|
Console
Commands
|
Description
|
| +attack |
start
attacking (shooting, punching) |
| +back |
start
moving backwards |
| +button0 |
start
firing same as mouse button 1 (fires weapon) |
| +button1 |
|
| +button2 |
start
using items (same as enter) |
| +button3 |
start
player taunt animation |
| +button4 |
|
| +button5 |
|
| +button6 |
|
| +forward |
start
moving forward |
| +info |
start
displaying server information (sv_hostname, map,
rules, g_gametype, fraglimit) |
| +left |
start
turning left |
| +lookdown |
start
looking down |
| +lookup |
start
looking up |
| +mlook |
start
using mouse movements to control head movement |
| +movedown |
start
moving down (crouch, climb down, swim down) |
| +moveleft |
start
strafing to the left |
| +moveright |
start
strafing to the right |
| +moveup |
start
moving up (jump, climb up, swim up) |
| +right |
start
turning right |
| +scores |
start
displaying current scores |
| +speed |
speed
toggle bound to shift key by default toggles
run/walk |
| +strafe |
start
changing directional movement into strafing
movement |
| +zoom |
zoom
in to fov specified by the zoomfov variable |
| addbot |
possibly
to make bots join the game like eraser is bot_num |
| arena |
load
arena and bots "name" from arena.txt
(arena <name>) |
| -attack |
stop
attacking (shooting, punching) |
| -back |
stop
moving backwards |
| bind |
assign
a key to command(s). (bind <key>
"<command>") |
| bindlist |
list
all currently bound keys and what command they are
bound to |
| -button0 |
stop
firing same as mouse button 1 (fires weapon) |
| -button1 |
|
| -button2 |
stop
using items (same as releasing enter) |
| -button3 |
stop
player taunt animation |
| -button4 |
|
| -button5 |
|
| -button6 |
|
| centerview |
quickly
move current view to the center of screen |
| changeVectors |
change
to vector defined by FIND_NEW_CHANGE_VECTORS |
| cinematic |
play
the q3a intro movie... |
| clear |
clear
all text from console |
| clientinfo |
display
name, rate, number of snaps, player model, rail
color, and handicap (state number?) |
| cmd |
send
a command to server remote console |
| cmdlist |
list
all available console commands |
| condump |
condump
"x" write the console text to a file
where "x" is the name of that file |
| configstrings |
list
the current config strings in effect |
| connect |
connect
to server (connect 204.52.135.50) or (connect
serverURL.com) |
| crash |
causes
Q3TEST.EXE to perform an illegal operation in
Windows |
| cvar_restart |
reset
all variables back to factory defaults (could be
handy) |
| cvarlist |
list
all available console variables and their values |
| demo |
play
demo (demo q3test1.dm3) |
| devmap |
load
maps in development mode? (loads map with cheats
enabled in v1.08) |
| dir |
display
directory if syntax is correct ex. (dir \) or (dir
..\) or (dir ..\baseq3) |
| disconnect |
disconnects
you from server (local included) |
| dumpuser |
display
user info (handicap, model/color, rail color,
more…)(dumpuser "<name>") |
| echo |
echo
a string to the message display |
| error |
execute
an error routine to protect the server |
| exec |
execute
a config file or script |
| follow |
switch
to follow mode (follow "<name>" or
follow1 for 1ST place follow2 for 2ND
etc…) |
| -forward |
stop
moving forward |
| freeze |
freeze
game and all animation for specified time (freeze
5) (5 seconds) |
| gfxinfo |
returns
extensive information about video settings |
| give |
cheat
- give player item (give railgun) |
| globalservers |
list
public servers on the internet |
| god |
cheat
- give player invulnerability |
| heartbeat |
send
a manual heartbeat to the master servers |
| hunk_stats |
returns
value of some registers how many bits high/low and
total |
| imagelist |
list
currently open images (textures). |
| in_restart |
restarts
all the input drivers, dinput, joystick, etc |
| -info |
stop
displaying server information (sv_hostname, map,
rules, g_gametype, fraglimit) |
| joy_advancedupdate |
removed
Graeme says joy support still broken |
| kick |
kick
a user from the server (sorry from server console
only…kick "<name>") |
| kill |
kills
your player (suicide but can get you unstuck some
times) |
| -left |
stop
turning left |
| localservers |
list
servers on LAN or local sub net only |
| -lookdown |
stop
looking down |
| -lookup |
stop
looking up |
| map |
loads
specified map (map q3test1) |
| map_restart |
resets
the game on the same map (also plays fight! sound
file and displays FIGHT!) |
| messagemode |
send
a message to everyone |
| messagemode2 |
send
a message to teammates |
| messagemode3 |
send
a message to tourney opponents? |
| messagemode4 |
send
a message to attacker? (does not work) |
| midiinfo |
display
information about MIDI music system |
| -mlook |
stop
using mouse look |
| modelist |
list
of accessible screen resolutions |
| modellist |
list
of currently open player models |
| -movedown |
stop
moving down (crouch, climb down, swim down) |
| -moveleft |
stop
strafing to the left |
| -moveright |
stop
strafing to the right |
| -moveup |
stop
moving up (jump, climb up, swim up) |
| music |
plays
specified music file (music music.???) |
| nextframe |
steps
to the next frame? |
| nextskin |
steps
to the next skin? |
| noclip |
no
clipping objects (nothing will be solid) |
| notarget |
BOTS
will not fight/see you (good for getting cool
screenshots) |
| path |
display
all current game paths |
| ping |
manually
ping a server (ping "<sv_hostname>"
or by the IP address) |
| play |
play
a sound file (play sound.wav) |
| prevframe |
|
| prevskin |
|
| quit |
quit
arena and quit Quake 3 Arena and return to your
OS…Thanx for flying |
| rcon |
start
a remote console to a server. |
| record |
records
a demo (record mydemo.dm3) |
| reset |
reset
specified variable (reset model) single variable
as opposed to cvar_restart…(c: |
| restart |
restart
the game on the current map (server only) |
| -right |
stop
turning right |
| say |
say
something to everyone on the server. |
| say_team |
say
something to your team only. |
| scanservers |
scan
the local area network for servers (only works for
same subnet) |
| -scores |
stop
displaying current scores |
| screenshot |
save
current viewport to an image file (usually named
sequentially shot0001.tga^) |
| sectorlist |
lists
sectors and number of entities in each on the
currently loaded map |
| serverinfo |
gives
information about local server from the console of
that server |
| serverrecord |
records
a serverside demo (serverrecord srvrdemo.dm3) |
| serverstop |
stops
the recording of a serverside demo |
| set |
set
a variable (set <variable name> <commands;separate
by;semi;colon> |
| seta |
works
the same as set Hey John Carmack tell us how this
differs from set |
| setenv |
sets
environment variables |
| sets |
works
the same as set Hey John Carmack tell us how this
differs from set |
| setu |
works
the same as set Hey John Carmack tell us how this
differs from set |
| shaderlist |
list
of currently open shaders (light effects). |
| sizedown |
makes
viewport one size smaller |
| sizeup |
makes
viewport one size larger |
| skinlist |
list
of currently open skins |
| snd_restart |
re-initialize
sound |
| soundinfo |
information
about sound system |
| soundlist |
list
of currently open sound files |
| -speed |
speed
toggle bound to shift key by default toggles
run/walk |
| status |
status
of currently connected server |
| stoprecord |
stop
recording a demo |
| stopdemo |
stop
recording demo |
| stopsound |
stop
whatever sound that is currently playing from
playing. |
| -strafe |
stop
changing directional movement into strafing
movement |
| systeminfo |
returns
values for: g_syncronousclients, sv_serverid, and
timescale. |
| tcmd |
possibly
send a command to server remote console? (illegal
operation locked my PC) |
| team |
set
player status. p=player s=spectator red, blue, or
free (team free joins smallest/loosing team)also
in tourney play team follow1 2 etc.(follow players
by lead position) team scoreboard your player
becomes a scoreboard |
| tell_attacker |
possibly
to pass a complement to your last known
attacker..he he more like insult |
| tell_target |
possibly
to pass a complement back…ha ha more like
"Die Llama" |
| testfog |
removed
may have been used for development of fog
emulation |
| testgun |
weapon
model dissapears cg_gun 1 does not bring it back
possibly to debug weapon model |
| testmodel |
testmodel
<path\model.md3> will test/debug? the model
specified |
| testshader |
covers
all brushes and entities with the selected
texture, and lights the map using the effect of
that texture as well. entering testshader without
a parameter will restore all textures set by the
map. -hacker (removed possibly because cheat
potential) |
| toggle |
toggle
"X", where X is the variable you give,
to a 1 if it is 0 and 0 if it is 1 (toggle
cg_autoswitch) "The 'toggle' command can
toggle write protected cvars." Graeme |
| toggleconsole |
usually
bound to ~ the tilde key brings the console up and
down |
| touchFile |
make
the file a zero byte file (not a good idea I did
not test this one) |
| unbind |
unbinds
a key |
| unbindall |
unbinds
all keys (be careful) |
| userinfo |
list
user information like (possibly replaced by
clientinfo) |
| vid_restart |
re-initialize
video |
| viewpos |
returns
player coordinates on the max in x y z form |
| vmprofile |
possibly
more of the virtual machine John's talking about,
profile…hmm? |
| vmtest |
probably
a developer test which returns levels of success,
returns >display "C: test 1234" |
| vstr |
identifies
the attached command as a variable sting (bind a
vstr "myvariable") |
| wait |
stop
execution and wait one game tick (no alias support
will be added in Q3A per J.C.) |
| weapnext |
switch
to the next higher numbered weapon |
| weapon |
select
a weapon by it's number (weapon "5") |
| weapprev |
switch
to the next lower numbered weapon |
| writeconfig |
saves
current configuration to a cfg file…this is
cool! (c: |
| z_stats |
display
the memory statistics for the Z-buffer in the game
"lists all blocks >= given size" John
Carmack |
| -zoom |
zoom
out to fov specified by the fov variable |
|
|
|
Variables
|
Description
|
| activeaction
"" |
execute
a given command once the first snapshot is
recieved from the conected server (activeaction
"+movedown") - Questy + ZOID |
| arch
"win98" |
architecture/operating
system |
| bot_enable
"0" |
possibly
to enable and disable adding of bots to the
map/game |
| capturelimit
"8" |
set
# of times a team must grab the others flag before
the win is declared |
| cg_animspeed
"1" |
enable
player animations (see cg_noplayeranims) |
| cg_autoswitch
"1" |
auto-switch
Weapons (on pick-up) |
| cg_bobpitch
"0.002" |
set
amount player view bobs forward/back while moving |
| cg_bobroll
"0.002" |
set
amount player view rolls side to side while moving |
| cg_bobup
"0.005" |
set
amount player view bobs up/down while moving |
| cg_brassTime
"1250" |
set
amount of time a shell casing gets displayed if
set to 0 the game engine will skip all shell eject
code |
| cg_centertime
"3" |
set
display time for center screen messages (0 off) |
| cg_debuganim
"0" |
toggle
model animation debug mode |
| cg_debugevents
"0" |
toggle
event debug mode |
| cg_debugposition
"0" |
toggle
player position debug mode |
| cg_demoLook
"0" |
possibly
to change the look of a recorded demo? |
| cg_draw2D
"1" |
toggle
the drawing of 2D icons on the HUD (Ammo #, health
#, Armor #) |
| cg_draw3dIcons
"1" |
toggle
the drawing of 3D icons on the HUD (3DAmmo,
3Dface, 3DArmor) |
| cg_drawAmmoWarning
"1" |
toggle
low-ammo warning display |
| cg_drawAttacker
"1" |
toggle
the display of last know assailant |
| cg_drawCrosshair
"1" |
toggle
crosshairs (change to zero if you have really good
aim ha! ha!) |
| cg_drawCrosshairNames
"1" |
toggle
displaying of name of who you're pointing at |
| cg_drawFPS
"0" |
toggle
Frames Per Second display (when set to one
"0" is default) |
| cg_drawKiller
"1" |
toggle
display of players name and picture who fragged
you last |
| cg_drawSnapshot
"0" |
toggle
the display of snapshots counter (# of snaps since
game start) |
| cg_drawStatus
"1" |
draw
the HUD. (toggle weather or not health and score
is displayed) |
| cg_drawTimer
"1" |
show
timer on HUD. Shows Time remaining, if timelimit
is set |
| cg_errordecay
"100" |
|
| cg_extrapolate
"1" |
toggle
blending of animations from one to the next (like
a segway) |
| cg_footsteps
"1" |
toggle
the footstep sounds of your player in the game |
| cg_gibs
"1" |
toggle
the display of animated gibs (explosions flying
body parts OH! YEA! BABY!) |
| cg_gun
"1" |
toggle
determines if the weapon your holding is visible
or not |
| cg_ignore
"0" |
possibly
ignores hardware driver settings in favor of
variable settings |
| cg_lagometer
"1" |
toggle
the display of Lag-O-Meter on the HUD 1=netgraph
0=frag counter which changes color to reflect what
place your in as well Section 6 of the
Q3Test_Instructions_Readme.txt has a more detailed
description of this tool. Simply put the top graph
(blue/yellow): A vertical line is painted for
every rendered frame. if the line is blue and
going down from the baseline that indicates a
steady transition of frames from one to the next.
A yellow line going up from the baseline means the
frames are not being fully rendered in time. The
bottom graph (green/yellow/red): A vertical line
is painted for every received snapshot. If the
line is green it indicates properly received
snapshots, with the height of the bar proportional
to the ping. If the bar is yellow it indicates
that the snapshot was held back because it hit the
rate limit. If the line is red it means the
snapshot was dropped by the network...Lots of
thanx goes out to hacker, Erik, TeoH, and Wilka |
| cg_markoffset
"1" |
set
marks (decals) offset. some video cards display
the marks with the wrong offset, so you will be
able to see the square decal that encapsulates the
effect because the offset rises above the wall
surface. change the offset the square goes away |
| cg_marks
"1" |
toggle
the marks the projectiles leave on the wall
(bullet holes, etc) |
| cg_noplayeranims
"0" |
toggle
player model animations. (the animation frame
displayed when this is disabled is rather odd,
though.) |
| cg_nopredict
"0" |
toggle
client-side player prediction. (disabling causes
the client to wait for updates from the server
before updating the player location.) . |
| cg_railTrailTime
"400" |
how
long the railgun's trails last |
| cg_runpitch
"0.002" |
set
amount player view bobs up and down while running |
| cg_runroll
"0.005" |
set
amount player view rolls side to side while
running (in 3rd person only?) |
| cg_shadows
"0" |
set
shadow detail level (0 = OFF, 1 = basic discs, 2 =
Stencil Buffered (if r_stencilebits=8)) |
| cg_showcrosshair
"1" |
appeared
in version 1.06 then removed in 1.07 now back in
1.08…hmm |
| cg_showmiss
"0" |
toggle
the display of missed player predictions (like
Q2's cl_showmiss) |
| cg_simpleItems
"0" |
makes
some objects more "simple" (faster to
render) now draws sprite items (OK large gain in
FPS but even larger loss in visual
quality/effects, is it worth it?)...hacker |
| cg_stats
"0" |
toggles
display of client frames in sequence missed frames
are not shown |
| cg_stereoSeparation
"0.4" |
the
amount of Stereo Separation (some people think
audio I think 3D glasses!) also can not notice any
audible effect in greater or lesser numbers. You
ever take off your glasses at a 3D movie, remember
how the images were separated into 3 colors? |
| cg_swingSpeed
"0.3" |
set
speed player model rotates to match position (1 is
no delay, 0 will never turn) |
| cg_teamchattime
"" |
set
the time for how long team messages (messagemode2)
in the team colored (red/blue) box will remain on
screen (3000=default) |
| cg_temp
"0" |
|
| cg_testentities
"0" |
|
| cg_thirdPerson
"0" |
|