AddBeam [width <num>] [texture <path>] [lifetime <num>] |
Add a test beam into the world |
AddImpulse <x> <y> <z> |
Adds impulse to selected units |
AddLightParticle [lifetime <num>] [size <num>] [texture <path>] |
Add a light to the world under the cursor |
AddSplat [texture <path>] |
Add a splat to the world underneath the cursor |
AI_DebugArmyIndex [<int>] |
Print/set up the army index used for debugging purposes |
AI_DebugCollision |
Toggle on/off collision detection |
AI_DebugIgnorePlayableRect |
Toggle on/off ignore playable rect |
ai_FreeBuild |
Toggle on/off unit costs set to 0. Does not function. |
ai_InitialEnergyCurrency [<num>] |
Print/set initial energy of armies. Must be set in Sim's SetupSession() to have an effect. |
ai_InitialEnergyCurrencyMax [<num>] |
Print/set initial energy storage of armies. Must be set in Sim's SetupSession() to have an effect. |
ai_InitialMassCurrency [<num>] |
Print/set initial mass of armies. Must be set in Sim's SetupSession() to have an effect. |
ai_InitialMassCurrencyMax [<num>] |
Print/set initial mass storage of armies. Must be set in Sim's SetupSession() to have an effect. |
ai_InstaBuild |
Toggle on/off units building 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 [<num>] |
Tolerance used to detect whether an aircraft has reached its destination. |
AirLookAheadMult [<num>] |
Alter the air units look ahead distance |
ANI_DumpSkeleton |
Dump the skeleton for the selected entity |
BeginLoggingStats [<filename>] |
Begin the "SupComMark" performance benchmark |
BlingBling |
Adds 10000 mass and energy to the focus army |
cam_DefaultLOD [<num>] |
Default value for camera level-of-detail scaling factor |
cam_DefaultMiniLOD [<num>] |
Default LOD for mini-map |
cam_EntityBoxExpand [<num>] |
How much to expand the entity box when targetting entity |
cam_FarFOV [<num>] |
FOV to use for perspective camera at farthest zoom, in degrees |
cam_FarPitch [<num>] |
Pitch of camera at farthest zoom, in degrees |
cam_Free |
Toggle on/off allowing the camera to remain rotated |
cam_HighLOD [<num>] |
|
cam_LowLOD [<num>] |
|
cam_MediumLOD [<num>] |
|
cam_MinSpinPitch [<num>] |
The min pitch resulting from a spin |
cam_NearFOV [<num>] |
FOV to use for perspective camera at nearest zoom, in degrees |
cam_NearPitch [<num>] |
Pitch of camera at nearest zoom, in degrees |
cam_NearZoom [<num>] |
Closest mouse can zoom in to terrain |
cam_PanSpeed [<num>] |
How fast the camera pans. |
cam_SetLOD [<num>] |
Set the lod scale factor for a camera |
cam_ShakeMult [<num>] |
How much camera shake to allow. |
cam_SpinSpeed [<num>] |
How fast mouse spins camera, in degrees across screen size |
cam_TrackProjectileTimeout [<num>] |
Delay after tracking a projectile. |
cam_ZoomAmount [<num>] |
How far to zoom in response to the mouse wheel. |
cam_ZoomSpeedLarge [<num>] |
How fast the camera actually moves in response to a large zoom. |
cam_ZoomSpeedSmall [<num>] |
How fast the camera actually moves in response to a small zoom. |
ClearStats [<str>] |
Clear stats starting with given parent |
CON_Echo [<str> ...] |
Echo out input to function. |
CON_ExecuteLastCommand |
Repeat the last command. |
CON_ListCommands |
List all console commands and variables. |
con_TestVar [<int>] |
Test variable - not used. |
con_TestVarBool [<bool>] |
Test variable - not used. |
con_TestVarFloat [<num>] |
Test variable - not used. |
con_TestVarStr [<str>] |
Test variable - not used. |
con_TestVarUByte [<byte>] |
Test variable - not used. |
CopySelectedUnitsToClipboard |
Copy all the selected units to the clipboard as UI code. |
CreateProp [<bpId>] |
Spawn a prop underneath the mouse cursor |
CreateUnit [<bpId>] |
spawn a unit by id at the mouse cursor or specified location, case sensitive |
d3d_AntiAliasingSamples <int> |
Set the number of anti aliasing samples to be used |
d3d_ForceDirect3DDebugEnabled |
Toggle off/on shader optimization and allow D3D debugging. |
d3d_ForceSoftwareVP |
Toggle on/off D3d to do vertex processing in software. |
d3d_NoPureDevice |
Toggle on/off using a non-pure D3D hardware device. |
d3d_UseRefRast |
Toggle on/off forcing D3d to do rasterization in software. |
d3d_WindowsCursor |
Toggle off/on using D3d cursor over system cursor |
DamageUnit [<num>] |
Damage the selected unit (negative values heal) |
dbg [<name>] |
Enable/Disable various debug overlays. Autocompletes the given name (case-insensitive) or lists all available overlays if multiple completions are possible. |
dbg_Metronome |
Tick a metronome every tick. |
dbg_MonitorAddressSpace |
If true, monitor address space usage. |
Debug_Assert |
Fail an assertion (for debugging purposes) |
Debug_Crash |
Cause a crash (for debugging purposes) |
Debug_Error [<str>] |
Log an error string (for debugging purposes) |
debug_movie |
Toggle on/off debug movie output |
Debug_Throw |
Throw a std::exception. |
Debug_Warn [<str>] |
Log a warning string (for debugging purposes) |
DebugAIStatesOff |
debug function to show some AI states. Non-functional. |
DebugAIStatesOn |
debug function to show some AI states. Non-functional. |
DebugClearBuildTemplates |
debug clear and disable the build templates. |
DebugDumpArmyStats <index> |
Dump current enemy killed/army built/economy stats for army index. |
DebugGenerateBuildTemplateFromSelection |
debug generate and enable build templates from the current selection. |
DebugMoveCamera <x0> <y0> <x1> <y1> |
Calls DebugMoveCamera in sim.. |
DebugSetConsumptionActive |
Debug function to turn selected units consumption of resources into active state. Equivalent to calling SetConsumptionActive(true) on selected units |
DebugSetConsumptionInActive |
Debug function to turn selected units consumption of resources into inactive state. Equivalent to calling SetConsumptionActive(false) on selected units |
DebugSetPlayableRect <x0> <y0> <x1> <y1> |
Set the playable rect of the map and calls SyncPlayableRect(rect) in sim. |
DebugSetProductionActive |
Debug function to turn selected units production of resources into active state. Equivalent to calling SetProductionActive(true) on selected units |
DebugSetProductionInActive |
Debug function to turn selected units production of resources into inactive state. Equivalent to calling SetProductionActive(false) on selected units |
DestroyAll [<index>] |
Destroy all units. If any optional army indices are supplied, destroy those army's units. |
DestroySelectedUnits |
destroy selected units. |
DoSimCommand <command> [<args>...] |
do a sim command. |
dump_Frame [<directory>] |
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 [<int>] |
Print/set starting frame to dump on |
dump_Rate [<num>] |
Print/set 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 to a file |
DumpUnits |
Print out units in play |
ed_EnableHook |
Toggle off/on the UI-render ed_Hook. Unknown function of the hook. |
efx_AttachEmitter <bone> <blueprint> |
Attach an emitter to selected units, must specify bone name and blueprint |
EFX_CreateEmitterWindow |
Create emitter editor window |
efx_NewEmitter <blueprint> |
Create an emitter under the mouse |
efx_ParticleWaterSurface [<num>] |
Sort order at which particles start rendering under water |
efx_WaterOffset [<num>] |
Amount that particles which are clamped to the waters surfaces are offset from it. |
efx_WaveCutoff [<num>] |
Shoreline LOD cutoff |
EndLoggingStats |
End the "SupComMark" performance benchmark and save result to a file |
ExecutePasteBuffer |
Execute paste buffer in clipboard. |
exit |
Exit the application. |
FindUnit <str> |
Find a unit by a (case insensitive) string contained in its description. |
fog_DistanceFog |
Distance fog enabled? |
fog_OffsetMultiplier [<num>] |
amount to fudge offset by to make fog go away as we zoom out |
GetVersion |
Get game version |
graphics_Fidelity [<int>] |
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 . If any optional army indices are supplied, destroy those army's entities. |
quit |
Quit the session. |
RandomElevationOffset [<num>] |
Print/set random non-combat elevation offset so planes 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 |
Toggle off/on world and UI rendering |
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 <name> |
Runs a lua function inside the Sim's ScenarioInfo.Env table. |
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_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 |