MacX
Light Guard
Nun, da die 64-Bit Version von RAGE bereit steht (ebenso wie das id Studio), kann jeder auf die Ingame-Konsole zugreifen (Shift+Ö [de]/~ [en]).
Dieser Thread soll eine vollständige Übersicht zu allen Commands und CVars bieten.
Da die CVars für den Einen oder Anderen sicherlich interessanter sind als die Commands, habe ich diese in einer Tabellenform abgebildet, damit man gegebenenfalls nach Stichworten suchen kann.
Commands [A - M]
</amount></amount></name></events|folder></events|folder></name></decl></layer></mapname></mapname></decl></decl></optional></optional>
Dieser Thread soll eine vollständige Übersicht zu allen Commands und CVars bieten.
Da die CVars für den Einen oder Anderen sicherlich interessanter sind als die Commands, habe ich diese in einer Tabellenform abgebildet, damit man gegebenenfalls nach Stichworten suchen kann.
Commands [A - M]
Code:
aa_AssistMode sets the aim assist to easy mode
aas_visCacheInfo shows information about the AAS visibility cache
aasLoad load a particular AAS
aasStats shows AAS stats
accelSim outputs a 1D positional value for a point accelerated over time
activateConsole forces the console down ( or up ) and the desired fraction.. 0.5 is normal 0.2 is shifted
addarrow adds a debug arrow
addClamp adds to a cvar, with clamping
addline adds a debug line
AddResourceFile Add a resource file to the current resource set
addWrap adds to a cvar, with wrapping
aievents_stats show stats for AI event manager
AIStats get the stats from all the active AI in this level
anim_bumpFormat2to3 bump the anim format of all animations in the base/md6 folder. This is a one-time use command and will need to be customized each time the anim needs bumping.
anim_bumpFormat3to4 bump the anim format of all animations in the base/md6 folder. This is a one-time use command and will need to be customized each time the anim needs bumping.
anim_checkCompressionError checks the compression error setting for animations in the specified folder
anim_checkVersions check version info for all animations in the specified path
anim_fixProps fixes props that are in Maya space so that they're in idSpace
anim_genScripts auto-generates Maya MEL scripts for re-exporting existing models
anim_listWeakRefs list all weak .md6anim references
anim_verifySources examines source references in .md6anim files to see how many are valid
bcm build collision models for a map
benchmarkGameData Test seek and read of the gameresources file
BenchmarkRadixSort Compares STL/Radix sorts
bin2c reads in a binary file and outputs a C format declaration for embedding in code
bind binds a command to a key
bink Play a bink video
bitmapConsole tests bitmap console
blinkline blinks a debug line
break causes a debug breakpoint
BuildAmbientLighting Calculates cpu ambient lighting for all dynamic models
buildCollisionColors build megatexture sample colors into the world collision model for this map
buildDetail compiles detail model for a map
buildFoliage compiles foliage for a map
BuildGame Create the packed resource files for distribution
BuildGpuAmbientLighting Calculates ambient lighting for all dynamic models
BuildPixelScreenshot Builds and writes a screenshot using the cpugen
BuildPreviewScreenshot Builds a circular preview screenshot from player origin
buildRenderProgs
BuildResourcePatch Build a differenced resource files for a patch
buildTexLOD build the texlod model for the specified map
BuildTool Build tools
BuildUniqueBSP Does a combine and layout on a map
BuildVisiblePixelMegatexture Builds and writes a megatexture image showing the visible pixels
buildwater compiles dynamic water surfaces for a map
centerview centers the view (set pitch to 0)
changeTeam Change teams (Team Games Only).
checkin check in all files for the current or specified map
checkout check out all files for the current or specified map
checkSWF Loads and unloads a swf to report memory usage and check for leaks
cleanMapFolders Cleans out old map files (.bcm, .bmodel and .proc) from map folders)
CleanUpMegatextureDrive Deletes old megatextures from megatexture drive
clear clears the console
ClearDebugDrawing Clears all the debug lines
clearDebugPoints empties the list of debug points
clearHistory Clears the console history
clearLights clears all lights
clearLoadedSounds Load sounds from a map into the sound editor's "in use" list
clearWarnings clears the warnings list
clipStats clip space statistics
closeViewNotes close the view showing any notes for this map
CloudBuild Completely rebuild a map's pagefile on the cloud
CloudConnect Connects to the master server
CloudDataBuild Builds the generated files for a specified map
CloudDataSeed Seeds the cloud with generated files
CloudDirectLighting Builds the low-res *_directLighting images necessary for radiosity
CloudEditJob Edits a cloud job
CloudExecString Sends across a text string to be executed on all slaves
CloudFreeUpServers Requests the cloud to free up some servers
CloudKill Shutsdown all the connected cloud servers
CloudServers Spawn cloud servers for cloudBuild or stamping
CloudStamp Start the stamping DLLs
cmap loads a combo map
CmdMacroPlay <optional filename=""> <optional loop="" count="">. Plays CmdMacro
CmdMacroRecord Records a cmd macro. Optionally specify filename
CmdMacroStop Stops recording and playback of cmd macro
collisionModelInfo shows collision model info
CombineVirtualTextures Writes out a single combined page file from all page files loaded for the specified map file
commonDialogClear clears all dialogs that may be hung
compressFile compresses a file
ComputeVtInstallPoint Computes the preload endpoint for the virtual texture
con_unwatch removes the specified console watch. Specify 'all' to remove all watches.
con_watch adds a new console watch - displays per frame results of console var/function printed output
conDump dumps the console text to a file
connect connect to the specified IP (only when net_usePlatformBackend 0)
convertPhonemes converts a phonemes file (.anno) to a voice track
ConvertPoiPlayerColor Converts the color for player POI from hex to int and sets the poi_PlayerColor cvar
convertStripsToTris convert in place for testing
convertToSuperScript converts a .script file to a .ss file
convertToTriStrips convert in place for testing
copy copy a file
correctOnlineLevel function for setting proper level from user's xp
countModelsPerNode
crash causes a crash
createResourceIDs Create resource IDs without conflicts.
CreateTestCube Writes a single pixel sized cube map with different colors on the sides for radiosity validation
cvar_restart restarts the cvar system, defaulting all cvars
cvarAdd adds a value to a cvar
cvarMultiply multiplies a cvar by a value
cvarRandom sets a cvar to a random value
cvarsModified reports cvars modified since the last call
damage apply damage to an entity
debugScript launches the in-game script debugger
decompressFile decompresses a file
DelayedScreenshot write out screenshot after time passed in
deleteGenerated deletes the generated path
DeleteSelected deletes selected entity from the game world, but does not remove it from the map file.
demoCaptureFrames Capture demo frames at 1280x720
demoCaptureSounds Capture demo sound
demoplay Play a recorded demo
demorecord Record a demo
demorecord_playtest Record a demo for playtest, gets argurments from cvars. temp...
demostop Stop recording or playing a demo
devcmap loads a combo map in developer mode
devmap loads a combo map in developer mode
dir lists a folder
dirtree lists a folder with subfolders
disasmScript disassembles script
disconnect disconnects from a game
discSwapper_cancelSwap Simulates a cancelled disc swap on the PC
discSwapper_getDiscNumber Returns which disc is in use
discSwapper_swap Simulates the need to swap a DVD on the PC
discSwapper_testTokenization Tests how the string is going to be broken up
Dmap compiles a map
downloadPageFiles Copies pagefiles for the specified map from the newtork to the local vt_filepath.
DrawCollision Visualize the collision model for the world
DrawCombinedCentroidLines Debug command to draw the combined centroid lines
DrawCombinedCentroids Debug command to draw the combined centroids
DrawGlobalShadowsModel Visualize the global shadow map as a model surface
duck Syntax: duck <decl> [fadeIn [sustain fadeOut]]
duckBlend Syntax: duckBlend <decl>
dumpHeapEntries Walks the heap in debug builds
dumpWarnings Dump all warnings to a text file.
echo prints text
editEntity launches the in-game Entity Inspector
editEnvironment launches the in-game environment editor
editFx launches the in-game fx editor
editMaterial launches the in-game Material Editor
editMegatexture launches idstudio and the megatexture editor
editParticles launches the in-game Particle Editor
editSoundDucks launches the in-game Sound Duck Editor
editSoundEnvironment launches the in-game Sound Environment Editor
editSounds launches the in-game Sound Editor
EnableStreamFileLog Allocate memory for the stream file log
envshot takes an environment shot
error causes an error
exec executes a config file
exit exits the game
expandMap expands a map
expandModel expands a model
exportCollisionModel Writes an obj model visualizing the given collision model
ExportCPUVmtr Writes images in screenshots/ for all channels and mips of a CPU vmtr
exportJobCompletions Exports the jobs completions values to a csv. Temp tool for generating excell sheet
exportJobDescriptions Exports the jobs description values to a csv. Temp tool for generating excell sheet
exportJobNotes Exports the jobs notes values to a csv. Temp tool for generating excell sheet
ExportPlayerAmmo exports all the ammo types the player can have
ExportPlayerInventoryCosts exports costs to a csv from the appropriate decls
ExportPlayerRecipes exports recipes to a csv from the appropriate decls
ExportPlayerWeaponStats exports weapon stats to a csv from the appropriate decls
exportTriggers export all trigger information to file triggers.txt
exportWorld export the specified map's area models as lightwave models
ExtractResourceFile Apply a patch to a resource file(s)
fc_clearHDC Clear both the memory cache and hard drive backing cache.
fc_clearMem Clear the memory cache but leave the hard disk backing cache.
fc_stats Reports file cache statistics.
fc_testCacheDrive
filmStripper generate a texture film strip from all the textures in a specified directory
find finds all system elements containing the given search string
findImageInMaterial Scans parsed materials for an image
findNewProps finds all func/statics with prop models that haven't been defined as props
findOrphanedClipModels lists all clip models that aren't pointed to by an entity
FindTriangleData Scans for models that still hold CPU side data
findUninitializedMem find uninitialized class variables
FindUnlocalizedStrings Goes through the decls and writes out a file of some of the unlocalized strings, if given a parameter that'll be the file it writes to.
FindUnreferencedStrings Goes through the lang file and finds ones that aren't in decls. (doesn't mean it's not in a map though)
fixActionScripts fix action script formats
force_disconnect_all force disconnect on all users
ForceAmbient Sets all ambient lighting to the channels from a specified environment map
ForceEndGame Forefully end the game, useful for testing end game stats
forceFollow force the debug targetted AI to follow the player.
ForceIdListsToReallocateEveryAppend Enable idList debugging tool
FreeUpDiskSpace Deletes files in a directory until enough space is free
freeze freezes the game for a number of seconds
fromQuat converts an quaternion to a euler rotation
game_memory displays game class info
gameError causes a game error
GatherMapStats sends the map stats after a load to the map stat server
GenDamageSkin Generates Damage Skins
generateDevMenuLayerInformation Generates layer sets for the dev menu options.
GenerateOrthoMap creates high-res map images of the current map
generateScenarioLayerInformation Generates layer sets for the scenario options.
genPhaseTrack generates a phase track for the specified model and animation
getlatest get latest from source control for the specified file or folder
getviewpos prints the current view position
GfxInfo show graphics info
Give gives one or more items
GiveAllPlayers gives one or more items
giveStat gives stats that affects game/lifetime values
God enables god mode
guardPages Covers all allocated memory with guard pages
GuardResources Sets a guard page on all idResources, use reportGuardedResources to see which have not been touched
Hands_Cmd_Hide force the player hands to hide.
Hands_Cmd_Show force the player hands to show.
healAI heals all AI in the level
history Displays the console command history
hitch hitches the game
htmlScriptOperators lists all script operators
IdentifyVisiblePages Exports _visiblePages.jpg for the current view
IdentifyVisibleTexels Exports _visiblePages.jpg for the current view
idStudio design studio for rage
importJobDescriptions imports voice strings for jobs from a master .csv file.
importJobNotes imports the job notes strings and references from a master.csv file.
ImportPlayerAmmo imports ammo from a csv and writes to appropriate decls
ImportPlayerInventoryCosts imports costs from a csv and writes to appropriate decls
ImportPlayerRecipes imports recipes from a csv and writes to appropriate decls
ImportPlayerWeaponStats imports weapon stats from a csv and writes to appropriate decls
importVoiceOvers imports voice overs and strings for jobs and interactions from a master .csv file.
in_restart Restart the input sysem
iPhoneBuildAmbient Loads the specified map and renderworld and calculates the ambient color for each iphone entity with brightness == 1.0
iPhoneCharacterBatched Builds the models.iosmodels file and all the necessary pvr images
iPhoneMap Process a map for the iPhone
iPhonePlay Plays back an iphone map dataset
iphoneShadow generate the characterShadow file
ItemsInMap get the stats from all items in the level
jobAccept accepts the given job and completes all predecessor jobs
jobActiveGameState prints out the current game state variables on the job manager
jobActiveItemMemories prints out the current item memories on the job manager
jobActiveLayers prints out the current layers on the job manager
jobComplete completes a job and all predecessor jobs
jobFail fails the given job.
jobGUI open the job debug GUI. adds all job decls to the job manager in status NONE
jobImportStrings imports job strings from a .csv file
jobReadyToTurnIn sets a job to the ready to turn in status
jobTestArea print out the area we are in
jobTestNumbers print out the number of jobs completed versus available
keepTestModel keeps the current testmodel around even if a new one is spawned
kill kills the player
killAI kills all AI in the level
killDeadAI kills (removes) all AI that are dead.
killDebugTarget kills the current debug target
killEntity removes the entity with the given name, 'kill entityname' will remove that single entity, 'kill all entityname' removes all entities matching the class of the given name
killiPhoneHelpers kills all the iPhone helper entities in the level
killMonsters removes all monsters
killMoveables removes all moveables
KillPlayer Kill player
killRagdolls removes all ragdolls
killshot fire a shot guaranteed to kill any actor in the player's focus
killUnhiddenAI kills all AI that are not currently hidden in the level
launchScenarioOption launches a scenario decl with a loadout decl at a specific difficulty
leaveGame disconnects from a game
List Lists all resources of a given type
listActiveEntities lists active game entities
listActiveLayers lists active gameplay layers
listAvailCloudServers displays a list of available servers on the renderfarm
listBinds lists key bindings
listClasses lists game classes
listClassTypeInfo list class type info
listCmds lists commands
listCollisionModels lists collision models
ListCudaDevices Lists devices available for use for CUDA
listCustomizedVoiceTracks lists referenced voice tracks that have been modified since phoneme to viseme generation.
listCvars lists cvars
listDecls lists all decls
listDevices Lists the connected sound devices
listEntities lists game entities
listEntitiesAtOrigin lists all entities at the origin, optionally matching contents flags
listEntityCollision lists game entity collision models
listEntityTypes lists game entities by type and count
listGameTypeInfo list game type info
listImages lists images
listInventory lists players inventory or inventory of actor player is targeting with cursor
listLines lists all debug lines
listMemTags lists the TAG_* names for each numeric value
listModels lists all models
listRenderLights lists the renderLights
listRenderModels lists the renderModels
ListRenderModelsGrouped lists the renderModels grouped by Model name and sorted by total number
listStaleVoiceTracks lists voice tracks that have not been regenerated since their source text or sound shader were changed
listSWF Lists all current idSWF objects
listThreads lists script threads
listTypeInfo list type info
listVirtualTextures lists all the referenced virtual texture pagefile pathnames
Load Loads a resource type / name
loadDevMenuOption loads a map from a idDeclDevMenuList and sublist option
loadGame loads a game
loadGameSteam loads a game from the steam cloud
LoadGui For loading a gui in MainMenu
loadout set the player's loadout for next respawn.
loadoutsClearAll clears all stored loadouts for the master user and returns to the defaults
loadSoundsFrom Load sounds from a map into the sound editor's "in use" list
loadVoiceTrack Loads a voice track file and outputs some statistics about the file
MakeAmbientMap makes an ambient map
makeConsoleFont writes consoleFont.cpp
MakeTest makeTest <mapname> [##] Starts recording a regression test using layer ##
MakeTestLoadGame makeTestLoadGame <mapname> <layer #=""> Starts recording a regression test for loading a savegame
map loads a combo map
MegaScreenShot take a mega-screenshot
mergeMaps Combines all the compiled COMBO surfaces used by submaps for the wasteland
mergeMaps2 Combines all the SOURCE surfaces used by submaps for the wasteland
messagemode activate text entry in the hud
messagemode2 activate text entry in the hud
MetricsRecord record performance metrics
MetricsStop stop performance metrics recording
MobileCollision Process a map collision for mobile
MobileDecls Exports all available mobile decls to a live object file
MobileFont Exports a font create a .dat file and a pvr for the font
MobileModel Builds the idMobile Model file from MD6 Model
MobileParticles Converts the particle decls listed in the specified batch file
MobileSWF Exports all available mobile decls to a live object file
ModelStats Prints statistics about a model
MPAddMultiplierPoints Add multiplier points in coop challenge mode
MPCallout Add multiplier points in coop challenge mode
mpMenu Show the multiplayer menu
MPMeteorShower_SpillMeteors Add multiplier pionts in copp challenge mode
MPTestLeaderboardDownloadCoop Tests uploading leaderboard entries
MPTestLeaderboardDownloadRally Tests uploading leaderboard entries
MPTestLeaderboardUpload Tests uploading leaderboard entries
MPTestLeaderboardUploadCoop Tests uploading leaderboard entries
MPTestLeaderboardUploadRoadRage Tests uploading leaderboard entries
MPTestSpawns Tests all multiplayer spawn points
mt_buildPreview build a unique megatexture preview for the current ( or specified ) level
mt_deleteArea deletes the stamps in the area under the floating cursor
mt_editTexture Sets the current edit virtualTexture
mt_fetch sets le_material to the value under the cursor
mt_freeWorld Free the current renderworld used for generating a megatexture
mt_info Report landscape information
mt_loadShadowModel Adds a shadow model to the lts world for shadow generation [Pass no parameters to use landShadowModel from the material def]
mt_makeMegaTexture Creates a mega texture base layer
mt_matteStamp Create a matte painting stamp
mt_redo redo the last landscape painting operation
mt_reorderStamp changes the pile order for the current stamp [0=up 1=down 2=top 3=bottom]
mt_replaceFoliage replaces the specified foliage decl with another for a given megatexture
mt_restart Resets the current edit virtualTexture
mt_save writes out the .land file and updates dirty megatexture pages
mt_stamp applies the current floating stamp or deletes the selected stamp
mt_undo undo the last landscape painting operation
mt_updateArea updates the area under the floating cursor
mt_UpdatePages Updates a set of blocks in a landscape texture<decl>
<name><events|folder><events|folder><name><amount><amount>