AddBeam | Add a test beam into the world |
AddImpulse | AddImpulse (x,y,z) |
AddLightParticle | Add a light to the world under the cursor |
AddSplat | Add a splat to the world underneath the cursor |
AI_DebugArmyIndex | Set up a army index for debugging purposes |
AI_DebugCollision | Toggle on/off collision detection |
AI_DebugIgnorePlayableRect | Toggle on/off ignore playable rect |
ai_FreeBuild | Unit build costs are 0 |
ai_InitialEnergyCurrency | Initial currency of energy economy. |
ai_InitialEnergyCurrencyMax | Initial currency of energy economy. |
ai_InitialMassCurrency | Initial currency of mass economy. |
ai_InitialMassCurrencyMax | Initial currency of mass economy. |
ai_InstaBuild | Units build 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 | Tolerance used to detect whether an aircraft has reached its destination. |
AirLookAheadMult | Alter the air units look ahead distance |
ANI_DumpSkeleton | Dump the skeleton for the selected entity |
BeginLoggingStats | Begin logging stats |
BlingBling | Cash money yo |
cam_DefaultLOD | default value for camera level-of-detail scaling factor |
cam_DefaultMiniLOD | Default LOD for mini-map |
cam_EntityBoxExpand | How much to expand the entity box when targetting entity |
cam_FarFOV | FOV to use for perspective camera at farthest zoom, in degrees |
cam_FarPitch | Pitch of camera at farthest zoom, in degrees |
cam_Free | Allow the camera to remain rotated |
cam_HighLOD | |
cam_LowLOD | |
cam_MediumLOD | |
cam_MinSpinPitch | The min pitch resulting from a spin |
cam_NearFOV | FOV to use for perspective camera at nearest zoom, in degrees |
cam_NearPitch | Pitch of camera at nearest zoom, in degrees |
cam_NearZoom | Closest mouse can zoom in to terrain |
cam_PanSpeed | How fast the camera pans. |
cam_SetLOD | Set the lod scale factor for a camera |
cam_ShakeMult | How much camera shake to allow. |
cam_SpinSpeed | How fast mouse spins camera, in degrees across screen size |
cam_TrackProjectileTimeout | Delay after tracking a projectile. |
cam_ZoomAmount | How far to zoom in response to the mouse wheel. |
cam_ZoomSpeedLarge | How fast the camera actually moves in response to a large zoom. |
cam_ZoomSpeedSmall | How fast the camera actually moves in response to a small zoom. |
ClearStats | Clear stats starting with given parent |
CON_Echo | Echo out input to function. |
CON_ExecuteLastCommand | Repeat the last command. |
CON_ListCommands | List all console commands and variables. |
con_TestVar | Test variable - not used. |
con_TestVarBool | Test variable - not used. |
con_TestVarFloat | Test variable - not used. |
con_TestVarStr | Test variable - not used. |
con_TestVarUByte | Test variable - not used. |
CopySelectedUnitsToClipboard | Copy all the selected units to the clipboard. |
CreateProp | Spawn a prop underneath the mouse cursor |
CreateUnit | spawn a unit by id at the mouse cursor or specified location, case sensitive |
d3d_AntiAliasingSamples | |
d3d_ForceDirect3DDebugEnabled | Disable shader optimization and allow D3D debugging. |
d3d_ForceSoftwareVP | Force D3d to do vertex processing in software. |
d3d_NoPureDevice | Use a non-pure D3D hardware device. |
d3d_UseRefRast | Force D3d to do rasterization in software. |
d3d_WindowsCursor | |
DamageUnit | Damage the selected unit (negative values heal) |
dbg | Enable/Disable debug overlay |
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 | Log an error string (for debugging purposes) |
debug_movie | debug movie output |
Debug_Throw | Throw a std::exception. |
Debug_Warn | Log a warning string (for debugging purposes) |
DebugAIStatesOff | debug function to show some AI states |
DebugAIStatesOn | debug function to show some AI states |
DebugClearBuildTemplates | debug clear and disable the build templates. |
DebugDumpArmyStats | Dump current stats for army index. |
DebugGenerateBuildTemplateFromSelection | debug generate and enable build templates from the current selection. |
DebugMoveCamera | Debug function for moving the camera in sim script. |
DebugSetConsumptionActive | debug function to turn selected units consumption of resources into active state |
DebugSetConsumptionInActive | debug function to turn selected units consumption of resources into inactive state |
DebugSetPlayableRect | Set the playable rect of the map (minX, minZ, maxX, maxZ). |
DebugSetProductionActive | debug function to turn selected units production of resources into active state |
DebugSetProductionInActive | debug function to turn selected units production of resources into inactive state |
DestroyAll | Destroy all units. If any optional army indices are supplied, destroy those army's units. |
DestroySelectedUnits | destroy selected units. |
DoSimCommand | do a sim command. |
dump_Frame | 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 | Starting frame to dump on |
dump_Rate | 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 |
DumpUnits | Print out units in play |
ed_EnableHook | |
efx_AttachEmitter | Attach an emitter to selected unit, must specify bone name and blueprint |
EFX_CreateEmitterWindow | Create emitter control window |
efx_NewEmitter | Create an emitter, must specify blueprint |
efx_ParticleWaterSurface | Sort order at which particles start rendering under water |
efx_WaterOffset | Amount that particles which are clamped to the waters surfaces are offset from it. |
efx_WaveCutoff | Shoreline LOD cutoff |
EndLoggingStats | End logging stats |
ExecutePasteBuffer | Execute paste buffer in clipboard. |
exit | Exit the application. |
FindUnit | Find a unit by a (case insensitive) string contained in its description. |
fog_DistanceFog | Distance fog enabled? |
fog_OffsetMultiplier | amount to fudge offset by to make fog go away as we zoom out |
GetVersion | Get game version |
graphics_Fidelity | 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 | Alter random non-combat elevation offset so plane 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 | |
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 | Run a scenario-specific command |
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 |