Difference between revisions of "User:DrSatan/Sandbox"

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(→‎Test: figured it out)
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==Commands and Cvars==
 
===cvarlist a===
 
===cvarlist a===
  
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{| width="100%" style="background:#f5faff; border:1px solid #dce7ed"
 
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{| border="0" style="background:#ffffff; style="text-align:center;" width="100%" align="center" cellpadding="3" cellspacing="3"
 
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|- style="background-color: #f3f3f3;" |
 
|- style="background-color: #f3f3f3;" |
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|}
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|}
  
==Sg's==
+
===cvarlist b===
 +
{| width="100%" style="background:#f5faff; border:1px solid #dce7ed"
 +
|
 +
{| border="0" style="background:#ffffff; style="text-align:center;" width="100%" align="center" cellpadding="3" cellspacing="3"
 +
|- style="background:#dce7ed; color:#000000" |
 +
| colspan="1" |'''Command / Cvar'''
 +
| colspan="1" |'''Default Value'''
 +
| colspan="1" |'''Flag(s)'''
 +
| colspan="1" |'''Help Text'''
 +
|- style="background-color: #f3f3f3;" |
 +
|banid
 +
|cmd
 +
|
 +
|Add a user ID to the ban list.
 +
|- style="background-color: #f3f3f3;" |
 +
|banip
 +
|cmd
 +
|
 +
|Add an IP address to the ban list.
 +
|- style="background-color: #f3f3f3;" |
 +
|bench_end
 +
|cmd
 +
|
 +
|Ends gathering of info.
 +
|- style="background-color: #f3f3f3;" |
 +
|bench_showstatsdialog
 +
|cmd
 +
|
 +
|Shows a dialog displaying the most recent benchmark results.
 +
|- style="background-color: #f3f3f3;" |
 +
|bench_start
 +
|cmd
 +
|
 +
|Starts gathering of info. Arguments: filename to write results into
 +
|- style="background-color: #f3f3f3;" |
 +
|bench_upload
 +
|cmd
 +
|
 +
|Uploads most recent benchmark stats to the Valve servers.
 +
|- style="background-color: #f3f3f3;" |
 +
|benchframe
 +
|cmd
 +
|
 +
|Takes a snapshot of a particular frame in a time demo.
 +
|- style="background-color: #f3f3f3;" |
 +
|bgmvolume
 +
|1
 +
|"a"
 +
|CD sound playback volume.
 +
|- style="background-color: #f3f3f3;" |
 +
|bind
 +
|cmd
 +
|
 +
|Bind a key.
 +
|- style="background-color: #f3f3f3;" |
 +
|BindToggle
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|blink_duration
 +
|0
 +
|"cl"
 +
|How many seconds an eye blink will last.
 +
|- style="background-color: #f3f3f3;" |
 +
|bloodspray
 +
|cmd
 +
|
 +
|blood
 +
|- style="background-color: #f3f3f3;" |
 +
|bot
 +
|cmd
 +
|
 +
|Omni-Bot Commands
 +
|- style="background-color: #f3f3f3;" |
 +
|botrules_classlimits
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|botrules_teamlimits
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|botrules_teamroles
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|botrules_training
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|box
 +
|cmd
 +
|
 +
|Draw a debug box.
 +
|- style="background-color: #f3f3f3;" |
 +
|breakable_disable_gib_limit
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|breakable_multiplayer
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|buddha
 +
|cmd
 +
|
 +
|Toggle.  Player akes damage but won't die. (Shows red cross when health is zero)
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_averages_window
 +
|30
 +
|"a"
 +
|number of frames to look at when figuring out average frametimes
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_background_alpha
 +
|128
 +
|"a"
 +
|how translucent the budget panel is
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_bargraph_background_alpha
 +
|128
 +
|"a"
 +
|how translucent the budget panel is
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_bargraph_range_ms
 +
|16
 +
|"a"
 +
|budget bargraph rnge in milliseconds
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_history_numsamplesvisible
 +
|100
 +
|"a"
 +
|number of samples to draw in the budget history window.  The lower the better as far as rendering overhead of the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_history_range_ms
 +
|66
 +
|"a"
 +
|budget history range in milliseconds
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_panel_bottom_of_history_fraction
 +
|0
 +
|"a"
 +
|number between 0 and 1
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_panel_height
 +
|384
 +
|"a"
 +
|height in piels of the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_panel_width
 +
|512
 +
|"a"
 +
|width in pixels of the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_panel_x
 +
|0
 +
|"a"
 +
|number of pixels from the left side of the game screen to draw the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_panel_y
 +
|50
 +
|"a"
 +
|number of pixels from the top side of the game screen to draw the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_peaks_window
 +
|30
 +
|"a"
 +
|umber of frames to look at when figuring out peak frametimes
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_show_averages
 +
|0
 +
|"a"
 +
|enable/disable averages in the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_show_history
 +
|1
 +
|"a"
 +
|turn history graph off and on. . good to turn off on low end
 +
|- style="background-color: #f3f3f3;" |
 +
|budget_show_peaks
 +
|1
 +
|"a"
 +
|enable/disable peaks in the budget panel
 +
|- style="background-color: #f3f3f3;" |
 +
|bug
 +
|cmd
 +
|
 +
|Show/hide th bug reporting UI.
 +
|- style="background-color: #f3f3f3;" |
 +
|bug_swap
 +
|cmd
 +
|
 +
|Automatically swaps the current weapon for the bug bait and back again.
 +
|- style="background-color: #f3f3f3;" |
 +
|bugreporter_includebsp
 +
|1
 +
|
 +
|Include .bsp for internal bug submissions.
 +
|- style="background-color: #f3f3f3;" |
 +
|buildcubemaps
 +
|cmd
 +
|
 +
|Rebuild cubemaps.
 +
|- style="background-color: #f3f3f3;" |
 +
|building_cubemaps
 +
|0
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|}
 +
|}

Revision as of 02:59, 3 February 2008

Commands and Cvars

cvarlist a

Command / Cvar Default Value Flag(s) Help Text
addip cmd Add an IP address to the ban list.
adsp_alley_min 122
adsp_courtyard_min 126
adsp_debug 0 "a"
adsp_door_height 112
adsp_duct_min 106
adsp_hall_min 110
adsp_low_ceiling 108
adsp_opencourtyard_min 126
adsp_openspace_min 130
adsp_openstreet_min 118
adsp_openwall_min 130
adsp_room_min 102
adsp_street_min 118
adsp_tunnel_min 114
adsp_wall_height 128
ai_auto_contact_solver 1 "sv"
ai_block_damage 0 "sv"
ai_clear_bad_links cmd Clears bits set on nav links indicating link is unusabl
ai_debug_assault 0 "sv"
ai_debug_avoidancebounds 0 "sv"
ai_debug_directnavprobe 0 "sv"
ai_debug_doors 0 "sv"
ai_debug_dyninteractions 0 "sv" Debug the NPC dynamic interaction system.
ai_debug_efficiency 0 "sv"
ai_debug_enemies 0 "sv"
ai_debug_expressions 0 "sv" Show random expression decisions for NPCs.
ai_debug_follow 0 "sv"
ai_debug_loners 0 "sv"
ai_debug_looktargets 0 "sv"
ai_debug_los "sv" and "cheat" NPC Line-Of-Sight debug mode. If 1, solid entities tha block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
ai_debug_nav 0 "sv"
ai_debug_node_connect cmd Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets 0 "sv"
ai_debug_shoot_positions 0 "sv", "cheat", and "rep"
ai_debug_speech 0 "sv"
ai_debug_squad 0 "sv"
ai_debug_think_ticks 0 "sv"
ai_debugscriptconditions 0 "sv"
ai_default_efficient 0 "sv"
ai_disable cmd Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines 0 "sv" and "cheat"
ai_drop_hint cmd Drop an ai_hint at the player's current eye position.
ai_dump_hints cmd
ai_efficiency_override 0 "sv"
ai_expression_frametime 0 "sv" Maximum frametime to still play background expressions.
ai_expression_optimization 0 "sv" Disable npc background expressions when you can't see them.
ai_follow_use_points 1 "sv"
ai_follow_use_points_when_moving 1 "sv"
ai_force_serverside_ragdoll 0 "sv"
ai_frametime_limit 50 "sv" frametime limit for min efficiency AIE_NORMAL (in sec's).
ai_lead_time 0 "sv"
ai_LOS_mode 0 "sv" snd "rep"
ai_moveprobe_debug 0 "sv"
ai_moveprobe_jump_debug 0 "sv"
ai_moveprobe_usetracelist 0 "sv"
ai_next_hull cmd Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_no_local_paths 0 "sv"
ai_no_node_cache 0 "sv"
ai_no_select_box 0 "sv"
ai_no_steer 0 "sv"
ai_no_talk_delay 0 "sv"
ai_nodes cmd Toggles node display. First call displays the nodes for the given network as green objects. Secon call displays the nodes a
ai_norebuildgraph 0 "sv"
ai_path_adjust_speed_on_immediate_turns 1 "sv"
ai_path_insert_pause_at_est_end 1 "sv"
ai_path_insert_pause_at_obstruction 1 "sv"
ai_radial_max_link_dist 512 "sv"
ai_reaction_delay_alert 0 "sv"
ai_reaction_delay_idle 0 "sv"
ai_rebalance_thinks 1 "sv"
ai_report_task_timings_on_limit 0 "a" and "sv"
ai_resume cmd If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug 0 "sv"
ai_set_move_height_epsilon cmd Set how high AI bumps up groun walkers when checking steps
ai_setupbones_debug 0 "sv" Shows that bones that are setup every think
ai_shot_bias 1 "sv"
ai_shot_bias_max 1 "sv" and "rep"
ai_shot_bias_min
"sv" and "rep"
ai_shot_stats 0 "sv"
ai_shot_stats_term 1000 "sv"
ai_show_connect cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect cmd Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid cmd Draw a grid on the floor where looking.
ai_show_hints cmd Displays all hints as small bxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull cmd Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_hull_attacks 0 "sv"
ai_show_node cmd Highlight the specified node
ai_show_think_tolerance 0 "sv"
ai_show_visibility cmd Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime 0 "sv"
ai_spread_cone_focus_time 0 "sv"
ai_spread_defocused_cone_multiplier 3 "sv"
ai_spread_pattern_focus_time 0 "sv"
ai_step cmd NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no
ai_test_moveprobe_ignoresmall 0 "sv"
ai_think_limit_label 0 "a" and "sv"
ai_use_clipped_paths 1 "sv"
ai_use_efficiency 1 "sv"
ai_use_frame_think_limits 1 "sv"
ai_use_think_optimizations 1 "sv"
ai_use_visibility_cache 1 "sv"
aimsentry cmd Aim sentrygun
ainet_generate_report cmd Generate a report to the console.
ainet_generate_report_only cmd Generate a repot to the console.
air_density cmd Changes the density of air for drag computations.
alias cmd Alias a command.
askconnect_accept cmd Accept a redirect request by the server.
async_allow_held_files 1 Allow AsyncBegin/EndRead()
async_mode 0 Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous
async_resume cmd
async_serialize 0 Force async reads to serialize for profiling
async_simulate_delay 0 Simulate a delay of up to a set msec per file operation
async_simulate_mixed_mode 0 Simulate a mix of async oad styles
async_suspend cmd
async_toggle_priority cmd
autoaim_max_deflect 0 "sv"
autoaim_max_dist 2160 "sv"
autosave cmd
autosavedangerous cmd
autosavedangerousissafe cmd

cvarlist b

Command / Cvar Default Value Flag(s) Help Text
banid cmd Add a user ID to the ban list.
banip cmd Add an IP address to the ban list.
bench_end cmd Ends gathering of info.
bench_showstatsdialog cmd Shows a dialog displaying the most recent benchmark results.
bench_start cmd Starts gathering of info. Arguments: filename to write results into
bench_upload cmd Uploads most recent benchmark stats to the Valve servers.
benchframe cmd Takes a snapshot of a particular frame in a time demo.
bgmvolume 1 "a" CD sound playback volume.
bind cmd Bind a key.
BindToggle cmd
blink_duration 0 "cl" How many seconds an eye blink will last.
bloodspray cmd blood
bot cmd Omni-Bot Commands
botrules_classlimits 0 "sv"
botrules_teamlimits 0 "sv"
botrules_teamroles 0 "sv"
botrules_training 0 "sv"
box cmd Draw a debug box.
breakable_disable_gib_limit 0 "sv"
breakable_multiplayer 1 "sv"
buddha cmd Toggle. Player akes damage but won't die. (Shows red cross when health is zero)
budget_averages_window 30 "a" number of frames to look at when figuring out average frametimes
budget_background_alpha 128 "a" how translucent the budget panel is
budget_bargraph_background_alpha 128 "a" how translucent the budget panel is
budget_bargraph_range_ms 16 "a" budget bargraph rnge in milliseconds
budget_history_numsamplesvisible 100 "a" number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms 66 "a" budget history range in milliseconds
budget_panel_bottom_of_history_fraction 0 "a" number between 0 and 1
budget_panel_height 384 "a" height in piels of the budget panel
budget_panel_width 512 "a" width in pixels of the budget panel
budget_panel_x 0 "a" number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y 50 "a" number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window 30 "a" umber of frames to look at when figuring out peak frametimes
budget_show_averages 0 "a" enable/disable averages in the budget panel
budget_show_history 1 "a" turn history graph off and on. . good to turn off on low end
budget_show_peaks 1 "a" enable/disable peaks in the budget panel
bug cmd Show/hide th bug reporting UI.
bug_swap cmd Automatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp 1 Include .bsp for internal bug submissions.
buildcubemaps cmd Rebuild cubemaps.
building_cubemaps 0