Thief Wiki


< DromEd

5,075pages on
this wiki
Add New Page
Talk1 Share

NOTE: need to sort and organize this list.


game_strings_load   |  load [<table>]| load the specified string table(s) into its property

game_strings_dump   |  dump [<table>]| dump the specified string table(s) from its property

game_strings_strip  |  strip [<table>]| strip text values from the property corresponding to the table.

game_strings_modernize|  modernize [<table>]| converts the property corresponding to the table to the hip gamestrings format.

play_cd             |  play a CD track

stop_cd             |  stop playing a CD track

light_bright        |  render without lightmaps

old_raycast         |  boolean toggle

render_backward     |  shows view back to front

mip_detail          |  MIP level slider (0-1.0)

clear_surface_cache |  force surface rebuilding

fog_on              |  is fog being used?

fog_dist            |  dist at which fog is opaque

fog_r               |  fog red (0-255)

fog_g               |  fog green (0-255)

fog_b               |  fog blue (0-255)

show_mip            |  levels of detail in rendering

show_cell           |  show cells in rendering database

show_poly           |  show polygon outlines

show_poly_flags     |  show flag settings of polygons

show_cell_flags     |  show flag settings of cells

show_poly_edges     |  show wireframes in world

show_all_edges      |  show complete wireframes

wr_stats            |  dump all worldrep stats

wr_check_cells      |  do assertion checking on worldrep

cc                  |  show cell and teleport to it

set_3d_zoom         |  float variable

ctimer_init         |  clear c-function profiling

ctimer_dump         |  show results of c-function profiling

dump_bsp            |  dump the worldrep bsp tree

show_one_cell       |  wireframe on given cell

cell_teleport       |  move editor cam to given cell

show_phys_models    |  boolean toggle

show_phys_bbox      |  boolean toggle

show_creature_joints|  boolean toggle

mesh_segs_display   |  boolean toggle

mesh_joints_display |  boolean toggle

mesh_segs_reset     |  function

mesh_seg_incr       |  function

mesh_seg_set        |  integer variable

lit_obj_toggle      |  boolean toggle

rend_objname_color  |  3d obj name color

rend_name_toggle    |  set color, toggle name color

rend_name_types     |  set mask on things to draw

rend_net_name_toggle|  toggle name net color

rend_net_color_set  |  <local>, <hosted>, <proxy>

rend_name_list      |  list all rendered objs to mono

test_defer          |  test func for uiDefer

start_pnp           |  Change the plug-n-play gadget

start_swap          |  Change the swap gadget

coord_mask          |  Hide/show some GFH coords

gfh_coord_edit      |  Text edit coord N

grid_3d             |  toggle grid display in 3d

grid_2d             |  toggle grid display in 2d

grid_3d_axis        |  3d grid normal axis #

grid_move           |  translate 3d grid

cycle_view          |  change current camera

toggle_3d           |  change current 2d/3d mode

zoom_all            |  zoom all 2d cameras

zoom_2d             |  zoom current camera

synch_all           |  set all 2d synch modes

cam_swap            |  swap two cameras

cycle_mode          |  change rendering mode

set_mode            |  set rendering mode

toggle_synch        |  toggle 2d synch mode

toggle_persp        |  toggle 3d perspective

xmouse              |  auto-select camera under mouse

cam_warp            |  warp camera to mouse loc

toggle_mode         |  toggle a display aspect

solo_toggle         |  toggle this view being soloed

redraw_always       |  does the editor continually redraw

vm_refresh          |  redraw all views

quick_resynch       |  synch; redraw; then desynch

vm_win_mode         |  wincfg set mode

vm_layout           |  cycle/set vm win layout

vm_name_corner      |  set corner for names (-1 no draw)

vm_teleport         |  move camera to x,y,z

rooms_build         |  Convert rooms to internal rep

fix_rooms           |  Fix dangling room pointers

hilight_room_id     |  Hilight the specified room brush

edit_mode           |  Switch to editor mode| edit_mode <wid>,<hgt>

mono_debug          |  Enter monochrome debug screen

texture_pal         |  Bring up the texture palette

motedit             |  Bring up the motion editor

redraw_all          |  Redraw the editor screen

set                 |  set a config var| set <var> <value>

get                 |  Look up a config value| get <var>

eval                |  Exec a command with config substitution| eval <var> <cmd>

ifdef               |  exec a command if a config variable is defined| ifdef <var> <cmd>

ifndef              |  exec a command if a config variable is undefined| ifndef <var> <cmd>

unset               |  Unset a config variable| unset <var>

edit_links          |  edit_links [<src> [, <dest> [, <flavor>]]]

link_show_all       |  show links marked as hidden in the link editor

hilight_obj_type    |  hilight all instances of an archetype, including descendants

hilight_archetype   |  hilight all non-descendant instances of an archetype

link_group          |  a group of two objs get linked, select is dest, arg is relation

link_objs           |  link_objs src dst flavor

link_draw_on        |  show a kind of link in wireframe

link_draw_from      |  Draw only links who's source is this

link_draw_split     |  If link source has multple destinations, and this ID is among them, use that branch only.

link_draw_off       |  don't show a kind of link in wireframe

link_multi          |  adds a new link between two objs in a multibrush

link_chain          |  adds a chain of links between objs in a multibrush

lock                |  lock <brush type>| asks for confirmation whenever brush is changed

unlock              |  unlock <brush type>

unlock_all          |  unlocks all brushes

resize_obj_id_space |  Change obj_min and obj_max on the fly.

list_obj            |  w/no arg, shows counts, w/args, lists all objs in id order

obj_histogram_popup |  Brings up obj list sorted by usage.

obj_alpha_popup     |  Brings up obj list sorted alphabetically.

edit_file_vars      |  0 = mission vars, 1 = gamesys vars, 2 = cmpaign vars

game_mode_edit      |  Edit screen mode params for game mode.

help                |  shows command info

run                 |  run commands in file

dump_cmds           |  dump command list to file

game_mode           |  switch to game mode

game_quiet          |  switch to game mode, no sounds

quit_game           |  Quit the game

end_mode            |  End the current major mode

set                 |  set a config var| set <var> <value>

get                 |  Look up a config value| get <var>

eval                |  Exec a command with config substitution| eval <var> <cmd>

ifdef               |  exec a command if a config variable is defined| ifdef <var> <cmd>

ifndef              |  exec a command if a config variable is undefined| ifndef <var> <cmd>

unset               |  Unset a config variable| unset <var>

screen_dump         |  make a screen shot

save_cow            |  Save world to file

save_mission        |  Save mission to file

save_gamesys        |  Save gamesys info only

load_file           |  Load .MIS, .COW, or .GAM files

load_gamesys        |  Load .GAM file - Resets the level

set_gamesys         |  Set gamesys file for current mission

clear_world         |  Reset to the empty world

dispatch_noise      |  Toggle dispatch noise for hex message mask

file_menu           |  Bring up the file menu

new_world           |  Clear the world and load the gamesys

time_passes         |  Set whether sim time is passing

show_sim_time       |  Display the sim time on the status bar.

scale_sim_time      |  Scale the speed at which the sim runs

scale_player_speed  |  Scale the player's speed

halt_player         |  stop all player motion/controls

player_cam_control  |  0 reset pos, 1 next mode, 2 detach, 3 attach, 4 save, 5 load

cam_attach          |  attach camera to object

add_hp              |  give player # hp

player_cam_save     |  save player camera to ARG, or

player_cam_load     |  load ARG or cam000.loc as player camera

unfly               |  int function

find_obj            |  Look up an object by name or number

destroy_obj         |  Destroy an object by name or number

trait_cache_params  |  Edit trait cache parameters

trait_cache_clear   |  Empty the trait cache

link_lock_count     |  Report the number active link queries

obj_tree            |  Object Hierarchy editor

edit_obj            |  edit an object

copy_props_to       |  Copy all props from selection to arg

list_props          |  List properties on mono

link_dump_stats     |  Dump tons of stats on links

find_lost_objs      |  Find lost objects and set their archetypes to 'missing' 

purge_missing_objs  |  Delete all objects that inherit from 'Missing'

briefcase_save      |  Try to save the briefcase

briefcase_load      |  Try to load the briefcase

link_many           |  Link many concrete objects

unlink_many         |  Unlink many concrete objects

make_archetype      |  Clone a concrete into an archetype

print_gamesys_textures|  Print to monolog all textures in the gamesys, and whether they are in path or not

X99_kill_old_gamesys_textures|  Delete all textures in gamesys associated with files which aren't in the resource path.  DANGEROUS.

move_game_camera    |  teleport game camera

persistent_player_pos|  Toggle whether the player comes back to game mode

build_motion_database|  read in motion schemas as build database

save_motion_database|  save out current built motion database

script_load         |  Load a script file, add to mission

script_drop         |  drop a script file from mission.

script_drop_all     |  drop all script files from mission.

script_dump_files   |  List mission script files on mono

select_gun          |  select_gun <archetype>  Shoot a bullet out of the player

fix_my_locks        |  Set all my lock joint positions appropriately.

show_image          |  show_image <resname>| Show an image

movie               |  show a movie

contrast            |  Set the contrast

gamma               |  Set the gamma

gamma_delta         |  Add float to gamma

gamma_up            |  increase gamma

gamma_down          |  decrease gamma

flash               |  Make a blinding flash

contrast_time_scale |  contrast time scale

script_test         |  Send a 'test' message to an object

trace_add           |  <object> <message> <action> <line>

trace_remove        |  <object> <message>

trace_line          |  toggle a script trace line

trace_dump          |  show all traces

trace_dump_active   |  show all traces on active lines

trace_line_dump     |  show status of all trace lines

flip_highpoly       |  bool function

anim_light_reset    |  function

heap_alloc_cap      |  dump alloc cap

heap_dump_stats     |  dump heap stats

heap_dump_modules   |  dump heap usage by module

heap_dump_blocks    |  dump all allocated heap blocks

heap_dump_all       |  dump all allocated heap blocks

heap_test           |  validate the heap

obj_time_stats      |  Clear object creation time stats, and dump them to mono.

ambient_spew        |  boolean toggle

ambient_heartbeat   |  boolean toggle

ambient_show        |  boolean toggle

ambient_dump        |  function

track_obj           |  toggle tracking on a given obj

track_add_obj       |  int function

track_rem_obj       |  int function

time_print          |  set freq of time mprints

trait_cache_stats   |  Dump trait cache stats to mono

trait_id_stats      |  Get trait statistics

trait_name_stats    |  Get trait statistics by name

trait_max_id        |  Get max trait ID

trait_cache_fullness|  Get cache entry count

prop_time_stats     |  Get property storage timing statistics.

prop_time_stats_clear|  Clear property timing statistics.

prop_blame          |  Blame properties for memory

sparse_hash_stats   |  List sparse hash stats

start_ms_profile    |  function

hello_debugger      |  Hard-coded breakpoint

mclear              |  clear mono

mprint              |  print mono string

mlog                |  monolog state| close closes, name opens

show_stats          |  frame rate/scene info

stats_full          |  stat verbosity

time_stats          |  more stat fun, mprint timings

tmgr_stats          |  mprint texture manager stats

playtest_stats      |  set frequency for per frame stats

playtest_which      |  which| 1 heap, 2 resource, 4 looptime

looptime_cmd        |  0 dump, 1 clear, 2 both, 3 on, 4 off, 5 toggle

resstats_cmd        |  0 dump, 2 tracking, 3 cleartrack, 4 dump, 5 flush/dump

txm_toggle          |  

do_report           |  function

do_cur_reprt        |  string function

toggle_overlay      |  takes which to toggle

dark_version        |  Display version in game mode.

win_mission         |  Win the mission

fixup_player        |  Make a player starting point based on OldPlayer

metagame            |  Go to metagame UI.

endgame             |  Go to endgame mode.

mission_loop        |  Return to (or start) the mission loop

cret_set_debug_obj  |  set debug obj

cret_weap_abort     |  stop swing

player_weap_abort   |  stop swing

cret_set_focus_obj  |  set creature's focus obj

cret_set_focus_loc  |  set creature's focus loc

cret_saveload_test  |  test creature saveload

toggle_mot_quat_debug|  toggle motion quaternion debugging

fixup_creature_phys |  fix up physics for all creatures

spew_creature_standable|  spew all object AIs can stand on

player_align_arrow  |  calc arrow alignment so straight

use_item            |  use item  0 = start, 1 = finish

use_weapon          |  weapon item  0 = start, 1 = finish

next_item           |  next item  1 = forward, -1 = backward

prev_item           |  previous item  -1 = forward, 1 = backward

next_weapon         |  next weapon  1 = forward, -1 = backward

prev_weapon         |  previous weapon  -1 = forward, 1 = backward

inv_select          |  Select an inventory object by name (or archetype name)

loot_select         |  Select loot in inventory

drop_item           |  Drop (actually, throw) your currently selected item

clear_item          |  Clear the player's 'current item' selection.

clear_weapon        |  Clear the player's 'current item' selection.

clear_weapon_and_item|  Clear both the player's 'current item' and 'current weapon.'

select_newest_item  |  Select the most recently picked up object

player_detach_arm   |  toggle whether arm attached to player camera

player_spew_arm_offset|  spew arm offset from camera to monochrome

main_volume         |  main volume 0...100

ambient_volume      |  ambient relative volume 0...100

main_volume_up      |  inc main volume

main_volume_down    |  dec main volume

ambient_volume_up   |  inc ambient relative volume

ambient_volume_down |  dec ambient relative volume

debrief             |  Go to debrief UI.

objectives          |  Go to objectives UI.

automap             |  Display the automap

amap_visited        |  mark an automap location on current page visited

amap_im_everywhere  |  make all decals display as current location

amap_spew           |  boolean toggle

loadout             |  Go to loadout UI.

process_difficulty  |  Prep level for difficulty.  Warning| This may destroy some objects

game_message        |  Display a message on the game screen

test_book           |  book <text>,<art>

main_menu           |  Go to main menu.

sim_menu            |  Go to sim menu.

quick_save          |  Save the game to the 'quick save' slot.

quick_load          |  Load the game from the 'quick save' slot

edit_load_game      |  Load a save game in editor

edit_save_game      |  Save a save game in editor

load_game           |  Go to the game load UI

save_game           |  Go to the game save UI

deref_containees    |  Remove Refs from all contained objs

test_access         |  string function

ai_build_path_database|  Update the AI path database

ai_use_zones        |  Toggle use of AI zones

ai_toggle_db_lvl    |  Toggle LVL path db building

ai_toggle_db_highstrike|  Toggle HighStrike path db building

ai_toggle_use_lvl   |  Toggle LVL path db usage

ai_toggle_linkopt   |  Toggle link optimization

ai_report_large_door_size|  Report large door size

ai_repath           |  Force repath

ai_mode             |  Set AI mode

ai_draw             |  Draw AI debug info

ai_draw_in_game     |  Draw AI debug info in 3D view

ai_draw_move_goal   |  

ai_draw_suggestions |  

ai_draw_paths       |  

ai_aware_of_player  |  Toggle AI awareness of player

aiawareofplayer     |  Toggle AI awareness of player

aiforgetplayer      |  Toggle AI forget of player

ai_forget_player    |  Toggle AI forget of player

aidebugmode         |  Tom's standard AI debug mode

ai_sleep_all        |  Put all AIs to sleep

ai_wake_all         |  Wake all sleeping AIs

ai_wake             |  Wake a sleeping AI

ai_check_lighting   |  Check AI Raw Lighting on an Obj

blame_lighting      |  Mprint causes of lighting on an Obj

ai_alert_watch      |  Watch an AIs sense/awareness

ai_flow_watch       |  Watch the decision flow of an AI

ai_sound_watch      |  Watch the sound/broadcast of an AI

ai_hear_watch       |  See what an AI is hearing

ai_combat_watch     |  Watch AI Combat

ai_path_watch       |  Watch AI pathfind and path progression

ai_death_watch      |  Watch AI death event and cause

ai_signal_watch     |  Watch AI signals

ai_ranged_watch     |  Watch AI ranged combat

ai_inform_watch     |  Watch AI inform stream

ai_sight_watch      |  Watch AI inform stream

ai_pulse_watch      |  Watch AI sensory pulses

ai_recover_watch    |  Watch AI path recovery

ai_ranged_mode_watch|  Watch AI ranged modes

ai_watch            |  Toggle all watches on an AI

ai_trace_schedule   |  Trace AI scheduled run

ai_schedule         |  Set AI frame schedule

ai_dump_components  |  Dump the list of components an AI is made of

ai_dump_all         |  Dump all info in an AI

ai_break            |  Break in the debugger on run of a specific AI

ai_player_sound     |  Simulate player sound broadcast of specified type

ai_signal           |  Simulate signal broadcast of specified type




ai_test_recover     |  

ai_draw_cells       |  show AI path cells in wireframe

ai_draw_cellids     |  show AI path cell ids

ai_draw_links       |  show AI path cell links in wireframe

ai_draw_zone        |  show AI path zone

ai_draw_zone_type   |  show AI path zone type (0 N, 1 N+L, 2 H, 3 H+L)

ai_draw_room        |  show AI path cells in room

ai_spew_zone        |  spew AI path zone

ai_spew_zones       |  spew all AI path zones

ai_val_fpts         |  validate flee points

ai_draw_one_cell    |  path cell to highlight (0 for none)


ai_dump_cell_connection|  mono print links from cell

ai_dump_cell_vertex_data|  show cell vertex list on mono

ai_conv_start       |  start a conversation (by objID)

ai_cam_to_cell      |  Send camera to AI cell

ai_print_cam_cell   |  

ai_test_cells       |  

ai_test_motion      |  play motion by name

ai_test             |  

rebuild_songs       |  Reparse all songs into compiled format

load_song           |  Load a song

play_song           |  Play the loaded song

stop_song           |  Stop the currently playing song

song_event          |  Send an event to the currently playing song

song_dumpmono       |  Dump info about current song to mono

compress_family     |  remove unused textures from family or <all>

texture_usage_count |  get usage count for this texture

texture_wr_usage_count|  get wr usage for tmap_id, or histo if 0

texture_wr_find_zero|  find texture zero in the world

palmgr_count        |  bool function

load_family         |  old style single family load

add_family          |  add another texture family

remove_family       |  remove family, use <all> to clear all

load_sky            |  load a sky bitmap set

load_water          |  load a water texture

add_water           |  add a water texture

free_water          |  free a water texture

load_a_texture      |  load a single texture, load <fam> <txtname>

remove_a_texture    |  delete single, <fam> <name>

texture_zap         |  zap invalid textures to newval

texture_zap_all     |  zap all textures to newval

texture_change      |  swap oval,nval - modifies all faces

no_fam_compress     |  disallow texture space compression

family_dump         |  dump all current family info

secret_rem_family_name|  hi dorian

sload_next_slot     |  set next load slot

sload_no_remap      |  no disk block on load

rooms_spew          |  Spew entire room database

spew_room_obj       |  List room for specified object

show_player_room    |  Draw the player's room obj

show_bad_rooms      |  Draw areas outside the room db

spew_bad_room_objs  |  List all rooms with bad room objIDs

door_slam_open      |  

door_slam_closed    |  

remap_room_type     |  Remap EAX room type

set_room_type       |  Set EAX room type of selected room brush

next_room           |  Select and go to next room brush

eax_set_archetype   |  Set all rooms of an archetype to an EAX value

make_sound_z        |  Generate a sound at 0,0,0

make_sound          |  Generate a sound at the player

spew_room_ai        |  List each AI's current room

show_sounds         |  Toggles visible sound display

draw_sound_path     |  Draw the sound prop path

clear_sound_path    |  Clears any drawn sound paths

spew_sounds         |  Spews all propagating sounds

build_ai_room_database|  Build AI Room Path Database

ai_room_db_spew     |  Spew AI Room Path Database

physics             |  Activate/Deactivate physics

start_control       |  Start obj 3 under ctrl

stop_control        |  Stop control of obj 3

launch_sphere       |  Launch a sphere object

create_sphere       |  Create a sphere model

launch_obb          |  Launch a obb object

create_obb          |  Create a obb model

reset_moving_terrain|  Reset all moving terrain

lock_attachments    |  Lock all attachments in place

auto_jiggle         |  Touch ObjPos of all phys objs

phys_dup            |  Check for duplicate physics

phys_spew_info      |  Spew Info on an object

phys_spew_player    |  Spew Info on the player

hit_rope            |  Hit a rope

phys_joyride        |  

phys_raycast        |  

explode_me          |  BOOM

loc_control_obbs    |  Location control all OBBs

spew_out_of_world   |  Spew all objs out of world

spew_awake_objects  |  Spew all awake objects

spew_ai_collides    |  Spew all objects AI collide with

init_obb_dims       |  Init the dims of obb(s)

init_spherehat_dims |  Init the dims of sphere hat(s)

clear_phys_timers   |  Clear profiling timers

check_doors         |  Make sure door state is in sync

check_mterr         |  Make sure mterr state is in sync

phys_stats          |  Spew memory usage stats

phys_reset_listeners|  Reset listener subscriptions

play_schema         |  Play a named schema

play_schemas        |  Play two schemas

destroy_schemas     |  Destroy all schemas

destroy_speech      |  Destroy all speech

destroy_sound       |  Destroy all schemas and speech

halt_schema         |  Halt the first instance of a playing schema

halt_schemas        |  Halt all playing schemas

zggtvrk_load_schema |  Load a schema file

zggtvrk_load_schemas|  Load all schemas in path (destroy first)

reload_schemas      |  Load all schemas in path (don't destroy)

dump_schemas        |  Dump schema tags DB)

ar_receptron_add    |  Add an act/react receptron

ar_receptron_query  |  Query a set of act/react receptron

ar_source_add       |  Add an act/react source

ar_list_receptrons  |  Edit an object's receptrons

ar_list_sources     |  Edit an object's sources

ar_stimulate        |  Test-stimulate an object

net_host            |  Host a networked game

net_client          |  Join a networked game

net_leave           |  Leave a networked game

net_state           |  Display networking state

net_raw_spew_on     |  Turn low-level network spew on

net_raw_spew_off    |  Turn low-level network spew off

net_raw_spew        |  toggle net spew

net_address         |  Show my net address

net_player_name     |  Show a player's name

dump_net_stats      |  dump of messaging statistics by handlerID

clear_net_stats     |  clear stats

net_hist_cmd        |  0toggle1draw2clear3toggleold

net_xl_status       |  net excel status

net_xl_full         |  net excel full status

net_xl_packet       |  net excel packets

dump_net_histogram  |  dump of histogram (1=send, 2=receive)

reset_net_histogram |  resets histogram (1=send, 2=receive)

reset_net_msg_histogram|  reset msg/frame histograms

dump_net_msg_histogram|  dump msg/frame histogram (1=G, 2=NG, 3=both, 0=all)

toggle_mm_indexed   |  toggle using indexed r3d interface

toggle_mm_sort      |  punt mm sort

toggle_mm_xform     |  punt mm transforms

toggle_mm_render    |  punt mm render

toggle_render_mesh  |  toggle render mesh

toggle_draw_lgd3d   |  toggle draw lgd3d

toggle_lightmap_first|  toggle lightmap rendering order

toggle_d3d_buffer   |  toggle d3d primitive buffering

toggle_d3d_blend_trans|  toggle transparent texel color search

toggle_draw_surface |  toggle draw surface

toggle_hardware_lighting|  toggle hardware lighting

toggle_two_pass     |  toggle two pass rendering

toggle_multitexture |  toggle multitexture support

fast_poly_setup     |  do fast poly setup

slow_poly_setup     |  do slow poly setup

toggle_render_on_start_frame|  toggle normal render loop

flash_clamp         |  Set flashbomb max effect time in ms

set_mesh_detail_dist|  set distance at which stretchy mesh is punted

set_gamma           |  set gamma correction level. 1.0 = no correction

set_obj_zbias       |  set object rendering z bias (in bits)

set_znear           |  set max sorting z distance

set_zfar            |  set min sorting z distance

toggle_dithering    |  toggle dithering

toggle_antialiasing |  toggle antialiasing

set_invisible       |  Set player invisibility

sky_setlong         |  Debug Sky Longitude

sky_setlat          |  Debug Sky Latitude

sky_dump            |  Dump sky mesh info

stars_spin          |  Spin stars

cloud_row           |  Debug Cloud Row

cloud_col           |  Debug Cloud Col

cloud_glow          |  Debug Glow Ix

cloud_cfg           |  Debug Config Ix

cloud_dump          |  Dump cloud deck info

mesh_nothing        |  Maybe later.

face_process        |  find textures to match speech samples.

quest_create        |  quest_set <name>,<value>

quest_create_mis    |  quest_set_mis <name>,<value>

quest_get           |  quest_get <name>

quest_delete        |  quest_delete <name>

quest_spew_sub      |  quest_spew_sub <objID>

quest_sub           |  quest_sub <objID>,<name>

quest_unsub         |  quest_unsub <objID>,<name>

quest_edit          |  quest_edit

quest_edit_mis      |  quest_edit_mis

ghostspew_type      |  integer variable

ghostspew_obj       |  integer variable

ghost_frame_rate    |  integer variable

ghost_process_rate  |  integer variable

ghostspew_show_hist |  string function

ghostspew_clear_hist|  function

delete_brush        |  function

insert_brush        |  function

new_brush           |  function

add_brush_num       |  string function

rem_brush_num       |  string function

tog_brush_num       |  string function

cycle_brush         |  int function

cycle_context       |  cycle to next like brush (vBrush or type)

cycle_highlight     |  cycle to next highlighted brush

cycle_near          |  cycle to brushes near to current brush

store_group         |  save cur vBrush to new ID

dissolve_group      |  remove group ID of vBrush

pick_group_name     |  pick group by name

cycle_group         |  move group by arg (0 is last)

brush_relative      |  boolean toggle

axial_scale         |  boolean toggle

cycle_face          |  int function

cycle_edge          |  int function

cycle_point         |  int function

brush_select        |  int function

obj_brush_select    |  set current brush to objID

vBrush_click        |  alt-click cur brush

vBrush_EOT          |  send to end of time

load_group          |  string function

save_group          |  string function

refresh_particle_links|  Update all ParticleAttachement links

cycle_tex           |  int function

sky_tex             |  function

align_tex           |  function

cycle_media         |  int function

set_debug_tex       |  int function

reset_brush         |  function

brush_stretch       |  stretch current brush

brush_rotate        |  rotate current brush

brush_translate     |  translate current brush

floor_object        |  function

wall_object         |  function

ceil_object         |  function

fit_cameras         |  fit cameras to world/hot region

auto_portalize      |  boolean toggle

auto_roombuild      |  boolean toggle

go_to_meonly        |  function

brush_to_room       |  terrain->room (grow by arg on all axis)

brush_adopt         |  all brushes adopt from us (arg for which parameter)

spiral_serf         |  build spiral stair, 0 for dialog

stair_serf          |  build straight stair, 0 for dialog

ambient             |  give this three values 0-255| r g b

snap_placement      |  boolean toggle

clear_brushes       |  clear all brushes

set_medium          |  set brush medium

blist_dump          |  function

get_grid            |  get grid from brush

set_grid            |  force brush to grid

grid_toggle         |  turn grid on off

grid_scale          |  rescale the master grid

grid_abs_scale      |  set absolute scale of master grid

brush_go_last       |  move current brush to temporal last

brush_set_time      |  move current brush to time n

load_object         |  load 3d object

preload_sound       |  string function

preload_motion      |  string function

preload_stats       |  function

brush_color         |  integer variable

brush_filter        |  integer variable

hots_filter         |  boolean toggle

hots_state          |  int function

time_filter_lo      |  integer variable

time_filter_hi      |  integer variable

size_filter         |  float variable

set_brush_tx        |  int function

set_brush_type      |  int function

reset_brush_tx      |  int function

cam_to_brush        |  move camera to look at cur brush

obj_ambient         |  float variable

obj_diffuse         |  float variable

zap_brush_flags     |  secret clear flags stuff

loud_zap_flags      |  talk about flags you clear

info_window         |  function

lazy_update         |  do we update instantly, or only on new brush selection

run_cmd_script      |  string function

set_primal          |  set default primal

prim_sides          |  # of sides on primals

prim_type           |  1=cyl, 2=pyr, 3=cpyr, 0=cube 

prim_facealign      |  are we face aligned

cube                |  set cube

prim_special        |  set 'special' primal type

brush_to_mono       |  show brush info on mono

obj_split           |  always portal split objects

obj_re_place        |  replace all objects in world

passive_hotregions  |  are hotregions in the CSG, or just filters

show_image          |  load image from disk

skybox              |  make skyhack texures

play_sfx            |  string function

get_pixel_color     |  click on pixel, get told color

heapchk             |  Test the heap, if debugging heap enabled

monodebug           |  output mono to Windows debug stream

watch_light         |  integer variable

optimize            |  build optimized portalization

portalize           |  recompute world terrain

relight_level       |  relight the level

save_wr             |  save world rep to file

compress_br_ids     |  compact brush ids

merge_node          |  build faster imperfect level

optimize_bsp        |  boolean toggle

set_lighting_mode   |  Set lighting mode (0, 1, 2)

quad_lighting       |  oversampled raycast lighting

auto_hilight        |  automatically hilight any bad brushes after portalization

split_polys         |  force coplanar poly splits

merge_polys         |  merge coplanar polys

coplanar            |  correctly handle coplanar polys

csg_epsilon         |  set voodoo epsilon value

show_debug          |  set split# to debug, -1 for all #s

tex_scale_override  |  set texture scale override factor

profile             |  write out sProf profile

autosaves           |  do we autosave exit and p_portal

tjoint              |  fix tjoints when portalizing

undo                |  int function

redo                |  int function

hilight_by_prop     |  give property name, highlights obj's with it

hilight_by_prop_direct|  give property name, highlights obj's with it specifically on them (not inherited)

hilight_nonaxial    |  highlights any terrain with non-90 angles

hilight_media       |  highlight terrain w/media_op of type <arg>

hilight_texture     |  highlight terrain w/texture id <arg>

hilight_split_obj   |  highlight objects crossing a portal

multibrush_the_highlight|  make hilight objs the multibrush

hilight_brush       |  hilight current (0) or brush_id

hilight_check_snap  |  hilight unangled unsnapped brushes, or if (1) all unsnapped brushes

hilight_do_snap     |  grid snap all hilight brushes...

hilight_list        |  list objs, or, if arg 1, all brush ids

hilight_global      |  if true, we will hilight everything, else just active

hilight_autoclear   |  do we autoclear old hilight and make it only active

hilight_use         |  set which hilight bit to use (bitfield, must be just 1)

hilight_clear       |  clear current highlights (all if 0, else bitfields)

hilight_activate    |  turn on hilight bits

hilight_deactivate  |  turn off hilight bits

hilight_add_prop    |  Add a named property to all hilit objects

hilight_rem_prop    |  Add a named property to all hilit objects

hilight_render      |  boolean toggle

hilight_reinstantiate|  Hilight all objects with property, then remove and readd property

line_autoremote     |  toggle autochannel switch in line display

line_switchchannel  |  set view to single channel id

line_viewchannel    |  set bitmask of currently visible line channels

line_loadchannel    |  set channel id to load to

line_clearchannel   |  clear all lines in channel id

line_loadfile       |  load a file to current line channel

cam_rotate          |  rotate current camera

cam_slew            |  slew current camera

speed_fac           |  set speed factor of 3d move in editor

cam_level           |  level current camera

cam_unroll          |  unroll current camera

num_scroll          |  scroll via numeric keypad

global_scale        |  zoom in/out & rescale

show_raycasts       |  display light raycasts

min_show            |  min id# raycast to show

max_show            |  max id# raycast to show

record_movement     |  show rays of samples moving

cam_spotlight       |  mounted spotlight toggle

blend               |  integer variable

test_blend          |  boolean toggle

traverse_log        |  log cell traversal to traverse.log

clear               |  clear framebuffer to pink

max_polys           |  maximum polygons to draw

show_lightmap       |  display light sampling

render_info         |  rendering stats at some volume

detail_level        |  mipmap detail level (0-1)

dot_clamp           |  mipmap orientation limit

surf_256            |  surfaces are all row==256

show_span_lengths   |  boolean toggle

show_render_times   |  detailed rendering timing info

info_volume         |  determine amount of rendering information

portal_clip_poly    |  boolean toggle

portal_clip_fast    |  boolean toggle

poly_clip_fast      |  boolean toggle

always_slow_split   |  force split objects to do things the hard way

show_particle_counts|  show count of particle sim/render

show_particle_sim   |  list particle objects set to always_simulate

cache_feedback      |  get extra surface cache info

light_scale         |  float variable

player_light        |  attach a light to the player

min_light           |  minimum dynamic light on a surface allowed visible

max_dist_2          |  maximum distance dynamic light can reach

keep_all_lit        |  boolean toggle

show_cells          |  Display cells containing refs

span_clip           |  enable span clipping in the renderer

portal_model        |  render models through portal tmappers

full_obj_test       |  choose all/incomplete cell lists for object sort testing

show_split          |  outline objects being split

show_bbox           |  show bounding boxes around objects

show_bbox_2d        |  outline objects

disable_topsort     |  disable good objsort

show_shadtab        |  draw shading table

pick_shade_dist     |  pick which rule for distance

puntd3d             |  boolean toggle

zbuffer             |  boolean toggle

znup                |  function

zndown              |  function

zfup                |  function

zfdown              |  function

zlinear             |  function

agglight            |  boolean toggle

nullrast            |  function

palette_light       |  boolean toggle

skip_clip           |  boolean toggle

project_space       |  boolean toggle

linear_map          |  affine mapper for terrain

surface_cache       |  cache lit surfaces

edit_command        |  edit a command in the command editor| edit_command <cmd>

history_cmd         |  edit command from history offset

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Also on Fandom

Random Wiki