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Console commands

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The Console is a text-interface to change or debug some internal details of the running game. You bring it up with the ' key if you have a US keyboard. See bottom for other keys.

Once the console is up you still have to click on the text line entry to enter a command. Commands are case sensitive. As you enter the list of valid commands is shown and you can use the arrow key to select one.

Any text output is shown in the console window. Some commands will subtly or drastically alter the appearence or function of the game.

Command_reference - Full command dump from game engine in supcom 2

Useful commandsEdit

  • GetVersion echoes the current game version in the console window
  • ShowStats opens a transparent window that show a host of counters, updated real time.
  • Con_ListCommands lists most(?) commands and a one line comment or explanation
  • cam_ShakeMult enables or disables the camera shaking effect (it can get quickly annoying)
  • ui_DebugAltClick allows you to control an AI. Use Alt + Normal Keys to do so. (Cheats must be enabled for this to work)
  • ren_* commands. (there are many) will turn on/off rendering of some graphical details. Less graphics details means greater framerate (smoothness of motion, responsiveness of scrolling). Some positive framerate changes are achieved by
    • ren_bloom turns down some ambient lighting (general darkening of picture)
    • ren_fx disables all particle effects (such as smoke, fire, laser beams, sparks and adjencency powerlines)
    • ren_showskeletons replaces units appearance with the "skeletons" for units/buildings
    • ren_water the water surface isn't shown
  • ren_showNetworkStats shows network details, useful to find lag causes, as well as overall frframe rate, and max game speed
  • WIN_ToggleLogDialog show a window displaying log message from SC (useful for mod development). Require to run the game in windowed mode to see the window.
  • SC_LuaDebugger show lua debugger

Code:


  • AddBeam Add a test beam into the world
  • AddImpulse AddImpulse (x,y,z)
  • AddLightParticle Add a light to the world under the cursor
  • AddSplat Add a splat to the world underneath the cursor
  • AI_DebugArmyIndex Set up a army index for debugging purposes
  • AI_DebugCollision Toggle on/off collision detection
  • AI_DebugIgnorePlayableRect Toggle on/off ignore playable rect
  • ai_FreeBuild Unit build costs are 0
  • ai_InitialEnergyCurrency Initial currency of energy economy.
  • ai_InitialEnergyCurrencyMax Initial currency of energy economy.
  • ai_InitialMassCurrency Initial currency of mass economy.
  • ai_InitialMassCurrencyMax Initial currency of mass economy.
  • ai_InstaBuild Units build instantly.
  • AI_RenderBombDropZone Toggle on/off rendering of bomb drop zone
  • AI_RenderDebugAttackVectors Toggle on/off rendering of debug base attack vectors
  • AI_RenderDebugPlayableRect Toggle on/off rendering of debug playable rect
  • AI_RunOpponentAI Turns on or off Opponent AI
  • ai_SteeringAirTolerance Tolerance used to detect whether an aircraft has reached its destination.
  • AirLookAheadMult Alter the air units look ahead distance
  • ANI_DumpSkeleton Dump the skeleton for the selected entity
  • BeginLoggingStats Begin logging stats
  • BlingBling Cash money yo
  • cam_DefaultLOD default value for camera level-of-detail scaling factor
  • cam_DefaultMiniLOD Default LOD for mini-map
  • cam_EntityBoxExpand How much to expand the entity box when targetting entity
  • cam_FarFOV FOV to use for perspective camera at farthest zoom, in degrees
  • cam_FarPitch Pitch of camera at farthest zoom, in degrees
  • cam_Free Allow the camera to remain rotated
  • cam_HighLOD
  • cam_LowLOD
  • cam_MediumLOD
  • cam_MinSpinPitch The min pitch resulting from a spin
  • cam_NearFOV FOV to use for perspective camera at nearest zoom, in degrees
  • cam_NearPitch Pitch of camera at nearest zoom, in degrees
  • cam_NearZoom Closest mouse can zoom in to terrain
  • cam_PanSpeed How fast the camera pans.
  • cam_SetLOD Set the lod scale factor for a camera
  • cam_ShakeMult How much camera shake to allow.
  • cam_SpinSpeed How fast mouse spins camera, in degrees across screen size
  • cam_TrackProjectileTimeout Delay after tracking a projectile.
  • cam_ZoomAmount How far to zoom in response to the mouse wheel.
  • cam_ZoomSpeedLarge How fast the camera actually moves in response to a large zoom.
  • cam_ZoomSpeedSmall How fast the camera actually moves in response to a small zoom.
  • ClearStats Clear stats starting with given parent
  • CON_Echo Echo out input to function.
  • CON_ExecuteLastCommand Repeat the last command.
  • CON_ListCommands List all console commands and variables.
  • con_TestVar Test variable - not used.
  • con_TestVarBool Test variable - not used.
  • con_TestVarFloat Test variable - not used.
  • con_TestVarStr Test variable - not used.
  • con_TestVarUByte Test variable - not used.
  • CopySelectedUnitsToClipboard Copy all the selected units to the clipboard.
  • CreateProp Spawn a prop underneath the mouse cursor
  • CreateUnit spawn a unit by id at the mouse cursor or specified location, case sensitive
  • d3d_AntiAliasingSamples
  • d3d_ForceDirect3DDebugEnabled Disable shader optimization and allow D3D debugging.
  • d3d_ForceSoftwareVP Force D3d to do vertex processing in software.
  • d3d_NoPureDevice Use a non-pure D3D hardware device.
  • d3d_UseRefRast Force D3d to do rasterization in software.
  • d3d_WindowsCursor
  • DamageUnit Damage the selected unit (negative values heal)
  • dbg Enable/Disable debug overlay
  • dbg_Ballistics Draw ballistic debug stuff.
  • dbg_Beam Draw beam debug stuff.
  • dbg_CollisionBeam Draw collision beam debug stuff.
  • dbg_Emitter Show emitter positions.
  • dbg_Metronome Tick a metronome every tick.
  • dbg_MonitorAddressSpace If true, monitor address space usage.
  • dbg_Projectile Draw projectile debug stuff.
  • dbg_ShowAiPathSpline Draw AI Path Spline debug information.
  • dbg_Trail Draw trail debug stuff.
  • Debug_Assert Fail an assertion (for debugging purposes)
  • Debug_Crash Cause a crash (for debugging purposes)
  • Debug_Error Log an error string (for debugging purposes)
  • debug_movie debug movie output
  • Debug_Throw Throw a std::exception.
  • Debug_Warn Log a warning string (for debugging purposes)
  • DebugAIStatesOff debug function to show some AI states
  • DebugAIStatesOn debug function to show some AI states
  • DebugClearBuildTemplates debug clear and disable the build templates.
  • DebugDumpArmyStats Dump current stats for army index.
  • DebugGenerateBuildTemplateFromSelection debug generate and enable build templates from the current selection.
  • DebugMoveCamera Debug function for moving the camera in sim script.
  • DebugSetConsumptionActive debug function to turn selected units consumption of resources into active state
  • DebugSetConsumptionInActive debug function to turn selected units consumption of resources into inactive state
  • DebugSetPlayableRect Set the playable rect of the map (minX, minZ, maxX, maxZ).
  • DebugSetProductionActive debug function to turn selected units production of resources into active state
  • DebugSetProductionInActive debug function to turn selected units production of resources into inactive state
  • DestroyAll Destroy all units. If any optional army indices are supplied, destroy those army's units.
  • DestroySelectedUnits destroy selected units.
  • DoSimCommand do a sim command.
  • dump_Frame Dump a single video frame. A directory can be specified, otherwise it will prompt for one.
  • dump_Frames Toggle dumping of video frames.
  • dump_outputFrameNumber Starting frame to dump on
  • dump_Rate Frame rate to use for movie dumps
  • DumpActiveLoops List all active entity loops
  • DumpCamera Dump out camera position data for the editor
  • DumpPreloadedTextures Dump debug texture info
  • DumpUnits Print out units in play
  • ed_EnableHook
  • efx_AttachEmitter Attach an emitter to selected unit, must specify bone name and blueprint
  • EFX_CreateEmitterWindow Create emitter control window
  • efx_NewEmitter Create an emitter, must specify blueprint
  • efx_ParticleWaterSurface Sort order at which particles start rendering under water
  • efx_WaterOffset Amount that particles which are clamped to the waters surfaces are offset from it.
  • efx_WaveCutoff Shoreline LOD cutoff
  • EndLoggingStats End logging stats
  • ExecutePasteBuffer Execute paste buffer in clipboard.
  • exit Exit the application.
  • FindUnit Find a unit by a (case insensitive) string contained in its description.
  • fog_DistanceFog Distance fog enabled?
  • fog_OffsetMultiplier amount to fudge offset by to make fog go away as we zoom out
  • GetVersion Get game version
  • graphics_Fidelity current graphics fidelity setting
  • graphics_FidelitySupported maximum graphics fidelity supported
  • imap_debug Toggle influence map debug info.
  • imap_debug_grid Toggle influence map debug grid info.
  • imap_debug_grid_army Set influence map debug grid for which army threat type.
  • imap_debug_grid_type Set influence map debug grid threat type.
  • imap_debug_path_graph Toggle map hints path graph.
  • IN_BindKey Specify a key combo and a console command, binds console command to key
  • IN_DumpKeyBindings Shows all the key bindings
  • IN_DumpKeyNames Shows all the key names
  • IN_SetKeyName Set a key name to map to a key code
  • IssueCommand Issue the buildSilo/dive/stop command to the selected units.
  • KillAll Kill all units
  • KillSelectedUnits kill selected units.
  • lob_IgnoreNames Comma seperated list of names of people to ignore. For debugging purposes.
  • Log Log a string (for debugging purposes)
  • LotsOfProps spawn 100 props all over the map 2nd Arg = name of prop
  • LUA Run a bit of lua code.
  • LUADOC Dump out documentation for Lua functions
  • mesh_Rebatch Override mesh batch settings
  • NeedRefuelThresholdRatio Start looking for refueling platform when fuel ratio drops below this point
  • NeedRepairThresholdRatio Start looking for refueling platform when health ratio drops below this point
  • net_AckDelay Number of milliseconds to delay before sending ACKs
  • net_CompressionMethod Compression method, 0=none, 1=deflate. Only takes effect when connections are first established.
  • net_DebugCrash If true, crash.
  • net_DebugLevel Amount of network debug spew
  • net_Lag Lag, in milliseconds.
  • net_LogPackets Log all incomming/outgoing packets.
  • net_MaxBacklog Maximum number of bytes to backlog to any one client.
  • net_MaxResendDelay Maximum number of milliseconds to delay before resending a packet.
  • net_MaxSendRate Maximum number of bytes to send per second to any one client.
  • net_MinResendDelay Minimum number of milliseconds to delay before resending a packet.
  • net_ResendDelayBias The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias.
  • net_ResendPingMultiplier The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias.
  • net_SendDelay Number of milliseconds to delay before sending Data
  • NoDamage Disables all damage to units when set.
  • p4_Edit Check out file(s) from perfoce
  • p4_IsOpenedForEdit Is the specified file opened for edit?
  • path_ArmyBudget Budget for each army to do pathfinding each tick
  • path_BackgroundBudget Maximum number of steps to run pathfinder in background
  • path_BackgroundUpdate Update pathfinding tables in background
  • path_GeneratePreview Do a pathfind for the UI preview
  • path_MaxInstantWorkUnits Budget for instant pathfinds by the AI
  • path_TimeoutPreview Maximum number of ticks to allow pathfinder preview to take
  • path_UnreachableTimeoutSearchSteps Maximum number of ticks to allow a single pathfind to take for an unreachable path
  • PathDebug Debug the path finder
  • PopupCreateUnitMenu Popup the create unit menu.
  • PrintStats Test the stat system
  • ProcessInfoPair set the assist mode flag for the selected units.
  • Purge Purge all entities of a specified type <shield|projectile|unit|all>. If any optional army indices are supplied, destroy those army's entities.
  • quit Quit the session.
  • RandomElevationOffset Alter random non-combat elevation offset so plane don't all stick on the same plane
  • range_Fill
  • range_InnerThicknessCoeff
  • range_OuterThicknessCoeff
  • range_RenderBuild
  • range_RenderHighlighted
  • range_RenderSelected
  • recon_debug Show debug recon info for specified army index
  • ReconFlush Flush all recon databases (destroys all blips)
  • ren_BandwidthDisplayKernel Width of bandwidth filter (in seconds).
  • ren_BandwidthDisplaySeconds Number of seconds of bandwidth data to display.
  • ren_Beams Render the beam fx.
  • ren_BgLowerBound
  • ren_bicubicnormals Sample normal map basis using bicubic filter
  • ren_Bloom Render Blooms?
  • ren_BloomBlurCount Bloom Blur Count
  • ren_BloomBlurKernelScale Amount to scale blurred amount by.
  • ren_BloomGlowCopyScale Scale when copying glowing stuff to glow buffer before blur
  • ren_BorderSize Size of edge border
  • ren_ClipDecalLevel Level at which we clip decals for super quick reject
  • ren_ClipDecals Clip Decals vertex count
  • ren_Clutter Render clutter
  • ren_ClutterRadius
  • ren_DecalAlbedoLodCutoff Fudge factor for decal cutoff on zoom out for albedos
  • ren_DecalFadeFraction fraction (0..1) of their range that decals start to fade
  • ren_DecalFidelity
  • ren_DecalFlatTol flatness tolerance
  • ren_DecalNormalLodCutoff Fudge factor for decal cutoff on zoom out for normals
  • ren_DecalOverDraw Render overdraw display for decals
  • ren_Decals Render Terrain Decals.
  • ren_ErrorCache use error threshold cache?
  • ren_fog Do we render fog of war, rendering only no effect on database.
  • ren_FogIntensity intensity of gray fog
  • ren_FogOfWar Draw terrain with fog-of-war.
  • ren_ForceUpdateMinimapTerrain Update the terrain tesselation/decals if it's a minimap
  • ren_FrameTimeSeconds Number of seconds to display.
  • ren_Fx Render FX?
  • ren_GenerateMesh Generate a new mesh or use the old one?
  • ren_glowingDecals Render glowing decals
  • ren_HideSecondary Hide secondary views
  • ren_IgnoreDecalLOD Force decals to render regardless of LOD
  • ren_MapBorderAdd Add a mesh to the map border list
  • ren_MapBorderClear Clear all map border meshes
  • ren_MeshDissolve Fade mesh alpha from 1.0 to 0.0
  • ren_MeshDissolveCutoff
  • ren_MeshSkinned toggle rendering of meshes which have and use skeletons
  • ren_MeshStatic toggle rendering of meshes which do not have or ignore skeletons
  • ren_MipSkipLevels
  • ren_NewFogUpdate Use new fog update code
  • ren_NewPipeline
  • ren_NormalDecals Render Normal Decals
  • ren_Oblivion
  • ren_OnlyFirstView Render only the first view in the list
  • ren_PlayableBoundary
  • ren_Ranges
  • ren_Reflection Render reflection?
  • ren_Refraction Render refraction?
  • ren_RegenShore Regenerate shoreline (editor only)
  • ren_RenderNothing Render nothing?
  • ren_Select Render select meshes?
  • ren_SelectBoxes Toggle selection box rendering
  • ren_SelectBracketMinPixelSize Minimum selection bracket thickness in pixels.
  • ren_SelectBracketSize Default selection bracket thickness
  • ren_SelectColor What color do we want the selection box?
  • ren_SelectionHeightFudge How far off the ground selection boxes are fudged
  • ren_SelectionSizeFudge How much selection box extents are fudged (multiplier)
  • ren_ShadowBias Constant shadow bias
  • ren_ShadowBlur Toggle shadow blurring
  • ren_ShadowCoeff
  • ren_ShadowLOD At what LODMetric do we stop rendering shadows
  • ren_Shadows Render Shadows?
  • ren_ShadowSize Sizeof shadow texture
  • ren_ShoreErrorCoeff
  • ren_Shoreline Render shoreline
  • ren_ShorelineCutoff Shoreline LOD cutoff
  • ren_ShowBandwidthUsage Show the amount of network bandwidth we are using.
  • ren_ShowBoneNames Show bone names
  • ren_ShowDirtyTerrain Show or hide the dirty terrain bits.
  • ren_ShowFrameTimes Graphically show the frame times.
  • ren_ShowNetworkStats Show various network stats.
  • ren_ShowNormals Variable to track show/hide normals rendering.
  • ren_ShowSkeletons Show mesh skeletons
  • ren_ShowWireframe Variable to track show/hide wireframe rendering.
  • ren_Skirt Use new fog update code
  • ren_SkyDome Render sky
  • ren_Splats Render Terrain splats.
  • ren_SyncTerrainLOD Distance at which to start display terrain sync changes
  • ren_TeamColorLookupCount Number of 'channels' in team color lookup texture.
  • ren_Terrain Show or hide the terrain.
  • ren_Trees Show or hide the trees.
  • ren_TTerrainGlow Render the terrain using TTerrainGlow
  • ren_Ui Render UI?
  • ren_UnitSelectionScale How much unit selection box extents are scaled (multiplier)
  • ren_UnitSilhouette
  • ren_ViewError
  • ren_Water Show or hide the water.
  • ren_WorldBorder Render UI world border frame?
  • RenameUnit Give selected unit a custom name, or with no parameters print name
  • res_AfterPrefetchDelay Number of milliseconds to nap after prefetching something. So the prefetcher thread doesn't bog us down too much.
  • res_EnablePrefetching If true, enable prefetching.
  • res_PrefetcherActivityDelay Number of seconds to delay prefetching after there is foreground disk activity.
  • res_SpewLoadSpam If true, spew spam with each resource load.
  • rule_BlueprintReloadDelay seconds to delay before reloading a blueprint once we notice that it has changed.
  • rule_Paranoid Paranoid mode for RULE system, print all error messages.
  • SallyShears Reveal entire map.
  • SC_AntiAliasingSamples
  • SC_CameraScaleLOD
  • SC_CreateEntityDialog Create object editing box for the primary selected unit
  • sc_FrameTimeClamp Minimum time between frames, in milliseconds
  • SC_LuaDebugger Open Lua debugger window
  • SC_PrimaryAdapter
  • SC_SecondaryAdapter
  • sc_SkipIntro Skip intro movies
  • SC_StartMemoryLog Start up memory logging to filename
  • SC_StopMemoryLog Stop memory logging
  • SC_ToggleCursorClip Set the cursor clip to either the pre-launch clip or the current clip
  • SC_VerticalSync
  • ScenarioMethod Run a scenario-specific command
  • SetArmyColor SetArmyColor(army,r,g,b)
  • SetFocusArmy Pass in army index or -1
  • shadow_Fidelity current shadow fidelity setting
  • shadow_FidelitySupported maximum shadow fidelity supported
  • ShowArmyStats Show engine statistics
  • ShowRaisedPlatforms Turns on or off rendering of raised platform for tweaking and setting up purposes
  • ShowStats Show engine statistics
  • sim_ChecksumPeriod How many beats between checksums.
  • sim_DebugCheats Log a backtrace when we detect a cheat.
  • sim_DebugCrash Crash the sim.
  • sim_DebugDelay Milliseconds to delay each sim tick to simulate a slow sim.
  • sim_Gravity Show or change the current gravity. Units are ogrids/(second^2)
  • sim_Interlocked If true, force the sim and UI threads to run interlocked.
  • sim_IssueThreadDebugLevel How much debug spam to spew from the issue thread.
  • sim_KeepAllLogFiles If true, keep all long files instead of just the ones for beats that appear out-of-sync.
  • sim_LogSize How many ticks to log before flushing files.
  • sim_ReportCheats Report cheating when cheats are enabled.
  • sim_ShowDamage Show debug damage info
  • sim_TestFunc Test function - not used.
  • sim_TestVar Test variable - not used.
  • sim_TestVarBool Test variable - not used.
  • sim_TestVarFloat Test variable - not used.
  • sim_TestVarStr Test variable - not used.
  • sim_TestVarUByte Test variable - not used.
  • SimAssert Fail an assertion (for debugging purposes)
  • SimCrash Cause a crash (for debugging purposes)
  • SimError Log an error string (for debugging purposes)
  • SimLog Log a string (for debugging purposes)
  • SimLua Run some lua code in the sim's Lua.
  • SimWarn Log a warning string (for debugging purposes)
  • SkipUIChecks Don't perform any command validation in UI
  • snd_CheckDistance Do distance checks for sound culling.
  • snd_CheckLOS Do LOS checks for sound culling.
  • snd_ExtraDoWorkCalls Enable mid-frame DoWork calls.
  • snd_SpewSound Spew debug sound info
  • StartCommandMode Set the UI context for some commands.
  • TeleportSelectedUnits teleport selected units.
  • timestamp Dump out EXE timestamp
  • TrackStats Begin/End tracking stats of selected units.
  • tree_AccelFactor How quickly falling trees accelerate
  • tree_DampFactor Damping on swaying trees (0 to 1)
  • tree_SpringFactor How quickly swaying trees spring back
  • tree_UprootFactor How far to raise falling trees up out of the ground
  • ui_AlwaysRenderStrategicIcons When true, strategic icons always render, even when zoomed in
  • UI_ApplySelectionSet Takes a selection set name and applies the selection
  • ui_ArrowKeysScrollView Toggle if the arrow keys scroll the main view
  • ui_BuildPlaceTarmacAlpha Tarmac alpha for buildings that are about to be placed
  • ui_CommandClickScale Scale applied to the click distance size of command waypoints
  • ui_CommandGraphMaxNodeUnits Limits the size of the waypoints
  • UI_CreateHead1Map Destroys anything on head 1 and shows a full screen map in its place
  • ui_CurveSegments How many segments to subdivide curves into
  • ui_CurveSmoothness How big to make curves when drawing command previews
  • ui_CustomNameColor Color of the custom name display
  • ui_CustomNameFontSize Point size of the custom name display
  • ui_CutsomNameFont Font family name of the custom name display
  • ui_DebugAltClick Enable ALT+Click debug command to switch armies
  • ui_DisableCursorFixing Allows you to toggle the cursor fixing functionality that is used for the mouse-controlled camera spinning/scrolling
  • ui_DragSelect2D Use a 2D (screen-space) drag-selection box
  • ui_DrawPathPreview Turns on/off the arrow line
  • UI_DumpControls Dumps information about all controls to current log target.
  • UI_DumpControlsUnderCursor Dumps all controls under the cursor to the debug log
  • UI_ExpandCurrentSelection Expand selection to all units in view that is found in our current selection group
  • ui_ExtractSnapTolerance Sets the extraction unit 'snap-to' tolerance (in meters) for building. Increase this to make it easier to auto-snap to extraction sites.
  • ui_FootprintMinThickness Mimimum render size for the footprint outline.
  • ui_ForceLifbarsOnEnemy force lifebars on for enemy units
  • UI_forceWeaponsToYellow Force all minimap weapon fire to yellow
  • ui_FuelBarColor The color of the secondary Fuel bar
  • ui_fuelbarHeight size of the fuel bar as a fraction of the bar height
  • ui_FuelEmptyBlinkRate Blink timer scale for empty fuel
  • ui_FuelWarningColor The color of the feul warning flash
  • ui_KeyboardPanAccelerateMultiplier How much faster the camera pans when accelerated
  • ui_KeyboardPanSpeed How fast arrow keys pans camera
  • ui_KeyboardRotateAccelerateMultiplier How much faster the camera rotates when accelerated
  • ui_KeyboardRotateSpeed How fast ins/del rotate camera
  • ui_LifeBarBadColor The color of the lifebar when there is poor health
  • ui_LifeBarBadCutoff The percent of health where the life bar changes from bad to medium
  • ui_LifeBarGoodColor The color of the lifebar when there is good health
  • ui_LifeBarGoodCutoff The percent of health where the life bar changes from medium to good
  • ui_lifebarHeight height of health/fuel bar in ogrids
  • ui_LifebarLOD LOD Cutoff for health bars
  • ui_LifeBarMedColor The color of the lifebar when there is medium health
  • ui_LifebarOffset Y Offset in ogrids of all lifebars
  • ui_LifebarWidth width of health/fuel bar in ogrids
  • UI_Lua Run lua code in the appropriate UI lua state.
  • UI_MakeSelectionSet Takes a name, and makes a named selection set from the current selection
  • ui_MaxExtractSnapPixels Allows us to put a pixel cap on the snap tolerance (in case we are zoomed in close.
  • ui_MaxTextLOD LOD level that timer text dissapears
  • ui_MaxWaypointSize Set the maximum pixel size of a waypoint
  • ui_MinExtractSnapPixels Allows us to put a pixel cap on the snap tolerance (in case we are zoomed out relatively far.
  • ui_MinWaypointSize Set the minimum pixel size of a waypoint
  • ui_NisRenderIcons nis toggle for strat icons, also removes pause and diabled icons
  • ui_PathPreview Turns on/off the pathfinding preview line
  • ui_PathSmoothness How big to make curves when drawing path preview
  • ui_ProgressBarColor The color of the secondary Construction Progress bar
  • UI_Quit Drives quit behavior of the game depending on the state of the UI
  • ui_RenderCustomNames toggle custom name display
  • ui_RenderIcons toggle strategic icons on/off
  • ui_RenderSelectionSetNames toggle selection set names on/off
  • ui_RenderUnitBars render unit life/fuel bars?
  • UI_RenProectileTrailWidth The half width, in pixels, of the projectile trail
  • UI_RenProjectileArcs toggle projectile trails on/off
  • UI_RenProjectileArcsSampleInterval How often the position is updated for the projectile trail
  • UI_RenProjectileGlow Toggle projectile icon glow
  • UI_RenProjectileGlowMax Maximum glow alpha on projecile icon
  • UI_RenProjectileGlowMin Minimum glow alpha on projectile icon
  • UI_RenProjectileGlowPeriod The period in which the projectile icon glow will pulse from min to max to min
  • UI_RenProjectileIcons toggle projectile icons on/off
  • UI_RenProjectileTrailColor ARGB value of the projectile trail
  • UI_RenResources toggle resource icons on/off
  • UI_ResetView Reset a named camera to the default view
  • UI_ResourceLODCutoff When to draw icons instead of resource deposit textures
  • UI_RotateLayout Cycles through all available layouts
  • UI_RotateSkin Cycles through all available skins
  • ui_ScreenEdgeScrollView Toggle if the mouse on the sides of the main window will scroll the view (fullscreen only)
  • UI_SelectAnything Debug to allow UI to select anything
  • UI_SelectByCategory Select a set of units by category
  • ui_SelectionSetNamesColor Color of the selection set names
  • ui_SelectTolerance Sets the unit click tolerance (in pixels) for selection. Increase this to make units have a larger selection box.
  • UI_SetSkin Sets a new skin
  • ui_ShieldBarColor The color of the secondary Shield bar
  • UI_ShowControlUnderMouse Highlights the control currently under the mouse
  • UI_ShowRenameDialog Display the rename unit dialog during a game
  • ui_StrategicIconBlinkDuration How long to blink icon when unit is damage
  • ui_StrategicIconBlinkRate Blink timer scale for strategic icons on damage
  • UI_StrategicProjectileLOD At what LODMetric do we draw projectile pixels on strategic view
  • UI_ToggleGamePanels Hide/show the UI panels in game, and expands the world view to fill the screen when panels are hidden.
  • UI_TrackUnit track selected units.
  • ui_WaypointLineScale Scale applied to the calculated waypoint line size
  • ui_WindowedAlwaysShowsCursor Always show cursor in windowed mode, regardless of show/hide
  • WeaponTerrainBlockageTest Toggle on/off wepaon collision tests against terrain blockages
  • WIN_ShowLogDialog Explicit show/hide log dialog box
  • WIN_ToggleLogDialog Show/hide log dialog box
  • WLD_AdvanceBeat Advance the sim one beat.
  • wld_ClientDebugDump Dump out debug info about the network connections
  • WLD_DecreaseSimRate Decrease the game speed.
  • WLD_GameSpeed Set a new game speed
  • WLD_IncreaseSimRate Increase the game speed.
  • WLD_ResetSimRate Increase the game speed.
  • WLD_RestartBeat Restart rendering the current beat.
  • wld_RunWithTheWind If true, run beats as fast as we can.
  • WLD_SingleStep Single-step the sim one tick.
  • wld_SkewRateAdjustBase How much to adjust the sim rate based on one beat of skew.
  • wld_SkewRateAdjustMax Max amount to adjust the sim rate due to skew.
  • wnd_DefaultCreateHeight Minimum initial window height
  • wnd_DefaultCreateWidth Minimum initial window width
  • wnd_MinCmdLineHeight Minimum command line height
  • wnd_MinCmdLineWidth Minimum command line width
  • wnd_MinDragHeight Minimum drag-resize height
  • wnd_MinDragWidth Minimum drag-resize width
  • WxInputBox Text the WWxInputBox dialog.
  • ZeroExtraStorage Set energy and mass extra storage to 0

Keystroke for Console window for non-US keyboardsEdit

Czech ;
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