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Console Commands

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Dictionary

Console commands

I found this list at commander keens web site .

 

Commands

 

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"