Luthien on 2/4/2002 at 20:18
This version of the guide is obsolete. Plese check the new version here:
(
http://www.ttlg.com/forums/showthread.php?t=147087&p=2332039&viewfull=1#post2332039)
[edited command list on Apr, 05, 11:30 AM (GMT)]
To open the console, you have to bind the command "edit_command" to a key in your user.bnd file, e.g.
bind p edit_command
If you press that in the game, the game pauses and an input line appears where you can type commands. The usual emacs (a very popular editor in the unix world) bindings work, e.g. ctrl-p to fetch the previous command, ctrl-n for the next one, ctrl-k to kill the rest of the line and so on.
Below is a list of commands I could figure out yet or that are described with the dump_cmds command. The fourth column is the command name, the first what kind of arguments it takes, the second what kind of command/setting it is, the third is the default value (if known) and on the line below is a descripion of the command.
The commands can be found in clear text in the thief.exe file (tg, did not test tdp, definitely not in thief2.exe). The most interesting commands yet are
alias (need to find out if it allows scripting)
bind
clear_weapon_and_item
dump_cmds
edit_command
jump (instead of jump_block)
inv_item_timeout
inv_transit_time
quit_game (as a key binding when testing commands)
record (allows to record a demo, don't know how to replay it)
Some of the commands were replaced in thief2, e.g. cycle_item has become "next_item" and "prev_item". I'm really interesten in finding out how a demo can be replayed that was recorded with "record".
Arguments:
------------------------
- no arguments
* multiple arguments
A An action (a command).
Alias An alias name.
C Colour, specified by red, green and blue value separated
with commas, e.g. 255,0,0 for bright red (values range
from 0 to 255)
F float value
File filename
I integer value
Item An item name, can be: sword blackjack broadhead water
firearr eartharrow gasarrow ropearrow nois airpotion
holyh2o lockpicksm lockpicklg flashbomb gasmine mine
compass2 healingpotion
Key The name of a key.
List comma separated list of arguments of the given type
Font font name. Know fonts:
fontaa12 fontaa20 fontaa29 fontaa36 font smalfont textfont
(located in intrface.crf).
Path path (directory)
Pathlst list of paths separated with '+'
R resource name (whatever that may be)
Sound the name of a sound effect(may be empty). Default sounds:
metalp1 metalp2 metalp3 metalp4 pageturn select1 select2
tick1 tick2 (or other sound in snd.crf/snd/SFX).
Text Free form text.
Val A variable value
Var A variable name
() optional argument
? unknown how/if command/setting works
Command type:
----------------------------------------------
Any Can be used in any .cfg or .bnd file and on the command
prompt.
A Autosaved settings (stored in cam.cfg)
C Controls; works in-game
G Game command; works in-game
I Installation setting (put into darkinst.cfg)
S Configuration setting (can be used in user.cfg or dark.cfg)
? unknown how/if command/setting works
Default value:
--------------
The default value of the command's argument if an optional
argument is omitted or the default setting of a command if it was
never used. If the field is blank, the default value is unknown or
the command has no default. A question mark indicates that the
value is estimated.
If a command that takes a + or - prefix, is bound to a key, e.g. "bind b +crouch", the command is activated when the key is pressed and deactivated when it's released.
Args Type Default command
---- ---- ------- -------
- Any ;
comment; can be used behind a command, e.g.
mouse_sensitivity 3 ; blah blah
F S airbar_sparseness
high value = less bubbles
F S airbar_tolerance
speed of air bar bubbles
Alias,A G alias
alias "aliasname" "action"
- A always_play_intro
prevents that the skip_intro command is written
into cam.cfg thus forcing that the intro video is
always played
- G automap
display the automap
(F) C back
move backward (not sure how the integer argument
works exactly)
- C backfast
run backward
Key,A SG bind
bind keyname "action"
C S 180,180,180 bind_color_text
colour of the list items on the binding screen
- C block
toggle blocking with the weapon
- C +block
start blocking with the weapon
- C -block
stop blocking with the weapon
I A bow_zoom
enables (1) or disables (0) zooming the view when
using the bow.
Path S bugrep_dir
gee, they forgot to take that out I guess :-)
I S cash_bonus
bonus cash at start of mission
Path I cd_path
?
I A character_detail
character detail (1 = high, 0 = low)
- G clear_item
Clear the player's 'current item' selection. close
inventory
- G clear_weapon
Clear the player's 'current weapon'. sheath weapon
- G clear_weapon_and_item
Clear both the player's 'current item' and
'current weapon.' close inventory and sheath
weapon
? ? contrast
Set the contrast
? ? contrast_time_scale
contrast time scale
- C creepon
toggle sneaking
- C +creepon
start sneaking
- C -creepon
stop sneaking
- C crouch
toggle ducking
- C +crouch
start ducking
- C -crouch
stop dducking
- C crouchhold
same as crouch
I C cycle_item
cycle item 1 = forward, -1 = backward
I G cycle_weapon
cycle_weapon 1 = forward, -1 = finish
- G dark_version
Display version in game mode.
- G debrief
Go to debrief UI.
C S 255,255,64 diff_color_hilite
colour of the text on the button with the selected
difficulty on the new game screen.
- S disable_modal_tool_frob
items are used immediately instead of moving them
to the center of the screen first
- G drop_item
Drop (actually, throw) your currently selected
item
File G dump_cmds
dump command list to file
- G edit_command
edit a command in the command editor: edit_command
<cmd> (usual emacs bindings work, c-p, c-n, c-a,
...)
- G end_mode
End the current major mode (commit suicide in game)
- G endgame
Go to endgame mode. (crashes game)
Var,A ? eval
Exec a command with config substitution: eval
<var> <cmd>
C S 255,255,255 file_slot_color_border
colour of the border around selected item on
load/save screen.
C S 255,255,0 file_slot_color_hilite
colour of the selected binding or save game slot
on the save screen or the change binding screen.
? ? flash
Make a blinding flash (works only in dromed?)
(F) C 2 forward
move; pos = forward, neg = backward; allowed range
-2 to 2; +/- 1 = move slowly, +/- 2 = run;
fractions can be used to walk even slower
(e.g. 0.5).
(F) C forward toggle
toggle moving forward
(F) C +forward
start moving forward
(F) C -forward
stop moving forward
- C on freelook
toggles free look (i.e. if it's possible to look
up and down)
- C freelookon
same as freelook
F S friction
controls acceleration (0.0 = none, 1.0 = max)
C S 255,255,255 game_color_text
?
I A game_full_screen
full screen (1) or window mode (0)
Text G game_message
Display a message on the game screen
? ? game_mode
switch to game mode
I A game_screen_depth
dolour depth of the game screen
I,I A game_screen_size
size of the game screen (e.g. ... 800 600)
F A gamma
initial gamma correction
F G +-0.025 gamma_delta
Add float to gamma
? ? get
Look up a config value: get <var>
C S 255,255,200 goal_text_color_text
colour of the text on the goals screen
C S 150,150,150 grey_color_bright
colour of the difficulty button under the pointer
when opened from inside the game.
C S 240,240,240 grey_color_hilite
colour of the selected difficulty button when
opened from inside the game.
C S 150,150,150 grey_color_text
normal colour of the difficulty buttons when
opened from inside the game
F S 50000? head_speed
Controls the tunring speed of the head; similar to
mouse_sensitivity
F S head_zone
if set to a high value, moving the head becomes
very choppy
? ? help
shows command info
I? G history_cmd
edit command from history offset (seems just to
open the command prompt like edit_command in the
game).
F S 0 hpbar_ang
hpbar z axis and vismeter x axis orientation
I S 1 hpbar_model
turn hp bar on (1) or off (0)
I S 0 hpbar_spin
1 = healthbar spins, 0 = healthbar does not spin
F S 60 hpbar_zoom
distance between the camera and the health bar
Var,A ? ifdef
exec a command if a config variable is defined:
ifdef <var> <cmd>
Var,A ? ifndef
exec a command if a config variable is undefined:
ifndef <var> <cmd>
Path I install_path
?
I S 1 inv_enabled
enables (1) or disables (0) inventory
I S 15000 inv_item_timeout
time in milliseconds before a readied inventory
item is put away
F S 10.0 inv_model_zoom
zoom of item models in corners
F S inv_obj_height
height of item models in corners
F S inv_obj_width
width of item models in corners
Item G inv_select
Select an inventory object by name (or archetype
name) select item: sword blackjack broadhead water
firearr eartharrow gasarrow ropearrow nois
airpotion holyh2o lockpicksm lockpicklg flashbomb
gasmine mine compass2 healingpotion
F S 0.06? inv_status_height
size of the health bar as a fraction of screen size
(e.g. 0.05 = 5% of the screen size). Also affects
the vertical position of the inventory items and
the vismeter. Big or small numbers (> 1 or <= 0)
may crash the game and windows. Useful range is
about 0.04 to 0.1. Setting this to 0 disables the
health bar and the vismeter.
F S -0.008 inv_status_margin
the distance between the health bar and the bottom
border of the screen (0 = bottom, 0.5 = center,
0.94 = right at the top of the screen, inventory
is out of the visible screen area). Negative
values seem to have no effect at all (i.e. work
like 0.0).
F S inv_transit_time
time to move item to screen center when using it
(0 = item is readied instantly)
- C jump
toggle jumping (i.e. jump once; toggle again
before you can jump again)
- C +jump
start jumping
- C -jump
stop jumping
- C jumpblock
toggle jumping or blocking with weapon
- C +jumpblock
start jumping or blocking with weapon
- C -jumpblock
stop jumping or blocking with weapon
F S 1000? kbd_turn_accelerate
acceleration of the turning speed when pressing a
turn key. Higher values make you turn faster.
F S 1000? kbd_turn_decelerate
deceleration of the turning speed when releasing
the turn keys. Higher values make you stop turning
faster.
F S 50? kbd_turn_rate
maximum turning rate with the keyboard. Turn
faster with higher values. Negative values invert
the turning direction.
F S kbd_turn_reverse_acc
deceleration of the turning speed when the turn
left key is pressed while still turning right (and
vice versa). Once you start to turn in the other
direction, the kbd_turn_accelerate value is used
instead. Higher values make you stop turning
faster.
A A last_command
The last console command issued
- C leanforward
lean forward
- C leanleft
lean left
- C leanright
lean right
- G load_game
go to the load game screen
Path I load_path
?
? ? loadout
Go to loadout UI.
- C lookcenter
center view
- C -1 lookdown
same as zlook
- C 1 lookup
same as zlook
[continued in follow up posting]
------------------------------
<small>EDITOR'S NOTE: Using < and > around words that the vB doesn't recognise as legitimate html tags kinda gunks it up. If you want to have < and > characters in a post, you need to use the hard html forms: &lt; and &gt;
:)
-GBM</small>