowerToCart No comment provided // 9 quickLoginWithAccount No comment provided // 9 noDrawStaticWorld Disables drawing of the static world // 9 ScratchStackDisableResize No comment provided // 9 printDictionarySubscriptions No comment provided // 0 pvp_DuelDecline No comment provided // 9 lowResAlphaMinDist Controls the min distance for low res alpha rendering. zdist can be negative! // 9 skyWireframe Turns on wireframe rendering for the sky // 0 OpenUrlCmd No comment provided // 9 gfxDebugSpriteClear Removes debug sprites // 9 danimTestLOD No comment provided // 9 mmPerEntityTimersClient No comment provided // 0 ChangeActiveBagSlotWithIndexWhenReady For bags that have more than one active slot, choose what active slot index you are changing // 0 gclUGC_ShowUGCFinder requests to show the UGC finder. Called by the game server after interacting with // a job board. // 9 mmcSwingClearHeight No comment provided // 9 MapValuePrintAll A debug command to print the names and values of all existing map values (but not player map values) // 9 mated2CrashTest Try to cause a crash. // 4 ShowAllStaticMaps Show static maps in the map selector. // 9 show_vs_time Shows per frame vertex shader estimated time // 7 GenOpenCSDUpdateCandidates No comment provided // 9 OptionsMenuShowHidden No comment provided // 0 CostumeCreator.SetHoverGlow Set the glow of a color // 9 wcThreaded No comment provided // 9 TryToRotateAllFilesAtOnce if true, then whenever we rotate a file, we also check all other files to see if they need to be rotated... this means // that if we have log files A and B, both in the 1:00 filename, and then at 1:01 we write something into B, it will close 1:00 // B and open 2:00 B, but will also close 1:00 A // 9 texReduce increments or decrements the reduction level on a specific texture // 9 xperfView Views an xperf Trace // 9 genesisExteriorSetResolution No comment provided // 9 ui_TreechartMinHLValue No comment provided // 9 disableAsyncVshaderLoad Disables asynchronous loading of vertex shaders // 9 QuitOnTestClientDisconnect No comment provided // 9 terrainLodInitialTriPercent Sets the triangle percentage for the base lod. Each subsequent lod is divied again by 4. Defaults to 0.25 (25 percent). // 0 bind_save_file Save entity keybinds to the given filename. // 9 force_bad_cpu Forces the timing code to use the code that gets ran on bad multi-core/cpu systems whose timers drift per-core // 9 ugcFixupCSVResInfo No comment provided // 9 disableLDRToHDRDepthCopy Don't copy depth from the LDR buffer to the HDR buffer for bloom quality 2. // 9 GetATRLocksString No comment provided // 9 useShaderServer Compile shaders on the shader server // 9 ContactEditor.ZoomIn No comment provided // 9 GetCurSVNRev No comment provided // 9 bcNoPS No comment provided // 9 reloadTextures Forces a reload of textures // 9 danimNoMovementSync test for movement syncing in the sequencer // 0 ClientSetVisibleChildAll No comment provided // 0 LootTake No comment provided // 9 eventProfilerPause No comment provided // 0 runCmdOnCursor Replaces with entity ref and with wco ref // 9 patchxferhttpforcerangeaswholefile If set, send all requests as a request for the whole file, even if we only need a subrange. // 9 Editor.Hide Hide/unhide selection // 9 beaconizerDebug No comment provided // 0 renderScaleY Sets the percentage of the vertical display resolution to render the 3D world at // 9 binDisableNearBypass Disables bypassing putting entries with a near fade distance into the near cells. Must rebin the map to take effect. // 9 DebugMenu.Exit No comment provided // 9 partEdCenterCamera No comment provided // 9 texturePoolResizeDisable Disables resizing textures to specific sizes to better pool // 0 CostumeCreator.SetRotMult Both a command and expr func // 4 setposOffset No comment provided // 0 CursorPetRally_BeginPlaceForEntity No comment provided // 9 danimDrawStrands No comment provided // 9 delayedCmd No comment provided // 0 UseDevice Use an item in a given invetory slot // 9 materialParamRemove Removes a global named material parameter // 9 alertfNow No comment provided // 0 d3d11Enable No comment provided // 9 TestServerUsesMultiplex Connect to Test Server via Multiplexer // 7 dbgShowDynamicCollision Enable or disable drawing of dynamic collision objects (e.g. Entities). // 9 debugAllowCancelDrawList No comment provided // 9 ao_foot_splat_sz No comment provided // 0 sndEnable Enable playing of sound // 9 ugcExportGothicForSound No comment provided // 9 noOnepassObjects Disables objects going into the opaque_onepass bucket // 9 objLoadDatabaseDump No comment provided // 0 GenMessageSend Like GenSendMessage, but takes Message, Gen as arguments instead of Gen, Message. // 9 dfxTestFxOnTarget Takes the name of an FX to test, on the targeted entity. // 9 DisplayInvalidAddress No comment provided // 9 AccountLogin_ResetTermsOfUse Reset terms of use information on the account // 9 GenMapTexBoxLayered Draws boxes around all of the map textures at map layer // 0 PowerSlotExec PowerSlotExec : Attempts to execute whatever Power is in the given PowerSlot // 9 ugc_publish Initiate a UGC publish // 4 GodModeClient No comment provided // 0 gclLoginChooseCharacterByName No comment provided // 0 animThreads No comment provided // 9 test10 temporary debugging params odds and ends // 9 mmAddRequester No comment provided // 9 quickUPDB Does only a quick check to see if a UPDB file exists, may not be the correct file // 9 GenTimingExpressions Enable per-gen misc expression timing information. // 0 scattering 0 = scattering off, 1 = scattering on high res, 2 = scattering low res // 0 demoVerbose SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // Show extra data. // 9 ForceReloadsByTouchingFiles_OneByOne No comment provided // 9 mmDebugLogSave No comment provided // 9 EnslaveCharacters This command changes the accoundid and privateaccountname in the Entity's Player struct // for all EntityPlayers matching the publicAccountName specified. // Unless deemed safe by a higher authority, this command will remain unavailable on production shards. // 9 ELEDrawScale No comment provided // 9 SetObjectPath Sets what path resolves to to the passed in string value // 9 sndKillAll No comment provided // 9 skelInfoEdit Open the named fx file in your favorite editor. // 9 mated2ListAllWithSuspiciousBrightness Print a list of each material with a suspicious brightness. // 9 ReadObjectPath Returns a string version of whatever the passed in object path resolves to // 9 danimDisableClientSideRagdollInitialVelocities client side ragdoll commands // 9 dynFxTrackParamBlocks No comment provided // 9 GetEntityHTMLHeader Callback that gets the HTML header for an entity. In ServerLib because it needs to work on MCPs and GameServers. // 9 GenMapIconPushRadius How close the mouse needs to be to map icons to push them around. // 0 InputClickSize No comment provided // 9 VoiceServer No comment provided // 0 enableDInputKeyboard Enable or disable DirectInput keyboard support. // 9 GetSVNBranch No comment provided // 9 terrainSetExclusionFlags No comment provided // 9 dfxBreakOnDebugFX For programmers. If set to 1, fx that have been flagged as 'debug' will trigger a break point if the debugger is attached. // 9 doSkelFixup automatically generates skel_fixup.info files from costume data // 4 Camera.halt this resets all camera movement flags // 9 nvidiaCSAAMode Controls if NVIDIA CSAA modes are used instead of MSAA // 9 hide_warp_volumes Don't draw warp volumes in the editor // 9 writeProcessedShaders Writes resulting shaders after post processing to disk // 9 ME_RevertField No comment provided // 9 UnloadEncountersOnClient Unload encounters on the client, so they're not drawn // 9 mrPhysicsCheatDistance No comment provided // 9 wcoInvalidate No comment provided // 9 mrTacticalRollStepUpScaleXZ No comment provided // 9 pathNodeAutoconnectMinDist No comment provided // 9 worldDebugAddBoxServer No comment provided // 0 CalendarFirstDay Set the day of week to be considered the "first day". 0 = Sunday, 6 = Saturday // 9 ErrorOnNoAtrLocks if true, then error when a transaction does not have ATR_LOCKS defined // 9 PowersGrantDebugDialog Debug tool for listing powers and powerart, and assigning powers to Xbox controller buttons // 9 showTextureDensityExclude texture name/wildcard to not override when /showTextureDensity is set // 0 WriteMemdumpBetweenMaps if true and MakeBinsAndExit is set, write a memory dump between each map binning // 9 dclothStageCollision No comment provided // 9 test1 temporary debugging params odds and ends // 7 sndSetMaxPlaybacks No comment provided // 9 zprepass_to_rgba Enables rendering z-prepass to an RGBA buffer instead of R16G16 on PC // 9 TermsOfUseOverride Terms of use behavior. 0 - default, 1 - behave like production mode, 2 - always prompt // 9 shadowDebug Shadow debugging // 9 printSubscriptionChanges No comment provided // 9 disableDepthTextures Disables all renderable depth textures to simulate low-end cards // 0 setMouseForward No comment provided // 9 sndSetHRTFPanLevelFadeRange No comment provided // 0 CharacterDetail Sets entity detail scaling // 9 show_sprite_counters Shows per frame sprite stat counters // 9 danimDisableTorsoPointing torso pointing debug commands // 0 texLoadNearCamFocus Turn on/off loading textures near the camera focus, in addition to just near the camera. // 9 net_client No comment provided // 0 CostumeCreator.SetGlow Set the color of the active part being edited // 9 wcRecreateAllStaticScenes No comment provided // 9 EM.NextDoc No comment provided // 9 wcAssertOnBadGridIndexClient No comment provided // 9 MissionEditor.CreateNew Create a new object // 9 lightAllowAllContactedRooms TODO DJR permanently enable, remove option // 9 printContainerSends No comment provided // 9 SetBaseContainerIDs No comment provided // 9 time Set the time // 9 CommandLineFile fake command // 9 terrainForceAtlasProcess forces the terrain atlases to get processed // 9 hide_occlusion_volumes Don't draw occlusion volumes in the editor // 9 simplygonMaxPixelDeviation No comment provided // 0 Powers.SetCostPaidServer Client command to note the cost paid for an activation on the server. Called by the server // when it needs to inform the client of paid costs. // 9 dclothDrawClothAsNormalGeo No comment provided // 9 MDE_RevertMission No comment provided // 9 printResRequestCorrections No comment provided // 9 timescale Set the time scale // 9 InitQuickLoginWithInstanceID turns on quick login with specified character and map and instance ID of map // 0 Chat_SetStatus No comment provided // 0 MakeCostumeJPeg Write out a character's costume (by slot index) It uses project specific defined // camera angles and is a 300 x 400 shot // 9 TerrainEditorRegression_TestBrush_Slope No comment provided // 9 svChannelJoinWithGroup No comment provided // 0 screenshot_jpg Save a screenshot // 9 SimpleStatusMonitoring_TellSystemToShutDown No comment provided // 9 TimeBeforeResendWithNoVerify if we send a packet and don't get a verify, re-send it every n seconds // 9 gfxSpriteListMaxWasteMult Allow buffers up to this times the requested size to be used instead of freeing it and getting a smaller one // 9 sndDebugConns No comment provided // 0 FoundryTips_Withdraw No comment provided // 9 Physics.NoSync No comment provided // 9 TimePrintfInterval if you add -TimePrintfInterval 60 to the command line, the server will printf the time every 60 seconds // 9 sndReload No comment provided // 9 controlfpTest No comment provided // 0 gfxSettingsSetMinimalOptions Called when running on old drivers or unsupported hardware // 0 screenshot_ui Save a screenshot with the UI included // 0 CutsceneEditor.Save No comment provided // 9 mated2CheckoutAllWithSuspiciousBrightness Checkout all the materials that have a suspicious brightness. // 9 ItemGen_GenerateDefsFromFile No comment provided // 0 maxInactiveFps Sets the maximum allowed framerate when the application is not in the foreground // 9 SendSearchResourcesResult No comment provided // 0 pvp_TeamDuelSurrender No comment provided // 0 lookUp No comment provided // 0 runOnConnect specifies a command to run on connection to a game server // 9 Terrain.CreateNewLayer New layer // 5 SetDebugPosEx No comment provided // 9 mmDrawProjectiles No comment provided // 9 memMonitorBreakOnAllocDisableReset No comment provided // 9 sortOpaqueAppliesToVisual Applies the sort_opaque command to the visual pass as well as the zprepass // 9 allocNowMegs No comment provided // 9 mte_ExportImport Export the import file for the account server // 9 CutsceneDrawDebugInfo No comment provided // 9 SentryServer No comment provided // 9 genesisPopulateEnableDebugImages No comment provided // 9 gfxDebugUI No comment provided // 1 interactnonprompted Interact with a non-prompted entity or interactable in range. // 9 ugcPerfDebug No comment provided // 1 TestClientAwayTeamOptIn No comment provided // 9 Input_DIJDebug No comment provided // 9 danimDrawCollisionExtents Draw the skeleton of the current character // 0 CostumeOnly_WriteEditorCostumeBG No comment provided // 9 Terrain.CancelAction No comment provided // 9 TestClient_TicketResponseClose No comment provided // 9 doNotQueueErrors Disables in-game error messages and instead uses the Win32 error popups // for easier debugging. // 9 UseFreeThread No comment provided // 9 collTest_SetCylinderPos -------------------------------------------------------------------------------------------------------- // 9 GetLinkToLogDir No comment provided // 9 Editor.AdjustCamDistance No comment provided // 9 DisableNewCRCCode No comment provided // 9 ugc_TetheringDragMargin No comment provided // 9 danimShowBitsShowSubSkeleton No comment provided // 9 SpectatorEnable ------------------------------------------------------------------------------------------------------------------------- // 9 preload_multiple_lights Enables preloading with multiple lights for longer load times but slightly less stalls // 0 WaitForDebugger_Break don't begin execution until a debugger is attached // 9 texWordsEdit_undoUndo No comment provided // 9 dfxDrawFxVisibility Draw visibility spheres at each FX // 0 renderScaleX Sets the percentage of the horizontal display resolution to render the 3D world at // 9 texWordsDisableCache Disables the TexWords cache // 9 EM.Options No comment provided // 9 worldDebugAddTriClient No comment provided // 9 BSForceRebeaconize No comment provided // 9 danimMoveEdit Open the named move file in your favorite editor. // 9 TerrainEditorRegression_NewMap No comment provided // 9 AllFilesHeavy if true, then rotate every file every hour, rather than only files that get above a certain size // 9 dfxMaxPriority Takes a value from 1 to 3. Sets the maximum Priority level that will be drawn. Useful for turning off Priority 3 or Priority 2 FX to see how they look without those FX. // 9 dynMoveRequestRandomTracks No comment provided // 9 wcPrintDebugInfo No comment provided // 9 collTest_Enable -------------------------------------------------------------------------------------------------------- // 9 MaxNumLeaksToSendInAlert when alerting on potentialy mem leaks, list the top N // 9 danimPlayerLOD No comment provided // 9 Physics.NoDisable No comment provided // 9 stickDeadAngle No comment provided // 0 noLCD Disables the Logitech LCD interface code // Force Logitech LCD into black and white mode // 9 EnableFastBinCheck No comment provided // 7 ui_GenHighlightParent No comment provided // 9 TT_GetJiraProjectList No comment provided // 9 ItemGen_GenerateRewardTables No comment provided // 9 geo_seconds_before_unload Sets the timeout in seconds before unloading a piece of geometry // 9 danimOff Turn off all animation // 9 TestClient_SendTicket No comment provided // 9 mmcFlightGravityMaxSpeedFactor No comment provided // 9 collTest_SetCylinderFaceDir -------------------------------------------------------------------------------------------------------- // 0 SoftwareCursor Enables a software cursor for normal operation (e.g. window dragging). // 9 OnlyMapToBin No comment provided // 9 anaglyph Hacky anaglpyh image rendering mode // 9 QuitOnDemoCompletion if true, quit when the demo playback completes // 9 EM.SetScale No comment provided // 9 mmDrawCover No comment provided // 9 show_terrain_occlusion Turns on display of terrain tile occlusion mesh // 9 DebugLogDrawableSubObjects No comment provided // 9 lraNoOverride No comment provided // 9 use_new_light_selector toggle the new lighting code on or off // 9 danimShowBitsShowTrackingIds No comment provided // 9 sndEndMusicTest No comment provided // 0 LockPlayerAndCamera Prevent the left/right analog sticks from controlling the player or camera. // These aren't keybinds, and so can't be disabled in the normal fashion just by // pushing a keybind profile onto the stack. Called by the UI when entering fullscreen // interfaces. // 3 simpleCpuGraphDrawLabels No comment provided // 9 frustum_debug_mode Enables visualizing the view volume culling // 9 showTimingBars Displays simple timing bars instead of detailed profiler UI // 9 NeverConnectToController No comment provided // 9 beaconLocal Tells the beaconserver not to start/use patch services and run clients from src // 9 mated2UpdateAllMaterialTemplates Update all material templates. // 0 Power_Exec_ID Activate a power by id // 9 debug_testWorldCluster Enable clustering/remeshing on maps that do not have regions with clustering enabled. // For testing build processes without modifying the map. // Totally disable clustering/remeshing on maps. Takes precedence over all other settings. Even // maps that do have regions with clustering enabled and debug_testWorldCluster will not override // this setting. This just disables binning the data! // 0 gclPVPDuelBeginAck No comment provided // 0 disableSplatShadows Turns off splat shadows // 9 stripDeadShaderCode Fills code disabled by preprocessor with whitespace to make writeProcessedShader output slightly more readable // 9 GenerateLogReport AUTO_CMD_INT(gContainerSource.hogMerge,HogMerge) ACMD_COMMANDLINE; // 9 ui_CreateWindow Make a new window for editing. // 9 dfxSetFxRate Sets how at what rate to run the fx systems // Defaults to 1.0, or normal rate. // 9 gfxSpriteListCleanupsBeforeFree number of pool cleanups before we free unused buffers // 9 skipMousePolling Disable mouse input polling // 2 ugcPlayingEditor_CopySelection No comment provided // 0 getTicketTracker No comment provided // 9 setEnableActivityParsing Option to allow disabling of activity parsing in case of problems. // 0 AdjustCamMouseSensitivity No comment provided // 0 BulletinsRequestAll No comment provided // 9 ugc_RoomInfosDebug No comment provided // 9 GetPlayerContainer Returns a ContainerRef containing the player's information. Useful for testclient // 0 left No comment provided // 0 ui_TooltipDelay Sets the additional delay, in seconds, before tooltips appear // 0 GammaCalibration_Reset No comment provided // 7 CombatDebugMetersEnt ------------------------------------------------------------------------------------------------------------------------ // 9 mrSurfaceFaceMaxTurnRate No comment provided // 0 NavToXZ No comment provided // 9 ME_EditField No comment provided // 0 interactOverrideClear Clears current interact override // 0 channel_kick No comment provided // 9 mmcFlightGroundMaxSpeedFrictionFactor No comment provided // 0 rdrDisableSM2B Disables use of shader model 2.0b and higher for the renderer only, leaving full-featured materials // 9 ErrorfOnAlerts No comment provided // 9 gsmPrintStateChanges No comment provided // 0 bind_local_load_file Load keybinds from the given filename. // 9 Editor.Group No comment provided // 9 dfxStateLoggerToggle No comment provided // 0 showfps Displays frame rate // 9 DumpGSMTransitions No comment provided // 0 NotifySendWithOrigin No comment provided // 0 interactWithCurrentTarget No comment provided // 9 NetXLSP No comment provided // 9 simplygonResolution No comment provided // 0 GenJailRemoveAll Remove all gens in a given jail cell block. // 9 dfxNoUIFX No comment provided // 9 debug_cluster_max_retries Tunes the number of times the client may reattempt failed remesh tasks for each world cell cluster. // 9 debug_ignore_remesh_atlas_hogg No comment provided // 9 terrainAtlasHighColor allows saving of the highest LOD of color textures to the terrain atlases // 0 who No comment provided // 0 gclAccountLogin_UsernamePassword No comment provided // 9 maxAlphaHDRTriangles Sets the maximum triangle count for the alpha hdr pass when bloom quality is set to medium // 0 CostumeOnly_WriteEditorCostumeStyle No comment provided // 9 hdr_use_immediate_luminance_measurement Forces direct readback of luminance from the 1x1 RG16F luminance texture, for debugging // luminance measurements, and testing effects of latency in using queries. // 0 svChannelJoin No comment provided // 0 channel_destroy No comment provided // 9 whiteTextures use white textures // 9 ST.EventInfo No comment provided // 9 dfxNoWireframe Turn off wireframe for fx // 0 CostumeCreator.SetSpecies Sets the species of the character being created. // 9 printMapSpecificTemplates No comment provided // 9 printf_time No comment provided // 9 ReportAudioAssets No comment provided // 9 UGCDebugFailAllValidation No comment provided // 9 DisableZippedDataCachingInSaveThreads No comment provided // 0 CharacterCreation.STOCopyCostume If we are on the ground get the spaceship // 9 LoadAllTranslations No comment provided // 9 CE_RevertContact No comment provided // 9 printContainerReceives No comment provided // 9 InitQuickLoginWithAccountName turns on quick login with specified account name // 9 dfxs Returns a list of fx that match the given substring // 9 GenMapDrawHighRes Draw the high res map textures // 9 dfxWindGridDivisionDistance No comment provided // 9 EM.Close No comment provided // 9 eDebug No comment provided // 0 NavTo_Cancel No comment provided // 9 AutoShowTeamProgressionSetter No comment provided // 9 danimShowBitsShowSubSequencer No comment provided // 4 izp special CSR command to make it super easy for people who are downloading zipped // project files from servermonitor into a download directory // 9 deferredLightingDebug Deferred lighting debugging // 9 ME_CheckoutAll No comment provided // 9 Editor.EditChildWeights No comment provided // 9 ShaderTest Various shader debugging parameters // 9 quickLogin turns on quick login // 9 texWordsAllowDXT Enables or disables DXT compression of TexWords textures // 9 Editor.Lock Toggle selection lock // 9 ItemGen_GenerateDefsMatchingWildcardString No comment provided // 0 CostumeCreator.SetPattern Set the pattern on the active part being edited // 0 setGameCamYaw No comment provided // 7 ugcFlagProjectSeriesAsCryptic No comment provided // 9 gclCamera_OverrideCameraFocus ------------------------------------------------------------------------------------------------------------------ // 9 MaxResourcePacket No comment provided // 9 timeStepScale Set the time step scale // 9 danimTPose Force all animations into the base pose // 0 bind_local_load Load keybinds from keybinds.txt. // 9 danimLogging No comment provided // 0 Clear No comment provided // 9 MDE_CreateMission No comment provided // 0 InventoryExec Executes the first power on the item in the bag at the slot // 0 UIRememberPositions Whether to remember UI sizes and positions. On by default. // 9 worldCellEntryDebug No comment provided // 9 MissionEditor.Focus Center the camera around selected objects, if nothing selected, reset camera pivot // 9 sort_opaque Forces sorting of opaque objects by distance instead of shader/material/model // 9 drawTargetBoxes No comment provided // 9 Camera.max_speed No comment provided // 9 TestClient_TicketResponseNext No comment provided // 9 dynDrawClearPreSwapped Frees all pre-swapped character materials // 9 objCacheVerifyAll No comment provided // 0 CutsceneTextFadeTime No comment provided // 9 simplygonDumpRecentLogs No comment provided // 9 errorfNow No comment provided // 9 danimDrawRagdollDataAnim No comment provided // 9 texturePoolMaxCount Maximum number of pooled textures to keep around // 9 DumpAllContracts No comment provided // 9 disableMultiplePointLightShadowPasses Forces point light shadow culling to use a single sphere for all directions instead of multiple frustums. For performance testing. // 9 bcNoUpdate No comment provided // 9 dynMovementBlendInPerSecond No comment provided // 9 wcFluidDebugUI No comment provided // 9 mrTestSecondsToDestroy No comment provided // 9 dbgShowTerrain Enable or disable drawing of terrain objects. Pass in -1 to toggle. // 9 choice_ChooseValueRecieveForEditor No comment provided // 0 HandleMouseLookToggleOrEsc No comment provided // 9 rdr_debug_max_sync_waits No comment provided // 0 fpsgraph Enables a graph showing recent frame times // 9 PurgeHogOnFailedContainer No comment provided // 9 TerrainEditorRegression_TestFilter_Soil No comment provided // 0 CostumeCreator.ShipYaw Both a command and expr func // 0 up1 No comment provided // 0 allow_testclients allows test client connections // 9 psdkSetLimits No comment provided // 9 EncounterEditor.PlaceRandomCritter No comment provided // 4 freecam Free camera mode // 9 worldCellSetEditable No comment provided // 9 cam_set_max_pitch No comment provided // 9 quatTest No comment provided // 9 VoiceRecordStart No comment provided // 9 stickControlledEntityIndex No comment provided // 0 exec Executes each line in a file as a slash command // 9 max_actions_headshot Sets the maximum number of headshot draw actions per frame // Sets the maximum number of bodysock draw actions per frame // 9 errorIsDuringDataLoadingTest No comment provided // 9 mmDisableNetBufferAdjustment No comment provided // 0 forward1 No comment provided // 0 SuperEsc this command is used to bootstrap super-escaped commands on the command line. // 9 gfxHeadshotDoBadImageChecks If true, retake images that are suspected of being bad // 9 PrintEnumValues No comment provided // 0 cTicketGen Create a new ticket. // 9 OldPendingHours No comment provided // 2 ugcPlayingEditor_DuplicateSelection No comment provided // 0 CharacterCreation.BuildPlainCostumes No comment provided // 0 CostumeCreator.SetDiffuse Set the pattern on the active part being edited // 0 ListCellSize If set, then this overrides the default cell size // 4 FullMoonOn for testing fullmoon // 9 beaconDebugResetPathSend No comment provided // 9 gclStopTimer No comment provided // 0 svSpeakersSetLevel No comment provided // 1 ui_TimeScale Set the UI time scale. // 9 dfxDrawPhysics No comment provided // 9 ForceHideBudget Foces the budgets window not to open // 9 test8flicker temporary debugging params odds and ends // 0 down No comment provided // 9 DebugF2PPremium No comment provided // 9 Editor.Deselect Deselect all // 9 TerrainEditorRegression_TestFilter_Altitude No comment provided // 9 UGCSearchAndImmediatelyChooseForScripting No comment provided // 5 CopyDebugPos No comment provided // 9 gfxDebugInfo Shows various graphics debug information // 9 GSM_GetFullStateString primarily for use by testClient // 9 netStopCapture Stop a capture started by AllowCaptureRequestOnPort. // 9 budget_Button No comment provided // 9 Editor.ReloadFromSource Reload from source files // 9 showDebugLoadingPixelShader Uses a noticeable debug loading pixel shader while shaders are loading // 9 PruneDeleted No comment provided // 9 danimDrawIKTargets Debug hand registration IK // 9 simplygonTestMaterial No comment provided // 9 DebugLogModelDraw No comment provided // 0 local Send chat to other players in your vicinity // 9 DumpResourceSystemStashTableStats No comment provided // 9 danimDynOnlyStrands No comment provided // 9 TerrainEditorRegression_TestBrush_Weather No comment provided // 9 texWordsEdit_layerExtents No comment provided // 0 gfxStatusPrint Displays a line of text in the status line (useful for debugging scripts, etc) // 9 debug_model_lod_offset No comment provided // 9 MissionEditor.Group Groups the selected objects // 9 MDE_DeleteMission No comment provided // 9 worldDebugAddQuadServer No comment provided // 0 tacticalSpecial No comment provided // 9 gfxEmulateCardPrev No comment provided // 9 enableExprConsolePrint No comment provided // 9 demo_update_batch No comment provided // 0 Server Which loginserver ip/name to connect to // 0 PowerTree_RemoveRefs Clear all references added by gclGenAddPowerTreeRef. // 9 danimDrawTerrainTilt terrain tilting commands // 0 CostumeCreator_StartEditCostume Start editing a costume // 9 danimMinLOD No comment provided // 9 forceDescDiff No comment provided // 9 SimpleStatusMonitoring_RestartSystem No comment provided // 0 freeMouseCursor No comment provided // 9 GenMapPerceptionRadiusOverride Debugging command to fake a minimap perception radius. // 0 CostumeCreator.SetHoverDetail Set the hover detail on the active part being edited // 9 noSky Disables sky drawing // 9 editorVisScale Modifies the world detail scale factor automatically applied inside the editor. // 9 ugcMissionEditorShowReachMap No comment provided // 9 Terrain.SelectBrushChannel No comment provided // 9 EM.ShowAllWins No comment provided // 0 autoEnableFrameRateStabilizer Auto-enables /frameRateStabilizer as it feels appropriate // 9 Editor.GenerateObjLibUID No comment provided // 9 danimShowBitsHideHead No comment provided // 9 bigFree No comment provided // 9 mrInteractionDistToFaceNextWaypoint No comment provided // 0 target_highlight 0 = simple targeting graphics, 1 = glowing outline/inline effect // 9 danimSaveBodysockAtlas No comment provided // 9 mrTestFlagName No comment provided // 9 terrainPrintAtlasTree No comment provided // 9 MaterialToggleFeatures No comment provided // 9 delay_sending_lights Delays sending light data to renderer until drawing actions (this is the old functionality). // 9 DbLoadTimeReport Print a DB load time report. // 9 xboxSettings No comment provided // 9 MouseParticles No comment provided // 9 mmNoLocalProcessing No comment provided // 0 show_display_settings No comment provided // 9 MessageExpressionDebug Turn on Errorf dialogs for various things that can go wrong in message expressions. // 0 GenScale Change the base UI scale. // 0 SetNewCharacterSkipTutorial Set the skip tutorial flag on the client // 9 RegexExtract No comment provided // 0 rdrApplyTexturesAndTargetsTogether No comment provided // 9 hide_audio_volumes Don't draw audio volumes in the editor // 9 Editor.ToggleTransZ Toggle z-axis translation // 9 netAllowCaptureRequestOnPort Set to a port number to capture on once. // 0 SkipFMV This allows the player to skip FMV // 9 mmDoResetAnims No comment provided // 9 thumbnail_depth_power Sets the depth exponent for thumbnail depth copies // 9 DebugMenu.Collapse No comment provided // 9 mission_PrintWaypoints No comment provided // 9 danimClearAnimCache No comment provided // 9 sndStopOneShotTest No comment provided // 9 dynDrawNoPreSwappedMaterials Turns off using pre-swapped materials for characters. Supports performance testing. // 0 Camera.right No comment provided // 9 clearShadowHullDebug No comment provided // 9 dfxWindMaxDistanceFromCamSquared No comment provided // 0 SendAllErrorsToController Duplicating this function without ACMD_EARLYCOMMANDLINE so it can be put into cmdline.txt // 9 netNoSendBuffer No comment provided // 9 FolderCacheGenCoreMapping Prints to the console a mapping to be placed into CoreExclude.txt for a given folder // 9 sndTestSpaceChannelGroupVolume No comment provided // 0 CostumeCreator.SetHoverBodyScale Set the body mass of the character being created. // 9 Terrain.SwapBrushColors No comment provided // 0 fxQuality No comment provided // 0 MediaControlCmd No comment provided // 0 specialClassPower No comment provided // 9 DisableCameraCollision No comment provided // 9 FolderCacheFilesystemOnly Puts the FolderCache in filesystem only mode // 9 postProcessingDebug Postprocessing debugging // 9 no_auto_lods Turn off auto lods // 9 MapSnap.ZoomOut No comment provided // 9 Editor.ImportLayer Import layer // 0 RejectFriend No comment provided // 9 mmDrawOutputs No comment provided // 0 texLocale Sets the locale used for textures // 9 zocclusionThread No comment provided // 9 ContainerUnloadTypeProcessTime Maximum time to spend unloading stale containers of one type per second (in milliseconds) // 9 ForceReadBinFilesForMultiplexedMakebins special override set by multiplexed makebins... force read the bin file even if FORCE_REBUILD is set // 9 sndPlayRemoteTest No comment provided // 4 setpyr No comment provided // 9 UIStyleBarBrowser View all currently loaded texture assembly definitions. // 0 ugc_MaybeShowReviewGen No comment provided // 9 beaconDebugSetStartAndSwitch No comment provided // 0 team No comment provided // 9 shadowHullDebug No comment provided // 9 Editor.ActivateMoveCopy No comment provided // 9 pathNodeAutoconnectMaxDist No comment provided // 9 danimShowBitsHideMovement No comment provided // 9 gfxGrabFrame Grabs the current frame to be shown with /gfxShowGrabbedFrame // 9 debug_cluster_wireframe No comment provided // 0 fpshisto Enables a histogram of frame times // 9 compileXBOXshaders Enables compiling of xbox shaders // 0 Follow_Resume No comment provided // 9 TerrainEditorRegression_WaitForQueue No comment provided // 9 disableNonDeferredBloomPass Don't draw the second pass of non-deferred and alpha objects for bloom quality 2. // 9 wcForceSimulateStaticScenes No comment provided // 9 wcNotificationOverride No comment provided // 0 CutsceneLetterboxWindowHeight No comment provided // 9 max_actions_bodysock Sets the maximum number of bodysock draw actions per frame // 0 suspendForcedMouselook No comment provided // 0 Channel_RefreshAdminDetail No comment provided // 9 MoveEditor.ForwardFrame No comment provided // 9 mated2UpdateAllWithSuspiciousBrightness Update all materials that have a suspicious brightness. // 0 frameRateStabilizer Enables hack that seems to stabilize the framerate on some NVIDIA cards // 7 SetDemoFlag No comment provided // 9 setLoginType No comment provided // 9 mmDrawResourceDebug No comment provided // 9 noDynamics Disables drawing of the dynamics system // 0 SetFocusToCurrentChatTextEntryWindow No comment provided // 7 DumpExpressions No comment provided // 9 fb_screenshot_ui Upload a screenshot with UI to Facebook // 9 disableDirLights turns off directional lights // 0 mc No comment provided // 9 demoSaveTiming Sets the timer profile name to save timer results to // 9 SlowSaveTickAlertThreshold No comment provided // 9 MissionEditor.Delete Deletes all selected objects // 0 danimAssetPreloadDensity Sets the texel density to use for preloading // 0 gfxUnloadAllNotUsedThisFrame Instructs GraphicsLib to unload every texture and model which is not use on this frame. Set to 2 to do so at every frame. // 9 GenHighlight Display a highlight around gens which the mouse is hovering over. // 9 noNewFx Turn off all fx // 9 Redirect This is a dummy auto command to use with redirect AST_COMMANDS. // 9 CmdPrintInfo No comment provided // 9 Editor.InstanceForUGC No comment provided // 9 mrTestSecondsToPlayFlag No comment provided // 9 test1flicker temporary debugging params odds and ends // 9 EM.TabFocus No comment provided // 9 Editor.NewLayer New layer // 0 higherSettingsInTailor If available, users higher detail settings when in character creation/customization interfaces // 0 Channel_RefreshJoinDetail No comment provided // 9 forcePrompt Forces the "press any key to continue" prompt, which defaults on, but which gets turned off by // quicklogin // 9 ForceFullMoonOff No comment provided // 9 show_alpha Tints alpha objects // 0 CostumeCreator.RandomStance Generate a random morphology with the currently selected skeleton // 0 bug Report a problem with the game. // 9 gfxShowGrabbedFrame Shows the frame grabbed with /gfxGrabFrame // 9 PowersDebugClient No comment provided // 9 bcHide No comment provided // 9 ao_hip_splat_amt No comment provided // 0 ContainerType No comment provided // 9 DebugMenu.Select No comment provided // 9 danimDebugDynAnimExpressions +------------------+ // | | // | Utility Routines | // | | // +------------------+ // 9 mmDrawBodies No comment provided // 0 ignoreX64check No comment provided // 9 showMipLevels override textures to show which mip level is being used // 0 gfxForceProdModeDefaultSettings No comment provided // 9 hdr_2 Enables second (improved) version of HDR algorithm. // 9 beaconserver No comment provided // 9 Editor.ActivateBoreSelect No comment provided // 0 videoMemoryMax Sets the maximum amount of video memory (in hundreds of MB) we will try to use. // 0 GSM_Quit No comment provided // 9 ListObjectPathKeys List all keys found in the EArray that path resolves to // 9 MemPoolAllSchemaStructsPoolSize No comment provided // 0 Camera.pan No comment provided // 9 mmCompareLogsSetEnt No comment provided // 9 GetCurGimmeDateString No comment provided // 9 wcoDestroy No comment provided // 9 ao_foot_splat_max No comment provided // 0 saveSystemSpecs Saves the system specs string to logs/systemspecs.log // 9 Editor.DeselectAndPlaceObject No comment provided // 9 terrain_debug_lods No comment provided // 0 Camera.up No comment provided // 0 sndDisable Disable all playing of sound // 7 PowersDebugAEClear No comment provided // 0 useSM2B Uses only SM2B and lower // 9 Editor.FindAndReplace Lock files belonging to selection // 9 visualize_screenshot_depth No comment provided // 9 gclStartTimer No comment provided // 0 GenListUp If the given gen is a list, move the selected row up by one. // 0 GenRemoveModal Hide a gen on the modal layer. // 9 mmcSwingAnchorCooldown No comment provided // 9 binDisableNearFadeWelding Disables closer welding of near fade entries. Must rebin the map to take effect. // 0 GenShowDef Send a gen to display. // 0 screenshot_ui_jpg Save a screenshot with the UI included // 9 dont_atlas Command line option to disable texture atlasing // 9 disableCoarseTimer No comment provided // 9 dfxTestFxMouse2d Attach an FX to the mouse. Debugging version of ui_MouseAttachFx. // 9 forceReflectionLevel Forces all templates to have at least this reflection level for debugging // 9 steam_reset No comment provided // 0 TestClient_TargetObject No comment provided // 9 TestClient_KillSelf No comment provided // 0 noCustomCursor Disable custom cursors, will just use the default Win32 cursor on PC // 9 MissionEditor.LeftClick No comment provided // 9 DebugMenu.Load No comment provided // 9 MissionEditor.RightClick No comment provided // 9 TestClient_EnableTimedDisconnects No comment provided // 9 mmAddDebugSegmentOffset No comment provided // 9 modelShowUsage Prints out model memory usage to the console and to c:\geousage.txt. Pass in a string to search, or "" for everything. // 0 GenMovableBoxResetPosition Reset a movable box to its default position. // 4 ugcFeatured_LoadState // Load the state of Featured/Featured Archives from FILENAME (on the // client). // 0 unlit Turns off all lighting on objects and sets the ambient to the specified value // 9 SetRegionSkyOverride2 No comment provided // 9 ugcProjectEditorCheckJobStatus No comment provided // 9 cam_lock_yaw No comment provided // 9 maxDebris Sets the maximum number of physics simulated debris objects // 9 EM.HistoryPrevDoc No comment provided // 0 CostumeCreator.ResetHeight Generate a random morphology with the currently selected skeleton // 9 wlTimeSet No comment provided // 0 Chat_SetReplyText Sets the text in the chat text entry gen with /tell reply text // 9 dfxTestMessage Sends multiple messages to all fx currently playing on the player // 9 sndDisplay3D No comment provided // 9 Editor.CopyToScratch Copy selected objects to the scratch layer // 9 simplygonAutoShutdownCount No comment provided // 9 patchxferhttpforcerange If set, send "whole file" requests as ranges. // 0 GenJailHide Add a new jail to the screen. // 9 ugcFixupAnimlist No comment provided // 9 gfxFMVClose No comment provided // 9 ItemGen_GenerateByScope No comment provided // 0 d3d9 Use the Direct3D 9 renderer device type // 9 assertNow No comment provided // 9 mmDrawBodyBounds No comment provided // 0 gfxFakeFillValue No comment provided // 0 CutsceneEditor.Undo No comment provided // 0 NotifySendAudioName Process a notification (specifying type by name). // 9 Editor.DecTransSnap Reduce translation snap resolution // 9 ItemGen_GenerateAllRewardTables No comment provided // 4 setpos No comment provided // 9 TerrainEditorRegression_TestFilter_Shadow No comment provided // 0 run No comment provided // 9 wcConnectToPSDKDebuggerClient No comment provided // 9 danimBodysockTexAA No comment provided // 9 MoveEditor.BackFrame No comment provided // 0 interact Interact with the nearest interactable entity within range. // 9 dfxDrawFxTransforms Draw 3-axis vectors at each FX // 9 EM.StandardCamZoomStepOut No comment provided // 9 show_frame_times Shows per frame high level timers // 9 disableF24DepthTexture Disables 24-bit depth textures to simulate low-end cards // 9 danimToggleBits Toggles all bits listed after the command. // 0 interactWithNode No comment provided // 0 SafeLogin if true, then log the player back into their most recent static map instead of anything else. (For instance, // if the player is having trouble doing client patching for a NS map, they might be effectively blackholed // and have to use this to back out // 0 ShardWideEvent Enable a game event. // 0 TestClient_Assist No comment provided // 9 demo_test_batch No comment provided // 9 ATR_GenerateLockReport No comment provided // 9 UGCChooseFirstContactDialogEntryIfPossible Used by the UGC publish tester to select a contact dialog option // 0 ui_save Saves UI layout to default UI Window save file // 0 CostumeCreator.ShipRoll Both a command and expr func // 9 disable_dir_shadow_threshold No comment provided // 9 dclothDisablePartialCollision No comment provided // 9 zocclusionHeirMax occlusion debugging // 9 Echo Echo debugging text to the chat log. // 9 sndPlayRemoteTestTimes No comment provided // 9 BcnForcePathfindTimeout No comment provided // 9 dfxNoCostumeFX No comment provided // 9 PP_TWOTEX_SAMPLE_OFFSET No comment provided // 9 dumpAtlasBlock No comment provided // 9 hide_landmark_volumes Don't draw landmark volumes in the editor // 9 wcPrintActorsC No comment provided // 9 forceScopeDiff No comment provided // 9 debugModelForceLOD No comment provided // 9 mmLogOnCreate No comment provided // 9 MapSnap.NearSliderAdd No comment provided // 9 GenChatLogDebugInfo No comment provided // 9 fillQuads No comment provided // 9 binAllGeos Bins all geometry files // 9 minimalrendering No comment provided // 0 demo_ffPlayback Fast-Forward playback for a currently playing demo. // // Subsequent presses will speed up the demo playback more and more. // 9 dbgShowParticle Enable or disable drawing of particles. Pass in -1 to toggle. // 9 ScratchStackPrintResizes No comment provided // 0 demo_restart Restart a currently playing demo. // // Playback will start up back at the beginning of the demo. // 9 bcCPULimit No comment provided // 9 terrainPrintImageBuffers No comment provided // 9 materialDataReleaseAll Releases all MaterialDatas (will unpack on the fly as needed) // 9 atlas_stats Displays the stats for the texture atlas system // 9 ME_RevertAll No comment provided // 9 DeadBodiesMax No comment provided // 9 gfxFMVPlayFullscreen Plays the specified FMV // 9 sndTestDSPEffectDel No comment provided // 0 rdrSwapTexDataWhenSwappingSnapshots No comment provided // 9 DealWithDeleteMarkersOnLoad No comment provided // 9 setcampyr Set the camera's orientation by PYR // 9 danimBasePose force all animations into the T pose // 9 dynMovementBlendOutPerSecond No comment provided // 0 mute No comment provided // 9 disableStencilDepthTexture Disables the stencil buffer (stencil value is always 0) to simulate using DF16 and DF24 depth textures. // 9 nearPlane Sets distance to near clipping plane. // 9 frameRatePercentSpecific Sets the frame rate percentage of a specific device (0 to disable). // This is useful when an application is running with multiple devices and you want one to // only use a fraction of the CPU. // 9 egUseQTrunc No comment provided // 0 setUsername No comment provided // 9 DumpChatTypes List all available chat entry types. // 9 disableWorldAnimation Turn off world animations // 9 goldenPath_HowManyNodes No comment provided // 9 ProgressionCompleteThroughNode No comment provided // 9 disable_folder_cache_monitor_thread Disables running a thread for folder cache updates // 9 memTrackPrintWorkingSetNoUpdateShort Prints a short summary of the working set of each module without updating // 9 gfxHeadshotDisable If true, never render headshots // 9 TerrainEditorRegression_TestBrush_ColorImage No comment provided // 9 dbgShowSprite Enable or disable drawing of sprites. Pass in -1 to toggle. // 9 EnableQuickplay No comment provided // 9 CostumeCreator_SaveCostumeToFile No comment provided // 9 texWordsEdit_unhideAll No comment provided // 0 cursorClick No comment provided // 0 backward No comment provided // 9 sndDebugMusic No comment provided // 9 bDebugStateManageBones TODO DJR permanently enable unmanaged bones on Xbox // 9 Editor.SetTransSnap Set translation snap mode // 9 CostumeAssetReportForMaterialsAndTextures No comment provided // 0 reverseMouseButtons Reverse the left and right mouse buttons // 0 CostumeCreator.SetMovable Set the pattern on the active part being edited // 9 mmcFlightGravityPitchOffset No comment provided // 9 gfxSpriteListSpamPoolState output the info the sprite buffer pool constantly // 9 DebugLogDrawableLists No comment provided // 0 notifyRanAccessLevelCmd No comment provided // 9 printEntityList No comment provided // 9 maxPrimitives Sets the maximum number of gfx primitives to draw in a frame // 0 Tailor_EnableTailor No comment provided // 0 camButton_Target_Lock_Toggle No comment provided // 9 mmDestroyRequester No comment provided // 9 worldWriteEncounterInfo write encounter info if we are binning or it doesn't exist // 9 DrawAllAggro Draw mode selection // 9 AccountDataCacheDiscountsTime Number of seconds the AccountDataCache discounts cache is considered "fresh" // 9 worldDebugAddLineEntYawLenClient No comment provided // 0 danimAssetPreloadAllow Allows code that keeps assets preloaded for specified entities // 9 preloadMaterials Allows/disallows preloading of materials (option must be enabled as well) // 9 worldCellVisualize3D WorldCell visualization, in 3D // 9 shadowmapZNear No comment provided // 0 invertUpDown Inverts the InvertibleUp and InvertibleDown commands // 9 ignorechecksum No comment provided // 0 CostumeCreator.SetMaterialLink Set the material link type of the active part being edited // 9 GenReload Reload a gen from file by name, useful on the Xbox 360. // 9 danimMinPlayerLOD No comment provided // 0 preloadAllEarly Enables preloading of all shaders early, instead of after the login screen. Increases initial load time, but decreases load time into the first map. // 9 shaderServerAddr Sets the address of the ShaderServer to connect to // 0 gpuAcceleratedParticles Enables GPU-accelerated particle systems for increased performance on some systems // 0 alias Create a more convenient alias for a longer command. You can embed "{}" in the command // to replace any arguments to the alias in the aliased command. // 2 ugcPlayingEditor_DeleteSelection No comment provided // 9 Terrain.FocusCameraOnCursor No comment provided // 9 CombatDebugClient No comment provided // 9 MapSnap.FarSliderSub No comment provided // 9 SetDebugCamPos No comment provided // 9 objPrintRepositoryStats No comment provided // 0 perFrameSleep Adds a per-frame sleep to artificially reduce CPU/GPU usage to help with overheating (will also slow the game down) // 9 Editor.SaveToLib Save to object library // 0 GenButtonClick If the given gen is a button, click it. // 0 Login_NewCharacterForVirtualShardAndAllegiance Create a new character during the login process. // 9 dfxRecord No comment provided // 9 TerrainEditorRegression_TestBrush_Material No comment provided // 9 lowResFactor No comment provided // 9 FillChatLog Fill the chat log with debugging text of various types. // 0 SoftwareCursorForce Use a software cursor instead of hardware cursors (fixes issues on some video card configurations, but is less responsive) // 0 CostumeCreator.SetHoverGeo Set the hover geo on the active part being edited // 9 dbgShowPrimitive Enable or disable drawing of primitives. Pass in -1 to toggle. // 9 skipSortBucket Disables rendering a specific sort bucket // 9 OldSnapshotHours No comment provided // 9 noTangentSpace Disables sending of tangent space bases // 9 fb_create_token Start an enrollment process with Facebook // 9 noFog disables fog while the gfx clips like the fog is still on // 9 flickr_get_token No comment provided // 9 infLoopNow No comment provided // 9 hide_dbg No comment provided // 9 editorShowTerrainPreview No comment provided // 0 up No comment provided // 9 ScratchStackDumpStats No comment provided // 9 sortTerrain No comment provided // 9 rdrVerifyState If VERIFY_STATE is defined, disable/enable verifying of state // 9 danimDebugListUncompressedAnimTrackBones No comment provided // 0 ClickThroughLoginProcess No comment provided // 9 GetGimmeBranch No comment provided // 9 geo_per_frame_quota Limits how many goes can be sent to each renderer each frame. -1 is unlimited, 0 will load no geos // 9 timerTestStartWithoutStop No comment provided // 0 demo_record_stop Stop recording any demos started earlier with DEMO-RECORD. // // The demo will be saved into the filename previously specified. // 9 worldDebugAddPointClient No comment provided // 9 showRooms Room debugging // 2 UGC.Publish Don't remove: UGCPublishTest uses command "UGC.Publish". // 0 CostumeCreator.ResetStance Generate a random morphology with the currently selected skeleton // 9 Ragdoll No comment provided // 0 GenRemoveWindow Hide a gen on the window layer. // 0 softShadows Enables and disables soft shadows (poisson filtering) // 0 netDebug No comment provided // 0 logout Log out the current character. // 3 simpleCpuGraphPause No comment provided // 9 DebugMenu.CloseParent No comment provided // 9 LogMemTrackOps Enable memtrack ops debugging. // 9 MaterialToggleFeaturesSimple No comment provided // 2 ugcPlayingEditor_Paste No comment provided // 9 goldenPath_Init Initializes the golden path, which involves taking the world path nodes from the bins and converting them into golden path nodes // 9 WriteHeadshotForHeadshotServer No comment provided // 9 beaconpseudoauto No comment provided // 9 lock_shadow_caster_graph disable updating the shadow caster graph for debugging // 9 dfxDrawTrailTriangles Draw the triangles for any mesh trails // 9 beaconDebugSetStartPoint No comment provided // 9 worldCellDisableBackgroundStreaming No comment provided // 0 CostumeCreator.Pitch Both a command and expr func // 0 cmds Print out client commands for commands containing // 9 cubemap_lookup_size No comment provided // 0 PoolEArrays dummy AUTO_COMMAND to avoid error message // 9 ui_TreechartBetweenColumnWidth No comment provided // 9 Input.Trace No comment provided // 0 d3d11_disable_msaa_depth_resolve Use to test if DX11 MSAA resolve code path is hammering render states. // 9 GameConfirmDialogTest Test confirm dialogs. // 0 forward No comment provided // 9 texWordsEdit_layersOnMenu Displays layer options on main menu instead of context menus // 9 GenTimingActions Enable per-gen action timing information. // 9 delayShaderCompileTime Adds delay to background shader compiles // 9 maxDecalHDRTriangles Sets the maximum triangle count for the decal hdr pass when bloom quality is set to medium // 0 GenCycleFocus Cycle focus between the given gens, or if called with just one gen name, set focus to that gen. // 9 TraceFocus No comment provided // 9 headshotSaveScreenshots Save a collection of GroupDefs, as described in GROUP-LIST-FILE // out to the screenshots directory. The headshots will be of size // WIDTH x HEIGHT. // // Screeshots will be named groups/.jpg // 9 objPrintLoadStats No comment provided // 9 FolderCacheAnalyze Analyzes the folder cache // 9 ui_TestWebView No comment provided // 0 GenJailSink Send the hovered jail to the bottom of the stack. // 0 MapTransferCancel Cancel a map transfer. // 0 NotifySendSplatFX No comment provided // 0 CutsceneEditor.TransRotMode No comment provided // 9 binDisableOptimizedBinWelding Turns off undoing of welded bins that are not worth the overhead. // 9 showRegionWindow shows a preview for the map_regions setup in ugc_defaults.txt // 0 WaitForDebugger don't begin execution until a debugger is attached // 0 CostumeCreation.SelectBone Both a command and an expr func // 9 debug_cluster_show_clusters No comment provided // 9 InformControllerWhenUGCProjectIsLoaded if true, then report a fake GSM state to the controller when the editor is loaded and ready to go. // Used for automated testing // 9 mmLogOnClientAttach No comment provided // 9 hide_neighborhood_volumes Don't draw neighborhood volumes in the editor // 9 preloadAllVertexShaders Preloads all possible vertex shaders (slow), instead of just the small set // 0 disableMSAAOnATI No comment provided // 9 GetSVNCountFromFile No comment provided // 9 terrainEditorToggleThreaded No comment provided // 9 DebugLogInstanceParamLists No comment provided // 0 CharacterSelection_BeforeTick DEPRECATED: use UIGenPaperdoll // 0 steam_id No comment provided // 0 enableDebugConsole Enables the ~ console // 9 noAI No comment provided // 9 WorldEditorEnableTransSnap No comment provided // 9 PlayerMapValuePrintAll A debug command to print the names and values of all player map values for the current player // 0 gclJoystickResetCrashes No comment provided // 9 Terrain.SetImageTransMode No comment provided // 9 ShowShardList No comment provided // 9 gfxTestMaterialBrightness No comment provided // 9 disableWireframeDepthTest Turns off depth testing on wireframe drawing // 9 worldDebugAddQuadClient No comment provided // 9 Terrain.SelectBrush No comment provided // 9 mmNetBufferSkipSeconds No comment provided // 9 TextureAssemblySize No comment provided // 9 mmDrawCombat No comment provided // 9 debugDisableDynamicLights turns off searching for (but not updating/creating) dynamic (from fx) lights. Probabably use /dynamicLights instead // 9 collTest_SetCapPos -------------------------------------------------------------------------------------------------------- // 9 memMonitorDisplayStats No comment provided // 9 noGenerateUPDBs Don't generate UPDBs to get around XDK bug // 9 psdkSetDefaultLimits No comment provided // 0 ClearTargetOrBringUpMenu If something is targeted, clear the target, If nothing is targeted, bring up the main menu. // 9 ui_LoadSkin No comment provided // 9 emZMShowDebugName No comment provided // 9 mmDrawCyls No comment provided // 0 SetTestServer No comment provided // 0 channel_invite No comment provided // 9 TestClient_SearchTicketCategory No comment provided // 9 danimClearEditorCostume No comment provided // 9 makeCubemap Save a set of cubemap images of the current scene // 9 fb_set_status Send a status update to Facebook // 9 maxDecalHDRDrawCalls Sets the maximum draw calls for the decal hdr pass when bloom quality is set to medium // 9 test3 temporary debugging params odds and ends // 0 disableMRT Disables use of multiple render targets // 9 danimShowBoneUnderMouse No comment provided // 9 showTerrainPos Displays the camera's position in terrain coordinates // 9 bind_print Print out all active keybinds // 9 zprepass_debug Enables or disables z-prepass debugging. Z-prepass debugging displays the z-prepass color buffers in debug thumbnails. // 9 ELEAggroRadius No comment provided // 9 materialParam Adds a new global named material parameter to override any set programmatically // 9 check_np2_tiled No comment provided // 9 mmcFlightDontUseStickyGround No comment provided // 0 Queue_JoinQueueWithPrefs No comment provided // 9 PrintDataDirs No comment provided // 9 beaconclient No comment provided // 9 gclClearTimers No comment provided // 9 mmDebugLogLoad No comment provided // 0 TaskServerPort No comment provided // 9 show_model_binning_message Shows a message when models are being binned // 9 surface_debug Debugging allocated surfaces // 9 jiraLoginRetry No comment provided // 0 Camera.zoomstep No comment provided // 9 SplineEditor.AddGap No comment provided // 0 invertibledown No comment provided // 9 PrintStringCacheSources No comment provided // 9 ELE.SaveEncAsDef No comment provided // 9 flickr_screenshot Upload a screenshot to Flickr // 0 GenDetectBadModelFunctions No comment provided // 9 mrTestAnimName No comment provided // 0 GenJailFrames Draw jail cell frames. // 9 worldTerrainAtlasTest No comment provided // 0 friend No comment provided // 9 terrainDisableCollision turns off terrain collision // 0 CostumeCreator.ResetMuscle Generate a random morphology with the currently selected skeleton // 9 texWordsMultiThread Enables or disables multi-threaded TexWords generation // 0 replyLast No comment provided // 9 texWordsEdit_layerExtentsFinish No comment provided // 0 lightingQuality Sets various shader related rendering settings, only some values are allowed (0=low, 10=high) // 9 danimSetBodySockDistance Override the distance at which a body sock gets swapped in for a character // 9 dclothDisable No comment provided // 9 oncePerFrameCount No comment provided // 0 ForceLogOut No comment provided // 9 ugcAchievementsDebug No comment provided // 0 chandemote No comment provided // 0 SkyEditor.ClearSelection No comment provided // 9 danimShowBitsHideMainSkeleton Writes all of the previous, current, and next bits to the screen // Along with which actions were selected. A precursor to the // animation debug window // 0 turnright No comment provided // 0 findteams No comment provided // 9 gDebug No comment provided // 9 doNotTakePhotos No comment provided // 9 surface_debug_use_friendly Enables/disables printing of values in KB/MB/B formats for /surface_debug // 9 Terrain.DecreaseBrushSize No comment provided // 9 memTrackPrintWorkingSet Prints a summary of the working set of each module since the last query // 0 ClearTargetOrBringUpMenuIgnoreMouseLook No comment provided // 0 GenSetText Set the text of a gen text entry. // 9 sendMovementInputPackets No comment provided // 0 UGC.Redo No comment provided // 2 ugcPlayingEditor_SuspendMouseLookIfSelectionIsActive No comment provided // 9 headshotDebugStyle2 No comment provided // 9 enableRagdoll No comment provided // 9 beaconReportStats No comment provided // 9 GetLogDir No comment provided // 7 showAllLocalFX No comment provided // 0 create Create and join a new channel // 0 CharacterCreation.BuildPlainCostume Both a command and an expr func // 0 GenJailRemove Remove a gen from jail. // 9 CostumeCreator_DeleteCostume Delete a saved costume // 0 CostumeCreator.SetHoverPattern Set the hover pattern on the active part being edited // 9 ListCutoffSize No comment provided // 2 ugc_ShowEditor No comment provided // 0 check_window_placement Checks and then repairs window size and placement if off the screen or too large to fit (usually called internally) // 0 CostumeCreator.SetAllMaterialsToBoneGroup Set all the materials on the skeleton // 9 MaterialEnableFeature No comment provided // 9 CmdParseDumpMessages Dump command messages into Commands_{Prefix}_User.ms and Commands_{Prefix}_CSR.ms. // 9 AllowVersionMismatch No comment provided // 0 unmute No comment provided // 9 strfmt_Test No comment provided // 9 PlayTestFile No comment provided // 9 GetAllContainersOfType Returns a ContainerRefArrray of all containers of the same type. Useful for TestClient // 0 version Displays the current build version // 9 LogFramePerf If true, log frame performance information in LOG_FRAMEPERF. // 9 hvCreate No comment provided // 0 AdjustCamPitch No comment provided // 9 SaveCostumeToFile This saves the player's current costume to a text file // This is not part of the tailor UI. It's an access level command for use by artists. // 9 HeapValidateAll Validates all process heaps and small alloc memory pools // 0 dynFxExcludeFX No comment provided // 0 ui_resolution Print the current UI screen resolution. // 0 ctm_UnifiedButtonDrag move towards cursor // 9 turnUsesInputs No comment provided // 9 infRecurseNow No comment provided // 9 mated2ForceAllowTemplateEditing Grant the permision to edit templates, even if it would not be // avaliable. // 9 AlwaysFailToParseLogs No comment provided // 9 ErrorFilenamefNonBlockingNow No comment provided // 9 AggroDrawNoNormal No comment provided // 0 walk No comment provided // 9 mmPrintRemoveStatesToBG No comment provided // 9 TestClient_TicketCategory No comment provided // 9 aiAnimListDebugSetlistClient No comment provided // 9 mmm No comment provided // 9 memMonitorDisplayXMemStats Show memory stats // 9 MouseTray No comment provided // 0 TestClientIsController if true, the "test client" is actually the controller // 9 MapSnap.ViewModeImage No comment provided // 9 RequestListAll No comment provided // 9 PreviewResource No comment provided // 9 worldDebugClear No comment provided // 9 diskAccessAllowed Sets a flag saying whether or not disk access should be allowed from the // primary thread (for performance debugging) // 9 ELE.OpenLogViewer No comment provided // 0 Chat_ForceShowAllEntries No comment provided // 9 MaxContainerSavesOutstanding Maximum number of simultaneous container save requests to process. // 0 dynFxDumpExcludedFX No comment provided // 2 ugcPlayingEditor_Undo No comment provided // 9 debugEntityComplete No comment provided // 7 GenHighlightParent No comment provided // 9 tex_memory_unload_threshold No comment provided // 9 UseOldSentryServerComm No comment provided // 0 noPopUps Disables pop-up errors, called internally, do not use this command, probably use -productionMode instead? // 9 mrSurfaceFaceTurnRate No comment provided // 9 Terrain.IncreaseBrushSize No comment provided // 7 combatDebugEnt No comment provided // 9 Editor.IncRotSnap Increase rotation snap resolution // 9 memTrackAddFakeMemoryUsage No comment provided // 0 ShowGameUI No comment provided // 0 CostumeCreator.SetAllColorLink Set the color link type of the active part being edited // 0 GenJailNoGens Hide (but don't reset?) gens inside cells. // 9 gfxHeadshotCorruptNextTexture Simulate a random texture becoming corrupt by being swapped with // some other texture. // 9 atlas_display Selects which texture atlas to display with atlas_stats // 0 unignore No comment provided // 9 two_zo_draw_threads Selects between one or two Z-Occlusion rendering threads. // 0 GenSetStateName Turn a UI state on or off by name, for a particular widget by name. // 9 beaconmastername No comment provided // 9 dfxDrawImpactTriggers Draw impact triggers // 9 hwInstancingMode 0=off, 1=on, 2=default (hopefully smart) // 0 RemoveIgnore No comment provided // 7 CombatDebugMetersGraphDamageScale No comment provided // 9 EnablePowerFXNodePrint No comment provided // 9 StatusReportingAlertRate Max number of alerts to mirror to Controller Tracker per STATUS_REPORTING_INTERVAL // 0 disable_3d_texture_flush turns off flushing of 3D textures after device loss. Flush and reload takes longer but fixes problems on ATI and Intel GPUs // 9 BackgroundThreadsCanMoveScanStart No comment provided // 0 netTimingGraphAlpha No comment provided // 0 goldenPath_HideFx No comment provided // 9 mmplNoUser No comment provided // 0 Options_Revert Revert changes to game options. // 9 partEdDropTestNode No comment provided // 9 MinBlockSizeForSchemaStructs No comment provided // 9 DebugPrintWorldDrawLogsToFile No comment provided // 9 RefSystem_CheckIntegrity Checks the reference system for any invalid data // 0 TransactionsNotifyFailure No comment provided // 9 swapBuffersAtEndOfFrame Changes the rendering to swap buffers immediately at the end of the frame instead of waiting until the beginning of the next // 9 DumpRefSystemStashTableStats No comment provided // 9 danimDrawRagdollDataGfx No comment provided // 9 dfxWindQueuedForceSpeedScale No comment provided // 0 CostumeCreator_RenameCostume Rename a costume // 0 ChangeActiveBagSlotWhenReady No comment provided // 9 quickLoadFonts Dev mode loading only one font // 9 cam_test_rob No comment provided // 0 CharacterCreation_OmitHasOnlyOne No comment provided // 0 officer Send chat to other players in your guild. // 9 MakeBinsAndExit makes all bins, then exits // 9 SplineEditor.AddControlPoint No comment provided // 9 debugmenu_Close No comment provided // 9 zocclusionDebug occlusion debugging // 0 GenSetValue Set a value on a gen // 0 GenSliderAdjustNotch Move a slider's notch, if interactive, by the given amount. // 9 Editor.SetDefaultParent No comment provided // 9 wcPrintSceneInfo No comment provided // 9 noNalzWarnings Disables non-accesslevel 0 warnings // 0 svPushToTalk No comment provided // 0 Channel_RefreshSummary No comment provided // 9 disableVertexTextureResetHack Disables our hack which resets the vertex texture state whenever binding the exposure transform texture // 9 patchstreaming_max_xfers Sets the maximum number of files being patched simultaneously. // 9 zprepass No comment provided // 0 ui_FocusRight No comment provided // 9 worldCellDepsFixup No comment provided // 0 Focus Focus : Sets the Entity with the matching name as the focus target. If no name is given, focuses your current target. // 9 cam_height Sets height above ground // 9 NonBlockingContainerIterators_MsecsPerTick No comment provided // 9 dynAnimGraphUpdaterDisableInterrupts No comment provided // 9 MissionEditor.ToggleGizmo Switches between rotate and translate gizmos when using widgets // Holding down switches to quickrotate when in quickplace mode // 9 ExportActiveCharacter No comment provided // 0 InitialPopup No comment provided // 9 TestAlertWithKey No comment provided // 9 wcSceneSetSubdivisionLevel No comment provided // 0 ui_dummy No comment provided // 9 disableSurfaceLifetimeLog Disables memory logging of surface create/destroy/modify or other lifetime events. Useful when // debugging window state, to have a simpler log of window operations. // 9 debug_obj_atlas_export Totally disable clustering/remeshing on maps. Takes precedence over all other settings. Even // maps that do have regions with clustering enabled and debug_testWorldCluster will not override // this setting. This just disables binning the data! // 9 wlTimeSetStepScaleGame No comment provided // 9 psdkPrintCookingClient No comment provided // 9 terrainOverrideMemoryLockoutMakingItReallyEasyToCrashMyPC No comment provided // 9 egPrintEntries No comment provided // 0 CostumeCreator.SetHoverSpecular Set the hover specular map on the active part being edited // 9 AccountDataCacheProductsTime Number of seconds the AccountDataCache products cache is considered "fresh" // 2 ugc_ResetMap No comment provided // 0 zone Send chat to other players in the same zone. // 9 ELE.ToggleAggroRadius No comment provided // 9 show_instanced_objects Tints instanced objects. // 9 NoSharedMemory Disable shared memory // 9 RAMOverflowNow No comment provided // 9 TerrainEditorRegression_TestBrush_Roughen No comment provided // 9 emPickerShowPreviews No comment provided // 9 ExtraHeaderDataConfigPath No comment provided // 9 noSoundCard Used for machines without a card but wanting to load data // 9 testBladeFile No comment provided // 9 fov Sets the current camera's field of view // 9 wlTimeSetScale No comment provided // 9 noDrawWorld Disables drawing the world in the primary action // 9 danimCycleDebugSkeleton No comment provided // 9 beaconizerDebugRemote No comment provided // 0 netTimingGraphPaused No comment provided // 9 renderThreadDebug Forces render thread to stall until a synchronous transaction is queued // 9 mmLogOnCreateAtPos No comment provided // 9 NoCallStacksOnErrors No comment provided // 9 KillMeWhenAnotherProcessDies No comment provided // 9 RequestDisplayNameSearch No comment provided // 9 CheckForChangedDefaultStringsForTranslations if true, then when loading translations, check if the default string has changed (ie, the english // string has changed since the strings were translated) // 9 LagOnContainerSave Debug command: lag this many milliseconds before saving each container // 9 FolderForMultiplexedSlaveLogs No comment provided // 9 mmCreateTestStaticWCO No comment provided // 0 maxfps Sets the maximum allowed framerate // 0 ctm_UnifiedButtonDoubleclick set an enemy as a follow target & whack him when we get there // 9 dfxLogOnlyShowSelected No comment provided // 0 enableRawInputSupport Enable or disable Raw Input support. // 1 MicroPatchMarkLog Legacy name // 9 RequestUsageSearch No comment provided // 0 enableRawInputManualCharTranslation Enable in-engine translation of keyboard input into character input, versus using the Windows message queue WM_CHAR messages. // 9 DisableChatBubbles Whether to show/hide chat bubbles. // This is used by demo recording and testing scripts. // 9 noWriteUPDBs Does not write out UPDB files when loading cached shaders // 0 InteractOrTrayExec No comment provided // 9 PowersClientPredictMaintained Toggles prediction of maintained powers // 9 atlas_leak_textures Leaks atlas textures with garbage data instead of freeing them // 9 wireframe Turns on wireframe rendering // 9 dfxPrintUnpackedFXList Print out information about the current state of the dynfxinfo dictionary // 9 worldCellCloseAll Closes all world cells, causing them to get reopened. // 0 CutsceneEditor.TransRotModeToggle No comment provided // 9 MakeCommandsForCSV No comment provided // 9 emPickerPreviewSize No comment provided // 9 obj_cache_disabled No comment provided // 9 no_please_wait Disables the "please wait" screen that comes up on shader reloads, etc // 0 enableRawInputTrace No comment provided // 9 overrideHDRAntialiasing Force the antialiasing level of the HDR buffer to the specified amount for bloom quality 2. // 9 GET_ENVIRONMENT_VARIABLE No comment provided // 9 mmDebugDrawValidPointAttemps No comment provided // 9 useMasterS No comment provided // 9 MapSnap.DebugActivatePanels No comment provided // 9 CostumeCreator.UnlockAll Unlock all costume pieces // 9 test9flicker temporary debugging params odds and ends // 9 disableToneCurve10PercentBoost Disables a 10-percent boost in the HDR tone curve for intensities above 80% bright. // 9 noErrorfOnShaderErrors No comment provided // 9 UGCDebugGatherStatisticsInExportHogg No comment provided // 0 CostumeCreator_SetMaterialLinkAll Get the list of materials available for the current costume part // 9 dclothMaxLOD No comment provided // 9 disable_depth_sort_nodes Disables the conglomeration of sort nodes in depth-only passes for subobjects without alpha cutout. // 0 TestClient_Target No comment provided // 9 ui_TreechartMaxHLDist No comment provided // 0 CombatPowerStateCycleNext No comment provided // 9 showsafearea Draw outlines representing common resolutions and their safe areas on // the screen. // 9 ME_InheritField No comment provided // 9 postProcessingLUTDebug Postprocessing LUT debugging // 0 Chat_SetVisible Store whether or not the chat window is currently visible // 9 AggroDraw3D No comment provided // 7 dbgShowCollision No comment provided // 9 debugModelCol Prints out how many collision objects are in use for each model // 0 cclighting When not using uberlighting, use predefined light combinations (Constrained Combinatorial Lighting) // 0 PySet No comment provided // 9 showLuminanceHistory Displays sampled luminance history // 9 AttemptToConnectNetLinkForPrintf No comment provided // 0 RequestUGCProjects No comment provided // 9 TestClient_RemoteExecute No comment provided // 9 LeaveCrashesUpForever If true, then when something crashes, just sit there forever // so it can be debugged. The controller has special rules for propagating this to // other servers in the shard // 9 ContainerRepackingCompressionLevel Compression level for repacking/unloading. // TODO: Make this a parameter to the ContainerStore external interface in objContainerIO.h. // 0 ThrottleToggle No comment provided // 0 timerRecordEnd Stops any current profiler recording or playback // 9 stickDebug No comment provided // 9 no_assert_on_hogg_write Disables asserting on hogg write errors // 0 InputPrintKeys Print all keypresses to the console. // 9 genesisForceAllowUnfreeze No comment provided // 9 CombatReactivePowerDebugClient No comment provided // 0 PlayerStats_BeforeTick Fill in the global stats structure for the current player. // 9 assetSearchType Searches a specific type of assets (objectlibrary, dynfxinfo) for any items with the specified name. // 9 gfxHeadshotDebug If true, render all headshots in debug mode // 9 ipfTest No comment provided // 9 ForceNoXperf No comment provided // 9 PressAnyKey enable/disable "press any key", useful to disable when testing loading screen UI. // 9 pe_GenerateItemPowers No comment provided // 9 gfxHeadshotServerMode No comment provided // 9 danimWhichSeq No comment provided // 9 ContainerUnloadProcessTime Maximum time to spend unloading stale containers per second (in milliseconds) // 9 force_dynamic_patch If set, go through the motions of dynamic patching even if we're not in production mode. // 9 audioShowSkeletonFiles Writes audio debug info to the screen // 0 GameDialogGenericMessage Receive a broadcast message from the server. // 9 MapSnap.NearSliderSub No comment provided // 9 DemoResultsFileName filename into which to write demo results // 9 thumbnail_depth_max Sets the max depth for thumbnail depth copies // Sets the depth exponent for thumbnail depth copies // 9 TT_GetCategoriesList No comment provided // 9 wcSceneSetPruningType No comment provided // 9 danimShowBitsHideMainSequencer No comment provided // 0 CostumeCreator.SetMood Set the mood of the character being created. // 9 worldCellForceRebin forces the world bins to get rebuilt // 9 ugcExportGothicForCostumes No comment provided // 0 channel_leave No comment provided // 9 ui_TreechartArrowAreaWidth No comment provided // 9 VoiceRecordClose No comment provided // 9 MakeBinsAndExitForNamespace Make bins and exit for a single namespace // 0 channel_access No comment provided // 0 demo_slowPlayback Slow playback for a currently playing demo. // // Subsequent presses will slow down the demo playback more and more. // 9 MissionEditor.LeftDrag No comment provided // 0 locvec No comment provided // 4 FreeCamera.spawn_player No comment provided // 9 outline_stencil_mask_pca No comment provided // 9 hdr_force_luminance_measurement Forces a particular luminance measurement value, to make HDR adapt to a given luminance value. // 9 sndDebugDecFlowNode No comment provided // 9 texWordsEdit_fileRemoveTexWord No comment provided // 9 DebugUnlockAllInteriors if true, everyone has access to all hideouts // 0 CostumeCreator.SetAllMaterialLink Set the color link type of the active part being edited // 0 TrayExecByTrayWithBackup TrayExec : Attempts to execute the element in the Tray at the Slot // 0 svChannelLeave No comment provided // 9 spriteOverrideEffect Overrides the rendering effects on all sprites // 9 Editor.GroupExpandAll No comment provided // 9 thumbnailDisplay Set which thumbnail to be displayed full-screen // 0 CostumeCreator.SetVoice Set the stance of the character being created. // 9 dof_debug Tunes depth-of-field focal distance parameters for debugging; override current values from sky file. // 0 turnright1 No comment provided // 9 shadow_max_room_depth The maximum number of rooms which the shadow graph builder will recurse into // 0 suspendForcedMouselookAndStopMoving Alters the forceMouselook mode and stops the player from moving at the same time // 9 danimDumpCharts No comment provided // 9 dfxClearLog No comment provided // 9 ShowObjectPathCacheStats No comment provided // 9 egDebugEnt No comment provided // 0 demo_playback_fps The fixed number of frames per second to tick // -OR- // 0, to use a variable framerate. // 0 deviceType Use the specified renderer device type (valid options: Direct3D9, Direct3D11) // 9 sndCmdSetLanguage Language control // 0 ChatLog No comment provided // 9 beaconReportMostMemory No comment provided // 9 ce_Export No comment provided // 9 dclothDrawTangentSpace No comment provided // 9 allowAllPrivateMaps Makes all private maps visible (dev mode only) // 0 PyRun No comment provided // 9 NetRequestPeerCaptureOnPort Set to a port number to capture on once. // 9 gfxDebugSpriteAdd Adds a sprite to be displayed for debugging // 9 DisableDamage Whether to show/hide damage counters. // This is used by demo recording and testing scripts. // 9 disableWpTracking No comment provided // 0 d3d11 Use the Direct3D 11 renderer device type // 0 NotifySendWithItemID No comment provided // 9 CrashOnPlayerLeaveMap No comment provided // 0 TrayChangeIndex TrayChangeIndex : Change the UITray's displayed Tray by a positive or negative amount. Will rollover in case of underflow or overflow. // 9 AddSimpleMonitoree won't do anything after simpleStatusReporting is already going // 0 Camera.center No comment provided // 0 ShowGameUINoExtraKeyBinds This command does not add any keybinds for showing the UI when the user presses escape // 9 ELE.LayerCut No comment provided // 9 TerrainEditorRegression_TestFilter_Perlin No comment provided // 9 gfxSpriteListPrintPerFrameAlloc spew debug spam when need to add to the pool // 9 fb_grant_offline_access Open a browser window to request the offline_access extended permission from Facebook // 9 dfxSetHueOverride Sets whether or not the test hue set in dfxSetTestHue will override any hues from the powers system // 0 HideChatBubbles Whether to show/hide chat bubbles. // 9 writeReassembledShaders On Xbox, writes re-assembled shaders for debugging D3DX crashes // 9 shadowSphereDebug No comment provided // 0 hdr_max_luminance_adaptation 0 = use log average luminance measurement, non-zero = use maximum luminance // 9 MakeHeatMapImages No comment provided // 9 sounddeveloper No comment provided // 0 GenSetState Turn a UI state on or off for a particular widget. // 9 BarBrowser View all currently loaded texture assembly definitions. // 9 hide_power_volumes Don't draw power volumes in the editor // 0 NotifySendWithTag Process a notification with a tag // 9 EnableExpirationExtensionOnBid Skips permission checks for trusted clients and just gives them access level. // 9 Editor.Touch Increment mod time of the selected group defs // 9 DebugTargeting No comment provided // 9 zoUpdateDebugDrawEntry No comment provided // 9 ExportCmds Export a list of all commands // 9 disableLDRToHDRColorCopy Don't copy color from the LDR buffer to the HDR buffer for bloom quality 2. // 9 OutputDictionaryInfo No comment provided // 9 EnableOnNextClickTargeting No comment provided // 9 csaaMinDepthBiasPoint No comment provided // 0 CostumeCreator.SetDetail Set the detail on the active part being edited // 9 hvDisable No comment provided // 0 GenCycleFocusReverse Cycle focus between the given gens in reverse, or if called with just one gen name, set focus to that gen. // 9 MapFogOfWarHide Hide fog of war. (Deprecated name.) // 0 FollowUntilInCombatOrInRange No comment provided // 9 RestartCommand No comment provided // 0 unifiedInteractAtCursor Interacts with the object under the cursor. // 0 Options_Finalize Confirm changes to game options. // 9 beaconTestCommand No comment provided // 9 reloadSkies Reloads sky files // 0 CostumeOnly_WriteCostumeSlot Write out a character's costume (by slot index) It uses project specific defined // camera angles. // 9 printSharedMemory No comment provided // 9 disableHeapValidateAll No comment provided // 0 GenSliderSetValue Set a slider's notch, if interactive. // 0 CostumeCreator.SetHoverColor Set the color of the active part being edited // 0 CostumeCreator.SetStance Set the stance of the character being created. // 1 TestClientContactRespond No comment provided // 0 renderSize Sets the pixel resolution to render the 3D world at // 9 netDumpCapture Dump a previously-stopped capture. // 9 ugcDataCorruptionDoesNotAssert No comment provided // 9 TerrainEditorRegression_TestFilter_Angle No comment provided // 9 Physics.Predict No comment provided // 9 worldDebugAddLineYawLenClient No comment provided // 0 CostumeCreator.SetLayer Set the layer on the active part being edited // 9 ImportCharacter Import a character from a container file on disk. // 9 rdrTempVBOUseFrameDelay adds a frame delay between when a temp VBO is used and when it can be used again // 9 terrainDisableThreadedAtlasBinning turns off threaded terrain atlas binning // 9 rdrDisableTempVBOSharing disables sharing of temp VBOs by different draw calls // 0 HideDamage Whether to show/hide damage counters. // 0 SetTestServerPort No comment provided // 0 window_restore Toggles the window between restored and maximized // 9 dclothAllBonesAreFullySkinned No comment provided // 9 mmSendTriggerID No comment provided // 9 DoFullDebugFixupInProdMode No comment provided // 9 mmcSwingPitchMin No comment provided // 9 show_stages Shows which stages are currently enabled // 9 ELE.SetTeamSize No comment provided // 9 NonBlockingContainerIterators_Granularity No comment provided // 9 GetScriptRunningTime No comment provided // 9 gfxEmulateCardToggle No comment provided // 9 mmLogUnmanagedResourcesClient No comment provided // 9 mmAlwaysSetCurrentView No comment provided // 9 showFrameDelay Shows the number of frames of delay between the main loop and showing up on screen // 9 objectLibraryDumpMap No comment provided // 9 danimDebugTailorSkeleton No comment provided // 9 debug_cluster_max_distributed_tasks Tunes the number of distributed jobs allowed. // 9 bcIgnoreInputs No comment provided // 9 danimForceEasing No comment provided // 9 svSetLogLevel No comment provided // 9 danimSetMaxRagdollCount No comment provided // 9 sndDebugPrint No comment provided // 0 screen Sets or displays the current screen resolution. Usage: /screen Width Height // 0 soft_particles Smooth particle intersections with geometry by fading out near the intersection // 9 PowersUI_RequestRefsDebug No comment provided // 0 CostumeCreator.SetBone Set the bone being edited, which also sets the active part // 9 EM.Redo No comment provided // 0 interactOverrideCursor Set entity/object under cursor to be interact target // 9 checkForCorruptLODs When binning, look for corrupt LODs // 9 ItemGen_GenerateAllNoSave No comment provided // 0 camToggleAutoTargetLock No comment provided // 9 checkClothVerts No comment provided // 9 testBinFile No comment provided // 9 mmLogOutputs No comment provided // 9 mmThreadCount No comment provided // 9 texWordVerbose Enables various texWords debug flags // 0 GenSetGlobalStateName Turn a global UI state on or off via name. // 9 Editor.DecRotSnap Reduce rotation snap resolution // 0 resetOptions Reset all graphics settings and options to default values // 9 NonBlockingContainerIterators_SkipTicks No comment provided // 9 runNVPerf Runs various NVPerfAPI functions to analyze a frame // 0 CostumeCreator.RandomMorphology Generate a random morphology with the currently selected skeleton // 9 ExprAddText No comment provided // 9 bcUseGimme No comment provided // 9 genesisInteriorEnableVerboseMode No comment provided // 9 CachedDeleteTimeout Sets how long to keep deleted characters in the cache. // 9 Editor.WorldPivot World alignment toggle // 0 CursorPetRally_BeginPlaceForTeam No comment provided // 0 Camera.forward No comment provided // 0 demo_skipIntro SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // Skip this many seconds at the beginning of a demo. // 9 Combat_HitOutOfRange Command to change the range check on the fly // 9 ugc_ReportBug No comment provided // 9 sndDebugMemoryUI No comment provided // 0 GenJailCompress Compress cells as windows close (e.g. close window 1, window 2 goes to slot 1). // 9 noZocclusion Disables Z-Occlusion // 0 texAniso Sets the amount of anisotropic filtering to use, reloads textures // 9 Editor.GenerateCoreObjLibUID No comment provided // 2 ugc_freecam No comment provided // 0 disableShaderCache Disables caching of compiled shaders // 0 CostumeCreator.SetHoverMovable Set the hover pattern on the active part being edited // 0 caccess No comment provided // 9 ui_TestSpecificDialog No comment provided // 9 pmToggleFXCollision No comment provided // 9 SetLongTermVariable No comment provided // 9 waterRippleScale Debug water ripple scale // 9 simplygonTexHeight No comment provided // 9 SetDebugCamPosEx No comment provided // 9 Editor.ToggleRotSnap Toggle rotation snap enabled // 9 AddFakeTranslations No comment provided // 9 Editor.SelectDo No comment provided // 0 DisableRallyPointFX Toggle pet rally point FX // 0 Befriend No comment provided // 9 dof_debug_values Tunes depth-of-field parameters for debugging; override current values from sky file. // 9 UnloadOnCachedDelete No comment provided // 0 msaa Enables/disables multisample antialiasing // 9 sndTestDSPEffectAdd No comment provided // 9 wdDrawFluid No comment provided // 9 Terrain.IncreaseBrushHardness No comment provided // 9 worldCellMaterialTemplateReport No comment provided // 9 dclothDrawCollision No comment provided // 9 dfxFPBufferMax If set to one, fast particle buffer is set to max rather than calculated. for debugging only // 9 MapSnap.ViewModeAllImages No comment provided // 0 demo_playPauseToggle Toggle play/pause speed. // 9 Editor.Invert Invert selection // 9 ugcExportGothicForObjLib No comment provided // 9 mated2CheckoutAllWhoUseMeFallbacks Checkout all materials that use the currently edited template, // either directly or as a fallback. // 0 UGC.CloseProject No comment provided // 9 DebugF2P No comment provided // 0 CombatLog No comment provided // 9 MDE_RemoveTemplate No comment provided // 9 show_physical_untracked During each loading step, shows the amount of untracked physical memory and other metrics. // 9 infotrackEndFrameInternal No comment provided // 9 danimPIXLabelModels Emits PIX labels for each skeleton model // 0 audiooutput No comment provided // 7 PowersDebugAEDrawAll No comment provided // 9 show_terrain_bounds Turns on display of terrain tile bounding boxes // 9 FSMEditor.SelectAll Select All // 9 psdkAssertOnFailure No comment provided // 9 printPRBTCounts No comment provided // 9 disableInstanceSorting Disables sorting instances by distance // 9 dfxTestFx2d Takes the name of a 2D FX to test, on the UI. // 9 terrainSaveDebugAtlasMesh No comment provided // 9 PT_LevelReset No comment provided // 9 ForceLoadCostumes No comment provided // 9 farPlane Sets distance to far clipping plane. // 0 GameDialogTyped Receive a broadcast message from the server. // 9 Terrain.AllowLongRamps No comment provided // 0 bind_local_save_file Save keybinds to the given filename. // 9 postprocess_force_float Forces post-processing buffers to all use higher precision // 9 flickr_test_login No comment provided // 9 ScoreboardSetState No comment provided // 0 mated2EditorPreviewResetCameraCommand No comment provided // 9 ItemGen_GenerateDef No comment provided // 9 TerrainEditorRegression_SetEditable No comment provided // 7 ui_GenOpenCSDUpdateCandidate No comment provided // 9 CompactStatusTables No comment provided // 9 mmControlsDebugCommand No comment provided // 9 SwitchUISkin No comment provided // 0 CharacterSelection_FreeHeadshots DEPRECATED: use UIGenPaperdoll // 9 TerrainEditorRegression_TestBrush_Add No comment provided // 9 cclightingStats Collects lighting on CCLighting usage // 9 hvOpenURL No comment provided // 9 dfxSetTestHue Takes a value from 0 to 360. Sets the override test hue. Requires dfxSetHueOverride to work. // 9 NoLoadScreen No loading screen, so you can see the world while it loads // (You may need to type "showgameui 0" as well) // 9 worldForceWriteEncounterInfo force encounter info to rebuild even if it exists // 9 test6 temporary debugging params odds and ends // 0 CharacterCreation.InitCostume Both a command and an expr func // 9 mmLogPrint No comment provided // 9 collTest_SetSphereRadius -------------------------------------------------------------------------------------------------------- // 9 Editor.DownTree Travel down tracker tree // 9 mmAddDebugSegment No comment provided // 9 dfxWindQueuedForceScale No comment provided // 0 fill_on_alloc No comment provided // 9 gclScript_Run No comment provided // 0 AlwaysOpenSimpleCommandPort always listen for simple commands from local host, for things like cryptic URL handler // 9 lightDebugger No comment provided // 9 RayCastMaterialDebug No comment provided // 9 maxOpaqueHDRDrawCalls Sets the maximum draw calls for the opaque hdr pass when bloom quality is set to medium // 9 mrSurfaceFaceNormalBasis No comment provided // 9 allowGroupPrivateMaps Makes all maps private to groups (e.g. Design) visible // 9 gclPrintSendToServerRate No comment provided // 9 disableMSAADepthResolve Disables MSAA depth resolve to simulate old cards, but ones that are still SM3.0 // 0 patch_pruning No comment provided // 0 motd No comment provided // 0 shadows Enable shadows // 9 LogAllHttpRequestsFulfilled No comment provided // 9 sndDebugEvents No comment provided // 9 LogInteractionChanges No comment provided // 9 debug_TrackGeoInstances No comment provided // 9 bcnNoLoad No comment provided // 9 sndPlayRemote3dRelTest No comment provided // 9 VoiceRecordPlay No comment provided // 9 dontLogErrors Disables logging of errors to ERRORS.log // 9 DebugLogMaterialDraw No comment provided // 9 worldDebugAddPointServer No comment provided // 9 hide_exclusion_volumes Don't draw exclusion volumes in the editor // 9 Editor.NewGrid New ZoneMap // 4 STOSpaceshipRightTriggerThrottle No comment provided // 0 CutsceneEditor.FocusCamera No comment provided // 9 TerrainMemoryReport No comment provided // 0 pvp_TeamDuelDecline No comment provided // 9 uiplusy No comment provided // 0 demo_playbackEnd SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // Cuts a demo short at the specified length (in seconds) // 0 svMicSetLevel No comment provided // 9 disableOcclusionQueries Disables occlusion queries to simulate low-end cards // 1 interactremote No comment provided // 9 SetGameBranch No comment provided // 9 PrivateCommand Runs a private command on the client // 9 ResourceSnapNoTimeout No comment provided // 7 aiDebugView No comment provided // 1 martinCamReduceScale No comment provided // 9 gfxSpriteListMinAllocKB the minimum block size in KB // 0 pvp_TeamDuelAccept No comment provided // 0 CostumeCreator.SetGeo Set the geo on the active part being edited // 9 PatchStreamingSimulateKBPS Sets the total bandwidth for PatchStreamingSimulate // 0 shadowBuffer Use a shadow buffer for shadowing (needs /shadows on as well) // 9 beaconservername No comment provided // 9 partEdSaveAll No comment provided // 0 highDetail Enables high detail objects // 9 Editor.Unfreeze Unfreeze selection // 9 traceQueries Traces query use to the debugger. // 9 NoJpegCaching No comment provided // 9 no_apr1 Disables development April Fool's gags // 9 objectLibraryTouchGroup No comment provided // 9 OldSnapshotDays No comment provided // 0 renderThread Command-line argument: Force the render thread on/off // 9 sndSetOptions No comment provided // 9 test7flicker temporary debugging params odds and ends // 9 snd0mem No comment provided // 0 GenAddWindowPCXbox Show a gen on the window layer that is specific to PC or Xbox. // 9 thumbnail_depth_min Sets the min depth for thumbnail depth copies // Sets the max depth for thumbnail depth copies // 9 noInactive No comment provided // 9 conMemBudgets No comment provided // 9 WriteLayoutFiles No comment provided // 0 alwaysAllowNVPerfHUD No comment provided // 7 CombatDebugMetersShowGraph No comment provided // 9 PauseZippedDataCachingInSaveThreads No comment provided // 9 TestTriggerAlert No comment provided // 9 disableLowResAlpha Turns off low res alpha rendering // 9 NotesServer_SetNote No comment provided // 9 beaconLF No comment provided // 9 dynMovementLowerBlendSpeed No comment provided // 0 demo_playbackStart SHOULD ONLY BE SPECIFIED ON THE COMMAND LINE. // // Skip this many seconds at the beginning of a demo. // 0 Unfriend No comment provided // 0 LootCancel Don't take loot, just destroy the client list // 9 AllowUGCProjResend No comment provided // 9 EnableXBoxPatchMode Enables the patch mode for XBOX client (default mode is game mode) // 9 terrainSetExclusionDensityScale No comment provided // 0 highQualityDOF Enables/disables high quality depth of field // 9 waitForWinMsgs No comment provided // 9 stationarycam No comment provided // 9 MinimapForceLowRes No comment provided // 0 ctm_UnifiedButtonDown attack or set movement destination, works with click-n-hold powers // 9 assetSearch Searches all assets for any items with the specified name, including partial matches. // 0 CostumeCreation.SetSky Both a command and an expr func // 0 bind_load_file Load entity keybinds from the given filename. // 9 EMTest.SingleDocNew No comment provided // 9 MaxDelayOfPendingRotates No comment provided // 0 bloomQuality Sets bloom quality, range = [0, 3] // 0 CombatReactivePowerExec No comment provided // 9 shadow_cross_portal_cost The amount of extra distance that is added to a shadow caster by crossing a portal // 0 CutsceneLetterboxMinHeight No comment provided // 9 printMemoryPoolInfo No comment provided // 9 ErrorOnFullLocks if true, then error when someone tries to lock a full container arg without ATR_ALLOW_FULL_LOCK // 9 lowResAlphaMaxDist Controls the max distance for low res alpha rendering // 0 GenMovableBoxResetAllPositions Reset a movable box to its default position. // 9 Editor.Ungroup Ungroup selection // 0 QuickPlay.Start No comment provided // 9 NoTestServer Do not do Test Server interaction, ever // 9 audioShowAnimBits Writes audio debug info to the screen // 9 danimEchoKeywords Echos keywords as they are played // 9 mrSurfaceFaceMinTurnRate No comment provided // 9 danimDisableStrandGroundReg No comment provided // 9 WriteTextureForHeadshotServer this is the headshot-getting command that is called via the testclient interface by the headshot server, which // is a special instance of a ClientController, which communicates through TestClientLib // 9 skipPressAnyKey Skips the "press any key to continue" prompt after loading // 9 debug_low_res_alpha Display debugging info for low res alpha rendering pass. // 9 GenMapDrawMissionNumbers Draw the mission numbers for map icons with a mission. The Map Gen's ShowMissionNumbers must also be True. // 9 d3dFeatureLevel Overrides the D3D feature level // 9 disableNonTrivialSurfaceTypes Disables all surface types other than RGBA8 to simulate low-end cards // 1 DebugEntityCheck No comment provided // 9 GenStrictValidation No comment provided // 9 MapsNotToBin No comment provided // 0 Whitelist_Chat Toggles the whitelist for all chat. If enabled, you will only receive messages from friends, SG members, and Team members // 9 forceKeyDiff No comment provided // 9 mmLogWriteFiles No comment provided // 9 fogClipDist Sets distance to the fog clip plane when visscale is set to 0.6 // 9 StatusReportingFailAlertTime No comment provided // 9 danimUseOriginalDynSeqDataLookup used to run the original version of dynSeqDataFromCollectionAndIndex which contains a search results truncation bug // 9 terrainLogAtlasing logs terrain atlasing operations // 0 CostumeCreator.SetMaterial Set the material on the active part being edited // 9 collcache_stats No comment provided // 1 martinCamSnapAngle No comment provided // 9 delay_hog_loading Artificially slows down hog operations, in ms // 9 useCachedAlignedFrustum No comment provided // 9 printExprTagStats No comment provided // 0 proxy No comment provided // 9 TestClient_Receive No comment provided // 9 enableLFH No comment provided // 9 UseNewPathFlow No comment provided // 9 fatalErrorfNow No comment provided // 0 unbind_all Unbind all keys for the current keybind profile // 9 maxOpaqueHDRTriangles Sets the maximum triangle count for the opaque hdr pass when bloom quality is set to medium // 0 GenSetTooltipFocus Set tooltip focus to the given gen. // 9 ExportLocalCharacter This command will save the current entityplayer to the local disk. // The first parameter is an existing directory to save to. // ***This command will not save SERVER_ONLY data and should not be used for reconstructing the character. // You may optionally pass "OVERWRITE" as a second parameter to overwrite existing saved files. // 9 SaveHeatMapsAsTGAs No comment provided // 9 MakeUniqueMemLeakAlertKeys if true, then try to deduce the largest leaking culprit, append its name to the alert key. Stephen wants this // off for now // 9 allowRaisedSubBlocks No comment provided // 9 ForceReloadsByTouchingFiles_All No comment provided // 0 channel_description No comment provided // 0 SelectFriendlyOrTrayExec No comment provided // 0 noaudio No comment provided // 0 PatchStreamingMark Mark the micropatch log // 9 MemlogDump Print out allocation statistics to c:\memlog.txt, and small allocs to c:\memlogSA.txt // 9 danimShowMatchJointsBaseSkeleton No comment provided // 9 quickLoadMessages Disables loading of messages for faster startup in development // 0 channel_uninvite No comment provided // 9 debug_cluster_show_nonclusters No comment provided // 9 EMTest.SingleDocMenuFunc No comment provided // 9 ChatBubbleBrowser View all currently loaded chat bubble definitions // 9 SetLoginServer Sets the login server IP address to use // 3 simpleCpuGraphDrawLegend No comment provided // 9 gclCombatAdvantageEnable No comment provided // 0 AuthTicket No comment provided // 9 shadowBlur Enables shadow buffer blur. // 0 NetLag No comment provided // 9 mmOffsetGraph No comment provided // 0 PowerTreeAddRefs Add a reference to a list of power trees. // 9 Editor.Rename Create new instance // 0 autoForward No comment provided // 0 skipSystemSpecsCheck Disables prompting about old system specs at startup, even after new patches, etc // 0 FolderCacheHandleRemoteDelete No comment provided // 9 mmpws Prints a summary of the working set of each module since the last query // 9 GenerateLog No comment provided // 9 disableShaderTimeout Disables shader timeout // 9 setPassword No comment provided // 0 turnleft1 No comment provided // 9 TerrainEditorRegression_TestBrush_Flatten No comment provided // 9 ui_TreechartNodeDefaultBottomHeight No comment provided // 9 thumbnailFixed Fix the thumbnail display to the currently selected one // 9 pDebugToggle No comment provided // 9 GenTimingLevel Enable detailed timing information. // 9 screenshot_material Save a screenshot of a material rendered with current in-game settings, baking all the settings into an output texture. // 9 StaticDefineDumpMessages Dump a .ms file for a static define. // 9 terrainSaveDebugMesh No comment provided // 0 d3d_device_multithread No comment provided // 0 GenJailShow Add a new jail to the screen. // 9 matte_materials Makes all materials become an unlit, solid black // 0 fullscreen Starts the game in fullscreen mode at the specified resolution, regardless of previously set options // 9 Editor.DeleteOutsideVolume No comment provided // 9 timerTrackCallStacks No comment provided // 0 CostumeCreator.SetSkeleton Sets the skeleton of the character being created. // 9 gclSteam_PurchaseFailed No comment provided // 9 drawBezierControlPoints Bezier debug // 9 ExportCSVCommandFile No comment provided // 9 dclothDrawNormals No comment provided // 0 CutsceneEditor.AddPoint No comment provided // 0 texture_per_frame_quota Limits how many textures can be sent to each renderer each frame. -1 is unlimited, 0 will load no textures // 0 renderScale Sets the percentage of the display resolution to render the 3D world at // 9 testInt1 temporary debugging params odds and ends // 9 GenMapRevealLandmarkRadius Radius used when revealing landmark icons that are hidden unless revealed // 9 Microtrans_PointBuyDebugging No comment provided // 9 danimEnableOldAnimTorsoPointingFix No comment provided // 0 prepatch Set the prepatch command string // 9 gfxEmulateCardNext No comment provided // 9 GenMapDrawLowRes Draw the low res map textures // 9 maxAlphaHDRDrawCalls Sets the maximum draw calls for the alpha hdr pass when bloom quality is set to medium // 9 danimDisableAutoBanking banking debug commands // 0 screen_pos_size Sets the current screen position and resolution. Usage: /screen_pos_size X Y Width Height // 9 DebugMenu.Down No comment provided // 0 UseRealAccessLevelInUGC No comment provided // 0 TestClientPort specifies the test client link number // 9 snddev No comment provided // 9 mmTestPredictedKnockback No comment provided // 9 texWordsEdit_generalToggleColorPicker No comment provided // 9 EmailFailAlertThrottle No comment provided // 9 DisableUnhandledErrorCheck MJF TODO: Change this back to false once the mission editor rewrite is done. // 9 test6flicker temporary debugging params odds and ends // 0 pvp_DuelAccept No comment provided // 9 debug_set_light_cache_max Sets upper bounds of light cache debug region // 9 gfxDebugSprite3D Sets a single debug 3D sprite // 9 virtualMemoryAnalyze Display some stats about virtual memory usage to the Win32 console // 9 MaxAllowedLogSize No comment provided // 9 beaconUseLocal No comment provided // 9 terrainDisableMaterialMerging turns off merging of terrain materials // 9 debugShadowHullCreation No comment provided // 9 Camera.ortho No comment provided // 0 demo_pausePlayback Pause playback for a currently playing demo. // 9 texWordsEdit_generalToggleOrig No comment provided // 0 ColorPaletteSetGlobalStateName No comment provided // 9 MDE_CloneMission No comment provided // 9 genesisPopulateEnableDebugPathImages No comment provided // 9 AllowCommandsInURL No comment provided // 9 VoiceRecordStop No comment provided // 0 LoginServerShardIPAndPort No comment provided // 9 danimDrawSkeletonNonCritical No comment provided // 0 screenshot_depth Save a screenshot with the depth only // 7 GenDisableMouseTick No comment provided // 9 UGCEditMode No comment provided // 9 goldenPathStickinessFactor This value is used in calculations where all the distances are squared // 9 disableStructPackCRCs No comment provided // 9 StaleContainerCheckInterval Interval between stale container checks (changes take effect after running DeactivateStaleContainerCleanup and then ActivateStaleContainerCleanup) // 9 Chat_ChannelFakeMembers No comment provided // 0 gfxUseScaledFillRateForEverything No comment provided // 9 SendStateToController tells the client to send its state to the controller (for scripting) // 9 NonBlockingContainerQuery_XMLRPC No comment provided // 0 CostumeOnly_WriteToDisk write a costume to disk, uses full camera position and direction // 9 objDumpDatabaseToSQL No comment provided // 9 reloadShaders Forces a reload of shaders and materials. // 9 sndValidateHeap No comment provided // 0 AdjustCamDistancePresets No comment provided // 0 bind_save Save entity keybinds to ent_keybinds.txt. // 9 mrJumpStationaryVelocity No comment provided // 9 beaconFileReport No comment provided // 9 ugc_CostumeEditorEnableEarlyOut No comment provided // 9 FSMEditor.SetSubFSMOverride Set SubFSM override // 9 MissionEditor.MoveOrigin Moves the center/origin point of the encounter // 0 RemoveFriend No comment provided // 9 DisableEdgeOfRegionDist No comment provided // 9 preLoadEditData Does not load editor data from the server in development mode, until you hit ctrl-e // 0 chaninvite No comment provided // 9 delayGeoLoading Adds a delay to simulate slow loading of geometry // 0 gamma Changes the gamma // 0 right No comment provided // 0 CostumeCreator.Randomize Generate a random costume with the currently selected skeleton // 0 channel_motd No comment provided // 9 VoiceRecordInit No comment provided // 0 ChangeActiveBagSlotWithIndexWhenReadyID For bags that have more than one active slot, choose what active slot index you are changing // 0 ShowPlayerTypeChoice No comment provided // 9 showTextureDistance override textures with colored textures to show their distance values // 9 TestTestHarness Test the test harness itself // 7 GenOpen No comment provided // 9 atlas_display_next Selects next texture atlas to display with atlas_stats. // 9 mmPrintAllocationsPerManager No comment provided // 9 disable_vertex_lights turns off drawing of vertex lights (but they still get created) // 0 bind_local_save Save keybinds to keybinds.txt. // 9 disableOpaqueBloomPass Don't draw the second pass of opaque objects for bloom quality 2. // 0 ToggleDefaultAutoAttack -------------------------------------------------------------------------------------------------------------------- // ToggleDefaultAutoAttack: Toggles the state of auto attack // 0 ui_CursorForceShow No comment provided // 9 ui_SetActiveFamilies Set visible UI families. // 0 runOnDisconnect specifies a command to run on disconnection from a game server // 0 disableNP2 Override to disable support for NP2 textures even if the card claims to support them // 9 worldCellDebugParent No comment provided // 9 hide_all_volumes Don't draw volumes in the editor // 9 dfxShowCount Write to the screen how many fx objects currently exist // 0 GameMenu Opens the game pause menu // 0 mouseForward No comment provided // 9 mmDrawNetOutputs No comment provided // 9 mated2UpdateAllFeatures Update each ShaderTemplate's feature list // // (This function must be kept in sync with // mated2TemplateDefaultGraphFeature) // 9 mmDrawCamera No comment provided // 0 workaround_cor15550 If 1, apply workaround for [COR-15550]. If 0, don't. Otherwise, determine automatically. // See below for an explanation of what this option does. // 9 fontDebugDataOverride No comment provided // 9 timerRecordThreadStop No comment provided // 9 MaterialSetFeatures No comment provided // 9 CmdParseAllocPrintReport No comment provided // 9 mmClientOnlyDestroy No comment provided // 9 mmTestMispredictedKnockback No comment provided // 9 goldenPath_FindPathFromPlayerToTarget No comment provided // 9 EM.Paste No comment provided // 0 CostumeCreator.RandomCostume Generate a random costume with the currently selected skeleton and morphology // 9 bmss No comment provided // 0 RefreshCStore No comment provided // 9 mmcSwingPitchRangeRange No comment provided // 9 Powers.ClientPredictKnocks Toggles prediction of knock effects // 9 LoadingMapNameOverride Override the loading screen, useful to debug // 0 netgraph No comment provided // 9 EnableStaleContainerCleanup No comment provided // 9 msaaDisable MSAA Disabling // 9 show_dbg No comment provided // 9 GenMapMaxHighRes Change the number of high res textures allowed at any time // 9 danimDrawTorsoPointing torso pointing debug commands // 9 ipfTestGroup No comment provided // 9 mrSurfaceFaceFastRotScale No comment provided // 0 DoNotSendMachineID No comment provided // 9 sndRemCurDSP No comment provided // 9 BeginSentryServerPrintfTest No comment provided // 9 dfxSetTestValue No comment provided // 9 dfxPrintMessageCount No comment provided // 9 dontBeStupid No comment provided // 9 mmPrintAllocationCounts No comment provided // 9 ResourceSnapScope No comment provided // 9 mmDrawKeyStates No comment provided // 9 dynAnimDiableGroundRegIK No comment provided // 9 AutoBeginStatusReporting launches a local controllertracker, reports to it for status reporting, has it send emails to (presumably) me // 9 mmdsShort No comment provided // 9 worldDebugAddLineServer No comment provided // 9 ao_hip_splat_sz_x No comment provided // 9 dfxDebug No comment provided // 9 DirectoryForCompletionFiles if set, then whenever we close a log file "for good", either because we rotated past it or because we're shutting down, // write a tag file into this directory. So if we close "gameserver/damageevents_1234.gz", write "gameserver/damagevents/1234.gz.complete" // 9 useMasterC No comment provided // 9 mmDebugWindow No comment provided // 0 cmdlist Print out all commands available // 9 volume_fog Turns on/off volume fog // 9 simplygonSuperSample No comment provided // 9 dbgDisableRendering No comment provided // 9 SetRegionSkyOverride3 No comment provided // 9 TerrainEditorRegression_TestFilter_Selection No comment provided // 9 dynAnimDisableGroundRegHeightBump No comment provided // 9 EM.Documentation No comment provided // 9 ContainerIDAlertThrottleTimeSeconds No comment provided // 9 DumpMessageMemory No comment provided // 9 debug_atlas Highlights, with wireframe, a given block & lod of all clusters layers. // 9 mated2ListTemplatesWithoutFallbacks Print a list of each template that does not have all required // fallbacks. // 9 EM.GetAutosaveInterval No comment provided // 0 SkyEditor.Delete No comment provided // 0 CharacterCreation.ResetCostume Both a command and an expr func // 9 terrainDisableThreadedBinning turns off threaded terrain tile binning // 0 AcceptFriend No comment provided // 9 logSetDir No comment provided // 9 disableDepthBias Disables depth bias // 0 LootOverflowDiscard No comment provided // 9 PlayTest No comment provided // 0 cinvite No comment provided // 9 StatisticsTest No comment provided // 9 simplygonErrorScale No comment provided // 9 setDynFxRate Set DynFx playback rate // 0 GenJailReset Reset all cells to their default sizes and positions. // 2 ugcPlayingEditor_CutSelection No comment provided // 9 mmDebug No comment provided // 9 Editor.DebugLockFile No comment provided // 9 hdr_luminance_point Reserved. Changes the luminance threshold for pixels to be considered in the high part of the dynamic range. // 9 ZipAllLogs No comment provided // 0 PowerExecCategoryIfActivatable Activate a power by category // 9 print No comment provided // 9 disableFolderCacheAfterLoad disable the folder cache after loading // 0 channel_decline_invite No comment provided // 9 MemLeakTracking_ForceAnalysisNow No comment provided // 9 linAllocTest Tests the linear allocator // 9 logNvidiaDriverBugRGBATextures No comment provided // 0 CostumeCreator.ResetBodyScales Generate a random morphology with the currently selected skeleton // 9 showexposuretransform Displays current exposure transform // 9 GetDescriptiveSVNCheckinStrings returns something that looks like this: // 59234 awerner mar 15 800 "this is the comment" // 61234 jesser mar 16 800 "this is another comment" // // pCheckinNums is comma-separated // 9 DeadBodiesEnable No comment provided // 9 mrJumpApexTrim No comment provided // 9 Input_DIJEnumDevices No comment provided // 9 DiskLoadingMode No comment provided // 0 NavToXYZ No comment provided // 9 sndPrintEvents No comment provided // 9 NewTextDiffMode temporary variable while introducing new text diff mode... // 0, default, means do both old and new, asserting that // they match. 1 = use new mode. 2 = use old mode // 9 force_32bit_sprite_idx_buffer Forces the sprite system to use a 32-bit index buffer to draw the sorted sprites even if they would fit in 32-bit one. // 9 GCLScriptID No comment provided // 9 SetCoresForThread No comment provided // 9 Terrain.DecreaseBrushHardness No comment provided // 9 sendToServerInterval No comment provided // 0 showCamPos Displays the camera's position // 0 MicroTrans_ShardCategory No comment provided // 9 d3dcShaderDebug Sets the D3DCompiler optimization level to debug (1) or default (0). Useful for command line options since -1 gets interpreted as a switch. // 9 GetShardInfoString No comment provided // 9 LogOverlapObjs No comment provided // 9 danimShowCount No comment provided // 9 danimStartGraph Executes a keyword // 9 test8 temporary debugging params odds and ends // 0 LootTakeAllExceptTypeSpecifyBag No comment provided // 9 uiplusx insertion plus ui layout settings // 0 lensflare_quality Changes lens flare quality level. 0 = simple, 1 = soft z occlusion // 9 gfxSettingsGenerateDefaultSettingsReport No comment provided // 0 CostumeCreator.RandomMuscle Generate a random morphology with the currently selected skeleton // 9 Editor.SaveAs Save ZoneMap As // 0 gfxMSAAThresholdAlpha No comment provided // 9 DebugMenu.Up No comment provided // 9 fileCacheDump No comment provided // 9 dfxDrawSkyVolumes Draw the shape of the fx sky volumes // 9 texWordsEdit_layerCopyAll No comment provided // 0 rdrMaxGPUFramesAhead Number of frames to allow the GPU to get from the renderer, 0 to disable // 9 spriteWireframe Turns on wireframe drawing for sprites, 1 = half wireframe, 2 = full wireframe // 9 shadowSphereDisplayInfo No comment provided // 9 rdrShaderSetGlobalDefine Used to overrides/disable a global shader define, usually only called by project-specific initialization code. // 9 test3flicker temporary debugging params odds and ends // 0 TransactionsNotify No comment provided // 0 CombatPredictionDisable Disables client-side combat prediction // 0 ctm_IssueCommandButtonDown RTS-style "move here or autoattack this person" button. // 9 debug_cluster_distributed_remesh_retry_timeout Tunes the timeout, in seconds, before the client automatically retries a distributed task // 9 danimShowBits Writes all of the previous, current, and next bits to the screen // Along with which actions were selected. A precursor to the // animation debug window // 0 clevel No comment provided // 9 TerrainEditorRegression_TestBrush_SoilSmooth No comment provided // 0 postProcessing Enable postprocessing // 9 infotrackPrint No comment provided // 9 timeRate Sets the rate (in hours per second) that the time changes between the map's time blocks // 9 GenTestExpr No comment provided // 9 dfxOff No comment provided // 9 ao_do_splats No comment provided // 9 rdrShadowBufferHalfTexelOffset No comment provided // 9 profilerConnectPort No comment provided // 0 ContextNameOnCB No comment provided // 9 danimFixDynMoveOffByOneError No comment provided // 9 editorToggleUI No comment provided // 9 worldDebugAddBoxClient No comment provided // 9 mmClearDebugSegments No comment provided // 9 terrainAtlasTest No comment provided // 0 ugcEditorImportProjectSafe No comment provided // 9 Camera.multidrag this is the commmand used to support the new editor camera controls // that require 3+ chords, which aren't currently supported in the keybind system // 9 mmcSwingUseNewLogic No comment provided // 0 worldTexLODLevel Sets the quality level for world textures. Normal values range from 0.5 to 10.0. // 0 invertY Invert the vertical axis for movement controls // 0 GenAddModal Show a gen on the modal layer. // 9 wcSceneSetMaxActors No comment provided // 0 NotifySend No comment provided // 9 gclSendTrigger No comment provided // 9 ContainerUnloadMaxRate Maximum number of stale containers to unload per second // 9 danimForceBitListReload No comment provided // 9 danimPrintSeqDataBits No comment provided // 9 elAuxDeviceAdd No comment provided // 0 AutoAdjustCamDistance No comment provided // 0 Chat_SetReplyLastText No comment provided // 9 SkipOfflineHoggReopenForReplay No comment provided // 9 drawRagdollShadowsForVisualPass Draws ragdoll shadow casters in visual pass as well as in shadow passes. // 9 wcCellPrintDebugInfo No comment provided // 9 dfxWindQueuedForceOffsetScale No comment provided // 9 GCLScriptName No comment provided // 9 mmDrawNetOffsetFromEnd No comment provided // 9 noAnimation Turn off all animation // 9 test10flicker temporary debugging params odds and ends // 0 maxLightsPerObject sets the maximum lights per object // 9 crashDivZero No comment provided // 9 CostumeValidate No comment provided // 9 mmcFlightGravityTractionFactor No comment provided // 9 ipfReload No comment provided // 9 memTrackPrintWorkingSetShort Prints a short summary of the working set of each module since the last query // 9 UseCrazyBigDefaultContainerStoreSize No comment provided // 9 useLocalSrc No comment provided // 9 test9 temporary debugging params odds and ends // 9 terrainObjectTestTraversal No comment provided // 9 PatchStreamingIsRequired Debug command // 0 CostumeCreator.SetHoverCategory Set the hover geo on the active part being edited // 9 apropos No comment provided // 9 noExposure Sets exposure to not change pixel values // 9 SetCachedDeleteTimeout No comment provided // 9 Editor.Instance Create new instance // 9 mmDebugLogLoadEscaped No comment provided // 9 danimPrintPlayerBonesUnder No comment provided // 9 worldDebugAddTriServer No comment provided // 9 GSM_SwitchToState No comment provided // 0 noClipCursor Disables clipping of the cursor to a sigle monitor when running in fullscreen on PC // 9 DontCheckIfTablesAreValidForWriting No comment provided // 9 LogServerMonitor No comment provided // 9 EnableVoice No comment provided // 9 EM.Copy No comment provided // 9 SpamCommand used for testing what happens when a command is spammed repeatedly // 0 NotifySendAudio Process a notification. // 9 dfxDrawMeshTrailDebug Draw debug info for mesh trails // 9 zoEndOffset No comment provided // 0 consoleShowOptions Shows command and parameters options as you type in the console // 9 ui_RemoveActiveFamilies No comment provided // 9 mmCompareLogsToggle No comment provided // 9 ao_hip_splat_sz_y No comment provided // 0 PyAppend No comment provided // 9 psdkFindHeightFieldPoint No comment provided // 7 PowersDebugAEDrawHitEnts No comment provided // 0 MicroTrans_ShowProductByName No comment provided // 9 gfxHeadshotDebugThumbnail If true, render active headshots as debug thumbnails // 7 disablePlayerHitReacts No comment provided // 9 TT_GetJiraStatusList No comment provided // 9 parserTimingFlags No comment provided // 0 renderSizeX Sets the horizontal pixel resolution to render the 3D world at // 9 fb_screenshot Upload a screenshot to Facebook // 0 CutsceneEditor.Open No comment provided // 9 verifyAllGeoBins Checks all geo bins for certain corrupt values // 0 SwitchUIColorPalette No comment provided // 9 dfxTestFxChangeColor No comment provided // 9 Editor.EditOrig Toggle edit instances // 9 sndClearMusicTest No comment provided // 9 wait_for_zocclusion Waits for Z-Occlusion to finish before rendering the main view using the same camera. 1 starts in main action, 2 starts after camera controller is run. // 9 MapSnapOutdoorRes No comment provided // 9 CutsceneMapTransferAddTime No comment provided // 9 lj_post No comment provided // 0 Follow_Cancel No comment provided // // // // ! // // // // Commands available to access level 0: // // // Say Say something to the people near you. // // Friendadd Alias for the friend command. Adds a player as a friend. // // Gu Say something on guild chat. // // Guildmanagement Show/hide the guild management window // // Lfm Say something on lfg chat. // // Help_Tickets Show/hide the powers window // // Ugcshowreviewgen Show the Foundry review pop-up notification. // // Camsetlocktotarget Lock or unlock the camera to the target // // g Say something on guild chat. // // Laugh Executes the laugh emote // // Showpowererrors For the video-making people. Shows the big red power errors. AL7+ only // // Credits Show/hide game terms of use // // Clickwindowbutton_1 Acts as a click on the positive/primary button on some popup windows // // Wtb Say something on trade chat. // // Bow Executes the Bow_formal emote // // Map Show/hide the map window // // Chat Say something to the people near you. // // Social Show/hide the social window // // chan Send a message to a channel. // // Startchat Make the chat window visible and give it keyboard focus. // // Startchatslash Start chat and prefill with a / (command). // // Startchatreply Start chat and prefill with person to reply to. // // Perks Toggles the mission window and displays the Perks tab // // Z Say something to the whole zone. // // Killme Will kill your character. Only use as a last resort if there is no other way to get unstuck. Shows a ticket window first. // // W Send a tell to a specific player. // // Heal Use a healing surge. // // Sharemission Share a mission with nearby team mates // // Wtt Say something on trade chat. // // Inventory Show/hide your inventory. // // Dance Executes the dance emote // // L Say something to the people near you. // // Actionforward Moves the player forward and toggles cursor mode // // Wave Executes the wave emote // // Blacksmith Show/hide the weapon tailor window // // Homepage Show/hide the home/landing window // // Clickwindowbutton_2 Acts as a click on the negative/secondary button on some popup windows // // Actionleft Moves the player forward and toggles cursor mode // // Camzoomin Zoom the camera in // // Powers Show/hide the powers tab of the Player Status window // // Startchatwith Show char and prefill with the given text. // // Interactcursor Interact with specific object // // Keybinds Show the keybinding interface. // // Crafting Shows the crafting window. // // Terms Show/hide game terms of use // // Whisper Send a tell to a specific player. // // Missiontoggletracked Toggle whether a given mission is tracked // // Mutecontactvo Mutes the voice over from a contact after the dialog has ended // // Paperdoll Show/hide the character tab of the Player Status window // // reply Reply to recent tell. // // Startchatsemicolon Start chat and prefill with a ; (emote). // // p Say something on team chat. // // Sit Executes the sit emote // // c Send a message to a channel. // // Actionbackward Moves the player forward and toggles cursor mode // // Calendar Show/hide the calendar. // // O Say something on guild officer chat. // // t Send a tell to a specific player. // // Zmarket Show/hide the Micro-Transactions UI (for buying stuff with real money). // // missions Toggles the mission window. Which tab is shown is handled in the StateDef Visible of MissionJournal_Root - it depends on what other windows are up. // // Group Say something on team chat. // // Actionright Moves the player forward and toggles cursor mode // // pets Show/hide the summons (pets) tab of the Player Status window // // Friends Show/hide friend UI. // // Scoreboard Show/hide Levelup checklist // // Rearrange Move or resize various elements on the screen // // off Say something on guild officer chat. // // Lore Toggles the mission window and displays the Lore tab // // Wts Say something on trade chat. // // Clickwindowbutton_3 Acts as a click on the tertiary button on some popup windows // // Campaigns Show/hide the campaign window // // lfg Say something on lfg chat. // // Dropmission Drop a mission // // S Say something to the people near you. // // Yell Say something to the whole zone. // // Ugchidereviewgen Hide the Foundry review pop-up notification AND the review dialog. // // Collections Show/hide the Collections window // // Interactwindow Initiate interact gen // // Queue Show/hide the queue window // // Levelupwindow Show/hide Levelup checklist // // Bye Wave bye bye // // Hidepowererrors For the video-making people. Hides the big red power errors. AL7+ only // // Ugcplayingeditor_Toggle Alias for Ugc.Do Playing_Toggle_Edit_Mode // // Party Say something on team chat. // // mail Show the in-game mail interface. // // Cstore Show/hide the Micro-Transactions UI (for buying stuff with real money). // // r Reply to recent tell. // // Addfriend Alias for the friend command. Adds a player as a friend. // // Interactandloot Initiate interact gen or take all loot.... or revive a friend or interact at the cursor! // // Camzoomout Zoom the camera out // // Invoke Send a message to check if the player is topped up on Celestial Coins // // reduce_mip Reduces the resolution of textures to only use the reduced (mip-map) textures. // // EM.Save No comment provided // // tex_memory_allowed Limits the total use of texture memory as a fail-safe against fatal allocation errors. // // Gates loading of new textures when the total memory loaded and in-use for loading is above // // this threshold. This value is initialized gfxStartupPreWorldLib, or by the command-line. // // bind_pop_profile Pop the given key profile from the stack // // Follow Follow: Follows the targeted entity // // visscale Sets world detail scaling // // vsync Turns on or off vsync // // RememberWindows No comment provided // // highFillDetail Enables high fill detail objects // // ui_GenLayersReset Resets the layout, used for when the server updates movable window positions // // ThrottleAdjust No comment provided // // ContactDialogEnd Stop talking to the current contact. Safe to use if there is no current contact. // // This should be called instead of "ContactDialogEndServer" so that the client can // // validate that the player is actually in a contact dialog. Otherwise, there are // // some weird edge cases when multiple Contact Dialogs happen close together. // // bind_push_profile Push a specific key profile onto the stack // // ExecActiveItemPowerInBag No comment provided // // thumbnailScreenshot Save a screenshot of a thumbnail. // // GenRemoveWindowPCXbox Hide a gen on the window layer that is specific to PC or Xbox. // // TrayExecByTray TrayExec : Attempts to execute the element in the Tray at the Slot // // interactIncludeVolume Interact with the nearest interactable entity within range, followed by volume // // NavToSpawn_ReceivePosition No comment provided // // ugcEditorMode Set the UGC editor mode. // // rdrMaxFramesAhead Number of frames to allow the renderer to get // // slow1 No comment provided // // printStallTimes Prints out the amount of time a stall took whenever a stall occurs // // slow No comment provided // // invertX Invert the horizontal axis for movement controls // // togglefullscreen Toggles fullscreen // // WorldDetail Sets world detail scaling // // bind_local Bind a key to a command. // // bind_load Load entity keybinds from ent_keybinds.txt. // // TrayExecByTrayNotifyAudio No comment provided // // useSM30 Uses full SM30 // // GenListDoSelectedCallback If the given gen is a list, run the selected callback. // // ssao Enables and disables screen space ambient occlusion // // window_minimize Minimizes the window // // DisableCursorMode Disables cursor mode and returns to action combat if the param is true, otherwise does nothing // // process_priority 0 - default, normal always; 1 - normal in foreground, below normal in background/alt-tabbed; 2 - high always // // ThrottleSet No comment provided // // teamHideMapTransferChoice No comment provided // // DefaultAutoAttack -------------------------------------------------------------------------------------------------------------------- // // gclAutoAttack_DefaultAutoAttack <1/0>: Enable or disable auto attack // // loc Global value for location // // MacroRun No comment provided // // NavToPosition No comment provided // // chanaccess No comment provided // // GenSetFocus Set focus to the given gen. // // GenListActivate If the given gen is a list, activate the selected row. // // targetCursor Target the entity clicked on. // // entityTexLODLevel Sets the quality level for character textures. Normal values range from 0.5 to 10.0. // // ChannelSend Send chat to a channel // // down1 No comment provided // // useSM20 Uses only SM20 // // unbind Unbind a key stored on your character. // // Assist Assist : Assists the Entity with the matching name. If no name is given, assists your current target. // // interactOptionPower No comment provided // // targetCursorOrAutoAttack Target the entity clicked on. // // PowerTrayExec PowerSlotExec : Attempts to execute whatever Power is in the given PowerSlot // // GenSetFocusOnCreate Set focus to the given gen as soon as it becomes ready. // // aim No comment provided // // water Enable water effects // // gotoCharacterSelect Log out the current character. // // showmem Displays process memory usage // // ui_load Loads default UI Windows save file // // alphaInDOF Does world+character alpha objects before DoF pas // // MacroExec No comment provided // // TrayExec TrayExec : Attempts to execute the element in the UITray at the Slot // // Options Show the options screen. // // TerrainDetail Sets terrain detail scaling // // d3d9ex Use the Direct3D 9Ex renderer device type // // left1 No comment provided // // Power_Exec_Category Activate a power by category // // uiCancel Respond "Cancel" to an open dialog box; may not work in all dialogs. // // aspectRatio Sets the aspect ratio. Common values are 0 (auto), 4:3, 16:9 (widescreen TVs), 16:10 (widescreen monitors) // // lookDown No comment provided // // walk1 No comment provided // // Whitelist_Emails Toggles the whitelist for all chat. If enabled, you will only receive emails from friends, SG members, and Team members // // bind Bind a key to a command, and store it on your character. // // reply No comment provided // // disableAutoAlwaysOnTop Disable setting the window to always on top while in the foreground // // dof Enable depth-of-field rendering // // screenshot Save a screenshot // // Power_Exec_NearDeath Activates the appropriate NearDeath-related Power // // ugcEditorExportProjectSafe No comment provided // // timerRecordStart Starts recording profiling information to the given filename // // svSetMute No comment provided // // forceOffScreenRendering Forces off-screen rendering, may resolve rendering issues on some platforms (WINE) // // HardTargetLock No comment provided // // NotesServerName No comment provided // // ResourceOverlayLoad No comment provided // // disable_multimon_warning Disables displaying a warning about which monitor we're rendering on // // noSleepWhileWaitingForGPU Disables yielding the CPU while waiting for the GPU // // Login_Back From anywhere in the character creation / login process, go back. // // Where you go back to depends on where you are. // // ui_load_file Loads named UI Windows save file // // twitter_watch No comment provided // // dynFxSetFXExlusionList No comment provided // // demo_record Start recording a demo, save it into FILE. // // The demo will be saved in the demos/ data folder, as FILE.demo. // // Note that not all events are saved into the demo, but most are. // // invertibleup No comment provided // // tactical No comment provided // // GenSliderSetNotch Set a slider's notch, if interactive. // // useManualDisplayModeChange Manually change the display mode for fullscreen settings, rather than allowing Direct3D to make the mode switch. // // GenSendMessage Send a message to a gen. // // turnleft No comment provided // // guild Send chat to other players in your guild. // // channel_join No comment provided // // RememberUILists Whether to remember UI List Column placement and width. // // comicShading Enables postprocessing, outlining, depth of field, and shadows. // // Power_Exec Activate a power by name // // channel_info No comment provided // // disable_windowed_fullscreen Disables going into full-screen windowed mode when maximized // // poissonShadows Enables and disables soft shadows (poisson filtering) // // netTimingGraph No comment provided // // useFullSkinning Forces skinning to only two bones to improve performance ("Simple Skinning" in the Options screen) // // chanpromote No comment provided // // quit Close the window. // // unbind_local Unbind a key from a command (this happens automatically when rebinding as well). // // Whitelist_Tells Toggles the whitelist for all chat. If enabled, you will only receive tells from friends, SG members, and Team members // // right1 No comment provided // // gfxTransgamingSetFullscreen No comment provided // // dofToggle No comment provided // // ui_save_file Saves UI layout to named UI Window save file // // uiOK Respond "OK" to an open dialog box; may not work in all dialogs. // // GenSliderAdjustValue Move a slider's value, if interactive, by the given amount. // // EvaluateLeftClick No comment provided // // RestoreGameUI Restore the UI when escape is pressed // // camUseAutoTargetLock No comment provided // // ignore No comment provided // // dynamicLights Enables dynamic lights // // ignore_spammer No comment provided // // backward1 No comment provided // // FriendComment No comment provided // // channel_create Create and join a new channel // // tell Private tell. Chat handles should be prefixed with an '@' character. // // autoForward1 No comment provided // // outlining Enable comic outlining // // Target Target : Targets the Entity with the matching name // // GenListDown If the given gen is a list, move the selected row down by one. // // UGC.Do No comment provided // // SetFollow SetFollow: toggle follow // // channel_setcurrent No comment provided // // GenAddWindow Show a gen on the window layer. // // maxShadowedLights sets the maximum shadow casting lights per frame // // OpenUrlCmd No comment provided // // bind_save_file Save entity keybinds to the given filename. // // CursorPetRally_BeginPlaceForEntity No comment provided // // UseDevice Use an item in a given invetory slot // // sndEnable Enable playing of sound // // PowerSlotExec PowerSlotExec : Attempts to execute whatever Power is in the given PowerSlot // // scattering 0 = scattering off, 1 = scattering on high res, 2 = scattering low res // // setMouseForward No comment provided // // CharacterDetail Sets entity detail scaling // // texLoadNearCamFocus Turn on/off loading textures near the camera focus, in addition to just near the camera. // // Chat_SetStatus No comment provided // // MakeCostumeJPeg Write out a character's costume (by slot index) It uses project specific defined // // camera angles and is a 300 x 400 shot // // screenshot_jpg Save a screenshot // // FoundryTips_Withdraw No comment provided // // gfxSettingsSetMinimalOptions Called when running on old drivers or unsupported hardware // // screenshot_ui Save a screenshot with the UI included // // maxInactiveFps Sets the maximum allowed framerate when the application is not in the foreground // // lookUp No comment provided // // SoftwareCursor Use a software cursor instead of hardware cursors (fixes issues on some video card configurations, but is less responsive) // // disableSplatShadows Turns off splat shadows // // left No comment provided // // ui_TooltipDelay Sets the additional delay, in seconds, before tooltips appear // // GammaCalibration_Reset No comment provided // // interactOverrideClear Clears current interact override // // channel_kick No comment provided // // rdrDisableSM2B Disables use of shader model 2.0b and higher for the renderer only, leaving full-featured materials // // bind_local_load_file Load keybinds from the given filename. // // showfps Displays frame rate // // who No comment provided // // svChannelJoin No comment provided // // channel_destroy No comment provided // // processMessagesOnlyBetweenFrames Prevents processing the device thread message queue except between frames. // // setGameCamYaw No comment provided // // bind_local_load Load keybinds from keybinds.txt. // // Clear No comment provided // // InventoryExec Executes the first power on the item in the bag at the slot // // UIRememberPositions Whether to remember UI sizes and positions. On by default. // // rdr_debug_max_sync_waits No comment provided // // fpsgraph Enables a graph showing recent frame times // // up1 No comment provided // // forward1 No comment provided // // ListCellSize If set, then this overrides the default cell size // // svSpeakersSetLevel No comment provided // // down No comment provided // // local Send chat to other players in your vicinity // // tacticalSpecial No comment provided // // freeMouseCursor No comment provided // // autoEnableFrameRateStabilizer Auto-enables /frameRateStabilizer as it feels appropriate // // target_highlight 0 = simple targeting graphics, 1 = glowing outline/inline effect // // SkipFMV This allows the player to skip FMV // // fxQuality No comment provided // // specialClassPower No comment provided // // RejectFriend No comment provided // // ugc_MaybeShowReviewGen No comment provided // // team No comment provided // // fpshisto Enables a histogram of frame times // // Follow_Resume No comment provided // // suspendForcedMouselook No comment provided // // Channel_RefreshAdminDetail No comment provided // // frameRateStabilizer Enables hack that seems to stabilize the framerate on some NVIDIA cards // // SetFocusToCurrentChatTextEntryWindow No comment provided // // higherSettingsInTailor If available, users higher detail settings when in character creation/customization interfaces // // Channel_RefreshJoinDetail No comment provided // // bug Report a problem with the game. // // gfxForceProdModeDefaultSettings No comment provided // // videoMemoryMax Sets the maximum amount of video memory (in hundreds of MB) we will try to use. // // GenListUp If the given gen is a list, move the selected row up by one. // // sndDisable Disable all playing of sound // // useSM2B Uses only SM2B and lower // // GenRemoveModal Hide a gen on the modal layer. // // screenshot_ui_jpg Save a screenshot with the UI included // // noCustomCursor Disable custom cursors, will just use the default Win32 cursor on PC // // GenMovableBoxResetPosition Reset a movable box to its default position. // // unlit Turns off all lighting on objects and sets the ambient to the specified value // // d3d9 Use the Direct3D 9 renderer device type // // run No comment provided // // interact Interact with the nearest interactable entity within range. // // SafeLogin if true, then log the player back into their most recent static map instead of anything else. (For instance, // // if the player is having trouble doing client patching for a NS map, they might be effectively blackholed // // and have to use this to back out // // ui_save Saves UI layout to default UI Window save file // // demo_restart Restart a currently playing demo. // // Playback will start up back at the beginning of the demo. // // txaa Enables/Disables TXAA // // mute No comment provided // // cursorClick No comment provided // // backward No comment provided // // reverseMouseButtons Reverse the left and right mouse buttons // // camButton_Target_Lock_Toggle No comment provided // // invertUpDown Inverts the InvertibleUp and InvertibleDown commands // // gpuAcceleratedParticles Enables GPU-accelerated particle systems for increased performance on some systems // // alias Create a more convenient alias for a longer command. You can embed "{}" in the command // // to replace any arguments to the alias in the aliased command. // // perFrameSleep Adds a per-frame sleep to artificially reduce CPU/GPU usage to help with overheating (will also slow the game down) // // GenButtonClick If the given gen is a button, click it. // // up No comment provided // // demo_record_stop Stop recording any demos started earlier with DEMO-RECORD. // // The demo will be saved into the filename previously specified. // // GenRemoveWindow Hide a gen on the window layer. // // softShadows Enables and disables soft shadows (poisson filtering) // // logout Log out the current character. // // cmds Print out client commands for commands containing // // forward No comment provided // // GenCycleFocus Cycle focus between the given gens, or if called with just one gen name, set focus to that gen. // // GenJailSink Send the hovered jail to the bottom of the stack. // // ClearTargetOrBringUpMenu If something is targeted, clear the target, If nothing is targeted, bring up the main menu. // // channel_invite No comment provided // // disableMRT Disables use of multiple render targets // // Queue_JoinQueueWithPrefs No comment provided // // trade Send trade chat to other players in the same zone. // // invertibledown No comment provided // // friend No comment provided // // replyLast No comment provided // // lightingQuality Sets various shader related rendering settings, only some values are allowed (0=low, 10=high) // // ForceLogOut No comment provided // // chandemote No comment provided // // turnright No comment provided // // findteams No comment provided // // ClearTargetOrBringUpMenuIgnoreMouseLook No comment provided // // GenSetText Set the text of a gen text entry. // // create Create and join a new channel // // unmute No comment provided // // version Displays the current build version // // dynFxExcludeFX No comment provided // // ui_resolution Print the current UI screen resolution. // // walk No comment provided // // dynFxDumpExcludedFX No comment provided // // tex_memory_unload_threshold No comment provided // // ShowGameUI No comment provided // // unignore No comment provided // // RemoveIgnore No comment provided // // disable_3d_texture_flush turns off flushing of 3D textures after device loss. Flush and reload takes longer but fixes problems on ATI and Intel GPUs // // netTimingGraphAlpha No comment provided // // officer Send chat to other players in your guild. // // GenSetValue Set a value on a gen // // GenSliderAdjustNotch Move a slider's notch, if interactive, by the given amount. // // svPushToTalk No comment provided // // Channel_RefreshSummary No comment provided // // Focus Focus : Sets the Entity with the matching name as the focus target. If no name is given, focuses your current target. // // GenPrisonShow Show a set of jails in a prison // // zone Send chat to other players in the same zone. // // maxfps Sets the maximum allowed framerate // // CombatPowerStateCycleNext No comment provided // // ThrottleToggle No comment provided // // timerRecordEnd Stops any current profiler recording or playback // // channel_leave No comment provided // // channel_access No comment provided // // TrayExecByTrayWithBackup TrayExec : Attempts to execute the element in the Tray at the Slot // // svChannelLeave No comment provided // // turnright1 No comment provided // // suspendForcedMouselookAndStopMoving Alters the forceMouselook mode and stops the player from moving at the same time // // deviceType Use the specified renderer device type (valid options: Direct3D11, Direct3D9Ex, Direct3D9) // // d3d11 Use the Direct3D 11 renderer device type // // TrayChangeIndex TrayChangeIndex : Change the UITray's displayed Tray by a positive or negative amount. Will rollover in case of underflow or overflow. // // ShowGameUINoExtraKeyBinds This command does not add any keybinds for showing the UI when the user presses escape // // hdr_max_luminance_adaptation 0 = use log average luminance measurement, non-zero = use maximum luminance // // VersionSlow displays the version a second later, useful for debugging things that depend on slow command return // // GenCycleFocusReverse Cycle focus between the given gens in reverse, or if called with just one gen name, set focus to that gen. // // FollowUntilInCombatOrInRange No comment provided // // unifiedInteractAtCursor Interacts with the object under the cursor. // // LookingForGroup Send LFG chat to other players in the same zone. // // GenSliderSetValue Set a slider's notch, if interactive. // // renderSize Sets the pixel resolution to render the 3D world at // // window_restore Toggles the window between restored and maximized // // screen Sets or displays the current screen resolution. Usage: /screen Width Height // // soft_particles Smooth particle intersections with geometry by fading out near the intersection // // interactOverrideCursor Set entity/object under cursor to be interact target // // CursorPetRally_BeginPlaceForTeam No comment provided // // texAniso Sets the amount of anisotropic filtering to use, reloads textures // // caccess No comment provided // // GenPrisonHide Hide a the visible jails in the prison // // DisableRallyPointFX Toggle pet rally point FX // // Befriend No comment provided // // msaa Enables/disables multisample antialiasing // // CombatLog No comment provided // // bind_local_save_file Save keybinds to the given filename. // // motd No comment provided // // shadows Enable shadows // // svMicSetLevel No comment provided // // highDetail Enables high detail objects // // traceQueries Traces query use to the debugger. // // GenAddWindowPCXbox Show a gen on the window layer that is specific to PC or Xbox. // // Unfriend No comment provided // // LootCancel Don't take loot, just destroy the client list // // highQualityDOF Enables/disables high quality depth of field // // bind_load_file Load entity keybinds from the given filename. // // bloomQuality Sets bloom quality, range = [0, 3] // // CombatReactivePowerExec No comment provided // // GenMovableBoxResetAllPositions Reset a movable box to its default position. // // Whitelist_Chat Toggles the whitelist for all chat. If enabled, you will only receive messages from friends, SG members, and Team members // // GenSetTooltipFocus Set tooltip focus to the given gen. // // unbind_all Unbind all keys for the current keybind profile // // channel_description No comment provided // // channel_uninvite No comment provided // // autoForward No comment provided // // turnleft1 No comment provided // // renderScale Sets the percentage of the display resolution to render the 3D world at // // ItemUpgradeUI_SetUpgradeTime No comment provided // // screen_pos_size Sets the current screen position and resolution. Usage: /screen_pos_size X Y Width Height // // screenshot_depth Save a screenshot with the depth only // // bind_save Save entity keybinds to ent_keybinds.txt. // // RemoveFriend No comment provided // // chaninvite No comment provided // // gamma Changes the gamma // // right No comment provided // // channel_motd No comment provided // // bind_local_save Save keybinds to keybinds.txt. // // ToggleDefaultAutoAttack -------------------------------------------------------------------------------------------------------------------- // // ToggleDefaultAutoAttack: Toggles the state of auto attack // // GameMenu Opens the game pause menu // // mouseForward No comment provided // // netgraph No comment provided // // cmdlist Print out all commands available // // AcceptFriend No comment provided // // cinvite No comment provided // // GenJailReset Reset all cells to their default sizes and positions. // // PowerExecCategoryIfActivatable Activate a power by category // // channel_decline_invite No comment provided // // showCamPos Displays the camera's position // // lensflare_quality Changes lens flare quality level. 0 = simple, 1 = soft z occlusion // // rdrMaxGPUFramesAhead Number of frames to allow the GPU to get from the renderer, 0 to disable // // clevel No comment provided // // postProcessing Enable postprocessing // // worldTexLODLevel Sets the quality level for world textures. Normal values range from 0.5 to 10.0. // // invertY Invert the vertical axis for movement controls // // GenAddModal Show a gen on the modal layer. // // ugcEditorImportProjectSafe No comment provided // // maxLightsPerObject sets the maximum lights per object // // noClipCursor Disables clipping of the cursor to a sigle monitor when running in fullscreen on PC // // Follow_Cancel No comment provided // // emote_notext Emote, but without text. // // emote Emote, failing if a preset emote is not found. // // Team_Invite Invite another player to your team. // // Promote Promote team leader // // Team_DefaultMode No comment provided // // hide Toggle anonymous status // // Team_SetDefaultLootMode No comment provided // // Team_SetLootMode Sets the team loot mode // // anon Toggle anonymous status // // me Emote, using a plain text string if the emote is not found. // // Guild_DeclineInvite No comment provided // // SetHudShowPlayerTitles Sets player titles flag. // // Team_SetStatusMessage Sets the team status message // // back Mark yourself as back at the keyboard. // // pause No comment provided // // Whitelist_Duels Set the Whitelist for duels // // SetActiveCostume Sets active costume // // Team_DeclineRequest No comment provided // // Whitelist_Invites No comment provided // // Team_AcceptRequest No comment provided // // ChatFriendsOnly No comment provided // // LFGDifficulty_Mode No comment provided // // Team_Promote Promote team leader // // RenamePet No comment provided // // unpause No comment provided // // Invite Invite another player to your team. // // SetHudShowInteractionIcons Sets player interaction icons flag. // // Team_DeclineInvite No comment provided // // played No comment provided // // em Emote, using a plain text string if the emote is not found. // // Team_SetDefaultLootModeQuality No comment provided // // SetInvSlotHideMode Sets the hide costume mode for an inventory slot // // This command is not hidden or private due to the possibility - however remote - that a player // // might wish to have a macro show/hide their helmet or whatever. It seems harmless to leave it exposed. // // Team_Kick Kick a player off your team // // ChatHidden Toggle anonymous status // // dnd Mark yourself as "Do Not Disturb". // // version Displays the current build version // // dynFxExcludeFX No comment provided // // Team_Mode No comment provided // // dynFxDumpExcludedFX No comment provided // // Guild_Kick No comment provided // // gateway_SetHidden No comment provided // // unhide No comment provided // // Whitelist_Trades Enable Trade Whitelist // // Guild_Invite No comment provided // // UIForgetPositions Forget all saved UI positions/sizes // // Team_SetLootModeQuality Sets the minimum quality for team looting // // NotesServerName No comment provided // // ResourceOverlayLoad No comment provided // // Guild_MotD No comment provided // // e Emote, using a plain text string if the emote is not found. // // Team_AcceptInvite No comment provided // // Team_VoteKick Start a vote to kick a player off your team. Called from uigens // // Team_CancelRequest No comment provided // // Team_Request No comment provided // // dynFxSetFXExlusionList No comment provided // // GatewayInventory_SortBag No comment provided // // SetHudShowDamageFloaters Sets player damage floaters flag. // // away Mark yourself as away from the keyboard. // // afk Mark yourself as away from the keyboard. // // GatewayInventory_DiscardItem No comment provided // // VersionSlow displays the version a second later, useful for debugging things that depend on slow command return // // RenamePetFormal No comment provided // // entCmd_CancelUpgradeJob No comment provided // // lfg Toggle Looking For Group status // // lft Toggle Looking For Group status // // unaway Mark yourself as back at the keyboard. // // ChangeInstance change to an already created instance of the same map. Only works while not in combat. // // Team_Leave No comment provided // // Guild_SetMotD No comment provided // // SkipCutscene This allows a player to skip a cutscene. This is only supported for single-player cutscenes such as zone flyovers. // // Buy_PowerTreeNode Buy_PowerTreeNode : Purchases the Node in the PowerTree // // Request No comment provided // // Guild_Leave No comment provided // // SetInvBagHideMode Sets the hide costume mode for an inventory bag // // This command is not hidden or private due to the possibility - however remote - that a player // // might wish to have a macro show/hide their helmet or whatever. It seems harmless to leave it exposed. // // stuck Attempt to fix your character that is currently stuck inside something // // LFG_Mode No comment provided // // unstuck Attempt to fix your character that is currently stuck inside something // // GatewayInventory_OpenRewardPack No comment provided // // ChatVisible No comment provided // // SetHudShowReticlesAs Sets player reticle display. // // Whitelist_PvPInvites Set the Whitelist for duels // // FriendsOnly No comment provided // // unanon No comment provided // // Guild_AcceptInvite No comment provided // // Team_SetSpokesman Set team spokesman // // ToggleGoldenPath No comment provided // //