List of console commands and variables: Difference between revisions
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Simulates an internal game engine error. Prints any arguments provided as a single string when the game exits. | Simulates an internal game engine error. Prints any arguments provided as a single string when the game exits. | ||
====endgame==== | ====endgame==== |
Revision as of 16:56, 16 March 2020
Console commands carry out a particular action when sent to the console.
- Back to Console
Core commands
- alias newcmdname command
- alias alone will list all currently defined aliases. Providing newcmdname alone will remove that alias if it exists. Providing newcmdname and a valid console command will create "newcmdname" as an alias to that command, allowing shortcuts.
- In order to make an alias take parameters, use the special variable "%opt", as such:
alias "mycommand" "hu_overlay %opt"
- c_popup
- Instantly removes the console from view.
- cmdlist filter
- Displays all user-visible console commands, one per line. As of Eternity Engine v3.31 Delta, this command accepts an optional filter parameter that, if provided, should consist of a single character between A and Z. The character will be used to filter the command list down to only commands beginning with that letter.
- cvarhelp variablename
- Outputs a list of possible values for the given variable.
- delay amt
- Delays the running of the next console command by either 1, or if provided, by amt game tics.
- dir
- Lists the contents of the current working directory to the console.
- echo msg
- Echoes a string message to the console. As with all console strings, the string should be in quotes if it contains whitespace.
- flood
- Writes 300 garbage characters to the console. Usefulness is of debate.
- quote
- Currently does nothing.
Logging the console
- dumplog filename
- Dumps the current state of the console message buffer to the specified file as ASCII text. The text will be appended to the file if it already exists, allowing multiple use of a single log file.
- openlog filename
- Opens the specified file in append mode and begins writing any text printed to the console into the file. All console messages will be logged until either the closelog command is used, or the program closes. Note this log file is totally separate from any used with the "dumplog" command, which is simply for saving the current buffer. If a log file is already open, this command does nothing.
- closelog
- Closes a console log opened by the openlog command. If no logging is currently occuring, this command does nothing. This command doesn't apply to files used by dumplog, as they are closed immediately, so it doesn't need to be used with the dumplog command.
Menus
Deactivates any active menu and returns to the game
mn_newgame
Displays the New Game menu or takes the player to the start map, depending on their configuration.
mn_quit
Displays a prompt asking the user if they want to quit.
mn_episode
Displays the episode selection screen for Ultimate DOOM.
Flags: not in network games
Returns user to the last menu they viewed, or to the game if the present menu is the highest-most in that chain.
newgame
Clears any active menus and starts a new game.
Flags: not in network games
mn_weaponkeys
Displays the weapon keybinding menu.
mn_keybindings
Displays primary keybindings menu.
mn_demos
Displays the Demos menu
Flags: not in a network game
mn_weapons
Displays the weapons preferences menu
mn_loadwad
Displays the wad/file options menu.
mn_status
Displays the status bar options menu.
mn_hud
Displays the heads-up display options menu.
mn_mouse
Displays the mouse options menu.
mn_sound
Displays the sound options menu.
mn_vidmode
Displays the video mode options menu.
mn_particle
Displays the particle effects options menu.
mn_video
Displays the video options menu.
mn_endgame
Prompts the user to end the current game and return to the title screen.
mn_options
Displays the main options menu.
mn_savegame
Displays the save game menu. Will not display if not in a level.
mn_load slotnum
Loads the save game from save slot slotnum.
mn_loadgame
Displays the load game menu.
mn_player
Displays the player setup menu.
mn_envkeys
Displays the environment keybindings menu.
credits
Displays game engine / game credits.
help
Displays built-in and user-provided help screens. See the BOOM editing reference on how to provide up to 99 custom help screens.
mn_enemies
Displays enemy AI options menu.
mn_compat
Displays the DOOM compatibility options menu.
mn_automap
Displays the automap options menu.
quickload
Quickloads a game from a previously chosen quicksave slot. NOTE: does nothing in network games or demos
quicksave
Quicksaves a game. First time command is used, a slot must be chosen normally. Subsequent uses will overwrite the save in that slot.
NOTE: does nothing in network games or demos
Brings up the SDL joystick configuration menu. NOTE: This command does not exist in the DOS version of Eternity.
mn_hnewgame
Brings up the Heretic new game menu.
mn_hepis
Brings up the Heretic episode selection menu.
skinviewer
Brings up the skin viewer menu widget.
mn_dmflags
Brings up the deathmatch flags configuration menu.
Brings up the EDF dynamic menu with the given mnemonic. If no such menu exists, an error message will appear in the console.
mn_selectwad
Brings up the wad selection dialog box. The selected wad cannot be loaded if the current gamemode is a shareware game. Flags: not in a netgame
mn_search
Begins or continues a menu search operation. This command uses the value of the "mn_searchstr" console variable to carry out its search.
Brings up the menu options menu.
Keybindings
- listactions
Displays a list of all bindable actions, aside from console commands.
- bind keyname actionname
Binds the specified action to the specified key. actionname is a string and should be enclosed in quotes if it contains whitespace. actionname may specify any valid action or console command. If "actionname" is not provided, the current binding status of the specified key will be displayed.
- unbindall
Releases *all* dynamic keybindings. Use with caution!
- unbind keyname bindingclass
Unbinds the specified key from any action, or from only the action in the specified class if the bindingclass parameter is specified. As of Eternity Engine v3.31 Delta, keys may have one binding from each separate binding class. Binding class numbers are displayed next to action names when using the "bind keyname" command.
- listkeys
Displays a list of all bindable key names. Not all bindable key codes correspond to pressable keys, however. Most pressable keys have obvious names which correspond to those on the keyboard.
- bindings
Dumps a list of all active keybindings to the console.
Multiplayer
- disconnect
- Disconnects from any ongoing network game and sets full-screen console mode.
- Flags: only in network games
- playerinfo
- Displays name information for all connected players.
- frags
- Displays the current frag count for all players.
- kick playernum
- (Currently disabled) Kicks the player with the specified player number from the game. Player numbers can be retrieved with playerinfo.
- Flags: server-only
- say ...
- Sends all arguments as a single message to all players in a network game.
- Flags: net command
Cheats
god
Toggles god mode (IDDQD) on or off.
Flags: not in network games, only in levels
noclip
Toggles no clipping (IDCLIP) on or off.
Flags: not in network games, only in levels
nuke
Kills all enemies on the level, and if there are no enemies, kills all friends on the level (equivalent to KILLEM).
Flags: server-only, only in level, net command
infammo
Toggles infinite ammo (INFSHOTS) on or off.
Flags: not in network games, only in levels
mdk
Fires a tracer from the player that instantly kills any monster the player is targetting.
Flags: only in level, not in netgames, hidden
mdkbomb
As above, but fires 60 such tracers in a circle around the player.
Flags: only in level, not in network games, hidden
spacejump
Allows the player to jump any number of times in midair; useful for testing linked portals.
Flags: only in level, not in network games, hidden
viles
A special command for DOOM II only. Try it and see what happens :)
Flags: only in level, not in network games, hidden
vilehit
If the player is autoaiming at an enemy, the player will perform an Arch-vile attack on that enemy.
Flags: only in level, not in network games
banish
If the player is autoaiming at an enemy, the enemy will be removed from the play simulation and its memory will be freed once no other objects reference it.
Flags: only in level, not in network games
Video Options
v_modelist
Prints a list of available video modes to the console.
animshot numframes
Takes the given number of consecutive screenshots for the purpose of making a crude animation. Would be useful for animated GIFs or AVI movies. This command will make the game run very slow, however, and will eat up disk space quickly, so use it with care.
screenshot
Takes a single screenshot. Bind this command to a key in order to take a shot without the console in the way.
Sound Options
s_playmusic name
Plays the given lump as music, if that lump can be found in the music hash table. Only lumps listed in the internal music table, or new lumps with names beginning with "D_" in DOOM or "MUS_" in Heretic are available.
Player Options
listskins
Lists names of all available player skins.
listwads
Lists all currently loaded WAD files.
Demos
These commands are related to playing / recording demos. For all of these commands, the demo specified by demoname must have been added in either a WAD or on the command-line with the -file option. Demos cannot be played directly from a file name.
Starts the given demo as a time demo, in which the framerate of the game can be measured. If showmenu is set to 1, a meter comparing the framerate against that of a "fast" machine will be displayed after the demo is complete. Otherwise, the framerate will be printed to the console as a number.
Flags: not in a network game
playdemo demoname
Plays the given demo normally.
Flags: not in a network game
stopdemo
Stops any currently playing demo and drops to console.
Flags: not in a network game
Gameplay
pause
Pauses or unpauses the game.
Flags: server-only
i_error ...
Simulates an internal game engine error. Prints any arguments provided as a single string when the game exits.
endgame
Drops to console mode.
Flags: not in a network game
starttitle
Returns the game to the title screen / demo / credits loop.
Flags: not in a network game
quit
Plays a random monster sound and exits the game normally, with no prompt.
map mapname
Transfers game play to the given map. mapname may be the name of a WAD file to load, as well as the name of a map header itself.
Examples: map E1M1 map w00t.wad
Flags: server-only, net command, buffered command
kill
Causes the player to commit suiceide.
Flags: only in level, net command
addfile wadfilename
Adds the specified wad file at run-time. Some features will not function completely as expected when WADs are loaded at run-time, so for maximum compatibility always use the command line to load files.
Flags: not in network games, buffered command
exitlevel
Exits the current level. Starting with EE v3.31 beta 1, this command will not allow an exit if the player is dead unless the comp_zombie variable is set to allow zombie exits.
Flags: only in level, server-only, net command, buffered command
defdmflags <mode>
Sets the deathmatch flags variable to its default settings. If no argument is provided, dmflags is set to the default for the current game type. Otherwise, the "mode" parameter indicates what game mode's defaults to set, with the following values:
0 = Single-player mode 1 = Cooperative mode 2 = Deathmatch mode 3 = Altdeath mode (deathmatch 2.0, items respawn) 4 = Trideath mode (DM 3, barrels respawn, players drop backpacks)
Flags: server-only, net command
summon thingtypename <flagslist> <mode>
Allows spawning of things via their EDF thing type name. An EDF/BEX flag list can optionally be provided, with the flags separated by commas only. By default, this will cause the listed flags to be added to the thing along with its normal flags. By specifying the third parameter as "set" or "remove", it is possible to set the thing's flags value to only the listed flags, or to remove the listed flags if the thingtype has them set by default.
Example to spawn a friendly thing: $ summon doomimp friend
Flags: not in a network game, only in levels, hidden
give thingtypename <num>
Spawns 1, or "num" if provided, of the object with this EDF thing type name on the player and causes the player to collect it/them. If the requested thing type is not collectable, it will not be spawned. In addition, if a collectable item is not picked up by the player, it will be removed immediately.
Flags: not in a network game, only in levels, hidden
whistle thingtypename
If there is a live, friendly thing of the given EDF type, the first such thing found on the map will be teleported in front of the player. If the thing doesn't fit where the player is trying to teleport it, it will not be teleported. It will also not be teleported across blocking lines.
Flags: not in a network game, only in levels
p_linespec name <arg> <arg> <arg> <arg> <arg>
Executes the named Eternity Engine parameterized line special with the given parameters. The line special is restricted to behaving as though it has been invoked without any linedef to reference, and thus certain effects such as sector special transfers will not occur even if specified by the special type or arguments.
Flags: not in a network game, only in levels.
Mod information
- e_dumpitemeffect mnemonic
- Displays the properties of an item effect metatable.
- e_dumpitems
- Lists all EDF thing type mnemonics and DeHackEd/DoomEd numbers for thing types which are collectable items. Useful in conjunction with the give command.
- e_dumpmeta mnemonic
- Displays the properties stored in the metatable for the given thingtype.
- e_dumpstate mnemonic
- Displays information on one EDF state definition.
- e_dumpthings
- Lists all EDF thing type mnemonics along with the DeHackEd numbers and doomednums of the corresponding types.
- e_linedef recordnum
- Lists verbose information on an ExtraData linedef record with the given numeric record number. If no such linedef is defined or no ExtraData exists for the current map, an appropriate error message will be given.
- e_listkeyitems
- Lists all key-type artifact definitions.
- e_listlinedefs
- Lists all linedef definitions from the current map's ExtraData. If no linedefs are defined or no ExtraData exists for the current map, an appropriate error message will be given.
- e_listmapthings
- Lists all mapthing definitions from the current map's ExtraData. If no mapthings are defined or no ExtraData exists for the current map, an appropriate error message will be given.
- e_mapthing recordnum
- Lists verbose information on an ExtraData mapthing record with the given numeric record number. If no such mapthing is defined or no ExtraData exists for the current map, an appropriate error message will be given.
- e_playsound name
- Plays an EDF sound.
- e_thingtype thingtypename
- Lists verbose information on an EDF thingtype with the given mnemonic. If no such thingtype is defined, an error message will be given.
Others
- ev_mapsectorspecs
- List out all the sector specials in use on the current map.
- ev_mapspecials
- Lists all linedef specials in current map.