List of console commands and variables

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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

mn_clearmenus

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

mn_prevmenu

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

mn_joymenu

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.

mn_dynamenu menuname

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.

mn_menus

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

File:Denise@icloud.com====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.

timedemo demoname showmenu

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.

spawn objecttype <friend>

Spawns a map object of the given internal type (DeHackEd number minus 1) in front of the player. If friend is provided and is a non-zero number, the object will be friendly. This command is for developers.

Flags: not in a network game, only in levels, hidden

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.