FANDOM


  • AddBeam Add a test beam into the world
  • AddImpulse AddImpulse (x,y,z)
  • AddLightParticle Add a light to the world under the cursor
  • AI_CollisionAvoidance Toggle on/off collision avoidance
  • AI_DebugArmyIndex Set up a army index for debugging purposes
  • 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_IntelLazy Intel grid is updated when unit moves Radius * var
  • 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_DefaultHeading Default heading invert radians
  • cam_DefaultLOD default value for camera level-of-detail scaling factor
  • cam_DefaultMiniLOD Default LOD for mini-map
  • cam_DefaultTrackingYOffset How much vertical offset to use when tracking a character with the camera
  • cam_EntityBoxExpand How much to expand the entity box when targeting 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_FarPlaneOffset
  • cam_ForceNoseCam Force camera into NoseCam mode
  • cam_ForceNoseCamOffet Force camera into NoseCam mode
  • cam_ForceNoseCamPitch Force camera into NoseCam mode
  • cam_ForceNoseCamZoom Force camera into NoseCam mode
  • cam_FPSFOV FOV to use for FPS camera mode, in degrees
  • cam_FPSMode Force camera into FPS mode
  • 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_SurfacePlane Height of plane used for camera intersections
  • 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.
  • captured
  • ClearStats Clear stats starting with given parent
  • cloth_TickSkip
  • 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
  • cull_DepthSubPatches
  • cull_SubPatches
  • cull_TerrainPatch
  • 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
  • dbg Enable/Disable debug overlay
  • dbg_Ballistics Draw ballistic debug stuff.
  • dbg_Beam Draw beam debug stuff.
  • dbg_CollisionBeam Draw collision beam debug stuff.
  • dbg_Emitter Show emitter positions.
  • dbg_ForceSingleShader Force all meshes to use the same shader
  • dbg_Lightmap
  • dbg_Metronome Tick a metronome every tick.
  • dbg_Projectile Draw projectile debug stuff.
  • dbg_ShadeLOD Force all meshes to color based upon lod
  • dbg_Shadow
  • dbg_ShowAiPathSpline Draw AI Path Spline debug information.
  • dbg_Trail Draw trail debug stuff.
  • 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_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.
  • DebugSetArmyHandicap DebugSetArmyHandicap(army,handicap)
  • 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
  • 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.
  • disk_DebugLevel How much disk activity to log, 0=none, 1=opens, 2=all
  • 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
  • DumpCamera Dump out camera position data for the editor
  • DumpParticleInfo Dump information about all the currently active particles.
  • 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_EmitterVisibilityUpdatePeriod How many ticks between emitter visibility updates.
  • efx_NewEmitter Create an emitter, must specify blueprint
  • 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
  • ForceDebugDesync force a desync for debugging purposes.
  • GetBranch Get game branch
  • GetVersion Get game version
  • GlobalRipple
  • 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_alliance Set influence map debug grid for which alliance 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 stop command to the selected units.
  • KillAll Kill all units
  • KillSelectedUnits kill selected units.
  • lob_IgnoreNames Comma separated list of names of people to ignore. For debugging purposes.
  • lobby_cap
  • 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
  • MAP_ImportEffectMesh Temp hack to import an effect mesh into the current map because there is no editor UI to do so
  • MAP_ImportLava Temp hack to import lava into the current map because there is no editor UI to do so
  • MAP_ImportLightShaft Temp hack to import a light shaft into the current map because there is no editor UI to do so
  • MAP_ImportTerrainMesh Temp hack to import a terrain mesh into the current map because there is no editor UI to do so
  • MAP_ImportWater Temp hack to import water into the current map because there is no editor UI to do so
  • MAP_RemoveGroundPlane Temp hack to remove the current map's ground plane because there is no editor UI for doing so yet.
  • MAP_SetBloomParams Temp hack to set the bloom params for the current map because there is no editor UI to do so.
  • MAP_SetCameraMaxZoomMultiplier Temp hack to set the bloom params for the current map because there is no editor UI to do so.
  • mesh_CoeffLOD
  • 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 incoming/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
  • net_Suppress Suppress traffic to/from the given ipaddr:port.
  • newfog old fog method
  • 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 <shield|projectile|unit|all>. 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
  • ren_AllowedLODErrorFadeFactor Allowed error fade value
  • ren_AnimLOD Set to true to enable Animation LOD. Set to false to disable LOD and sample all bones in every animation.
  • ren_AnimLODMetric Multiplier to allowed error value in skeletal LOD
  • ren_AnimStates
  • 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_Bloom Render Blooms?
  • ren_BoneCounts
  • ren_ChromaKey
  • ren_Cloth Render cloth
  • ren_ClutterRadius
  • ren_combinepatches If true try to combine patches that are easily combinable
  • ren_CycleLifeBarsMode Cycle Life Bar Mode from 0 through 3
  • ren_DepthAsOneCall Render the depth by blasting out the entire vertex buffer instead of individual patches
  • ren_EnableCompoundPatches
  • ren_ErrorCache use error threshold cache?
  • ren_ForceDropShadow
  • ren_FrameTimeSeconds Number of seconds to display.
  • ren_FreezeCull Freeze the culling process for debugging
  • ren_FreezeLOD Freeze the lod metric for debugging
  • ren_Fx Render FX?
  • ren_Greyscale
  • ren_GroundPlane
  • ren_HeightField
  • ren_HideSecondary Hide secondary views
  • ren_LightMesh Render the terrain's lightmap
  • ren_LightShaft
  • ren_LightShaftBlurCount
  • ren_maxViewError Max View Error
  • ren_MeshColor Toggle mesh color masking (mainly a team color thing)
  • ren_MeshDissolve Fade mesh alpha from 1.0 to 0.0
  • ren_MeshDissolveCutoff
  • ren_MeshEffects Render mesh effects
  • 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_NewPipeline
  • ren_Oblivion
  • ren_OnlyFirstView Render only the first view in the list
  • ren_Ranges
  • ren_RenderNothing Render nothing?
  • ren_RevealCoeff
  • ren_SampleAnim Toggle animation sampling
  • ren_Select Render select meshes?
  • ren_SelectBoxes Show debug selection boxes
  • 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_Sepia
  • ren_ShadowBuffer
  • ren_Shadows
  • ren_ShoreErrorCoeff
  • ren_ShowBandwidthUsage Show the amount of network bandwidth we are using.
  • ren_ShowBoneNames Show bone names
  • ren_ShowFrameTime Show the last frame time
  • ren_ShowFrameTimes Graphically show the frame times.
  • ren_ShowNetworkStats Show various network stats.
  • ren_ShowSkeletons Show mesh skeletons
  • ren_ShowWireframe Variable to track show/hide wireframe rendering.
  • ren_Shroud FOW
  • ren_SkeletalLOD Set to true to enable Skeletal LOD. Set to false to disable LOD and sample all bones.
  • ren_SkeletalLODMetric Multiplier to allowed error value in skeletal LOD
  • ren_SkyDome Render sky
  • ren_SyncTerrainLOD Distance at which to start display terrain sync changes
  • ren_TeamColorLookupCount Number of 'channels' in team color lookup texture.
  • ren_TerrainMesh Render the terrain mesh
  • ren_Ui Render UI?
  • ren_UnitRoots
  • ren_UnitSelectionScale How much unit selection box extents are scaled (multiplier)
  • ren_UnitSilhouette
  • ren_UseSparseBoneArray Toggle sparse bone array usage
  • ren_Water Render water
  • 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_SkipIntro Skip intro movies
  • SC_ToggleCursorClip Set the cursor clip to either the pre-launch clip or the current clip
  • SC_VerticalSync
  • ScenarioMethod Run a scenario-specific command
  • scr_SlowThreshhold Log warnings when script tasks exceed this threshold
  • SetArmyColor SetArmyColor(army,r,g,b)
  • SetFocusArmy Pass in army index or -1
  • SetFog Override fog params
  • 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_CaptureDistance How far a unit must be to begin capture
  • 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_FormationMinSpace Minimum spacer in formation
  • sim_FormationSpeed Move speed percent for formations.
  • 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_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
  • snap
  • snap_Cols
  • snap_Rows
  • snd_LogEvents Log each FMOD event request as it occurs
  • snd_LogOverride Log each VO event that cancels a previously playing one
  • snd_SetReverb Activate an ambient reverb by name
  • StartCommandMode Set the UI context for some commands.
  • TeleportSelectedUnits teleport selected units.
  • timestamp Dump out EXE timestamp
  • 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_bAggressiveMoveClick Is a single left click an Aggressive move or regular move?
  • ui_CommandClickScale Scale applied to the click distance size of command waypoints
  • ui_CommandGraphMaxNodeUnits Limits the size of the waypoints
  • ui_ContinuousClickTimer Time for double click effect to remain active.
  • 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_EnableDirectMotion Toggle if we want to enable direct motion control
  • 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_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 bar in ogrids
  • ui_LifebarLOD LOD Cutoff for health bars
  • ui_LifeBarMedColor The color of the lifebar when there is medium health
  • ui_LifebarMode Modes for rendering life bars, 0-Player Owned, 1-Allies, 2-Enemy, 3- All
  • ui_LifebarOffset Y Offset in ogrids of all lifebars
  • ui_LifebarWidth width of health 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_MouseAutoFocus Allows dualhead windows to have mouse focus set properly
  • 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 bars?
  • 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_ResetView Reset a named camera to the default view
  • UI_RotateLayout Cycles through all available layouts
  • UI_RotateSkin Cycles through all available skins
  • 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_ShowCommandGraph should we render the command graph?
  • 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
  • viz_Disturb
  • viz_Update
  • WeaponTerrainBlockageTest Toggle on/off weapon 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

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