V1962 Console Commands - themeldingwars/Documentation GitHub Wiki

The following is a list of all Console Commands (cmds/funcs) in the Firefall V1962 Client.

Syntax displayed is < cmd name > : < help description >

AlwaysFlushConsole: Always flush the console? Useful for debugging in the console log
AutoCompleteMode: Change auto complete mode: 0 = prefix; 1 = substring
bind: Binds a key to a console command
BuildInfo: Print debug info about this build
ChatTraceRoute: Query the chat server for the route to a given destination
Clear: Clear the console
ClearHistory: Clear the console's command history
ClearModelCache: Clear the omesh cache on disk.
ClearShaderCache: Clear shaders that are cached in memory. Does not remove the cached disk file.
ClearVTCache: Clears all unlocked virtual texture tiles
cmdlist: Alias of ListFuncs
combatLogEnd: Stops logging combat to disk
combatLogStart: Begins logging combat to a file (defaults to [Zone]_([Date]).txt)
cvarlist: Alias of ListVars
debugevent: Enables/disables the event profiler view
debugevent.frames: Activates debugevent, and enables only frame traces.
debugevent.graphDuration: Sets graph duration for event profiler, in seconds
debugevent.updates: Activates debugevent, and enables only update traces.
debugevent.weaponInputs: Activates debugevent, and enables only weapon input traces.
debugevent.weapons: Activates debugevent, and enables only weapon-related traces.
debugevent_export: Exports the current debugevent graph
debugevent_import: Imports to the current debugevent graph
debuglag: Enables/disables the lag profiler view
debuglag.clocks: Activates debuglag, and enables only clock traces.
debuglag.graphDuration: Sets graph duration for lag profiler, in seconds
debuglag.gssSchedDev: Activates debuglag, and enables only gss scheduler traces (dev required).
debuglag.matrixDev: Activates debuglag, and enables only matrix traces (dev required).
debuglag.movement: Activates debuglag, and enables only local movement traces.
debuglag.network: Activates debuglag, and enables only network traces.
debuglag.networkData: Activates debuglag, and enables only network data traces.
debuglag.networkDev: Activates debuglag, and enables only network and dev traces.
debuglag.networkSuperPing: Activates debuglag, and enables only superping traces.
debuglag.networkVts: Activates debuglag, and enables only virtual texturing data traces.
debuglag.raiaDev: Activates debuglag, and enables only raia traces (dev required).
debuglag.remoteMovement: Activates debuglag, and enables only remote movement traces.
debuglag.timesync: Activates debuglag, and enables only timesync traces.
debuglag.traceroute: Activates debuglag, and enables traceroute mode.
debuglag.traceroute_: Activates debuglag, and enables traceroute in UDP mode. Requires admin!
debuglag.vehicle: Activates debuglag, and enables only vehicle traces.
debuglag_export: Exports the current debuglag graph
debuglag_import: Imports to the current debuglag graph
debugmovement: Enables movement debugging view
debugmovement_export: Exports the local character's currently recorded movement debugging trace
debugmovement_import: Imports a previously recorded movement debugging trace to the local character
debugmovement_replay: Uses a debug shape to play back the current movement trace
debugweapon: Enable or disable weapon/hitbox debugging information
debugweapon.maxSize: Sets the maximum number of debug events to allow before deleting old ones
debugweapon.setEnabledMode: Sets the enabled mode for debugweapon, without resetting it
debugweapon_export: Exports the local character's currently recorded weapon debugging trace
debugweapon_import: Imports a previously recorded weapon debugging trace to the local character
dec: Decrement a variable's value
DiffTexturesMark: Mark the start of a texture diff
DiffTexturesPrint: Print out texture changes between now and the last call to DiffTexturesMark
Do: Execute the contents of a console variable
eval: Invoke a debug event with the first argument
Exec: Load a file into the command buffer
ExecSkip: Skip the next N commands that are currently in the buffer
ExecSkipTo: Skip all commands in the buffer, until the specified label is reached
ExecStop: Clears the command buffer, so that no queued commands are executed
Exit: Exits the connected game (returns to login)
Find: Find a cvar or command
FlushConsole: Flushes any buffered console file writes to disk
GenShaderGlobals: Generates the shadermodules/globals/engine.shdmod file
grep: Filter a console command's output for the specified string
greplog: Reprint console log lines matching the specified string
HashInfo: Print debug info about the console hash tables
Help: Print help information about a console command
HideCursor: 
HotfixInfo: Prints information about the current hotfix
If: Executes the first command; if true, execute the rest of the command line
IfElse: Executes the first command, and then conditionally the second or third one
inc: Increment a variable's value
ListAnimations: Print some debug information about loaded animation networks.
ListFuncs: Displays a list of all console functions
ListLogs: ListLogs prints out a list of all logs
ListMaterials: 'ListMaterials [sort] [filter]' lists materials. [sort] os (size), or (refCount), oi (index), on (name), oc (category). 'ListMaterials [n]' lists info for n-th entry.
ListModels: 'ListModels [sort] [filter]' lists models. [sort] os (size), or (refCount), oi (index), on (name), oc (category). 'ListModels [n]' lists info for n-th entry.
ListParticleSystemDefs: 'ListParticleSystemDefs [sort] [filter]' lists pfxses. [sort] os (size), or (refCount), oi (index), on (name), oc (category). 'ListParticleSystemDefs [n]' lists info for n-th entry.
ListParticleSystems: Prints out a list of all particle systems that are currently active
ListParticleSystemsByType: Prints out a list of all particle systems that are currently active, grouped by type
ListScenes: List all loaded scenes, or print info on a specific one
ListShaderParams: 'ListShaderParams [sort] [filter]' lists registered shader parameters. [sort] oi (index), on (name). 'ListShaderParams [n]' lists info for the n-th entry.
ListShaders: 'ListShaders [sort] [filter]' lists shaders. [sort] os (size), or (refCount), oi (index), on (name), oc (category). 'ListShaders [n]' lists info for n-th entry. 'ListShaders [n] [i] shows the disassembly of the i-th permutation. 'ListShaders [n] [i] [flags] [outFile] shows the shader code (flags = 2 or 3) or the disassembly (flags = 1 or 3) and optionally writes the output to outFile.
ListTextures: 'ListTextures [sort] [filter]' lists textures. [sort] os (size), or (refCount), oi (index), on (name), oc (category). 'ListTextures [n]' lists info for n-th entry.
ListVars: Displays a list of all variables and their values
LoadMaterial: 
LoadModel: Load a model
LoadShader: Load a shader
LoadTexture: Load a texture
loc: Displays your current position
Logout: Exits the connected game (returns to login)
macro_Clear: Clears the macro buffer
macro_Load: Loads macro buffer from file.
macro_Play: Executes the macro buffer
macro_record_begin: Begins recording an input macro
macro_record_end: Ends recording of an input macro
macro_record_save: Saves an input macro to a specified filename
macro_Save: Saves macro buffer to file.
macro_StartRecording: Starts recording a macro
macro_StopRecording: Stops recording macro
macro_View: Prints macro buffer to console
matrix_connectionTest: Attempts to connect to a particular matrix (or all listed in a file)
matrix_printInstance: Displays information about the currently connected instance
Nuke: Exit back to the OS (uncleanly)
Open: Open <type> <index> opens an external editor to edit a resource (type=model|texture|pfx|material)
OpenChatLog: Opens the currently active chat log file (after flushing it)
OpenConsoleLog: Opens the currently active console log file (after flushing it)
operator_list: Prints out all current operator settings
operator_set: Loads new operator settings from the specified url
Parse: Prints out the list of arguments passed in
Print: Print text to the console
PrintConfig: Print the contents of a config file
PrintD3DCaps: Print D3D device capabilities
PrintD3DFormats: Print a list of engine formats and their corresponding Direct3D format for this video card
PrintLn: Print text + \n to the console
PrintRenderList: 
pwd: Displays the current directory
pwd2: Displays the write directory
Quit: Exit back to the OS
RD_Reset: Reset the renderer
RD_Shutdown: Shutdown the renderer
ReadGamepadCommands: Reads a list of gamepad commands from GamepadCommands.xml which are then selectable at the console using the D-pad
Reboot: Restarts the game client process
ReloadLocalAssetOverride: Reloads the local assets override file localassets/localassetoverride.txt
ReloadMaterials: Reload all materials (no argument) or a single material (given by file name or index)
ReloadModels: Reload all models (no arguments) or a specific one (index or filename)
ReloadParticleDefinitions: Reload all particle definitions (no arguments) or a specific one (index or filename)
ReloadShaderIncludes: Reload the shader include HLSL files. Changes do not take effect until the materials are reloaded also. See ClearShaderCache.
ReloadShaderModules: Reload shader modules
ReloadShaders: Reload all shaders (no arguments) or a specific one (index or filename)
ReloadTextures: Reload all textures (no arguments) or a specific one (index or filename)
reloadui: reload the GUI
ReloadVTs: Reloads the VTs
replay_playback_begin: Plays back a previously recorded replay file. Use 'replay_playback_begin ?' for help.
replay_playback_beginrandom: Plays back a random pvp match replay
replay_playback_end: Terminates playback of the game replay
replay_playback_gettime: Prints out the playback time of the game replay
replay_playback_printinfo: Prints info about the current game replay
replay_playback_setlive: Sets the game replay to live playback (if applicable)
replay_playback_setscale: Sets the playback timescale of the game replay
replay_playback_settime: Sets the playback time of the game replay
replay_record_begin: Begins recording a game replay, optionally to a specific filename
replay_record_cancel: Cancels recording a game replay
replay_record_end: Stops recording a game replay
replay_record_merge: Merges a .nsr replay file with its index data
replay_server_connect: Connects to a replay server stream
replay_server_start: Enables a replay streaming server
replay_server_stop: Shuts down the replay streaming server
Reset: Resets a variable to its coded default
ResetEnvSettings: Resets environment settings
ResetInventoryBags: Resets manually-sorted inventory bags. Will repopulate automatically in the default order.
screenmode: Set the screen mode. params(mode, width, height), mode:={0=windowed,1=fullscreen,2=maximized,3=max_notitle,4=minimize})
screenshot: Takes a screenshot to a file
screenshot_setres: Sets screenshot resolution
Set: Set a variable to a given value
SetKeyBinding: Sets a particular keybinding
SetLogFilter: Sets a filter which determines what gets logged to the windows console
SetLogLevel: SetLogLevel <logname> <level> sets the log level for a specific game system
SetSave: Set a variable to a given value and flag it to be saved into settings.con (see eng_autoSaveConfigName)
settings.print: Prints the current settigns state
ShdmodInfo: Lists present shader modules, or gives info about a specific one
ShdmodList: Alias of ShdmodInfo
ShowCursor: 
speccam.director.advanceMode: Causes the spectator director to advance to the next mode (optionally specifying the mode index)
speccam.setTarget: Attempts to spectate a specific character, either by guid or name (only if named character is in scope).
Test: Evaluates an operator based on the given commands, usually outputing 0 or 1
toggle: Toggle a variable's value
twitch_auth: login to twitch.tv
twitch_start: start a twitch.tv broadcast. We recommend a quad-core system for live broadcasts.
twitch_stop: stop a twitch.tv broadcast
ui_aag_enable: Enable AAG components in game
ui_alpha: global ui alpha
ui_autoscale: automatically scale the UI scale factor
ui_component_max_events_proccessed: maximum events proccessed per components
ui_cullTrackingFrames: enable/disable culling of UI tracking frames
ui_isolate_component: unload all active components except one
ui_list_all_components: list all active components
ui_load_component: load a specific component
ui_locale: set UI language
ui_logCallbacks: toggle logging of UI callbacks
ui_logEvents: enable/disable logging of UI events
ui_logInputmodes: toggle logging of UI input mode changes
ui_logLuaCalls: toggle logging of UI lua calls
ui_outlines: enable/disable drawing UI outlines
ui_queue_event: queues a UI event
ui_reload_component: reload a specified component (note: use with care! reloadui is more secure. This will break if used due to one component registering with another.)
ui_reloadfx: Reload the GUI shaders from the FX file
ui_showFocus: show/hide the name of the UI element that has focus
ui_stats: Show UI stats
ui_track_so_creation: set tracking down of UI scene object creation (-1=off, value>=0 hit tests will print all scene object handles, CreateSceneObject will print callstack for value)
ui_unload_all_components: unload all active components
ui_unload_component: unload a specified component
uiscale: Set the UI scale factor
unbind: Removes a binded key from any console command
UnloadAnimations: Unload unreferenced animation network definitions.
Unsave: Prevent a variable from being written to settings.con (see eng_autoSaveConfigName)
UserVar: Set a variable to a given value and flag it to be saved into settings.con (see eng_autoSaveConfigName)
Version: Prints out the build version
WriteConfig: Save out a user config file
WriteDepthBuffer: WriteDepthBuffer [display=0] <filename=rt0_depth.raw> saves the depth buffer of the given display to disk
WriteTexture: Save a texture to a file (get a list of texture with "ListTextures")
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