Console Commands

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This page was last updated during patch v1.2.1853. The current patch is v1.3.1869.

This article may be outdated. Please check the Patch Notes for more details.

Description

Console Commands are commands that are executed through Firefall's in-game console.

How to open the console?

Most Useful Commands

DISCLAIMER: Be careful messing around in the console, many commands can render the game unplayable.

  • listFuncs: Displays a list of all console functions
  • cvarlist: Alias of ListVars
  • listVars: Displays a list of all variables and their values
  • aim.sensitivity: Player aim input sensitivity
  • aim.sensitivity_scopemul: Aim input sensitivity multiplier while scoped
  • bind: Binds a key to a console command
  • clear: Clear the console
  • exec: Load a file into the command buffer
  • find: Find a cvar or command
  • ping: Send a ping to GSS and out to all remote players that can see us
  • quit: Exit back to the OS
  • reloadui: reload the GUI ( /reloadui or /rui in chat )
  • replay_playback_begi: Plays back a previously recorded replay file
  • replay_playback_end: Terminates playback of the game replay
  • replay_record_begin: Begins recording a game replay, optionally to a specific filename
  • replay_record_end: Stops recording a game replay
  • screenshot: Takes a screenshot to a file
  • showfps: Display the framerate in the corner of the window
  • unbind: Removes a binded key from any console command

Visual Settings

  • rd.exposure # : Sets in-game exposure (ambient lighting level), useful for turning night into day. Higher the number (0 to whatever), the brighter things will be.Needs autoExposure to be off.
    • rd.autoExposure: Turns autoExposure on or off.
  • character.maxVisualProgressionLevel: Limits how much your battleframe visually progresses. Does not affect how other players see you.
  • rd.deferredLightingNoDepthBoundsTest 1: Temporary fix for October 2014 flashlight flickering bug
  • character.holsteredWeaponScale: Change the size of your holstered weapon. Default is 0. Anything higher and you'll see it hang on your belt with it holstered. Hold Q to holster your weapon.
  • ui.nogameui: Hides or unhides the UI (useful for screenshots, but shift-printscreen does the same thing). May be useful for making Firefall movies.

All Commands

(You can get this same list in the game using the "ListFuncs" or "cmdlist" commands)

  • AutoCompleteMode: Change auto complete mode: 0 = prefix; 1 = substring
  • bind: Binds a key to a console command
  • BuildInfo: Print debug info about this build
  • 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 shader cache from yor local disk.
  • 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.graphDura: Sets graph duration for event profiler, in seconds
  • debugevent.updates: Activates debugevent, and enables only update traces.
  • debugevent.weaponInp: 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.graphDurati: 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.networkSupe: 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.remoteMovem: 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
  • debugweapon: Enable or disable weapon/hitbox debugging information
  • debugweapon.maxSize: Sets the maximum number of debug events to allow before deleting old ones.
  • debugweapon.setEnabl: Sets the enabled mode for debugweapon, without resetting it
  • debugweapon_export: Exports the local character's currently recorded weapon data.
  • 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
  • dump_voip: Dump all information about the current VOIP state to the console for diagnostics.
  • eval: Invoke a debug event with the first argument
  • Exec: Load a file into the command buffer
  • 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
  • HashInfo: Print debug info about the console hash tables
  • Help: Print help information about a console command
  • HideCursor: Hides the cursor
  • HotfixInfo: Prints information about the current hotfix
  • inc: Increment a variable's value
  • ListAnimations: Print some debug information about loaded animation networks.
  • ListFuncs: Displays a list of all console functions
  • ListMaterials: 'ListMaterials [sort] [filter]' lists materials. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListMaterials [n]' lists info for the 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 the n-th entry.
  • ListParticleSystemDe: 'ListParticleSystemDefs [sort] [filter]' lists pfxses. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListParticleSystemDefs [n]' lists info for the n-th entry.
  • ListParticleSystems: Prints out a list of all particle systems that are currently in use
  • ListParticleSystemsB: Prints out a list of all particle systems that are currently in use
  • ListScenes: List all loaded scenes, or print info on a specific one
  • ListShaderParams: 'ListShaderParams [sort] [filter]' lists registered shader parameters. [sort] os (size), or (refCount), oi (index, on (name), oc (category). '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 the n-th entry. 'ListShaders [n] [i]' shows the disassembly of the i-th permutation. 'ListShaders...
  • ListTextures: 'ListTextures [sort] [filter]' lists textures. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListTextures [n]' lists info for the n-th entry.
  • ListVars: Displays a list of all variables and their values
  • LoadMaterial: loads a material
  • LoadModel: Load a model
  • LoadShader: Load a shader
  • LoadTexture: Load a texture
  • loc: Displays your current position
  • loglevel: loglevel <system> <level>
  • 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/shard
  • 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)
  • 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 Dialogs.
  • PrintLn: Print text + \n to the console
  • PrintRenderList: Print Renderlist as text to the console
  • 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 (index number)
  • ReloadModels: Reload all models (no arguments) or a specific one (index number)
  • ReloadParticleDefini: Reload all particle definitions (no arguments) or a specific one (index number)
  • ReloadShaderIncludes: Reload the shader include HLSL files. Changes do not take action before restart.
  • ReloadShaderModules: Reload shader modules
  • ReloadShaders: Reload all shaders (no arguments) or a specific one (index number)
  • ReloadTextures: Reload all textures (no arguments) or a specific one (index number)
  • 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_end: Terminates playback of the game replay
  • replay_playback_gett: Prints out the playback time of the game replay
  • replay_playback_prin: Prints info about the current game replay
  • replay_playback_setl: Sets the game replay to live playback (if applicable)
  • replay_playback_sets: Sets the playback timescale of the game replay
  • replay_playback_sett: Sets the playback time of the game replay
  • replay_record_begin: Begins recording a game replay, optionally to a specific location
  • 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_connec: 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:={number} 1=fullscreen 2= windowed 3= borderless *window (width and high are entered in pixels)
  • 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.
  • SetSave: Set a variable to a given value and flag it to be saved in the next game session
  • settings.print: Prints the current settigns state
  • ShdmodInfo: Lists present shader modules, or gives info about a specific one.
  • ShdmodList: Alias of ShdmodInfo
  • ShowCursor: Can be used if HideCursor was used to show the cursor again.
  • 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).
  • 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.
  • 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_callbacks: toggle logging of UI callbacks
  • ui_component_max_eve: maximum events proccessed per components
  • ui_cullTrackingFrame: enable/disable culling of UI tracking frames
  • ui_events: enable/disable logging of UI events
  • ui_inputmodes: toggle logging of UI input mode changes
  • ui_isolate_component: unload all active components except one
  • ui_list_all_componen: list all active components
  • ui_load_component: load a specific component
  • ui_locale: set UI language
  • ui_outlines: enable/disable drawing UI outlines
  • ui_queue_event: queues a UI event
  • 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_compon: 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)
  • 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")