Code:
The Thief 1 and Thief 2 console
===============================
1. INTRODUCTION
This (incomplete) guide tries to list all console commands and
configuration settings in both Thief games running the Dark
Engine. Some of the settings can be made in one of the *.cfg
files while others control keyboard, mouse and joystick bindings
(*.bnd files). Some can be used from the in-game console.
A number of the command descriptions have been taken from the
output of the "dump_cmds" command. I have not touched their
description, but it may be unclear what they do.
2. ACTIVATING THE IN-GAME CONSOLE
Many of the commands, controls and settings can be used from
within the game. By default, the game console is not bound to any
key, but that can be changed easily:
* In the game directory, locate the file user.bnd. If there is
no such file yet, enter the game, modify any control setting,
save it and exit the game.
* Now open the file user.bnd in a text editor, locate the line
bind p <something>
and replace it with
bind p edit_command
Now, press "p" in the game to open the console text window.
There you can type commands and settings from the list below.
Inside the console window some of the emacs editor bindings do
work:
Ctrl-a beginning of line
Ctrl-b, Left back one character
Ctrl-d, Del delete character
Ctrl-e end of line
Ctrl-f, Right forward one character
Crtl-g leave console; lock "lean left"
Ctrl-k, Tab kill to end of line
Ctrl-n next line
Ctrl-p previous line
Ctrl-t transpose character
Ctrl-u repeat next character four times
Ins toggle overstrike mode
Esc leave console
3. KEY, MOUSE AND JOYSTICK BINDINGS
Many console commands can be bound to keys, mouse buttons, mouse
motion, joystick buttons or joystick axes. This can be configured
directly in the file user.bnd in the game directory. The general
format of bindings is
bind <keyname> <action>
For example
bind f3 "inv_select holyh2o"
Command beginning with a plus ('+') or minus ('-') sign work a bit
special when bound to keys or buttons. For example, with
bind lshift +creepon
Pressing the left shift key starts creeping, i.e. Garrett moves
slower. When the button is released, movement reverts back to
normal. The plus denotes a command that is activated by pressing
the key and deactivated by releasing the key. Vice versa, with
bind lshift -creepon
creeping ist switched off by pressing the key and turned on again
by releasing it. (However, when the mission starts, creeping will
be inactive - the key has to be pressed once to get it working).
Finally, all commands with plus or minus can also be used without
it:
bind lshift creepon
Now, pressing the key activates creeping and pressing it again
deactivated creeping.
Use the unbind command to remove a binding from the console:
unbind lshift
Note: To use a joystick, the command joystick_enable must be
added to the file user.cfg.
4. THE COMMAND LIST
LEGEND
Command type:
-------------------------------------------------------------------
- Command does not work.
Any Can be used in any .cfg or .bnd file and on the command
prompt.
A Autosaved settings (stored in cam.cfg)
A* For some reason, neither Thief game stores this setting in
cam.cfg as it should. To make it permanent you have to put
this into the file manually. Otherwise you have to set
this option each time you start the game.
AU, AU* Same as A and A*, but these settings are stored in user.bnd.
B Works only in bindings.
C Controls; works in-game
G Game command; works in-game
I Installation setting (put into install.cfg (T1) or
darkinst.cfg (T2))
S Configuration setting (can be used in user.cfg or dark.cfg)
V Configuration variable. In the configuration files, it can
be used as any other command (e.g. "relax_on_move). In the
game they can be set with the "set" and "unset" commands
(e.g. "set relax_on_move" or "unset relax_on_move"). Before
they take effect, pause the game or open the map or
objectives screen, then return to the game.
? unknown how/if command/setting works
Arguments:
-------------------------------------------------------------------
- No arguments
* Multiple arguments
A An action (a command).
Alias An alias name.
B Boolean argument (0 = off, 1 = on)
C Colour, specified by red, green and blue value separated
by commas, e.g. 255,0,0 for bright red (values range from 0
to 255)
F Float value
File File name
Font Font name. Know fonts:
fontaa12 fontaa20 fontaa29 fontaa36 font smalfont textfont
(located in intrface.crf).
I Integer value
Item An item name, can be: sword blackjack broadhead water
firearr eartharrow gasarrow ropearrow noise airpotion
holyh2o lockpicksm lockpicklg flashbomb gasmine mine
compass2 healingpotion healingfruit
T2: invisipotion flare frogegg cameragrenade slowfall
Key The name of a key.
List Comma separated list of arguments of the given type
Model A model for Garrett or the AIs.
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
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.
COMMAND LIST
Command Type Args Default
------- ---- ---- -------
; Any -
Comment; can be used behind a command, e.g.
mouse_sensitivity 3 ; blah blah
airbar_sparseness V F
High value = less bubbles.
airbar_tolerance V F
Speed of air bar bubbles.
alias G Alias,A
Alias "aliasname" "action"
After the definition, "aliasname" can be used instead of
"action". Only a single command can be given an alias.
Scripting is not possible.
always_play_intro A -
Prevents that the skip_intro command is written into
cam.cfg thus forcing that the intro video is always played
ambient_volume (T2) G I
Set the ambient sound volume in percent (0 - 100).
ambient_volume_down (T2) G -
Reduce the volume of ambient sound.
ambient_volume_up (T2) G -
Increase the volume of ambient sound.
attenuation_factor V F
Determines how far away you can hear AIs dialogs (maybe other
sound effects?). Low values = long range. E.g. with 5 you
can hear the guards at Bafford's gate talk from several blocks
away, and with 1000 you cannot hear your own steps.
auto_equip (T2) AU B
Automatically equip the bow if any arrows are taken.
auto_search (T2) AU B
Automatically search bodies for loot.
automap G -
Display the automap.
back b C (F)
Move backwards (not sure how the float argument works
exactly).
backfast C -
Run backwards.
bind S,G Key,A
Bind keyname "action"; the action must be enclosed in
double quotes if the command has one or more arguments.
bind_color_text V C 180,180,180
Colour of the list items on the binding screen.
block C -
+block
-block
Toggle/start/stop blocking with the weapon
bow_zoom AU* B
Enables (1) or disables (0) zooming the view when using
the bow.
bugrep_dir S Path
Gee, they forgot to take that out I guess :-)
cash_bonus S I
Bonus cash at start of mission. The maximum cash bonus is
3000 in T1 but unlimited in T2.
cd_path I Path
?
character_detail A B
Character detail (1 = high, 0 = low)
cheats_active (T2) S
Allow activating some T2-specific cheats
clear_item G -
Clear the player's 'current item' selection.
clear_weapon G -
Clear the player's 'current weapon'.
clear_weapon_and_item G -
Clear both the player's 'current item' and 'current
weapon' weapon
climb_touch (T2) AU B
1 = touch ladders to start climbing, 0 = jump to start
climbing
contrast ? ?
Set the contrast
contrast_time_scale ? ?
Contrast time scale
creepon C -
+creepon
-creepon
Toggle/start/stop sneaking
crouch C -
+crouch
-crouch
Toggle/start/stop ducking
crouchhold C -
+crouchhold
-crouchhold
Same as crouch
cycle_item (T1) G I
Cycle item 1 = forward, -1 = backward, 0 = toggle between
two (random?) items
cycle_weapon G I
Cycle_weapon 1 = forward, -1 = finish, 0 = toggle between
two (random?) weapons
d3d_driver_index A I
Probably controls which video device is used
dark_include_install_cfg A File install.cfg
Sets the file name of a cfg file that is automatically
loaded when the game is started.
dark_version G -
Display version in game mode.
debrief G -
Go to statistics screen (doesn *not* end the current
mission).
diff_color_hilite V C 255,255,64
Colour of the text on the button with the selected
difficulty on the new game screen.
disable_modal_tool_frob V -
Items are used immediately instead of moving them to the
center of the screen first; this can be disabled in the
configuration files by deleting the command or in the game
with "unset disable_modal_tool_frob" and pressing escape
twice to get to the menu and back to the game.
drop_item G -
Drop (not throw) your currently selected item.
dump_cmds G File
Dump command list to file.
edit_command G -
Edit a command in the command editor: edit_command <cmd>
(usual emacs bindings work, c-p, c-n, c-a, ...)
editor_include_dromed_cfg A File dromed.cfg
Sets the file name of a cfg file that is automatically
loaded when the game is started.
elliptic_pick_mod (T2) V F 0.25
Influences the distance at which objects can be frobbed.
Higher value = higher range. The name suggests that the
area in which objects are hilighted is elliptic. Maybe
the value is the ratio beteen the two axes of the ellipse.
A high value (e.g. 1.0) allows to frob objects that are
otherwise unreachable.
end_mode G -
End the current major mode (commit suicide in game).
endgame G -
Go to endgame mode. (crashes game)
eval ? Var,A
Exec a command with config substitution: eval <var> <cmd>
FailOnKill (T2) S
Fail mission if player kills an AI.
FailOnKO (T2) S
Fail mission if an player KO's an AI.
FailOnSee (T2) S
Fail mission if AI is alerted to your presence, via sight
or sound.
file_slot_color_border V C 255,255,255
Colour of the border around selected item on load/save
screen.
file_slot_color_hilite V C 255,255,0
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?)
forward C (F)
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). Values between
about -0.307 and 0.152 result in no noticable movement.
forward toggle C (F)
Toggle moving forwards
+forward C (F)
Start moving forwards
-forward C (F)
Stop moving forwards
freelook AU,C - on
Toggles free look (i.e. it's possible to look up and down)
freelookon C -
Same as freelook
friction S F
Controls acceleration (0.0 = none, 1.0 = max)
game_color_text V C 255,255,255
?
game_full_screen A I
Full screen (1) or window mode (0). This must be set in
cam.cfg before the game_screen_flags setting to work.
This works only if hardware acceleration is disabled (see
game_hardware). Otherwise this setting is overwritten
each time the game is started.
game_hardware A B 1
Disables texture smoothing when turned off (0) and forces
the screen to 640x480. Forces full screen mode if enabled.
game_message G Text
Display a message on the game screen
game_mode ? ?
switch to game mode
game_screen_depth A I 16
Dolour depth of the game screen. Can be set to 16 bit
planes (full screen) or 8 (window mode) only. If 24 or 32
is used, the game switches to about 640x400 with 8 bit
planes and turns off texture smoothing. In other words:
it looks *ugly*.
game_screen_flags A I
A sum of flags related to the screen configuration (1 =
unknown, 2 = unknown, 4 = game_hardware on, 8 =
game_full_screen on).
game_screen_size A I,I
Size of the game screen, e.g. game_screen_size 800 600
gamma A,G F
Initial gamma correction (1 = no gamma correction, 0 =
screen is completely white). Can be used to set even more
extreme values than with gamma_delta.
gamma_delta G F +-0.025
Add a floating point value to the gamma setting. Valid
range is from 0.5 to 1.
gamma_down (T2?) G
Reduce gamma correction.
gamma_up (T2?) G
Increase gamma correction.
get ? ?
Look up a config value: get <var>
goal_notify (T2) AU B 1
1 = Play a sound when goals are completed or change, 0 =
Disable the sound.
goal_text_color_text V C 255,255,200
Colour of the text on the goals screen
grey_color_bright V C 150,150,150
Colour of the difficulty button under the pointer when
opened from inside the game.
grey_color_hilite V C 240,240,240
Colour of the selected difficulty button when opened from
inside the game.
grey_color_text V C 150,150,150
Normal colour of the difficulty buttons when opened from
inside the game
head_speed V F about 50000
Controls the turning speed of the head; similar to
mouse_sensitivity.
head_zone V I 0
1 = Slow mouse motion does not turn the head, 0 = Any
mouse motion turns the head.
help ? ?
Shows command info
history_cmd G I?
Edit command from history offset (seems just to open the
command prompt like edit_command in the game).
hpbar_ang V F 0
Hpbar z axis and vismeter x axis orientation.
hpbar_model V - (unset)
When this variable is set, the health bar is not
displayed. To disable this setting, remove the line from
the cfg file or type "unset hpbar_model" on the game
console, then press escape twice to open the menu and go
back to the game.
hpbar_spin V - (unset)
When this variable is set, the shields in the healthbar
slowly spin; to disable this setting, remove the line from
the cfg file or type "unset hpbar_spin" on the game
console, then press escape twice to open the menu and go
back to the game.
hpbar_zoom S F 60
Distance between the camera and the health bar. Unlike
vismeter_zoom, this has to be set in the configuration
file and can not be used from inside the game.
ifdef ? Var,A
Exec a command if a config variable is defined:
ifdef <var> <cmd>
ifndef ? Var,A
Exec a command if a config variable is undefined:
ifndef <var> <cmd>
include_user_cfg A File user.cfg
Sets the file name of a cfg file that is automatically
loaded when the game is started.
install_path I Path (installation dependent)
?
inv_enabled V I 1
Enables (1) or disables (0) inventory.
inv_item_timeout V I 15000
Time in milliseconds before a readied inventory item is
put away.
inv_model_zoom ? F 10.0
Does not work.
inv_obj_height V F 20
Height of item models in corners; in percent of the screen
height.
inv_obj_width V F 20
Width of item models in corners; in percent of the screen
width.
inv_select G Item
Select an inventory object by name (or archetype name)
select item: sword blackjack broadhead water firearr
eartharrow gasarrow ropearrow noise airpotion holyh2o
lockpicksm lockpicklg flashbomb gasmine mine compass2
healingpotion healingfruit speedpotion
T2: invisipotion flare frogegg cameragrenade slowfall
+inv_select B Item
-inv_select B Item
See above; only useable in bindings.
inv_status_height V F 0.06
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.
inv_status_margin V F -0.008
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).
inv_transit_time V F
Time to move item to screen center when using it in
milliseconds (0 = item is readied instantly).
joy_rotate (T2) AU B 0
?
joykey_repeat_delay ? ?
?
joykey_repeat_interval ? ?
?
joyforward C -
Same as forward, but the speed depends on how far the
joystick is moved.
joysidestep C -
Same as sidestep, but the speed depends on how far the
joystick is moved.
joyturn C -
Same as turn, but the turning speed depends on how far the
joystick is moved.
joystick_deadzone AU F 0.05
Defines the dead zone of the joystick around the center
position. Higher value = bigger zone that is interpreted
as a centered joystick.
joystick_enable AU - off
Enables the joystick or game controller. Using an analog
joystick is not recommended because the dead zone in the
center position of the stick is too small to stand
still. With joystick support enabled, controls can be
bound to the joystick axes (joy_axisx, joy_axisy,
joy_axisz, joy_axisr), buttons (joy1, ..., joy9) and the
hat (joy_hataxisx, joy_hataxisy, joy_hatdn, joy_hatlt,
joy_hatrt, joy_hatup).
joystick_sensitivity V F 1.0
With higher values, the joystick reacts faster to movement
of the joystick axes. This does not have an effect on the
maximum turning rate. Unlike mouse_sensitivity, this
command can not be used in the game.
jump
+jump
-jump C -
Toggle/start/stop jumping
jumpblock C -
Toggle jumping or blocking with weapon
+jumpblock C -
Start jumping or blocking with weapon
-jumpblock C -
Stop jumping or blocking with weapon
kbd_turn_accelerate V I 1000?
Acceleration of the turning speed when pressing a turn
key. Higher values make you turn faster.
kbd_turn_decelerate V I 1000?
Deceleration of the turning speed when releasing the turn
keys. Higher values make you stop turning faster.
kbd_turn_rate V I 50?
Maximum turning rate with the keyboard. Turn faster with
higher values. Negative values invert the turning
direction.
kbd_turn_reverse_acc V I ?
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.
last_command A A
The last console command issued.
leanforward C -
Lean forwards.
leanleft C -
Lean left.
leanright C -
Lean right.
load_game G -
Go to the load game screen.
load_path I Path
?
loadout - -
Go to shop screen (does not work from inside the game).
LockCheat (T2) S
Unlocks any locked doors in the mission. Works only if
cheats_active has been set.
lookcenter C -
Center view
lookdown C - -1
Same as zlook
lookspring AU,C B 0
?
lookup C - 1
Same as zlook
loot_select (T2?) G -
Select loot in inventory.
main_menu G -
Go to main menu. (ends current game)
main_volume (T2?) G I
Set the sound volume in percent (0 - 100).
main_volume_down (T2?) G -
Reduce the volume of sounds.
main_volume_up (T2?) G -
Increase the volume of sounds.
master_volume A I -1
?
metagame G -
Go to mission selection screen (screen doesn't work ingame).
metagame_mission_map S IList
Determines which mission is mapped to which button on the
mission selection screen, list is terminated with -1
(default: 1,2,...,13,14,-1).
metasnd_game_def_ambient1 V Sound metalp2
metasnd_game_def_select V Sound select2
metasnd_game_def_tick V Sound tick1
metasnd_game_main_ambient1 V Sound metalp1
metasnd_game_main_select V Sound select1
metasnd_game_main_tick V Sound tick2
metasnd_game_saveload_ambient1 V Sound metalp3
metasnd_game_saveload_select V Sound select2
metasnd_game_saveload_tick V Sound tick1
metasnd_game_loadout_ambient1 V Sound metalp3
metasnd_game_loadout_select V Sound tick2
metasnd_game_loadout_tick V Sound -
metasnd_game_game_ambient1 V Sound metalp3
metasnd_game_game_select V Sound select2
metasnd_game_game_tick V Sound tick1
metasnd_game_book_ambient1 V Sound metalp4
metasnd_game_book_select V Sound pageturn
metasnd_game_book_tick V Sound -
metasnd_game_options_ambient1 V Sound metalp3
metasnd_game_options_select V Sound select2
metasnd_game_options_tick V Sound tick1
Sounds on the menu screens (def = briefing screen, main =
main menu, saveload = save/load screen, loadout = shop,
game = map screen, objectives screen or menu from inside
the game, book = book screen, options = options
screen). tick = sound played when pointer moves over a
menu button, select = sound when a buttons is clicked,
ambient1 = sound that is played on the screen. If no sound
name is given, no such sound is played.
mission_loop G -
Restart mission.
mission_map S IList
Comma separated list of missions (1,2,3,...).
mlook G -
Enable mouse look.
mouse_invert AU,G B
Inverts mouse control (0 = normal, 1 = inverted).
mouse_sensitivity AU,G F
Mouse sensitivity (higher values make you turn faster)
moveleft C (F) -1
Same as sidestep with a default value of -1.
+moveleft
-moveleft
See above.
moveleftfast C (F) -2
Same as sidestep with a default value of 2.
+moveleftfast
-moveleftfast
See above.
moveright C (F) 1
Same as sidestep with a default value of 1.
+moveright
-moveright
See above.
moverightfast C (F) 2
Same as sidestep with a default value of 2.
+moverightfast
-moverightfast
See above.
movie G File
Show a movie (file name in movie_path directory), e.g.
"movie b01.avi".
movie_path I Pathlst
Set the path to the movies directory.
mturn G -
Enable mouse turn.
next_item (T2) G -
Same as "cycle_item 1" in T1.
next_weapon (T2) G -
Same as "cycle_weapon 1" in T1.
NoKillGoalCheat (T2) S
Disables fail on kill goals. Works only if cheats_active
has been set.
no_metagame_sound V -
Disables sound in the menus; when used from inside the
game, it takes effect at an apparently random point in
the future.
no_movies V -
No movies are played (and missions with movies crash the
game).
no_sound V -
Disables all sound in the game and menus; when used from
inside the game, it takes effect at an apparently random
point in the future.
objectives G -
Go to objectives screen.
opttext_color_text V C 255,255,200
?
panel_color_bg V C 0,0,0
Background of the all menus.
panel_color_bright V C 146,255,87
Colour of the menu button text when the pointer is over
it.
panel_color_dim V C 49,64,41
Colour of the menu button text when the button is greyed
out.
panel_color_hilite V C 220,220,64
Colour of the menu button text when the button is pressed.
panel_color_text V C 63,148,17
Normal colour of the menu button text
play_cd (T2?) G I
Plays a music CD track (the argument is the track number).
To stop playing, use stop_cd.
playback S File
Replay a demo recorded with "record". Unfortunately,
although recording works fine, replaying demos is very
unreliable. Usually, the demo stops playing after a
couple of seconds and gives control back to the player.
It looks like the demo recorder can't handle external
events (keyboard, mouse, disk activity etc.) during
playback and just stops if anything unexpected happens.
This command must be put into the user.cfg or dark.cfg
file.
player_crouch_model (T2) S Model garcrh
Sets the model used for Garrett when crouching.
player_model (T1) S Model playbox
Sets the model used for Garrett. Useless in T1 since you
can't see Garrett.
player_model (T2) S Model garstd
Sets the model used for Garrett when you look at him with a
scouting orb.
prev_item (T2) G -
Same as "cycle_item -1" in T1.
prev_weapon (T2) G -
Same as "cycle_weapon -1" in T1.
process_difficulty ? ?
Prep level for difficulty. Warning: This may destroy some
objects
progress_dial_rate V I 100000
Determines the speed of the right dial on the loading
screen (one tick for each x bytes loaded). Warning: if
this is set too low, the game draws the progress dial for
minutes, or even hours instead of loading the game.
quick_save G -
Save the game to the 'quick save' slot.
quick_load G -
Load the game from the 'quick save' slot
quit_game G -
Quit the game (exit to windows)
record S File
Record a demo file. To replay the demo, use the "playback"
command. This command must be put into the user.cfg or
dark.cfg file.
relax_instant V -
Center view after a few seconds.
relax_on_move V -
Center view when moving.
resname_base I Pathlst
?
reverse_stereo A* I off
Swaps the left and right sound channels; should be saved
in cam.cfg, but the game does not do this. To make this
setting permanent, put it in user.cfg. When used from
inside the game, it takes effect the next time a menu is
opened and closed.
rudder_deadzone (T2) AU F 0.05
Similar to joystick_deadzone.
rudder_sensitivity (T2) AU F 1.0
Similar to joystick_sensitivity.
run G File
Run multiple G type commands from file (in the game's
main directory), e.g. "game_message bla" or
"gamma_delta +0.1". Note that commands that toggle like
commands (with '+' and '-' variants) actually toggle. So
if you use "inv_select blackjack" the toggle will stay on
and re-select the blackjack sometimes. To counter this,
use the same command twice.
save_game G -
Go to the game save screen.
screen_dump G -
Make a screen shot
script_drop ? ?
Drop a script file from mission.
script_drop_all ? ?
Drop all script files from mission.
script_dump_files ? ?
List mission script files on mono.
script_load ? ?
Load a script file, add to mission.
script_module_path I Pathlst
?
script_test ? ?
Send a 'test' message to an object.
select_gun ? *
Shoot a bullet out of the player select_gun <archetype>.
set G Var,Val
Set a configuration variable (Type V) from inside the
game. The syntax is "set <var> <value>". To unset a
variable, use the "unset" command. The changed setting
takes effect only after the game is interrupted (by
opening the map, the objectives screen or the main menu).
sfx_channels A I 8
Number of sound channels (4, 8 or 12).
sfx_device A I
Controls which audio device is used for sound effects. If
you get no sound and have two sound carsd (e.g. a regular
one and one on the mainboard, try setting a different
value). Devices are numbered beginning with 0.
sfx_eax A I 0
Turns eax on (1) or off (0).
sfx_gain_scale ? ?
?
sfx_log_room_transitions ? ?
?
sfx_no_asynch ? ?
?
sfx_no_asynch_all ? ?
?
sfx_preset_3d_channels ? ?
?
sfx_source_reverb_mix ? ?
?
skip_intro A -
Don't play the game intro.
show_image G R
Show an image show_image <resname>.
sidestep C (F)
Strafe left (neg. value) or right (pos.) +/- 1 = slow, +/-
2 = fast.
sidestep toggle C (F)
Toggle strafing.
+sidestep C (F)
Start strafing.
-sidestep C (F)
Stop strafing.
sim_menu G -
Go to main menu without quitting.
slideon C -
Toggle strafing (?).
starting_mission S I
The number of the mission file to use when a new game is
started.
stop_cd (T2?) G -
Stop playing a music CD.
test_book ? ?
Book <text>,<art> crashes game?
text_message_margins S F,F 16.5 5
The percentage of the screen's width and height that is
not used for text messages. The first value determines
the margins on the left and right of the screen while the
second value controls the margin on the top (and possibly
on the bottom too; I did not test this). For example,
with a resolution of 640x480 and
text_message_margins 20 10
the margins at the left and right of the screen have a
width of 128 pixels each and the margin at the top is 48
pixels high.
text_message_rgb S C 255,255,255
Colour of the in-game text messages; see game_message
command.
tiltleft C -
tiltright C -
Rotate view left/right; to disable, issue command again
and use lookcenter; the order is important or the tilted
view will be frozen.
+tiltleft
-tiltleft
+tiltright
-tiltright
see above.
toggle_overlay ? ?
Takes which to toggle.
tool_frob_center V - on
Automatically move an inventory item to the center of the
screen when it can be used on an object in the
environment. To disable this, remove the command from
dark.cfg or type "unset tool_frob_center" in the game
console and press escape twice to get to the menu and back
to the game.
trace_add ? ?
<object> <message> <action> <line>
trace_dump ? ?
Show all traces
trace_dump_active ? ?
Show all traces on active lines
trace_line ? ?
Toggle a script trace line
trace_line_dump ? ?
Show status of all trace lines
trace_remove ? ?
<object> <message>
trait_cache_flags A I 2
?
turn C (F)
Turn around; neg. = left, pos. = right; +/- 1 = slow, +/- 2
= fast.
turn toggle C (F)
Toggle turning.
+turn C (F)
Start turning.
-turn C (F)
Stop turning.
turnleft C (F) -1
Same as turn with default value of -1.
+turnleft
-turnleft
See above.
turnleftfast C (F) -2
Same as turn with default value of 2.
+turnleftfast
-turnleftfast
See above.
turnright C (F) 1
Same as turn with default value of 1.
+turnright
-turnrigt
See above.
turnrightfast C (F) 2
Same as turn with default value of 2.
+turnrightfast
-turnrightfast
See above.
unbind G Key
Remove binding
unset G Var
Unset a config variable (type V) from inside the game.
See "set" for more details.
use_item G (B) toggle
Use item (0 = start, 1 = finish), if no argument is given,
toggles between on and off.
+use_item G -
Start using an item.
-use_item G -
Stop using an item.
use_weapon G B toggle
Weapon item (0 = start, 1 = finish), if no argument is
given, toggles between on and off.
+use_weapon G -
Start using weapon.
-use_weapon G -
Stop using weapon.
vismeter_ang V F 0
Vismeter angle (0 = horizontal, 90 = vertical).
vismeter_frame_skip V F
Determines how much the vismeter changes between two
redraws (1 = slowly, 5 = very fast, >= 10 = almost
instantly, 0 disables the vismeter).
vismeter_refresh V I
The delay between two updates of the vismeter in
milliseconds.
vismeter_zoom V F 60
Distance between camera and vismeter. Smaller values make
the vismeter bigger. If it gets bigger than the health
bar, the borders are cut off.
walk C (F) 1
Move slowly; pos. = forward, neg. = backward; allowed range
between -1 and 1.
walkfast C (F) 2
Same as forward.
win_mission G -
Win the mission.
zlook C (F) 1
Look up (pos.) or down (neg.)
zlook toggle C (F) 1
Toggle looking up/down.
+zlook C (F) 1
Start looking up/down.
-zlook C (F) -1
Stop looking up/down.