Files
assaultcube-/config/docs.cfg
T
Rafael Barreto 067a811d60 missing docremark
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5627 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2010-08-15 00:34:13 +00:00

2534 lines
137 KiB
INI

docsection [Gameplay Settings]
docident [akimboendaction] [Determines which weapon to switch to when akimbo power-ups expire.];
docargument [N] [min 0/max 2/default 0];
docremark [0 = pistol 1 = primary 2 = grenades (primary if no grenades)];
docident [autoreload] [Indicates if the weapons should be reloaded automatically.];
docargument [B] [on (1) or off (0)] [min 0/max 1/default 1];
docident [autoscopesens] [Determines whether to automatically adjust scoping sensitivity.];
docargument [B] [1 (yes) or 0 (no)];
docident [gamespeed] [Sets the game speed.];
docargument [N] [Percent of normal gamespeed] [min 10/max 1000/default 100];
docremark [This does not work in multiplayer. Useful for viewing demos.];
docident [invmouse] [Inverts the Y-axis of the mouse (like in a flight simulator).];
docargument [B] [sets invmouse] [0 (off), else (on)] [0];
docident [maxroll] [Sets the maximum value the display will roll on strafing.];
docargument [N] [the roll value] [min 0/max 20/default 0];
docident [maxrollremote] [Determines whether to use maxroll when spectating.];
docargument [B] [1 or 0];
docremark [When spectating live or in a demo, "maxroll 1" will cause you to roll at the same value as the person you are spectating, if they have maxroll greater than 0.];
docident [mfilter] [Determines how much to dampen possible mouse "stutter."];
docargument [V] [min 0.0/max 6.0/default 0.0];
docident [mode] [Sets the gameplay mode to N for the next map loaded.];
docargument [N] [The mode number] [] [0];
docargument [] [] [0 - Team Deathmatch] [0];
docargument [] [] [1 - Co-op edit] [0];
docargument [] [] [2 - Deathmatch] [0];
docargument [] [] [3 - Survivor] [0];
docargument [] [] [4 - Team Survivor] [0];
docargument [] [] [5 - Capture the Flag] [0];
docargument [] [] [6 - Pistol Frenzy] [0];
docargument [] [] [7 - Bot Team Deathmatch] [0];
docargument [] [] [8 - Bot Deathmatch] [0];
docargument [] [] [9 - Last Swiss Standing] [0];
docargument [] [] [10 - One Shot, One Kill] [0];
docargument [] [] [11 - Team One Shot, One Kill] [0];
docargument [] [] [12 - Bot One Shot, One Kill] [0];
docargument [] [] [13 - Hunt the Flag] [0];
docargument [] [] [14 - Team Keep the Flag] [0];
docargument [] [] [15 - Keep the Flag] [0];
docremark [You will need to define mode before loading the map or it will stay as the last mode played.];
docident [mouseaccel] [Determines how much mouse acceleration to use.];
docargument [V] [min 0.0/max 1000.0/default 0.0]
docident [nextprimary] [Determines the primary weapon on next respawn.];
docargument [A] [weapon index number] [2 (shotgun), 3 (SMG), 4 (Sniper Rifle), 5 (Assault Rifle)] [0];
docremark [If entered without an argument, this will return the weapon index number of the currently selected primary weapon.];
docident [paused] [Determines whether the game is paused.];
docargument [B] [pause game] [min 0/max 1/default 0];
docexample [paused 1] [pauses the game.];
docexample [paused 0] [un-pauses the game.];
docremark [Will not work in multi-player games. Useful for watching demos.];
docident [quicknade_hold] [Determines whether quicknadethrow is active.];
docargument [B] [1 (yes) or 0 (no)]
docident [sensitivity] [Sets the mouse sensitivity.];
docargument [S] [the sensitivity] [floating-point] [0];
docremark [There is already a default menu that controls this variable.];
docident [scopesensscale] [Determines how your mouse sensitivity is altered while scoping with the sniper rifle.];
docargument [R] [ratio] [min -1000.0/max 1000.0/default 0.5];
docremark [This is to compensate for the difference in FOV while scoping.];
docremark [To bypass this, set it to 1.];
docident [sensitivityscale] [Determines the inverse scale to use with sensitivity.];
docargument [V] [min 0.001/max 1000.0/Default 1.0];
docremark [1.0 will produce normal sensitivity range.];
docident [setscope] [Determines whether to scope with the sniper rifle. used in the zoom-script (config/scripts.cfg [l. 92ff "alias zoom"]];
docargument [Y] [scope on?] [0 or 1] [0];
docsection [General Preferences]
docident [applydialog] [Determines whether to ask the user before applying video changes in the settings menu.];
docargument [B] [1 or 0];
docexample [applydialog 1] [Now when using the settings menu, you will be asked whether to apply the changes.];
docident [autogetmap] [Determines whether the current played map should be automatically downloaded if it is not available locally.];
docargument [B] [Whether to enable auto map download] [1 or 0];
docident [autogetnewmaprevisions] [Determines whether to automatically download new versions of maps.];
docargument [B] [1 (yes) or 0 (no)];
docident [autoscreenshot] [Determines whether to automatically take a screenshot at intermission time.];
docargument [B] [0=Off, 1=On] [min 0/max 1/default 1];
docexample [autoscreenshot 1] [Now, whenever intermission activates, a screenshot will be taken.];
docident [browsefiledesc] [Toggles getting descriptive text from CGZ or DMO files in the menu list.];
docargument [B] [] [min 0/max 1/default 1];
docremark [Already bound in a menu by default.];
docident [clockerror] [Sets the correction value for clockfix.];
docargument [V] [correction value] [min 990000/max 1010000/default 1000000];
docremark [Engine source-code snippet (main.cpp): if(clockfix) millis = int(millis*(double(clockerror)/1000000));];
docident [clockfix] [Enables correction of the system clock.];
docargument [B] [enable correction] [min 0/max 1/default 0];
docident [jpegquality] [Determines the quality level to use in JPEG screenshots.];
docargument [V] [percent] [min 10/max 100/default 70];
docident [maploaditemlength] [Sets a maximum length value for mapload messages.];
docargument [V] [length] [min 0/max 255/default 46] [0 & 255 = off];
docremark [After the number of characters specified, the map load message is truncated.];
docident [networkdebug] [Enables output of processed network packets.];
docargument [B] [enable network debugging] [min 0/max 1/default 0];
docremark [This variable only has an effect if the client binary is compiled in "debug mode."];
docident [screenshottype] [Determines whether JPEG or BMP format is used for screenshots.];
docargument [B] [1=JPEG; 0=BMP];
docsection [Environment Video Settings]
docident [aboveheadiconfadetime] [Determines how long the "com" icon above other players' heads remains after activated.];
docargument [V] [Time in milliseconds] [min 1/max 10000/default 2000];
docident [aboveheadiconsize] [Determines the size of the com icon above players when they use voicecom.];
docargument [P] [pixels] [min 0/max 1000/default 50];
docident [blood] [Determines whether to display blood when a player is hit.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [bloodttl] [Determines how long blood stays after a player is hit.];
docargument [T] [milliseconds] [min 0/max 30000/default 10000];
docident [bullethole] [Determines whether to display bullet holes on walls where bullets have hit.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [bulletholettl] [Determines how long bullet holes stay after being generated.];
docargument [T] [milliseconds] [min 0/max 30000/default 10000];
docident [fog] [Sets the fog distance.];
docargument [N] [The fog distance] [64...1024, default is 180] [0];
docremark [You can do this for tweaking the visual effect of the fog, or if you are on a slow machine, setting the fog to a low value can also be a very effective way to increase fps (if you are geometry limited). Try out different values on big maps / maps which give you low fps. It is also good for aesthetic features of maps especially when combined with "fogcolour".];
docident [fogcolour] [Sets the fog and clearing colour.];
docargument [C] [The colour] [Hexadecimal colour, default is 0x8099B3] [0];
docident [gib] [Determines whether to show gibs.];
docargument [B] [1 or 0];
docexample [gib 0] [Turns off gibs.];
docexample [gib 1] [Turns on gibs.];
docident [gibnum] [Sets the number of gibs to display when performing a "messy" kill (grenade, knife, sniper headshot).];
docargument [N] [number of gibs] [min 0/max 1000/default 6];
docremark [Larger values are more spectacular, but can slow down less powerful machines. Reducing gibttl may help in this case.];
docident [gibspeed] [Sets the velocity at which gibs will fly from a victim.];
docargument [N] [velocity] [min 1/max 100/default 30];
docident [gibttl] [Sets the time for gibs to live (in milliseconds), after which they will disappear.];
docargument [N] [time to live] [min 0/max 15000/default 5000];
docident [hidecustomskins] [Determines whether to use custom skins.];
docargument [B] [] [min 0/max 1/default 0];
docremark [Read the manual regarding custom skins and the "custom" folder.];
docremark [There is already a default menu controlling this variable.];
docident [maxtrail] [Determines how far particles can travel.];
docargument [V] [min 1/max 10000/default 500];
docremark [Particles are what fly out of walls when you shoot them.];
docident [mergestrips] [Determines whether to merge lighting strips.];
docargument [B] [yes/no] [];
docremark [This setting will cause the game to attempt to smooth the boundaries of lighting strips.];
docident [mtexplosion] [Determines whether the explosion texture is used when a grenade explodes.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [mtwater] [Interacts with waterreflect and waterrefract to make the water look more realistic.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [particlesize] [Scales all particles.];
docargument [P] [the scale percentage] [min 20/max 500/default 100];
docident [scalelights] [Scales all lights in the map.];
docargument [P] [percentage] [] [0];
docargument [I] [intensity] [] [0];
docremark [This command is useful if a map is too dark or bright but you want to keep the light entities where they are.];
docident [scorch] [Determines whether scorch-marks from grenades are displayed on scenery.];
docargument [V] [] [min 0/max 1/default 1];
docident [scorchttl] [Determines how long scorch-marks from grenades are displayed on scenery.];
docargument [V] [milliseconds] [min 0/max 30000/default 10000];
docremark [Will not work if "scorch" is set to 0.];
docident [shotline] [Determines whether to display a shotline from other players' weapons.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [shotlinettl] [Determines how long the weapon shotline lasts.];
docargument [T] [milliseconds] [min 0/max 10000/default 75];
docident [skin] [Determines the skin of the local player.];
docargument [N] [skin ID] [value] [0];
docremark [See the player model folder for the corresponding skin ID.];
docident [skin_cla] [Sets the skin you'll use when you are on team CLA.];
docremark [See the player model folder for the corresponding skin ID.];
docident [skin_rvsf] [Sets the skin you'll use when you are on team RVSF.];
docremark [See the player model folder for the corresponding skin ID.];
docident [smoothdist] [Determines the valid distance when extrapolating a players position.];
docargument [V] [distance] [min 0/max 16/default 8];
docident [smoothmove] [Determines the speed when extrapolating a players position.];
docargument [V] [movement speed] [min 0/max 100/default 75];
docident [teamdisplaymode] [Sets the team display mode.];
docargument [N] [the team display mode] [0 (none), 1 (color vests), 2 (color skins) min 0/max 2/default 1];
docremark [In mode 0 team display is disabled In mode 1 players will be rendered with a colored vest to make the teams distinguishable. In mode 2 almost the whole suit of the players will be colored. These display modes are only applied in team gamemodes.];
docident [texturescale] [Determines how large to make each texture image.];
docargument [V] [min 16/max 64/default 32];
docremark [A lower texturescale makes textures more "chunky."];
docident [throttle_accel] [Determines how fast network throttling accelerates.];
docargument [V] [acceleration] [min 0/max 32/default 2];
docident [throttle_decel] [Determines how fast network throttling decelerates.];
docargument [V] [deceleration] [min 0/max 32/default 2];
docident [throttle_interval] [Determines the interval of re-evaluating network throttling.];
docargument [V] [interval] [seconds min 0/max 30/default 5];
docident [tsswap] [Swaps vertices of model triangles.];
docargument [V] [] [min 0/max 1/default 1];
docident [watercolour] [Determines the water colour in a map.];
docargument [R] [Red colour intensity] [Between 1 and 255] [0];
docargument [G] [Green colour intensity] [Between 1 and 255] [0];
docargument [B] [Blue colour intensity] [Between 1 and 255] [0];
docremark [You must define all 3 values, otherwise this command may not work correctly (use "1" as a placeholder if needed).];
docsection [Video Display Settings]
docident [aadynshadow] [Sets the size/resolution of the dynamic shadow data.];
docargument [] [the size] [min 0/max 3/default 2];
docident [colorbits] [Sets the bits per pixel value.];
docargument [] [bits per pixel] [min 0/max 32/default 0];
docident [dbgmbatch] [];
docargument [V] [] [min 0/max 1/default 0];
docident [dbgstenc] [];
docargument [V] [] [min 0/max 2/default 0];
docident [dbgtiles] [];
docargument [V] [] [min 0/max 1/default 0];
docident [dbgts] [Enable triangle debug.];
docargument [B] [triangle debug] [min 0/max 1/default 0];
docremark [Prints details while connecting triangles of 3d models.];
docident [dbgvlight] [];
docargument [V] [] [min 0/max 1/default 0];
docident [depthbits] [Sets the bits for the depth buffer.];
docargument [] [depth pixels] [min 0/max 32/default 0];
docident [depthoffset] [];
docargument [V] [] [min /max /default 0.005f];
docident [dynlight] [Determines whether dynamic shadows and lights are rendered, provided just in case they slow your fps down too much.];
docargument [R] [the radius of a dynamic light] [min 0/max 32/default 16];
docremark [With radius you can specify the radius of a dynamic light, smaller to maybe gain some speed (0 is off entirely), or bigger to see the effect of dynamic shadows more dramatically (try shooting it past some pillars that have a dark area on the other side... or use the "gamespeed" variable).];
docident [dynshadow] [Sets the alpha value (transparency) for dynamic shadows.];
docargument [] [the alpha value] [min 0/max 100/default 40];
docident [dynshadowdecay] [];
docargument [V] [] [min 0/max 3000/default 1000];
docident [dynshadowquad] [];
docargument [V] [] [min 0/max 1/default 0];
docident [dynshadowsize] [Sets the display size of the dynamic shadows.];
docargument [] [the size] [min 4/max 8/default 5];
docident [fullbrightlevel] [Sets the brightness level used when the "fullbright" setting is enabled.];
docargument [V] [Brightness level] [min 0/max 255/default 176];
docident [fullscreen] [Enables or disables fullscreen.];
docargument [] [fullscreen] [min 0/max 1/default 1];
docremark [Not supported on Windows and Mac.];
docident [gamma] [Sets the hardware gamma value.];
docargument [N] [the gamma value] [min 30/max 300/default 100];
docremark [May not work if your card/driver doesn't support it.];
docident [glext] [checks for the searchstring in all loaded extensions];
docargument [E] [extension] [] [0];
docexample [if (glext shadow_funcs) [echo you have shadow functionality] [echo no shadows for you]] [];
docident [maxtexsize] [];
docargument [V] [] [min 0/max 4096/default 0];
docident [polygonoffsetfactor] [];
docargument [V] [] [min /max /default -3.0f];
docident [polygonoffsetunits] [];
docargument [V] [] [min /max /default -3.0f];
docident [reflectclip] [];
docargument [V] [] [min 0/max 100/default 3];
docident [reflectscissor] [];
docargument [V] [] [min 0/max 1/default 1];
docident [reflectsize] [];
docargument [V] [] [min 6/max 10/default 8];
docident [scr_h] [Sets the screen height.];
docargument [H] [the screen height] [min 0/max 768/default 10000];
docident [scr_w] [Sets the screen width.];
docargument [W] [the screen width] [min 0/max 1024/default 10000];
docident [screenres] [The screen resolution to be used by the game, in pixels.];
docargument [W] [width] [] [0];
docargument [H] [height] [] [0];
docident [shadowcasters] [];
docargument [V] [] [min 1/max 0/default 0];
docident [shadowclip] [];
docargument [V] [] [min 0/max 1/default 1];
docident [shadowtile] [];
docargument [V] [] [min 0/max 1/default 1];
docident [skyclip] [];
docargument [V] [] [min 0/max 1/default 1];
docident [stencilbits] [];
docargument [V] [] [min 0/max 32/default 0];
docident [stencilshadow] [];
docargument [V] [] [min 0/max 100/default 40];
docident [waterreflect] [Determines whether to show reflections on the surface of water.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [waterrefract] [Determines whether to use the refraction effect when rendering water.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [watersubdiv] [Determines the subdivision of the water surface in maps.];
docargument [N] [the subdivision value] [min 1/max 64/default 4];
docremark [Must be a power of 2: 4 is the default, 8 is recommended for people on slow machines, 2 is nice for fast machines, and 1 is quite OTT. See "waterlevel" (edit reference) on how to add water to your own levels.];
docsection [HUD Settings]
docident [altconsize] [Determines the size of the shaded text console.];
docargument [P] [percentage of screen height] [min 0/max 100/default 0];
docident [cncolumncolor] [Determines the color of the numbers displayed in the "cn" column of the scoreboard.];
docargument [N] [color number] [min 0/max 9/default 5];
docremark [0 = teal 1 = blue 2 = yellow 3 = red 4 = gray 5 = white 6 = brown 7 = dark red 8 = purple 9 = orange];
docident [confade] [Determines how long messages stay displayed on the text console.];
docargument [T] [Time, in seconds] [min 0/max 60/default 20];
docident [consize] [Determines the size of the text/chat console.];
docargument [L] [Lines] [min 0/max 100/default 6];
docident [conskip] [Allows to browse through the console history by offsetting the console output.];
docargument [N] [the offset] [] [0];
dockey [KP_MINUS] [- on the keypad] [scrolls into the history (conskip 1)];
dockey [KP_PLUS] [+ on the keypad] [resets the history (conskip -1000)];
docident [crosshairfx] [Turns on or off crosshair effects.];
docargument [B] [Turns the effects on (1) or off (0)] [min 0/max 1/default 1];
docremark [When on, the crosshair will go grey when the weapon is reloading, orange when health is 50, or red when 25 or less.];
docident [crosshairsize] [Sets the size of your crosshair.];
docargument [N] [the crosshair size] [min 0/max 50/default 15];
docremark [The crosshair is turned off entirely if the size is set to 0.];
docident [crosshairteamsign] [Determines whether to display a "team sign" instead of crosshairs when your weapon is aimed at a teammate.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [damageindicatoralpha] [Determines how transparent the damage direction indicator is.];
docargument [P] [percent opaque] [min 1/max 100/default 50];
docident [damageindicatordist] [Determines how far away from the center of the screen to display the damage direction indicator.];
docargument [P] [pixels] [min 0/max 10000/default 500];
docident [damageindicatorsize] [Determines how large the damage direction indicator is.];
docargument [V] [] [min 0/max 10000/default 200];
docident [damageindicatortime] [Determines how long the damage direction indicator stays on-screen.];
docargument [V] [milliseconds] [min 1/max 10000/default 1000];
docident [damagescreen] [Determines whether to show the damage screen when you receive damage.];
docargument [B] [1 or 0];
docexample [damagescreen 0] [The damage screen will no longer show up.];
docident [damagescreenalpha] [Determines the opacity of the damage screen.];
docargument [N] [1 ... 100];
docexample [damagescreenalpha 25];
docident [damagescreenfactor] [Determines how long the damage screen lasts after taking damage.];
docargument [N] [1 ... 100] [Percent];
docexample [damagescreenfactor 50];
docremark [The percent of damagescreenfactor is used in-game, along with how much damage you're taking, to decide how long the damage screen lasts.];
docident [damagescreenfade] [Determines how quickly to fade out the damage screen when its time is up];
docargument [N] [1 ... 1000];
docexample [damagescreenfade 0] [The damage screen switches off instantly at the end of its factor time.];
docident [fov] [Sets the field of view (fov).];
docargument [N] [the FOV value] [min 75/max 120/default 90];
docident [fovcompat] [Converts AC 0.93 fov settings to AC 1.0 settings.];
docargument [N] [integer, 79 ... 140];
docremark [79 - 140 yields AC 1.0 fov values 75 - 120. Sets fov to a floating-point decimal number.];
docident [fullconsize] [Determines the size of the shaded text console in "full" mode.];
docargument [P] [percentage of screen height] [min 0/max 100/default 40];
docident [hidebigmenuimages] [Determines whether to use large pictures in menus where they are used.];
docargument [B] [0 = menu images are big; 1 = hide];
docident [hidecompass] [Determines whether to hide the radar compass.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hideconsole] [Determines whether to hide the text console.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hidectfhud] [Determines whether to hide the flag icons.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hidedamageindicator] [Determines whether to hide the damage indicator.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hidehudequipment] [Determines whether to show the equipment stats in the HUD.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hidehudmsgs] [Determines whether to show HUD messages (such as when you frag someone).];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hideradar] [Determines whether to hide the radar.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hidespecthud] [Determines whether to hide spectating info on the HUD.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hideteam] [Determines whether to hide the team icon.];
docargument [B] [yes/no] [min 0/max 1/default 0];
docident [hidevote] [Determines how to deal with vote notifications.];
docargument [0] [Never hide votes];
docargument [1] [Hide vote after you have voted];
docargument [2] [Alway hide votes];
docident [hudextras] [Determines message level for combos and teamwork.];
docargument [N] [0..3];
docremark [0: off; 1: Display in console; 2: Pop-up; 3: Spam!];
docident [hudgun] [Determines whether to show your current weapon.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [maxcon] [Determines how many console lines to keep in memory.];
docargument [V] [number of lines] [min 10/max 1000/default 200];
docident [maxhistory] [Sets how many typed console commands to store.];
docargument [N] [Number of commands to remember] [min 0/max 10000/default 1000];
docremark [This value sets the number of command lines to store in memory. Every time a command is entered, it gets stored so it can be recalled (using the up and down arrow keys to scroll back and forth through the list).];
docident [minimapres] [Sets the resolution for the minimap.];
docargument [N] [the resolution] [min 7/max 10/default 9];
docident [nosway] [Determines whether the HUD gun moves with player movement.];
docargument [B] [yes/no] [min 0/max 1/default 0] [0 = sway, 1 = no sway];
docident [oldfashionedgunstats] [Determines whether to use the 1.0-style equipment stat display.];
docargument [B] [1 (1.0 style) or 0 (keep default)];
docident [orderscorecolumns] [Determines in which order to display the score columns.];
docargument [B] [1 (CN first) or 0 (flags/frags/score first)];
docident [radarentsize] [Determines the size of entities on the radar.];
docargument [S] [size] [min 1/max 64/default 16];
docident [radarfactor] [Determines the scale for F2M on showradarvalues 1.];
docargument [V] [min 0/max 2000/default 0];
docremark [Appears to relate total map size with your radar height (zoom).];
docident [radarheight] [Determines the bird's-eye view zoom for the radar.];
docargument [V] [min 11/max 100/default 35];
docremark [Can be thought of as distance from the ground the radar sees from.];
docident [righthanded] [Determines whether to display the HUD gun as right-handed.];
docargument [B] [1 (right) or 2 (left)];
docident [scopefov] [Determines the FOV to be used when scoping with the sniper rifle.];
docargument [V] [] [min 5/max 50/default 50];
docident [scorefont] [Determines whether to use monospace or default font in the scoreboard.];
docargument [B] [1 (monospace) or 0 (default)];
docident [setfont] [Selects a font for the command prompt and text console.];
docargument [N] [font name];
docremark [Use the name of a previously-named font (e.g., "v104", "default" or "mono")];
docident [showmap] [Displays the mini-map on-screen.];
docargument [B] [show mini-map] [min 0/max 1/default 0];
docremark [This command is already bound to a default key.];
docident [showmapbackdrop] [Determines what to show behind the minimap.];
docargument [V] [min 0/max2/default 1] [0 = nothing; 1 = black table; 2 = transparency table];
docident [showmapbackdroptransparency] [Determines the transparency percentage of the minimap backdrop (if "showmapbackdrop" is set to 2).];
docargument [P] [percent] [min 0/max 100/default 75];
docident [showradarvalues] [Outputs a list of values pertaining to the radar.];
docargument [B] [1 (yes) or 0 (no)];
docident [showscores] [Shows or hides the scores.];
docargument [B] [show scores] [1 or 0];
dockey [TAB] [] [];
docident [showscoresondeath] [Determines whether scores are shown on death.];
docargument [B] [] [min 0/max 1/default 1];
docremark [This variable is already controlled by a default menu script.];
docident [showstats] [Determines what stats to show on the bottom-right corner of the HUD.];
docargument [V] [min 0/max2/default 1] [0 = no stats; 1 = FPS only; 2 = all stats];
docident [spectfov] [Determines the FOV used when spectating.];
docargument [V] [value] [min 5/max 120/default 120];
docident [swaymovediv] [Determines the amount by which your gun sways when moving.];
docargument [V] [value] [min 1/max 1000/default 200];
docremark [It is an inverse function. The higher the number, the smaller the distance your gun will sway to.];
docident [swayspeeddiv] [Determines how quickly your gun moves when swaying.];
docargument [V] [value] [min 1/max 1000/default 105];
docremark [It is an inverse function. The higher the number, the more slowly your gun will sway.];
docident [swayupmovediv] [Determines how much, vertically, your gun sways when moving.];
docargument [V] [value] [min 1/max 1000/default 200];
docremark [It is an inverse function. The higher the number, the smaller the distance your gun will sway to.];
docident [swayupspeeddiv] [Determines how quickly your gun moves, vertically, when swaying.];
docargument [V] [value] [min 1/max 1000/default 105];
docremark [It is an inverse function. The higher the number, the more slowly your gun will sway.];
docsection [Video Performance Settings]
docident [animationinterpolationtime] [Sets the time available for interpolation between model animations.];
docargument [N] [the amount of milliseconds for the interpolation] [min 0/max 1000/default 100];
docident [ati_mda_bug] [];
docargument [V] [] [min 0/max 1/default 0];
docident [bilinear] [Determines whether bilinear filtering is active.];
docargument [B] [] [min 0/max 1/default 1];
docremark [AssaultCube is very pixelly without this filter, but disabling it can boost FPS.];
docident [fpsrange] [Determines a range within which the game tries to keep your FPS.];
docargument [A] [min] [] [0];
docargument [B] [max] [] [0];
docident [fsaa] [Sets the level of fullscreen antialiasing (FSAA).];
docargument [] [fsaa] [min 0/max 16/default 0];
docident [lighterror] [Allows to finetune the amount of "error" the mipmapper/stripifier allow themselves for changing lightlevels.];
docargument [E] [the error value, 1 being the best quality] [read-only];
docremark [If this variable is changed this during play, a "recalc" is needed to see the effect.];
docident [maxfps] [Limits the FPS (frames per second) of the game.];
docargument [V] [maximum FPS] [min 0/max 200/default 200];
docident [mdldlist] [Determines whether to build a model display list.];
docremark [A compatibility option. Users who have an S3 video driver should set this to "0".];
docident [mdldyncache] [Determines how much memory to use for the dynamic model cache.];
docargument [M] [Megabytes] [min 1/max 32/default 2];
docident [mdlstatcache] [Determines how much memory to use for the static model cache.];
docargument [M] [Megabytes] [min 1/max 32/default 1];
docident [minlod] [Minimal level of detail.];
docargument [V] [] [min 25/max 250/default 60];
docremark [Sets how much detail the game engine must render (e.g., how far away it renders walls), but keeping the value down may increase your frame rate.];
docident [physinterp] [Toggles physics interpolation.];
docargument [B] [] [min 0/max 1/default 1];
docident [saveshadows] [Sets if dynamic shadows should be saved to disk.];
docargument [] [auto save] [min 0/max 1/default 1];
docident [texreduce] [Determines how much to reduce texture quality.];
docargument [N] [-1 ... 3];
docremark [A value of 0 renders textures at highest possible quality. 3 is if you like pretending you lost your glasses. -1 uses a 4-pixel low-res style rendering.];
docident [trilinear] [Determines whether trilinear filtering is active.];
docargument [V] [] [min 0/max 1/default 1];
docremark [Disabling this can provide a small boost to FPS, at a small cost to appearance.];
docident [vsync] [Enables or disables vsync.];
docargument [] [vsync] [min -1/max 1/default -1];
docremark [-1 uses the default settings obtained from the system. 0 disables, 1 enables vsync.];
docsection [Audio Settings]
docident [al_referencedistance] [];
docargument [V] [] [min 0/max 1000000/default 400];
docident [al_rollofffactor] [];
docargument [V] [] [min 0/max 1000000/default 100];
docident [audio] [Enables or disables the audio subsystem in AC.];
docargument [B] [enable] [min 0/max 1/default 1];
docident [audiodebug] [Enables verbose output for debugging purposes.];
docargument [B] [enable audio debug] [min 0/max 1/default 0];
docident [bulletairsound] [Determines whether a sound is played when another player's bullet flies near you.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [bulletairsounddestrad] [Determines the distance from the bullet destination within which to play the bullet air sound.];
docargument [V] [value] [min 0/max 1000/default 8];
docident [bulletairsoundrad] [Determines how far away a bullet can fly from you and still make the bullet air sound.];
docargument [V] [value] [min 0/max 1000/default 15];
docident [bulletairsoundsourcerad] [Determines the distance from the bullet source within which to play the bullet air sound.];
docargument [V] [] [min 0/max 1000/default 8];
docident [bulletbouncesound] [Determines whether to play a ricochet sound when a bullet hits something other than a player.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [bulletbouncesoundrad] [Determines how far away bullet ricochets can be and still make a ricochet sound.];
docargument [V] [value] [min 0/max 1000/default 15];
docident [footsteps] [Determines whether the footsteps sound should be played.];
docargument [B] [enable footsteps] [1 (true), 0 (false) min 0/max 1/default 1];
docident [gainscale] [Each subsequent played sound's gain-value is scaled by this percentage.];
docargument [N] [percentage] [min 0/max 100/default 100];
docremark [This lowers the gain of the sounds before they are mixed, this might be useful in cases when the mixer has problems with too high gain values.];
docident [localfootsteps] [Determines whether the footsteps sound for the local player are played.];
docargument [B] [1 (true) or 0 (false)] [min 0/max 1/default 1];
docident [mapsoundrefresh] [Specifies the interval for checking mapsounds.];
docargument [N] [interval in milliseconds] [min 0/max 1000/default 50];
docremark [If set to value 0, the map sounds will be checked in every frame without any interval limitation.];
docident [maxsoundsatonce] [Specifies the number of sounds that can play at once.];
docargument [V] [] [min 0/max 100/default 40];
docident [musicvol] [Sets the music volume.];
docargument [N] [the volume] [min 0/max 255/default 128];
docident [mutesound] [Mute a specific game sound.];
docargument [N] [ID of the sound to mute] [see config/sounds.cfg, starting at ID 0] [0];
docargument [A] [audible?] [0 (mute) or 1 (unmute)] [0];
docident [soundchannels] [Sets the desired amount of allocated sound channels.];
docargument [] [number of channels] [min 4/max 1024/default 32];
docremark [AC will try to allocate that number of channels but it is not guaranteed to succeed.];
docident [soundscheddistancescore] [];
docargument [V] [] [min 0/max 1000/default 5];
docident [soundschedoldbonus] [];
docargument [V] [] [min 0/max 1000/default 100];
docident [soundschedpriorityscore] [];
docargument [V] [] [min 0/max 1000/default 100];
docident [soundschedreserve] [];
docargument [V] [] [min 0/max 100/default 2];
docident [soundvol] [Sets the sound volume for all sounds.];
docargument [N] [the volume] [min 0/max 255/default 128];
docident [unmuteallsounds] [Unmutes all previously muted sounds.];
docsection [Native Aliases]
docident [favcatargname] [Native alias, maintained by the server browser setup.];
docremark [Modified by adding server favorite tags. Otherwise best left alone.];
docident [keyalias] [Native alias, maintained by the server browser setup.];
docremark [Modified by adding server favorite tags. Otherwise best left alone.];
docident [LANG] [Native alias which you can use to declare your preferred language to servers.];
docexample [alias LANG [de]] [Marks you as "de" so the server browser can try to find servers for you with "de" as their main language.];
docremark [If this alias is not defined, "en" is your default language, and "en" servers (or language-undefined ones) will be prioritized for you.];
docident [mappack_version] [Native alias. Will be defined when you install an official map pack.];
docref [AssaultCube official homepage] [mappack_version] [http://assault.cubers.net];
docident [mapstartalways] [Native alias which may contain any block of script; always executed at map start. Never emptied.];
docexample [alias mapstartalways [say "GL HF"]] [will always say "GL HF" every time a new map loads.];
docident [mapstartonce] [Native alias which may contain any block of script; executed at map start, then emptied.];
docexample [alias mapstartonce [echo hello!]] [Prints "hello!" to the screen the next time a map is loaded.];
docremark [Is executed on loading the map after the alias is defined, then emptied. Thus, the alias will need to be re-defined each time scripts are needed at the start of the next new map.];
docident [nextmap_] [Native alias; name should be changed according to the map you change from, and containing the name of the map to change to.];
docexample [alias nextmap_ac_complex [ac_desert3]] [after an intermission on ac_complex, ac_desert3 is loaded automatically.];
docremark [If using this native alias, you'll probably want many nextmap_ aliases, containing all your personal map rotation preferences.];
docremark [Anything other than the name of a valid map in this alias will produce an error message.];
docident [onQuit] [Native alias; contents will be executed as you quit.];
docexample [alias onQuit [if $connected [say "so long!"]]] [Sends a quitting message if you're connected.];
docident [openaldevice] [Native alias. If you use an open audio library device, this alias should contain the name of the device for AssaultCube to adjust to.];
docident [required_mappack] [Native alias. Can be empty, or contain the mappack version you require. If the mappack version being loaded is earlier than the contents of this alias, you will receive a warning message.];
docref [AssaultCube official homepage] [required_mappack] [http://assault.cubers.net];
docident [sbconnect] [Native alias which is executed when you press ENTER while in the server browser menu.];
docargument [$arg1] [IP];
docargument [$arg2] [port];
docargument [$arg3] [server full] [0 = not full];
docargument [$arg4] [password protected] [0 = not password protected];
docargument [$arg5] [private mode] [0 = open];
docargument [$arg6] [banned] [0, 1, 2, 3] [0 = you are loved; 1 = banned; 2 = blacklisted; 3 = both];
docargument [$arg7] [server description];
docexample [alias sbconnect [(connect $arg1); (echo connecting to $arg7 ...)]] [Connects you to the server you chose in the server browser menu, and announces the server description while connecting];
docremark [Remember, this defines what is done when selecting a server -- always remember to put the "connect" command in this alias (if you want to connect at all)!];
docident [start_intermission] [Native alias which may contain any block of script; executed at intermission time.];
docexample [alias start_intermission [sleep 100 [screenshot]; say "gg"]] [at intermission time, takes a screenshot and says "gg"];
docremark [The contents of this alias are executed any time an intermission is entered (bot games included).];
docsection [Read-only Status Variables]
docident [connected] [Indicates whether you are connected to a server. Read-only.];
docargument [B] [the connection state] [1 (connected), 0 (disconnected) min 0/max 1/default 0];
docexample [if ($connected) [echo you are connected.] [echo You are not connected.] ] [returns text indicating whether you are currently connected to a server.];
docremark [Useful for writing multiplayer-based scripts.];
docident [gamemode] [Holds the current game mode. READ ONLY];
docexample [echo $gamemode] [Output: 5];
docremark [Useful for making mode-dependent scripts.];
docident [maxtmus] [Gets the maximum number of supported textures when performing multitexturing. Read-only.];
docexample [echo $maxtmus] [Output: 4]
docident [version] [Gets an integer representing the game version. Read-only.];
docremark [As example, version 1.0.4.1 is represented as value 1041.];
docsection [Status Calculation Commands]
docident [alive] [Returns 1 if the local player is alive, 0 if dead.];
docexample [echo (alive)] [Output: 1];
docident [curmap] [Returns the current map being played.];
docargument [I] ["clean"] [0, 1] [0];
docremark [If you pass it a non-zero value, the folder path will be omitted ("clean").];
docexample [echo now playing (curmap)] [output: now playing maps/ac_complex];
docexample [echo now playing (curmap 1)] [output: now playing ac_complex];
docident [curmode] [Returns the mode number for the current game. Read-only.];
docident [curmodeattr] [Returns whether the current mode has a given attribute.];
docargument [A] [attribute];
docexample [curmodeattr team] [Returns 1 if current mode involves teams.];
docexample [curmodeattr arena] [Returns 1 if current mode is "arena" (round-based) style.];
docexample [curmodeattr flag] [Returns 1 if current mode involves flags.];
docexample [curmodeattr bot] [Returns 1 if current mode involves bots.];
docexample [echo (if (curmodeattr team) [echo You have a team! Don't kill them!] [echo Free-for-all! Start shooting!])] [Returns the appropriate message based on whether teams are involved in the current game.];
docident [currentprimary] [Returns the weapon-index the local player currently has selected as primary.];
docremark [Refers to the "primary," or main weapon (Carbine, Assault Rifle, SMG, Sniper, or Shotgun). This is not the same as "curweapon", which could be any weapon currently being used.];
docident [currole] [Returns 1 if the local player is currently acting as admin; 0 otherwise.];
docident [curmastermode] [Returns the current mastermode.];
docexample [echo (curmastermode)] [returns 2 if the mastermode is "match".];
docident [curserver] [Returns information on the current server, if you're connected to one.];
docargument [I] [info] [0 ... 4] [0];
docremark [If I is 0, omitted, or an unlisted argument, the command returns the IP and Port.];
docremark [1 returns the IP address.];
docremark [2 returns the host name.];
docremark [3 returns the port.];
docremark [4 returns the current "state" - usually this should be 'connected'.];
docexample [echo [I am (curserver 4) to (curserver 2)]] [Output: I am connected to ctf-only.assault-servers.net];
docident [curteam] [Returns which team you are on. Read-only.];
docremark [Returns 1 if the local player is on the RVSF team, 0 if on CLA.];
docident [curweapon] [Returns the weapon-index number the local player is currently using.];
docident [datestring] [representation of date];
docremark [format: Www Mmm dd hh:mm:ss yyyy];
docremark [Use "timestamp" and "at" to create your own formatting.];
docexample [echo (datestring)] [returns "Sat Jun 7 17:08:35 2008"];
docident [getclientmode] [Returns the mode number currently being played.];
docremark [In contrast to the mode number stored by the local player (curmode).];
docident [getmapmsg] [A read-only variable that contains the map message.];
docexample [echo (getmapmsg)];
docident [hwtexsize] [A read-only variable that contains information about your video card driver.];
docremark [Does not appear to be capable of being broken up into strings for parsing in CubeScript.];
docident [magcontent] [Returns contents of current magazine.];
docargument [N] [the weapon number] [0 (knife), 1 (pistol), 2 (carbine), 3 (shotgun), 4 (sub), 5 (sniper), 6 (assault), 8 (grenades), 9 (akimbo)] [0];
docremark [A knife will always return 1.];
docremark [Weapons that aren't available will return -1.];
docexample [magcontent 3] [returns 30];
docident [magreserve] [Returns contents of magazine reserve.];
docargument [N] [the weapon number] [0 (knife), 1 (pistol), 2 (carbine), 3 (shotgun), 4 (sub), 5 (sniper), 6 (assault), 8 (grenades), 9 (akimbo)] [0];
docexample [magcontent 3] [returns 60];
docident [mapsize] [Outputs the map area, in cubes. Read-only.];
docremark [Does not appear to be capable of being broken up into strings for parsing in CubeScript.];
docident [millis] [Returns the number of milliseconds since engine start.];
docexample [echo (millis)];
docident [minutesremaining] [Returns the remaining minutes of the currently played game. Read-only.];
docexample [echo (minutesremaining)] [returns 13 (if 13 minutes remain in current game)];
docident [prevweapon] [Returns the weapon-index the local player was previously holding.];
docexample [echo (prevweapon)] [returns 4 (if the previous weapon being used was SMG)];
docident [soundmuted] [Queries the sound settings to see if a particular sound is muted.];
docargument [N] [0 ... 84] [sound designation number];
docexample [echo (soundmuted 42)] [outputs 1 if it is muted, 0 if not.];
docident [systime] [seconds since the epoch (00:00:00 UTC on January 1, 1970)];
docexample [echo (systime)] [returns "1234561337"];
docident [timestamp] [a list of values for current time];
docremark [format: YYYY MM DD hh mm ss];
docexample [echo (timestamp) "2008 08 08 08 08 08"] [];
docexample [echo (timestamp) "2063 04 05 12 00 00"] [];
docexample [echo (at (timestamp) 0) (at (timestamp) 2) (at (timestamp) 1) "2063 05 04"] [];
docident [timestring] [the current time in (H)H:MM:SS format];
docexample [echo (timestring)] [returns "12:34:56"];
docexample [echo (timestring)] [returns "1:02:03"];
docident [watchingdemo] [Returns 1 when the current game is being played from a demo, else 0.];
docexample [echo I am (at [not now] (watchingdemo)) watching a demo. "so, are you?"] [];
docsection [Scripting]
docident [addzip] [Opens a .zip file and ... to a specified location.];
docargument [P] [path\name] [ZIP file];
docargument [M] [mounting directory] [already-existing AssaultCube folder];
docargument [S] [strip];
docident [alias] [Bundles a group of commands or script into one name.];
docargument [N] [the name of the alias] [string, must not contain '$'] [0];
docargument [A] [the script] [valid commands] [0];
docexample [It is possible to re-define an alias during its evaluation.] [alias myalias [ echo "hello world"; alias myalias [ echo "I already said hello" ] ]];
docexample [] [];
docexample [There is a shorthand version of defining an alias, via the "="-sign:] [test = [ echo "successful" ]];
docident [bind] [Binds a key to a command.];
docargument [K] [the key to bind] [string] [0];
docargument [A] [the command] [string, usually an alias] [0];
docexample [bind "Q" [weapon 0]] [Pressing "q" will now cause you to equip your knife.];
docremark [To find out what key names and their default bindings are, look at config/keymap.cfg, then add bind commands to your autoexec.cfg.];
docremark [It is generally better practice to create a new alias, then bind a key to the alias; this makes it easier to edit your keybinds and aliases later.];
docident [complete] [Auto-completes commands to be executed on specified files in a specified folder.];
docargument [C] [command] [any command or alias] [0];
docargument [P] [path] [path or folder to search] [0];
docargument [E] [extension] [extension to match] [0];
docexample [complete demo "demos" dmo] [If you enter "/demo " and press TAB you will cycle through all available demos.];
docremark [Typing the specified command or alias in the command prompt and pressing TAB cycles through the files in the specified folder which have the specified extension.];
docremark [See config/script.cfg (below "Auto-Completions").];
docident [debugargs] [Dumps a list of the arguments attached to this command (or the alias it is used in) into the console window for debugging purposes.];
docargument [X] [Any arguments, any number of arguments];
docremark [Generally to be used for debugging only; otherwise not very useful.];
docident [echo] [Puts a list of strings and values onto the text console.];
docargument [L] [List of strings] [] [0];
docexample [echo hello!] [returns "hello!"];
docexample [echo (datestring)] [evaluates the current date and returns it.];
docexample [echo [V currently contains value ($V) .]] [returns "V currently contains value 10 ."];
docremark [square brackets indicate to the command that it is a list of strings. Parentheses indicate that the contents should be evaluated before echo displays it on the text console. Quotes indicate a literal echo.];
docident [exec] [Executes all commands in a specified config file.];
docargument [C] [the config file] [] [0];
docexample [exec config\autoexec.cfg] [Reloads all the keybinds and aliases you've stored in autoexec.cfg.];
docident [font] [Registers a font, given a texture and default sizes.];
docargument [N] [name] [] [0];
docargument [P] [path\name] [] [0];
docargument [W] [width] [pixels] [0];
docargument [H] [height] [pixels] [0];
docargument [XO] [X offset] [pixels] [0];
docargument [YO] [Y offset] [pixels] [0];
docargument [WO] [width offset] [pixels] [0];
docargument [HO] [height offset] [pixels] [0];
docremark [Command starts in home directory.];
docremark [This command should be followed up with fontchar definitions.];
docident [fontchar] [Modifies individual character sizes and image positions.];
docargument [X] [X-coordinate (far left part of character)] [pixels] [0];
docargument [Y] [Y-coordinate (top part of character)] [pixels] [0];
docargument [W] [character width] [pixels] [0];
docargument [H] [character height] [pixels] [0];
docremark [Modifies characters for the last-named font.];
docident [fontskip] [Specifies at which character (index) the font definition proceeds.];
docargument [N] [character number];
docremark [See keymap.cfg for a reference to character numbers.];
docident [format] [Rearranges a list of values in a specified order.];
docargument [F] [The format (value order) to be used] [use %1..%9 for the values] [0];
docargument [V] [The list of values to be rearranged, in order of the % values used] [] [0];
docexample [echo (format "%1 bottles of %2 on the %3, %1 bottles of %2!" 99 beer wall)] [output: 99 bottles of beer on the wall, 99 bottles of beer!];
docident [gamemodedesc] [Used to define what is said to introduce a game mode each time that mode is loaded.];
docargument [M] [mode] [integer] [0];
docargument [D] [description] [string] [0];
docexample [gamemodedesc 5 [Capture the flag! Nade-spam the campers!]] [Now, instead of the default, you get this message when loading a map in CTF mode.];
docident [getalias] [Returns the verbatim contents of a given alias, if it exists.];
docargument [A] [alias name];
docexample [echo (getalias noob)] [Returns contents of alias "noob"];
docident [gettext] [Detects your localization and displays pertinent translated text.];
docargument [S] [text for a particular locale] [EN_us is default.];
docident [history] [Executes the specified command in the command line history.];
docargument [N] [the N'th command from the history] [] [0];
docremark [For example, binding "history 1" to a key allows you to quickly repeat the last command typed in (useful for placing many identical entities etc.)];
docident [if] [Controls the script flow based on a boolean expression.];
docargument [(cond)] [the condition] [0 (false) or anything else (true)] [0];
docargument [[true]] [the body to execute if the condition is true] [] [0];
docargument [[false]] [the body to execute if the condition is false] [] [0];
docexample [if (> $x 10) [ echo x is bigger than 10 ] [ echo x too small ]] [Compares the value of alias "x" and uses either the "true" or "false" body.];
docident [inputcommand] [Displays text in the command prompt, and causes a command to be executed when ENTER is pressed.];
docargument [I] [input] [] [0];
docargument [C] [command] [] [0];
docargument [P] [prompt] [] [0];
docexample [inputcommand [Hit ENTER to quit AssaultCube!] [quit]] [The message appears in the command prompt, and when ENTER is pressed, the "quit" command is executed.];
docremark [Anything put as the third argument does not appear to do anything significant.];
docident [isolatecontext] [Isolates the given context. This disables access from this context to identifiers located in other contexts, also it removes all aliases created in this context once the running context changes];
docargument [C] [the context] [] [0];
docident [keymap] [Sets up the keymap for the specified key.];
docargument [K] [the key to map] [Keyboard layout number] [0];
docargument [N] [the name for the key] [] [0];
docargument [A] [the default action] [] [0];
docremark [You should never have to use this command explicitly; use "bind" instead.];
docident [listcomplete] [Completes a partial text from a provided list when TAB is pressed.];
docargument [A] [alias] [];
docargument [L] [list] [];
docremark [Sets an alias as one to use in searching through a list. When the alias is typed, you can press TAB to cycle through elements of the list.];
docremark [If the alias and a partial element is typed, listcomplete will search through all elements in the list beginning with the partial element.];
docident [loop] [Loops (performs repeatedly) the specified body.];
docargument [V] [an alias to be used as a counter] [] [0];
docargument [N] [the number of loops] [] [0];
docargument [body] [the body to execute on each iteration] [] [0];
docremark [This command sets the alias you choose as the first argument to 0, then to N-1 for every iteration.];
docexample [loop V 10 [ echo $V ]] [returns integers 0 through 9];
docident [nickcomplete] [Adds a command to complete nicknames on.];
docremark [your own nick will be ignored.];
docexample [nickgreet = [ say (concat "Hello," (concatword $arg1 "!")) ]; nickcomplete nickgreet] [with this you can enter "/nickgreet " and cycle via TAB to the nickname you want to greet.];
docident [numargs] [Returns the number of arguments passed to the alias it is embedded in.];
docexample [alias argtest [echo (numargs)]];
docexample [argtest 1 3 3 7] [returns 4];
docexample [argtest I like to play AssaultCube] [returns 5];
docremark [Does not count any more than 24 arguments.];
docident [onrelease] [Executes a command on the release of a key.];
docargument [A] [the command] [] [0];
docremark [This command must be placed in a keybind or keybound alias.];
docexample [bind CTRL [ echo "key pressed"; onrelease [ echo "key released" ] ]] [];
docident [pop] [Changes a previously "pushed" alias back to a previous definition.];
docargument [A] [alias] [] [0];
docexample [pop TEST];
docexample [TEST] [returns "alias functions normally."];
docremark [Can be used multiple times on a single alias, "stacked" so that the different definitions are stored in memory. "pop" will go back through the stack one by one.];
docident [push] [Temporarily re-defines an alias.];
docargument [N] [alias name] [] [0];
docargument [A] [action] [] [0];
docexample [alias TEST [echo "alias functions normally."]];
docexample [TEST] [returns "alias functions normally."];
docexample [push TEST [echo "alias has been altered."]];
docexample [TEST] [returns "alias has been altered."];
docremark [Does not work with built-in variables or aliases.];
docident [removezip] [Unmounts a previously unzipped file.];
docargument [N] [zip file name];
docident [resetcfg] [Determines if all settings should be reset when the game quits.];
docargument [B] [enable reset] [min 0/max 1/default 0];
docremark [It is recommended to quit the game immediately after enabling this setting. Note that the reset happens only once as the value of this variable is reset as well.];
docident [resetsecuremaps] [Clears the list of secured maps in securemaps.cfg.];
docident [result] [sets the return value of a CubeScript operation.];
docargument [R] [the result] [] [0];
docexample [echo (if (= 1 1) [result (24)])] [returns 24];
docremark [Useful for interpreting true/false binary as other numbers.];
docident [saycommand] [Puts a prompt on screen.];
docargument [T] [the text to display in the prompt] [] [1];
docremark [this puts a prompt on screen that you can type into, and will capture all keystrokes until you press return (or ESC to cancel). If what you typed started with a "/", the rest of it will be executed as a command; otherwise its something you "say" to all players.];
dockey [T] [] [opens empty prompt];
dockey [BACKQUOTE] [`] [opens a command prompt /];
dockey [TAB] [] [autocompletes commands/variables/aliases];
dockey [UP] [] [browse command history backward];
dockey [DOWN] [] [browse command history forward];
docident [scriptcontext] [];
docargument [C] [context] [] [0];
docargument [N] [idname] [] [0];
docident [sealcontexts] [secure this configuration for the rest of the game];
docident [securemap] [Adds a map to the list of secured maps in securemaps.cfg.];
docargument [S] [the name of the map] [] [0];
docremark [Secured maps can not be overwritten by the commands "sendmap" and "getmap".];
docident [sleep] [Executes a command after specified time period.];
docargument [N] [the number of milliseconds] [] [0];
docargument [C] [the command or body to execute] [] [0];
docexample [sleep 1000 [ echo foo ]] [Prints 'foo' to the screen after 1 second.];
docremark [The execution body must always be in [square brackets] -- (parentheses) cause the body to be executed without any delay.];
docident [while] [Loops the specified body while the condition evaluates to true.];
docargument [cond] [the condition] [0 (false) or anything else (true)] [0];
docargument [body] [the body to execute on each iteration] [] [0];
docremark [This command sets the alias "i" from 0 to N-1 for every iteration. Note that the condition here has to have [], otherwise it would only be evaluated once.];
docexample [alias i 0; while [ (< $i 10) ] [ echo $i; alias i (+ $i 1) ]] [];
docremark [like a complicated version of "loop"; misuse may cause the game to abruptly quit, or crash your computer.];
docident [writecfg] [Writes current configuration to config/saved.cfg];
docremark [The game automatically performs this command when quitting.];
docsection [3D Model Scripting Commands]
docident [md2anim] [];
docargument [A] [anim] [] [0];
docargument [F] [frame] [] [0];
docargument [R] [range] [] [0];
docargument [S] [speed] [] [0];
docident [md2emit] [];
docargument [T] [tag] [] [0];
docargument [Y] [type] [] [0];
docargument [A] [arg1] [] [0];
docargument [B] [arg2] [] [0];
docident [md2tag] [];
docargument [N] [name] [] [0];
docargument [A] [vert1] [] [0];
docargument [B] [vert2] [] [0];
docargument [C] [vert3] [] [0];
docargument [D] [vert4] [] [0];
docident [md3anim] [];
docargument [A] [anim] [] [0];
docargument [S] [startframe] [] [0];
docargument [R] [range] [] [0];
docargument [V] [speed] [] [0];
docident [md3emit] [];
docargument [T] [tag] [] [0];
docargument [Y] [type] [] [0];
docargument [A] [arg1] [] [0];
docargument [B] [arg2] [] [0];
docident [md3link] [];
docargument [P] [parentno] [] [0];
docargument [C] [childno] [] [0];
docargument [T] [tagname] [] [0];
docident [md3load] [];
docargument [M] [model] [] [0];
docident [md3skin] [];
docargument [N] [object name] [] [0];
docargument [S] [skin texture] [] [0];
docident [mdlalphatest] [];
docargument [A] [alphatest] [] [0];
docident [mdlcachelimit] [];
docargument [L] [cachelimit] [] [0];
docident [mdlcullface] [];
docargument [C] [cullface] [0||1] [0];
docident [mdlscale] [];
docargument [P] [percent] [0..100..N*100] [0];
docident [mdlshadowdist] [];
docargument [D] [shadow distance] [] [0];
docident [mdltrans] [translates (= moves) the model];
docargument [X] [] [] [0];
docargument [Y] [] [] [0];
docargument [Z] [] [] [0];
docident [mdltranslucent] [];
docargument [T] [translucency] [0..100..N*100] [0];
docident [mdlvertexlight] [];
docargument [V] [vertexligh] [0||1] [0];
docsection [Logic]
docident [=] [Determines if two values are equal.];
docargument [A] [first value] [] [0];
docargument [B] [second value] [] [0];
docexample [echo (= 1 1); echo (= 1 0)] [returns 1 and 0];
docremark ["true" returns "1" while "false" returns "0".];
docident [=f] [Determines if a floating-point value is equal to a second floating-point value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (=f 5.171 5.555)] [returns 0];
docexample [echo (=f 5.171 5.171)] [returns 1];
docident [!] [Determines whether a value is 1 or 0. Returns the opposite (1 for 0 and 0 for 1).];
docargument [A] [The value to be checked] [1 or 0.];
docexample [(! (connected))] [returns 0 if connected.];
docremark [Anything other than 0 will return a 0 (0 returns 1).];
docident [!=] [Determines if two values are not equal.];
docargument [A] [first value] [] [0];
docargument [B] [second value] [] [0];
docexample [echo (!= 5 5)] [returns 1];
docexample [echo (!= 5 3)] [returns 0];
docident [!=f] [Determines if a floating-point value is not equal to a second floating-point value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (!=f 7.13 7.14)] [returns 1];
docexample [echo (!=f 7.13 7.13)] [returns 0];
docident [&&] [logical AND.];
docargument [A] [first value] [] [0];
docargument [B] [second value] [] [0];
docexample [echo (&& 1 1)] [returns 1];
docexample [echo (&& 1 0)] [returns 0];
docident [||] [logical OR.];
docargument [A] [first value] [] [0];
docargument [B] [second value] [] [0];
docexample [echo (|| 1 0)] [output: 1];
docexample [echo (|| 0 0)] [output: 0];
docident [<] [Determines if a value is smaller than a second value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (< 5 3)] [returns 0];
docexample [echo (< 3 5)] [returns 1];
docident [<f] [Determines if a floating-point value is smaller than a second floating-point value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (<=f 5.171 3.503)] [returns 0];
docexample [echo (<=f 5.171 5.555)] [returns 1];
docident [<=] [Determines if a values is less than or equal than a second value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (<= 5 3)] [returns 0];
docexample [echo (<= 5 5)] [returns 1];
docident [<=f] [Determines if a floating-point value is less than or equal to a second floating-point value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (<=f 5.171 3.503)] [returns 0];
docexample [echo (<=f 5.171 5.555)] [returns 1];
docident [>] [Determines if a value is bigger than a second value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (> 5 3)] [returns 1];
docexample [echo (> 3 5)] [returns 0];
docident [>f] [Determines if a floating-point value is greater than a second floating-point value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (>f 5.171 5.171)] [returns 0];
docexample [echo (>f 5.171 3.505)] [returns 1];
docident [>=] [Determines if a values is greater than or equal to a second value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (>= 5 3)] [returns 1];
docexample [echo (>= 5 5)] [returns 1];
docident [>=f] [Determines if a floating-point value is greater than or equal to a second floating-point value.];
docargument [A] [the first value] [] [0];
docargument [B] [the second value] [] [0];
docexample [echo (>=f 5.171 5.555] [returns 0];
docexample [echo (>=f 3.505 3.505] [returns 1];
docident [strcmp] [Determines whether two strings or lists are equal.];
docargument [A] [the first string] [] [0];
docargument [B] [the second string] [] [0];
docremark [Equal string comparison returns 1, while unequal comparison returns 0.];
docident [+] [Performs an addition.];
docargument [A] [the first summand] [] [0];
docargument [B] [the second summand] [] [0];
docexample [echo (+ 5 3)] [returns 8];
docident [-] [Performs a subtraction.];
docargument [A] [the minuend] [] [0];
docargument [B] [the subtrahend] [] [0];
docexample [echo (- 5 3)] [returns 2];
docident [*] [Performs a multiplication.];
docargument [A] [the multiplicand] [] [0];
docargument [B] [the multiplier] [] [0];
docexample [echo (* 5 3)] [returns 15];
docident [div] [Performs an integer division.];
docargument [A] [the dividend] [] [0];
docargument [B] [the divisor] [] [0];
docexample [echo (div 7 3)] [returns 2];
docexample [echo (div 6 3)] [returns 2];
docexample [echo (div 5 3)] [returns 1];
docident [mod] [Performs a modulo operation.];
docargument [A] [the dividend] [] [0];
docargument [B] [the divisor] [] [0];
docexample [echo (mod 137 60)] [returns 17];
docremark [Finds the "remainder" of an integer division.];
docident [rnd] [Generates a random value];
docargument [A] [The upper limit of the random value] [] [0];
docremark [The resulting value will always be non-negative.];
docident [+f] [Adds up two floating-point numbers.];
docargument [A] [the first summand] [float] [0];
docargument [B] [the second summand] [float] [0];
docexample [echo (+f 5.171 3.503)] [returns 8.674];
docident [-f] [Subtracts two floating-point numbers.];
docargument [A] [the minuend] [float] [0];
docargument [B] [the subtrahend] [float] [0];
docexample [echo (-f 5.505 3.171)] [returns 2.334];
docident [*f] [Multiplies two floating-point numbers.];
docargument [M] [a floating-point value];
docargument [N] [a floating-point value];
docexample [{*f 4.4 8.8)] [returns 38.72];
docident [divf] [Performs a division with floating-point precision.];
docargument [A] [] [the dividend] [0];
docargument [B] [] [the divisor] [0];
docexample [echo (divf 7 3)] [returns 2.333333];
docexample [echo (divf 6 3)] [returns 2.0];
docexample [echo (divf 5 3)] [returns 1.666666];
docident [modf] [Performs a floating-point modulo operation.];
docargument [A] [the dividend] [] [0];
docargument [B] [the divisor] [] [0];
docexample [echo (modf 7.5 12.5)] [Output: 7.5];
docexample [echo (modf 17.5 12.5)] [Output: 5.0];
docremark [Finds the "remainder" of floating-point decimal division.];
docident [at] [Returns a word or value out of a list.];
docargument [L] [the list] [] [0];
docargument [N] [the index of the word] [] [0];
docexample [echo (at "zero one two three" 2)] [output: two];
docremark [The first value in the list is considered index 0.];
docident [concat] [Builds a list of words or strings with spaces in between.];
docargument [S] [the first string] [] [0];
docargument [...] [collection of strings to concatenate] [] [1];
docexample [alias a "hello"; echo (concat $a "world")] [output: hello world];
docremark [Can also be done with two lists of strings.];
docident [concatword] [Builds a word or string by putting together other strings.];
docargument [S] [the first string] [] [0];
docargument [...] [collection of strings to concatenate] [] [1];
docexample [alias a "Cube"; echo (concatword $a "Script")] [output: CubeScript];
docremark [Can only be done with two different strings.];
docident [findlist] [Searches a list for a specified value.];
docargument [L] [the list] [] [0];
docargument [I] [the item to find] [] [0];
docexample [alias "example_list" [This is a list of strings.]];
docexample [echo (findlist [example_list] "of")] [returns 4];
docremark [Like an inverse version of "at". The first position in the list is considered 0.];
docident [listlen] [returns the element count of the given list.];
docargument [L] [the list] [] [0];
docexample [echo (listlen (timestamp))] [returns 6];
docsection [Movement Commands]
docident [attack] [Attack using the current weapon. Must be keybound to use.];
docremark [default: left mouse button];
docident [backward] [Movement command; must be keybound.];
docremark [Moves the player backward. Default keys: S and Down Arrow];
docident [crouch] [Movement command; must be keybound.];
docident [forward] [Movement command; must be keybound.];
docremark [Moves the player forward. Default keys: W and Up Arrow];
docident [jump] [Movement command; must be keybound.];
docremark [default keys: space and right mouse.];
docident [left] [Moves the player left.];
docremark [default keys: A and Left Arrow];
docident [quicknadethrow] [When active, and when you have grenades, switches to grenades and throws one.];
docremark [Will only switch to grenades if quicknade_hold is set to 0.];
docremark [Must be keybound, or placed in a keybound script in order to work.];
docident [right] [Moves the player right.];
docremark [default keys: D and Right Arrow];
docident [setburst] [Activates "burst" function of the combat pistol. Used in earlier SVN versions; disabled in 1.1.];
docremark [Must be keybound or placed in a keybound script in order to work.];
docremark [This won't do anything until the combat pistol is re-enabled in a future version.];
docsection [Client Commands]
docident [benchme] [If available, sets you as a spectator for your team in "match" mastermode.];
docremark [While spectating, you can talk to other spectators, but not active players.];
docident [checkmapdependencies] [Checks current map for required media packages.];
docident [clearminimap] [Recreates the minimap for the current map.];
docident [demo] [Plays a specified demo.];
docargument [S] [the demo name] [default folder "demos"; otherwise specify a path.] [0];
docremark [Plays back a previously recorded game. You can spectate freely or through the POV of players in the game.];
docident [dropflag] [Drops your flag, if you are holding one.];
docident [findsens] [Initiates a sensitivity detection method.];
docremark [After the command is executed, press 1 or 2 to try out the high or low sensitivity, respecitvely.];
docremark [Press 3 or 4 if you prefer the higher or lower one, respectively.];
docremark [After selecting the better of the two sensitivity levels, "findsens" will adjust accordingly and start with a new sensitivity set. Repeat until satisfied (press 5 to stop the process) or the process is complete.];
docident [listmapdependencies] [Prints all media dependencies of a map to a file.];
docargument [A] [map name] [] [0];
docident [listmapdependencies_all] [Writes a text file containing the media dependencies of all maps in your current setup.];
docargument [S] [42 if you are sure];
docremark [Notice how far away 42 is from 1. This command may potentially take up a large portion of your system resources, so make sure you want to use it!];
docident [loadcrosshair] [Loads a crosshair. If the "type" argument is omitted, or zero, the crosshair applies to default.];
docargument [I] [image] [] [0];
docargument [T] [type] [default, teammate, scope];
docexample [loadcrosshair scope o.png] [Makes o.png the crosshair shown when scoping with the sniper rifle.];
docident [mapshot] [Takes a screenshot for the map preview.];
docident [quit] [Quits the game without asking.];
docident [recalc] [Recomputes the lighting for the current map.];
docremark [hotkey R];
docident [reload] [Reloads your current weapon.];
docident [resetgl] [Re-calculates all graphics and resets the screen to adapt.];
docident [screenshot] [Takes a screenshot.];
docremark [Screenshots are saved to "screenshots/D_T_M_m.bmp" (Date, Time, Map, mode). Default key F12.];
docident [shiftweapon] [shifts your selected weapon by a given delta. By default the mouse-wheel shifts one up or down according to your scroll direction.];
docargument [D] [delta] [-N..-1,+1..N] [0];
dockey [MOUSE4] [] [cycle one up];
dockey [MOUSE5] [] [cycle one down];
docident [showmapdims] [Outputs a list of map dimensions.];
docident [stopdemo] [Stops any demo recording or playback.];
docident [suicide] [Kills your player. You will lose 1 frag point and gain 1 death point when using this command.];
docident [team] [Sets the team for the local player.];
docargument [S] [the team name] [either CLA or RVSF] [0];
docexample [team CLA] [];
docident [toggleconsole] [Toggles the shaded chat/text console.];
docident [togglegrap] [Will toggle the focus of the mouse in game. Normally you can use your mouse to look around, when you type this command your mouse cursor is visible and can be used as normally. This is only useful when you run cube windowed, of course.];
docident [toggleocull] [Turns occlusion culling on and off.];
docremark [The reason one may want to turn it off is to get an overview of the map from above, without having all occluded bits stripped out.];
docident [weapon] [Changes the weapon.];
docargument [N] [the weapon number] [0 (knife), 1 (pistol), 2 (carbine), 3 (shotgun), 4 (sub), 5 (sniper), 6 (assault), 8 (grenades), 9 (akimbo)] [0];
docexample [weapon 0] [Changes to your knife.];
docsection [Sound Commands]
docident [music] [Command used to initiate music.];
docargument [F] [The file to open];
docargument [T] [How long to play (in milliseconds)];
docargument [C] [Command to execute when finished];
docexample [music ac 10000 [echo "Song is finished!"]] [plays "ac" for ten seconds.];
docexample [music pingpong\03-pp-kamikadze 120000] [plays "kamikadze" for 2 minutes.];
docremark [Browses from default folder "packages\audio\songs".];
docremark [Songs in sub-folders should be called using their folder name.];
docident [musicpreload] [Pre-loads a specified music index number (to avoid stuttery gameplay).];
docargument [N] [song number] [0, 1, and 2 are game defaults.];
docexample [musicpreload 0] [Pre-loads "Kamikadze" (the song played when you have a flag).];
docident [registermusic] [registers a track as in-game music - the first three tracks have special meaning: Track #1 is for "flag grab;" the second and third are used as "last minute" tracks.];
docargument [M] [music file] [] [0];
docident [registersound] [Assigns a given sound an in-game index for ease of use.];
docargument [P] [path\name] [string, see config/sounds.cfg] [0];
docargument [V] [volume] [0..255];
docargument [L] [loop] [0 (loop) or 1 (no loop)];
docargument [R] [radius] [] [1];
docremark [Command starts in "packages\audio\sounds" folder.];
docremark [file names should not include extension (.ogg or .wav).];
docremark [If a file has already been registered, its index number will be displayed.];
docident [sound] [Plays the specified sound.];
docargument [S] [the sound to play] [string, see config/sounds.cfg] [0];
docremark [See config/sounds.cfg for default sounds, and use registersound to register your own. For example, sound 0 and sound (registersound "aard/jump") both play the standard jump sound.];
docident [soundtest] [Plays all hardcoded sounds in order.];
docsection [Server Commands]
docident [autoteam] [Sets automated team assignment.];
docargument [B] [Enables or disables auto team.] [1 (On), 0 (Off)] [0];
docident [ban] [Temporary ban of the specified player from the server.];
docargument [CN] [The player to ban] [Client number] [0];
docremark [Temporary ban duration is fixed at 20 minutes.];
docident [connect] [Connects to a server.];
docargument [IP] [the address of the server (hostname or IP)] [] [0];
docargument [P] [the port] [] [0];
docargument [PW] [the server password] [] [0];
docremark [If the server name is omitted, the client will try to connect to an available server in the LAN. If the port is omitted or set to 0, the default port will be used.];
docexample [connect 127.0.0.1 555 myServerPassword] [];
docident [coop] [Starts a map with the mode "Co-op edit"];
docargument [M] [The name of the map you wish to edit] [] [1];
docremark [See the co-op edit section in page 4 of the map editing guide for more information.];
docexample [coop ac_newmap] [];
docident [ctf] [Starts a map with the mode "Capture the Flag"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [ctf ac_mines] [];
docident [deleteservermap] [Removes the current map from server memory, if it is not protected.];
docident [disconnect] [Leaves a server.];
docident [dm] [Starts a map with the mode "Deathmatch"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [dm ac_complex] [];
docident [findcn] [Returns the client number of a given person.];
docargument [N] [player name];
docident [findpn] [Returns the player name pertaining to a given client number.];
docargument [CN] [client number];
docident [forceteam] [Forces the specified player to join the enemy team.];
docargument [CN] [The player to assign to a team] [Client number] [0];
docident [getdemo] [Downloads a demo from the server.];
docargument [N] [number in list] [] [0];
docargument [P] [demos folder to save to]
docexample [getdemo 3 matches] [saves demo number 3 in your "demos\matches" folder.];
docremark [If nothing is provided for the first argument, this command downloads the latest demo file available from the server.];
docremark [The folder you designate to download to should already exist, or the demo will not download.];
docremark [This command starts in the "demos" folder.];
docremark [see also "listdemos".];
docident [getmap] [Retrieves the last map that was sent to the server using 'sendmap'.];
docremark [If you already have the map, it will be overwritten by the server (unless it is listed in the securemaps.cfg file).];
docident [htf] [Starts a map with the mode "Hunt the Flag"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [htf ac_mines] [];
docident [kick] [Kicks the specified player from the server.];
docargument [CN] [The player to kick] [Client number] [0];
docident [ktf] [Starts a map with the mode "Keep the Flag"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [ktf ac_mines] [];
docident [lanconnect] [Searches the local area network for a server and connects, if available.];
docident [listdemos] [Displays a list of demos available from the server. Their corresponding numbers can be used to select one to download.];
docident [lms] [Starts a map with the mode "Last Man Standing"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [lms ac_complex] [];
docident [lss] [Starts a map with the mode "Last Swiss Standing"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [lss ac_complex] [];
docident [map] [Loads up a map in the current game mode.];
docargument [M] [Name of the map to load] [string] [0];
docremark [To vote for a map with a specific mode, set the mode before you issue the map command.];
docremark [A map given as "blah" refers to "packages/maps/blah.cgz", "mypackage/blah" refers to "packages/mypackage/blah.cgz". At every map load, "config/default_map_settings.cfg" is loaded which sets up all texture definitions, etc.];
docident [mastermode] [Sets the mastermode for the server.];
docargument [N] [The master mode] [0 (Open), 1 (Private)] [0];
docremark [If the mastermode is set to 'private', no more clients can join the server. Default is 'open' which allows anyone to join the server.];
docident [modconnect] [Command used to connect to a server using modified protocol.];
docargument [IP] [The IP address or domain name];
docargument [P] [The server port (optional)];
docargument [PW] [The server password (optional)];
docexample [modconnect 127.0.0.1 28763 password]
docident [modlanconnect] [Command used to connect to a LAN server using modified protocol.];
docremark [Used alone; searches for a server on the local area network.];
docident [osok] [Starts a map with the mode "One shot, One kill"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [osok ac_complex] [];
docident [pf] [Starts a map with the mode "Pistol Frenzy"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [pf ac_complex] [];
docident [removebans] [Removes all temporary bans from the server. Temporary bans are normally automatically removed after 20 minutes.];
docident [searchnickname] [Queries the Master Server to search for players using a specific string.];
docargument [S] [The string to search];
docexample [searchnickname DES] [brings up all servers hosting players with "DES" in their name.];
docident [sendmap] [Sends the current map to the server and sends other players a message about it.];
docargument [M] [Map to save and reload locally] [] [0];
docremark [If the map argument is specified, the map is first saved and then reloaded before sending it. Note: It's always required to be on the map one wants to send before issuing this command!];
docident [setnext] [Vote for a mode/map that will not load until the current game ends.];
docargument [MODE] [Name of next mode];
docargument [MAP] [Name of next map];
docexample [setnext ctf ac_desert3] [Will load ac_desert3 in CTF mode, after the current game ends.];
docident [gonext] [Vote for the next mode/map in the map rotation];
docargument [I] [Option 0 for ignore player number, 1 to not ignore];
docexample [gonext 1] [Will vote the next map in the rotation that fits the player number.];
docident [tdm] [Starts a map with the mode "Team Deathmatch"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [tdm ac_complex] [];
docident [tktf] [Starts a map with the mode "Team Keep the Flag"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [tktf ac_mines] [];
docident [tosok] [Starts a map with the mode "Team One Shot, One Kill"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [tosok ac_complex] [];
docident [ts] [Starts a map with the mode "Team Survivor"];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [ts ac_complex] [];
docident [vip] [Starts a map with the mode "Hunt the Flag". Some players prefer the name "VIP" for this mode.];
docargument [M] [The name of the map you wish to play] [] [1];
docexample [vip ac_mines] [];
docident [vote] [agree or disagree to the currently running vote];
docargument [V] [vote value] [1 (yes) OR 2 (no)] [0];
dockey [F1] [] [votes YES];
dockey [F2] [] [votes NO];
docident [whois] [get the IP address of a given clientnumber. Only admins are shown the last 2 octets.];
docargument [C] [clientnum] [] [0];
docremark [The client number (cn) is what to use, not the person's name.];
docsection [Server Browser]
docident [addfavcategory] [adds a category by which to tag your favorite servers in the serverbrowser.];
docargument [S] [The name of your new category];
docexample [addfavcategory Noob] [Adds a "Noob" category to the server favorites, allowing you to mark different servers with a "Noob" tag.];
docident [addserver] [Adds a server to the list of servers to query in the server browser.];
docargument [S] [the address of the server (hostname or IP)] [] [0];
docargument [P] [the port] [] [0];
docident [clearservers] [Deletes all entries in your servers.cfg file.];
docremark [After using this, your server browser will be empty and not report any servers, until connecting to the Master Server for an update to available servers.];
docident [hidefavicons] [Hide favourites icons in serverbrowser.];
docargument [N] [0: show, 1: hide] [min 0/max 1/default 0];
docident [listfavcats] [Contains a list of categories which servers can be tagged with in the serverbrowser.];
docexample [echo (listfavcats)] [Displays the list.];
docident [masterupdatefrequency] [];
docargument [V] [] [min 1/max 24*60*60/default 60*60];
docident [maxservpings] [The maximum number of times to ping the servers.];
docargument [V] [] [min 0/max 1000/default 10];
docident [modeacronyms] [Toggles use of acronyms instead of full modenames in the serverbrowser.];
docargument [B] [] [min 0/max 1/default 0];
docremark [There is already a default menu option that controls this variable.];
docident [searchlan] [Determines whether the server browser searches for a server on your local network.];
docargument [V] [] [min 0/max 2/default 1];
docremark [0 does not display any local servers. 1 displays local servers you've connected to. 2 displays all local servers on the LAN.];
docident [serverbrowserhidefavtag] [Determines whether to display the tag column in the server browser.];
docargument [N] [0 ... 2] [always show / show when used / always hide];
docremark [There is already a default menu script that controls this variable.];
docident [serverbrowserhideip] [Determines whether to display server IP addresses in the server browser.];
docargument [N] [0 ... 2] [always show / show in grey / always hide];
docremark [There is already a default menu script that controls this variable.];
docident [serversort] [];
docargument [V] [] [min 0/max NUMSERVSORT-1/default 0];
docident [serversortdir] [Determines server sort direction.];
docargument [B] [1, 0] [ascending, descending];
docremark [Tells the server browser whether to sort the list bottom-up or top-down by weight.];
docremark ["weight" is calculated by the server browser from serveral properties of each server.];
docremark [There is already a default menu script that controls this variable.];
docident [serversortpreferofficial] [Determines whether to give more weight to servers that use official protocol.];
docargument [B] [0 ... 1] [yes or no];
docremark [There is already a default menu script that controls this variable.];
docident [servpingrate] [Determines how often to ping the Master Server for server information.];
docargument [T] [milliseconds] [min 1000/max 60000/default 5000];
docident [showallservers] [Determines whether to show all servers in the server browser list.];
docargument [B] [yes/no] [min 0/max 1/default 1];
docident [showminremain] [Determines whether to display minutes remaining in each server's current game in the server browser.];
docargument [B] [1 or 0] [yes or no];
docremark [There is already a default menu script that controls this variable.];
docident [shownamesinbrowser] [Determines whether players in each server are displayed by the server browser.];
docargument [B] [1 or 0] [yes or no];
docremark [There is already a default menu script and core keybind that controls this variable.];
docident [showonlyfavourites] [Determines whether to show only a certain "favourite" label in the server browser.];
docargument [N] [0 ... 100] [Label number]];
docident [showonlygoodservers] [Determines whether the server browser hides servers that you would have trouble connecting to.];
docargument [B] [1 or 0] [yes or no];
docremark [There is already a default menu script and core keybind that controls this variable.];
docident [showweights] [Determines whether the server browser displays the "weight" score of each server.];
docargument [B] [1 or 0] [yes or no];
docremark [There is already a default menu script and core keybind that controls this variable.];
docident [updatefrommaster] [Contacts the masterserver and adds any new servers to the server list.];
docargument [B] [force update] [0 (delayed), 1 (immediate)] [0];
docremark [The servers are written to the config/servers.cfg file. This menu can be reached through the Multiplayer menu.];
docsection [Administration Commands]
docident [callvote] [Calls a vote on the server.];
docargument [T] [Vote type] [value] [0];
docargument [A] [First argument] [] [0];
docargument [B] [Second argument] [] [0];
docremark [This command is wrapped by aliases for better usability and is used to action votes such as ban, kick, etc. See config/admin.cfg for actual uses.];
docident [connectadmin] [Connects to a server in admin mode.];
docargument [IP] [the address of the server (hostname or IP)] [] [0];
docargument [P] [the port] [] [0];
docargument [PW] [the admin password] [] [0];
docremark [This command will connect to a server, just like the "connect" command, and claim admin state if no other clients have admin role. If the specified password is correct, the admin will be able to connect even if locked out by ban, private master mode or a full server. If successfully connected, bans on the admin's host will be removed automatically. If all client slots are taken, a random client will be kicked to let the admin in.];
docremark [If the server name is omitted, the client will try to connect to an available server in the LAN. If the port is omitted or set to 0, the default port will be used.];
docexample [connectadmin 127.0.0.1 777 myAdminPassword] [connect as admin on port 777 of localhost];
docexample [connectadmin "" 0 myAdminPassword] [will try to connect to a LAN server on the default port as admin with the given password of "myAdminPassword".];
docident [giveadmin] [Gives admin state to the specified player.];
docargument [CN] [The player to become admin] [Client number] [0];
docremark [Requires admin state. The admin will lose his admin state after successfully issuing this command.];
docident [modconnectadmin] [Command used to connect as admin to a server using modified protocol.];
docargument [IP] [The IP address or domain name];
docargument [P] [The server port (optional)];
docargument [PW] [The server password (optional)];
docexample [modconnect 127.0.0.1 28763 password]
docident [serverdesc] [If the server was run with -n1 and -n2 arguments (prefix and suffix of descriptive title) a serveradmin can set a user-defined server description with this command, if it wasn't this command results in "invalid vote". This title will only stay until the next map is loaded.];
docargument [D] [description] [] [0];
docremark [If, for example, the server was run with -n"Fred's Server" -n1"Fred's " -n2" Server", then you could call "/serverdesc [pWn4g3 TOSOK]" and it would show up as ""Fred's pWn4g3 TOSOK Server" in the serverbrowser.];
docident [serverextension] [Modded servers announcement of features. See source/src/server.cpp [Line 2926ff. "case SV_EXTENSION:"]];
docargument [E] [extension] [] [0];
docargument [D] [description] [] [0];
docident [setadmin] [Claims or drops admin status.];
docargument [B] [Status] [1 (Claim), 0 (Drop)] [0];
docargument [PASS] [Password] [case sensitive] [0];
docremark [Failed logins result in an auto kick. The admin is granted the right to kick, ban, remove bans, set autoteam, set shuffleteam, change server description (if enabled), change map, change mastermode, force team, change mode, record demos, stop demos and clear demo(s) - All without needing votes from other users. If the admin votes on any (other players) call, his vote is final. In the scoreboard, the admin will be shown as a red colour.];
docsection [Interaction Commands]
docident [changefollowplayer] [In spectate mode, changes which player to spectate.];
docargument [C] [1 or -1] [next or previous player];
docremark [This command is already controlled by a default keybind.];
docident [clearignored] [Clears "ignore" status.];
docargument [CN] [client number];
docremark [If client number is omitted, this command clears all clients of ignored status.];
docident [clearmuted] [Clears "mute" status.];
docargument [CN] [client number];
docremark [If client number is omitted, this command clears all clients of muted status.];
docident [ignore] [Ignores a player's chat and voicecom.];
docargument [CN] [client number]
docremark [Votes and vote reasons from the player will still be visible.];
docident [listignored] [Outputs a list of any players you are ignoring.];
docident [listmuted] [Outputs a list of any players you have muted.];
docident [me] [Displays the following text as a third-person statement about you.];
docargument [S] [List of strings about yourself];
docexample [me wins!] [returns "DES|V-Man wins!"];
docremark [see documentation for "say".];
docident [muteplayer] [Causes you to be unable to hear that person's voicecom sounds.];
docargument [CN] [client number];
docident [name] [Sets the nickname for the local player.];
docargument [N] [the name] [] [0];
docexample [name n00b] [Output: unarmed is now known as n00b];
docident [say] [Outputs text to other players.];
docargument [T] [the text] [] [1];
docremark [If the text begins with a percent character (%), only teammates will receive the message.];
docremark [If the current game mode does not include teams, it will be displayed as normal chat.];
docident [spectate] [Changes you to a spectator team.];
dockey [F7] [] [free-flying spectator];
dockey [F8] [] [follow spectator (see followmode)];
docident [spectatemode] [Determines which method to use in spectating.];
docargument [M] [method] [1..5] [];
docremark [1: Deathcam; 2: 1st-person; 3: Overhead 1st-person; 4: Transparent behind 1st-person; 5: Free-float];
dockey [SPACE] [] [switch spectator mode];
dockey [MOUSE4] [] [next player];
dockey [MOUSE5] [] [previous player];
docident [togglespect] [cycles through all available spectator modes: 1st-Person, Over-the-Shoulder, Over-the-Shoulder Transparent, and Free-fly Mode.];
dockey [SPACE] [] [cycle spectator modes];
docident [voicecom] [Uses the Voicecom sounds.];
docargument [S] [voicecom file name] [must be a registered voicecom-sound] [0];
docargument [T] [text] [] [0];
docexample [voicecom niceshot [Ah, you got me!]] [Everyone hears your voicecom "Nice shot!" and can see the chat text "Ah, you got me!"];
dockey [V] [] [opens the voicecom menu, use number keys for your choice];
docsection [Editing Commands]
docident [addpath1way1] [Marks the selected waypoint as the beginning of a one-way path.];
docremark [Pathways tell bots how to get from one waypoint to the next. One-way paths tell the bots to only go one direction (from beginning to end); two-way paths tell the bots to go either way.];
docident [addpath1way2] [Marks the selected waypoint as the end of a one-way path.];
docremark [Pathways tell bots how to get from one waypoint to the next. One-way paths tell the bots to only go one direction (from beginning to end); two-way paths tell the bots to go either way.];
docident [addpath2way1] [Marks the selected waypoint as the beginning of a two-way path.];
docremark [Pathways tell bots how to get from one waypoint to the next. One-way paths tell the bots to only go one direction (from beginning to end); two-way paths tell the bots to go either way.];
docident [addpath2way2] [Marks the selected waypoint as the end of a two-way path.];
docremark [Pathways tell bots how to get from one waypoint to the next. One-way paths tell the bots to only go one direction (from beginning to end); two-way paths tell the bots to go either way.];
docident [advancemaprevision] [Select the increment of the map revision number for the next 'savemap'.];
docargument [N] [increment] [min 1/max 100/default 1];
docident [ambient] [Sets the ambient light for the map.];
docargument [H] [Hexadecimal color value] [min 0x000000/max 0xFFFFFF/default 0x000000];
docremark [Uses 0x010000 format to determine color and brightness.];
docremark [The first two digits after "0x" represent red value (and the second digit in that group should contain a 1 if you are going to put anything in the other digits); the second pair represent green value, and the third pair represent blue value.];
docident [applymapsoundchanges] [during map editing, drop all mapsounds so they can be re-added];
docident [autowp] [Causes you to drop bot waypoints as you move. Useful for making intuitive bot waypoint setups.];
docident [clearents] [Deletes all entities of said type.];
docargument [T] [the entity type, see command 'newent'] [string] [0];
docident [closestenttype] [An internal function that determines closest entity type.];
docremark [a read-only in-game identity that prints the closest identity on the editing console];
docremark [for display. Passing arguments to this may disable closest entity determination.];
docident [copy] [Copies the current selection into a buffer.];
docremark [hotkey c];
docident [corner] [Makes the current selection into a "corner".];
docremark [Currently there is only one type of corner (a 45 degree one), only works on a single unit (cube) at a time. It can be positioned either next to 2 solid walls or in the middle of 2 higher floorlevels and 2 lower ones forming a diagonal (and similar with ceiling).];
docremark [In both cases, the corner will orient itself automatically depending on its neighbours, behaviour with other configurations than the 2 above is unspecified. Since the latter configuration generates possibly 2 floor and 2 ceiling levels, up to 4 textures are used: for example for the 2 floors the higher one will of the cube itself, and the lower one of a neighbouring low cube. You can make bigger corners at once by issuing "corner" on grid aligned 2x2/4x4/8x8 selections, with equal size solid blocks next to them.];
dockey [K] [] [];
docident [delent] [Deletes the entity closest to the player];
docremark [hotkey x];
docident [delpath1way1] [Clears the selected waypoint's status as the beginning of a one-way path.];
docident [delpath1way2] [Clears the selected waypoint's status as the end of a one-way path.];
docident [delpath2way1] [Clears the selected waypoint's status as the beginning of a two-way path.];
docident [delpath2way2] [Clears the selected waypoint's status as the end of a two-way path.];
docident [delwp] [Deletes a selected bot waypoint.];
docident [editaxis] [In edit mode, determines which axis around which a selected entity will rotate when you move it.];
docargument [N] [1 ... 13] [The axis number (in theory 1-13; in practice 0, 11, 12, and 13).];
docident [editheight] [Changes the height of the current selection.];
docargument [T] [an integer denoting the type] [0 (floor), 2 (ceiling)] [0];
docargument [D] [the delta value to move it in] [1 (forwards), -1 (backwards)] [0];
docremark [Default keys are [ and ] for floor level, and o/p for ceiling.];
docident [editing] [Returns 1 or 0 depending on whether the local player is in edit mode.];
docargument [V] [] [min 1/max 0/default 0];
docremark [Read-only.];
docident [edittag] [Highlights the current selection for later reference.];
docargument [T] [tag] [integer value] [0];
docident [edittex] [Changes the texture on current selection by browsing through a list of textures directly shown on the cubes.];
docargument [T] [an integer denoting the type] [0 (floor), 1 (lower or wall), 2 (ceiling), 3 (upper wall)] [0];
docargument [D] [the direction you want to cycle the textures in] [1 (forwards), -1 (backwards)] [0];
docremark [Default keys are the six keys above the cursor keys, which each 2 of them cycle one type (and numpad 7/4 for upper).];
docremark [The way this works is slightly strange at first, but allows for very fast texture assignment. All textures are in 3 individual lists for each type (both wall kinds treated the same), and each time a texture is used, it is moved to the top of the list. So after a bit of editing, all your most frequently used textures will come first when pressing these keys, and the most recently used texture is set immediately when you press the forward key for the type. These lists are saved with the map. make a selection (including wall bits) and press these keys to get a feel for what they do.];
docident [edittoggle] [switches between map edit mode and normal.];
docremark [In map edit mode you can select bits of the map by clicking or dragging your crosshair on the floor or ceiling (using the "attack" identifier, normally MOUSE1), then use the identifiers below to modify the selection. While in edit mode, physics and collision don't apply (noclip), and key repeat is ON. Note that if you fly outside the map, cube still renders the world as if you were standing on the floor directly below the camera.];
docremark [Hotkey E];
docident [entproperty] [Changes property of the closest entity.];
docargument [P] [the property to change] [0..3] [0];
docargument [A] [amount by wich the property is increased] [integer] [0];
docremark [For example 'entproperty 0 2' when executed near a lightsource would increase its radius by 2.];
docident [entset] [Edits the closest entity.];
docargument [type] [the entity type] [light, sound, clip, playerstart, clips, ammobox, grenades, health, armour, akimbo, mapmodel, ladder, ctf-flag] [0];
docargument [value1] [see newent 'type'] [] [0];
docargument [value2] [see newent 'type'] [] [0];
docargument [value3] [see newent 'type'] [] [0];
docargument [value4] [see newent 'type'] [] [0];
docremark [Overwrites the closest entity with the specified values.];
docident [entstats] [Calculates the stats of all entities and mapmodels on the current map.];
docremark [Each issue of the 'entstats' command causes the game to re-calculate the stats.];
docremark [The stats themselves are read-only and not stored in any variables or aliases for use.];
docident [equalize] [Levels the floor/ceiling of the selection.];
docargument [T] [an integer denoting the type] [0 (floor), 2 (ceiling)] [0];
docremark [default keys , and .];
docident [flrceil] [A variable indicating if the player looks at the floor or at the ceiling.];
docargument [B] [flrceil] [0 (floor), 2 (ceiling) read-only];
docident [fullbright] [Sets all light values to fullbright.];
docargument [B] [sets fullbright on or off] [0 (off), 1 (on)] [0];
docremark [Will be reset when you issue a 'recalc'. Only works in edit mode.];
docident [getentattr] [];
docident [getenttype] [];
docident [heightfield] [Marks the current selection as a heightfield.];
docargument [T] [an integer denoting the type] [0 (floor), 2 (ceiling)] [0];
docremark [marks the current selection as a heightfield, with T being floor or ceiling, as above. A surface marked as heightfield will use the vdelta values (see below) of its 4 corners to create a sloped surface. To mark a heightfield as normal again (ignoring vdelta values, set or not) use "solid 0". Default keys are h (floor) and i (ceiling).];
docremark [Heightfields should be made the exact size that is needed, not more not less. The most important reason for this is that cube automatically generates "caps" (side-faces for heightfields) only on the borders of the heightfield. This also means if you have 2 independent heightfields accidentally touch each other, you will not get correct caps. Also, a heightfield is slightly slower to render than a non-heightfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight (i.e. the height determined by a normal editheight operation) to get correct results.];
docident [lightscale] [Used to finetune the "overbright lighting" rendering feature when enabled.];
docargument [N] [the brightness of the scene] [min 1/max 100/default 4];
docremark [After changing this value, a "recalc" is needed to see the differences.];
docident [loadnotexture] [Binds a texture to be used if a slot couldn't be loaded with a given textures path.];
docargument [F] [file name of the texture to bind] [string] [0];
docremark [Binds the texture indicated in the filename to the texture slot of any textures that aren't found. The path is given exactly as with the texture-command, if it is omitted (or can't be loaded) the default is used. The default is located in packages/misc/notexture.jpg (not in packages/textures - where custom ones must reside!)];
docexample [loadnotexture] [Reset to default];
docexample [loadnotexture "makke/black.jpg"] [Any missing texture will show up black];
docident [loadsky] [Loads a skymap for a map.];
docargument [P] [path to the six skybox textures] [string] [0];
docremark [The available skymaps reside in packages/textures/skymaps/..];
docremark [To select a skymap you need to use the full path from "packages/" but only up to the underscore "_" in the filename.];
docexample [loadsky "textures/skymaps/makke/mountain"] [];
docident [mapenlarge] [Enlarges the current map.];
docremark [This command will make the current map 1 power of two bigger. So a 6 size map (64x64 units) it will become a 7 map (128x128), with the old map in the middle (from 32-96) and the new areas solid.];
docident [mapmodel] [Registers a mapmodel that can be placed in maps.];
docargument [R] [The square radius of the bounding box.] [Integer] [0];
docargument [H] [The height of the bounding box.] [Integer] [0];
docargument [Z] [The initial height offset from the ground.] [Integer] [0];
docargument [0] [This integer is redundant. Leave it at zero so you don't break the command.] [0] [0];
docargument [N] [The name of the map model] [string] [0];
docremark [A mapmodel registered with this command can be placed in a map using the 'newent mapmodel' command. The bounding box is an invisible force surrounding the model, allowing players to collide against it, instead of walking through the mapmodel. For more information about this command, read mapediting5.xml.];
docremark [Example: mapmodel 4 2 4 0 "modelname"];
docremark [This mapmodel has a bounding box of 8x8x2 in size (X/Y/Z) and by default hovers 4 units above ground.];
docident [mapmodelreset] [Resets the mapmodel slots/indices to 0 for the subsequent "mapmodel" commands.];
docremark [Each subsequent mapmodel command increases it again. See config/default_map_settings.cfg for an example.];
docident [mapmsg] [Sets the map message, which will be displayed when the map loads.];
docargument [M] [The map message] [String] [0];
docremark [You will need to use quote marks around the message; otherwise it will save the message correctly.];
docremark [For example: /mapmsg "Map By Author"];
docident [mapshrink] [shrinks map size by 1 power of 2.];
docident [mapsound] [Defines a mapsound.];
docargument [N] [Path to the sound file] [] [0];
docargument [M] [Maximum simultaneous sounds] [default -1 (unlimited)] [0];
docremark [Registers the sound as a map-specific sound. These map-specific sounds may currently only be used with "sound" entities within a map. The first map sound registered in a map has slot/index number 0 and increases afterwards.];
docident [mapsoundreset] [Resets the mapsound slots/indices to 0 for the subsequent "mapsound" commands.];
docremark [Each subsequent mapsound command increases it again. See config/default_map_settings.cfg for an example.];
docident [movemap] [Moves the entire contents of the current map, in edit mode.];
docargument [X] [Cubes on X-axis];
docargument [Y] [Cubes on Y-axis];
docargument [Z] [Cubes on Z-axis];
docident [newent] [Adds a new entity];
docargument [type] [the entity type] [light, sound, clip, playerstart, pistol, ammobox, grenades, health, armour, akimbo, mapmodel, ladder, ctf-flag] [0];
docargument [value1] [see newent 'type'] [] [0];
docargument [value2] [see newent 'type'] [] [0];
docargument [value3] [see newent 'type'] [] [0];
docargument [value4] [see newent 'type'] [] [0];
docremark [(x,y) is determined by the current selection (the red dot corner) and z by the camera height, of said type. Type is a string giving the type of entity, such as "light", and may optionally take values (depending on the entity).];
docident [newent akimbo] [Adds a new akimbo item.];
docident [newent ammobox] [Adds a new ammo box item.];
docident [newent armour] [Adds a new armour item.];
docident [newent clip] [Adds a clip entity.];
docargument [Z] [elevation above the ground] [integer] [0];
docargument [X] [X radius around the box center] [integer] [0];
docargument [Y] [Y radius around the box center] [integer] [0];
docargument [H] [height of the box] [integer] [0];
docremark [Defines a clipping box against which the player will collide.];
docident [newent ctf-flag] [Adds a CTF flag entity.];
docargument [T] [denotes the flag's team] [0 (CLA), 1 (RVSF)] [0];
docremark [Note that this entity is only rendered as flag if the current game mode is CTF.];
docident [newent grenades] [Adds a new grenades item.];
docident [newent health] [Adds a new health item.];
docident [newent ladder] [Adds a ladder entity.];
docargument [H] [the height of the ladder] [integer] [0];
docremark [Note that this entity is used for physics only, to create a visual ladder you will need to add a mapmodel entity too.];
docident [newent light] [Adds a new light entity];
docargument [radius] [the light radius] [1..32] [0];
docargument [R] [red colour component. see remarks below.] [1..255] [0];
docargument [G] [green colour component] [1..255] [0];
docargument [B] [blue colour component] [1..255] [0];
docremark [if only argument R is specified, it is interpreted as brightness for white light.];
docident [newent mapmodel] [Adds a map model to the map (i.e. a rendered md2/md3 model which you collide against but has no behaviour or movement)];
docargument [N] [The mapmodel identifier] [Integer] [0];
docargument [Z] [Extra elevation above ground] [Integer] [0];
docargument [T] [The map texture to use (optional)] [Integer] [0];
docremark [The mapmodel identifier is the desired map model which is defined by the 'mapmodel' command. The order in which the mapmodel is placed in the map config file defines the mapmodel identifier. The map texture refers to a texture which is defined by the 'texture' command, if omitted the models default skin will be used. The 'mapmodel' and 'texture' commands are placed in the map config normally. Mapmodels are more expensive than normal map geometry, so do not use insane amounts of them to replace normal geometry.];
docident [newent pistol] [Adds a pistol magazine item.];
docident [newent playerstart] [Adds a new spawn spot.];
docremark [The yaw is taken from the current camera yaw.];
docident [newent sound] [Adds a sound entity.];
docargument [N] [the sound to play] [integer] [0];
docargument [R] [the radius] [] [0];
docargument [S] [the size] [default 0] [0];
docargument [V] [the volume] [default 255] [0];
docremark [Will play map-specific sound so long as the player is within the radius. However, only up to the max uses allowed for N (specified in the mapsound command) will play, even if the player is within the radius of more N sounds than the max. By default (size 0), the sound is a point source. Its volume is maximal at the entity's location, and tapers off to 0 at the radius. If size is specified, the volume is maximal within the specified size, and only starts tapering once outside this distance. Radius is always defined as distance from the entity's location, so a size greater than or equal to the radius will just make a sound that is always max volume within the radius, and off outside.];
docremark [A sound entity can be either ambient or non-ambient. Ambient sounds have no specific direction, they are 'just there'. Non-ambient sounds however appear to come from a specific direction (stereo panning). If S is set to 0, the sound is a single point and will therefore be non-ambient. However if S is greater than 0, the sound will be ambient as it covers a specified area instead of being a single point.];
docident [newmap] [Creates a new map.];
docargument [S] [the size of the new map] [6..12] [0];
docremark [The new map has 2^S cubes. For S, 6 is small, 7 medium, 8 large.];
docident [nextclosestent] [In edit mode, when you have an entity selected, this causes you to select the next-closest one.];
docident [nextplayerstart] [In edit mode, changes your view to the next "player start" entity.];
docident [paste] [Pastes a previously copied selection.];
docremark [To paste a selection back requires a same size selection at the destination location. If it is not the same size the selection will be resized automatically prior to the paste operation (with the red dot as anchor), which is easier for large selections.];
docremark [hotkey v];
docident [perlin] [Generates a perlin noise landscape in the current selection.];
docargument [S] [the scale, frequency of the features] [default is 10] [0];
docargument [E] [the random seed] [integer] [0];
docargument [C] [cube size, how many cubes to generate a surface for at once (unused)] [] [0];
docremark [Keep the seed the same to create multiple perlin areas which fit with each other, or use different numbers if to create alternative random generations.];
docident [replace] [Repeats the last texture edit throughout the map.];
docremark [The way it works is intuitive: simply edit any texture anywhere, then using "replace" will replace all textures throughout the map in the same way (taking into account whether it was a floor/wall/ceil/upper too). If the there was more than one "old" texture in your selection, the one nearest to the red dot is used. This operation can't be undone.];
docident [savemap] [Saves the current map.];
docargument [M] [file name of the map, see command 'map' for the naming scheme] [string] [0];
docremark [savemap makes a versioned backup (mapname_N.BAK) if a map by that name already exists. If the name argument is omitted, it is saved under the current map name.];
docremark [Where you store a map depends on the complexity of what you are creating: if its a single map (maybe with its own .cfg) then the "base" package is the best place. If its multiple maps or a map with new media (textures etc.) its better to store it in its own package (a directory under "packages"), which makes distributing it less messy.];
docident [select] [Selects the given area, as if dragged with the mouse.];
docargument [X] [the X coordinate] [] [0];
docargument [Y] [the Y coordinate] [] [0];
docargument [XS] [the length along the X axis] [] [0];
docargument [XY] [the length along the Y axis] [] [0];
docremark [This command is useful for making complex geometry-generating scripts. The current dimensions of the selection (either created by the user or this command) are in the variables selx, sely, selxs and selys and can also be read/modified.];
docremark [Coordinates are as follows: after a "newmap 6" the top-left corner (the one where the red dot points) are (8,8), the opposite corner is (56,56) (or (120,120) on a "newmap 7" etc.).];
docident [selectionflip] [Flip the selected part of the map over the specified axis.];
docargument [AXIS] [X or Y] [] [0];
docident [selectionrotate] [Rotate the selected part of the map in 90 degree steps.];
docargument [D] [steps] [] [0];
docremark [To rotate clockwise, use a positive number of steps. Note that only quadratic selections can be rotated by 90 degrees.];
docident [selx] [In edit mode, sets the x-axis of your selection in relation to the map layout.];
docargument [N] [0 ... Map max];
docexample [selx 127] [Selecting in the 127th x-axis grid of the map.];
docident [selxs] [In edit mode, sets the x-axis length of your selection.];
docargument [N] [0 ... Map max];
docexample [selxs 16] [Your selection's x-axis is set to 16 cubes long.];
docident [sely] [In edit mode, sets the y-axis of your selection in relation to the map layout.];
docargument [N] [0 ... Map max];
docexample [sely 127] [Selecting in the 127th y-axis grid of the map.];
docident [selys] [In edit mode, sets the y-axis length of your selection.];
docargument [N] [0 ... Map max];
docexample [selys 16] [Your selection's y-axis is set to 16 cubes long.];
docident [setedithide] [Hides the entities you specify.];
docargument [L] [list of types to hide] [1..16 or names of entity types] [0];
docexample [1] [light];
docexample [2] [playerstart];
docexample [3] [pistol ammo-clip];
docexample [4] [ammobox];
docexample [5] [nades];
docexample [6] [health];
docexample [7] [helmet];
docexample [8] [armour];
docexample [9] [akimbo];
docexample [10] [mapmodel];
docexample [11] [trigger];
docexample [12] [ladder];
docexample [13] [flag];
docexample [14] [sound];
docexample [15] [clip];
docexample [16] [plclip];
docexample [setedithide light 2] [Hides light entities and playerstart entities.];
docexample [setedithide [1 playerstart]] [Hides light entities and playerstart entities.];
docident [seteditshow] [Hides all entities except for the single entity type you give. pass 1 for light, 2 for spawn, or use [playerstart].];
docargument [T] [type to show exclusively] [] [0];
docexample [1] [light];
docexample [2] [playerstart];
docexample [3] [pistol ammo-clip];
docexample [4] [ammobox];
docexample [5] [nades];
docexample [6] [health];
docexample [7] [helmet];
docexample [8] [armour];
docexample [9] [akimbo];
docexample [10] [mapmodel];
docexample [11] [trigger];
docexample [12] [ladder];
docexample [13] [flag];
docexample [14] [sound];
docexample [15] [clip];
docexample [16] [plclip];
docremark [The other entity types are ignored even for "closestentity."];
docident [setmaprevision] [Marks the current map as a specific version.];
docargument [V] [version];
docident [setjumpwp] [Marks the selected waypoint as a place where a bot should jump.];
docident [setwpyaw] [Stores the current player yaw in the current waypoint.];
docident [shadowyaw] [Shadow yaw specifies the angle at which shadow stencils are drawn on a map.];
docargument [D] [The angle in degrees to rotate the stencil shadows] [0...360, default is 45] [0];
docremark [When specifying shadowyaw, remember that the default angle is 45 degrees. The example below would make the shadows appear at 90 degrees (45 degrees more to the left).];
docexample [shadowyaw 90] [];
docident [showedithide] [Lists all entities you have set to hidden.];
docident [showmip] [Toggles between showing what parts of the scenery are rendered.];
docremark [Shows what parts of the scenery are rendered using what size cubes, and outputs some statistics about it. This can give map editors hints as to what architecture to align, textures to change, etc.];
docident [showmodelclipping] [In edit mode, determines whether to display clipping applied to mapmodels.];
docargument [B] [1 or 0] [yes or no];
docremark [Applies only to mapmodels, and is shown as green boundaries. The yellow boundaries are unaffected by this.];
docident [slope] [Makes a slope out of the current selection.];
docargument [X] [x delta step] [integer] [0];
docargument [Y] [y delta step] [integer] [0];
docremark [The selection must be a heightfield before this command can be used. The steps specify the slope with the red vertex as left-top, i.e. "slope 1 2" will make a slope that increases just 1 step from left to right, and is slightly steeper from top to bottom. "slope -6 0" decreases steeply from left to right, and does not slope at all from top to bottom. Note that like the vdelta command, an increasing vdelta goes further away from the player, regardless of floor or ceiling.];
docident [solid] [makes the current selection all solid (i.e. wall) or all non-solid.];
docargument [B] [an integer denoting the solid-ness] [0 (non-solid), 1..* (solid)] [0];
docremark [This operation retains floor/ceiling heights/textures while swapping between the two. Default keys f and g respectively.];
docident [testvisible] [A debugging command used to test linear viewpoints.];
docargument [D] [direction] [0..5 for Forward, Backward, Left, Right, Up AND Down] [0];
docident [texture] [Binds a texture to the current texture slot.];
docargument [0] [This is a redundant value. Always leave this value as 0 here so it doesn't break your configurations.] [0] [0];
docargument [F] [File name of the texture to bind] [String] [0];
docremark [Binds the texture indicated in the filename to the current texture slot and increments the slot number.];
docident [texturereset] [Sets the texture slots/indicies to 0 for the subsequent "texture" commands.];
docremark [Each subsequent texture command increases it again. See config/default_map_settings.cfg for an example.];
docident [undo] [Multi-level undo of any of the changes caused by editing operations];
docremark [hotkey u];
docident [undomegs] [Sets the number of megabytes used for the undo buffer.];
docargument [N] [number of megabytes, default is 1] [integer] [0];
docremark [undo's work for any size areas, so the amount of undo steps per megabyte is more for small areas than for big ones (a megabyte fits 280 undo steps on a 16x16 area, but only 4 steps on a 128x128 area).];
docident [unsetjumpwp] [Clears the selected waypoint's status as a place where a bot should jump.];
docident [vdelta] [changes the vdelta value of the current selection];
docargument [N] [vdelta value] [] [0];
docremark [Note that unlike all other editing functions, this function doesn't affect a cube, but its top-left vertex (market by the dot in the editing cursor). So to edit a N * M heightfield, you will likely have to edit the vdelta of (N+1) * (M+1) cubes, i.e. you have to select 1 row and 1 column more in the opposite direction of the red dot to affect all the vertices of a heightfield of a given size (try it, it makes sense :)];
docremark [A floor delta offsets vertices to beneath the level set by editheight (and a ceil delta to above). Delta offsets have a precision of a quarter of a unit, however you should use non-unitsize vertices only to touch other such vertices. Default keys are 8 and 9 to decrease/increase the vdelta.];
docident [waterlevel] [Sets the global water level for the map.];
docargument [H] [the water level] [integer] [0];
docremark [Every cube that has a lower floor than the water level will be rendered with a nice wavy water alpha texture. Water physics will be applied to any entity located below it.];
docremark [Performance notes: water is rendered for a whole square encapsulating all visible water areas in the map (try flying above the map in edit mode to see how). So the most efficient water is a single body of water, or multiple water areas that are mostly not visible from each other. Players can influence how accurate the water is rendered using the "watersubdiv" command (map config).];
docident [wpclear] [Clears all waypoints.];
docident [wpflood] [Floods the map with bot waypoints.];
docident [wpinfo] [makes waypoints visible and either turns on or off the waypoint information display.];
docargument [Y] [show info?] [0||1] [0];
docident [wpload] [Loads a waypoint setup for the current map, if one exists.];
docident [wpsave] [Saves the current waypoint setup for the current map.];
docident [wpvisible] [Determines whether to display bot waypoints.];
docargument [B] [yes/no] [0||1] [0];
docident [xhairwpsel] [Determines if bot waypoints should be selected/placed using the crosshair or by the nearest location to your player.];
docargument [V] [Note: This is turned on by default.] [min 0/max 1/default 1];
docsection [Bot Commands]
docident [addbot] [Add a bot for a given team, with a given skill, with a given name.];
docargument [T] [team] ["CLA" or "RVSF"] [0];
docargument [S] [skill] ["best," "good," "medium," "worse," or "bad"] [0];
docargument [N] [name] [] [0];
docident [addnbot] [will add a given count of bots for the given team with the given skill and select random names for them.];
docargument [C] [count] [] [0];
docargument [T] [team] ["CLA" or "RVSF"] [0];
docargument [S] [skill] ["best," "good," "medium," "worse," or "bad"] [0];
docremark [Keep in mind that the scoreboard will only show a maximum of 29 players.];
docident [botsheadtodebuggoal] [Causes bots to begin trying to reach the debug goal.];
docident [botsheadtome] [Causes the bots to try to reach the local player.];
docident [botskill] [Changes the skill level of the indicated bot.];
docargument [N] [The name of the bot];
docargument [L] [skill level] ["best," "good," "medium," "worse," or "bad"];
docexample [botskill R4zor best] [Changes the bot's skill level from "bad" to "best"];
docident [botskillall] [Changes the skill levels of all bots.];
docargument [L] [skill level] ["best," "good," "medium," "worse," or "bad"];
docident [botsshoot] [Determines whether bots attack.];
docargument [B] [1 or 0] [yes or no];
docident [drawbeamtobots] [Draws a line to each bot in play.];
docremark [The lines behave just like sniper shot lines and fade just as quickly.];
docident [idlebots] [Determines whether to stop the bots.];
docargument [Y] [off or on] [0 or 1] [0];
docident [kickallbots] [Gets rid of all bots.];
docident [kickbot] [Gets rid of a designated bot.];
docargument [N] [bot name] [] [0];
docident [setdebuggoal] [Sets the current local player location as a bot location goal.];
docremark [Used mainly for bot debugging purposes.];
docident [telebot] [Teleports a bot (the first one loaded) to where you are.];
docident [togglebotview] [When used you will see what the bot sees. Type it again (with or without name) to return to the game(you will respawn).];
docargument [N] [botname] [] [0];
docsection [Menus]
docident [chmenumdl] [Changes the menu model of a specified menu.];
docargument [N] [the name of the menu] [] [0];
docargument [M] [the (new) model] [] [0];
docargument [A] [the animation to play] [] [0];
docargument [R] [the rotation speed] [] [0];
docargument [S] [the scale] [] [0];
docident [closemenu] [Closes the specified menu if it is open.];
docargument [N] [the name of a previously defined menu] [] [0];
docremark [If it is open multiple times in the stack only the topmost instance will be closed!];
docident [menudirlist] [create a menu listing of files from a path and perform an action on them when clicked.];
docargument [P] [Path from AssaultCube home directory];
docargument [T] [File type (extension)];
docargument [C] [Command or alias to execute when line is selected.];
docremark [use this inside menu definitions, almost always as the only command of that menu.];
docremark [compare the usage inside config/menus.cfg];
docexample [menudirlist "packages/maps" "cgz" "map $arg1"] [will create a list of maps and load them when clicked];
docident [menufont] [Sets a font for the last-defined menu.];
docargument [N] [font name];
docident [menuinit] [Specifies commands to be executed when a menu opens.];
docargument [C] [The code to execute on init] [] [0];
docremark [This command should be placed after newmenu.];
docident [menuinitselection] [Determines which line in a menu is highlighted when the menu opens.];
docargument [N] [Between 1 and the number of menu items in the applicable menu] [The first line is 0.];
docremark [Useful for menus with many items, or with an option that is normally preferred.];
docident [menuitem] [Creates a new menuitem.];
docargument [N] [The menuitem description.] [] [0];
docargument [A] [The command to execute on selection of the menuitem.] [] [0];
docargument [H] [The command to execute upon rolling over the menuitem.] [] [0];
docremark [Upon activating the menuitem, the associated command will be executed. (See config/menus.cfg for examples). If the command argument is omitted, then it will be set to the same value as the description. If -1 is specified instead of the command to execute, then no command is executed when activating the item. If the rollover option is used, the menuitem will execute that command when selecting (but not activating) the menuitem.];
docremark [(Note: To activate the menu item, select it, and either: Click, press SPACE or press ENTER/Return).];
docident [menuitemcheckbox] [Creates a menu checkbox.];
docargument [N] [Menu item name] [];
docargument [D] [Display checked or not] [1 or 0 (checked or unchecked)];
docargument [A] [Action when selected] [];
docremark [Usually the value of a binary alias is used for the second argument.];
docident [menuitemimage] [Creates a menu item with an accompanying image.];
docargument [P] [Path and filename of image to be used] [];
docargument [D] [Description] [];
docargument [A] [Action when selected] [];
docargument [H] [Hover action] [];
docremark [Displays a tiny (text-line-sized) square image, P, along with normal menu item behavior.];
docident [menuitemkeyinput] [Creates a menu item which will bind a key to a command or alias.];
docargument [D] [The desctiption of the command to be bound];
docargument [A] [The command or alias to be bound to the user-input key];
docident [menuitemmapload] [a menu item that displays information for a map and the preview or a default image.];
docargument [M] [MAP] [] [0];
docargument [T] [TEXT] [] [0];
docident [menuitemslider] [Creates a menu item which utilizes a slider to output values.];
docargument [D] [Description];
docargument [Min] [Minimum value];
docargument [Max] [Maximum value];
docargument [C] [Current display value];
docargument [S] [Step value];
docargument [V] [Values to display when adjusting];
docargument [A] [Action to take on change];
docremark [The step value determines how big each step in the slider is.];
docident [menuitemtextinput] [Creates a text box for user string input.];
docargument [D] [Description];
docargument [V] [Value displayed];
docargument [A] [Action to perform when used];
docargument [H] [Action to perform when hovered over];
docargument [M] [Max characters allowed as input];
docexample [menuitemtextinput "Store commands in a test alias: " $testalias "alias testalias $arg1" "echo This will store a test alias." 16];
docident [menuitemvar] [Menu scripts - performs an action when hovered over by the cursor.];
docargument [E] [Evaluation];
docargument [A] [Action];
docargument [H] [Hover action];
docexample [newmenu "example"];
docexample [menuitemvar [$examplealias] [fov 120] [echo "This will make your field of view max!"] ];
docident [menuselection] [Selects a line in a menu.];
docargument [A] [menu name] [] [0];
docargument [B] [line number] [] [0];
docident [menuselectionbgcolor] [Used in menu scripts to change selection cursor color.];
docargument [R] [0 ... 100];
docargument [G] [0 ... 100];
docargument [B] [0 ... 100];
docargument [A] [0 ... 100];
docexample [menuselectionbgcolor 100 100 0 16] [Makes a bright yellow selection cursor.];
docremark [Changes the selection cursor for the corrseponding menu,];
docremark [so should be used in a menu script following "newmenu."];
docremark [If used outside an individual menu context, this will change the cursor for all menus which do not explicitly define the cursor color.];
docident [menumdl] [Specifies a model to render while displaying the last added menu.];
docargument [M] [the model] [] [0];
docargument [A] [the animation to play] [] [0];
docargument [R] [the rotation speed] [] [0];
docargument [S] [the scale] [] [0];
docident [newmenu] [Creates a new menu.];
docargument [N] [The name of the menu] [] [0];
docremark [All menu commands placed after newmenu (i.e. menuitem, menuitemcheckbox, etc) are added into the menu until another "newmenu" command is specified.];
docident [showmenu] [Displays the specified menu.];
docargument [N] [the name of a previously defined menu] [] [0];
docremark [The menu allows the user to pick an item with the cursor keys. Upon pressing return, the associated action will be executed. Pressing ESC will cancel the menu.];
docsection [Documentation]
docident [docargument] [Adds a new argument documentation to the last added identifier.];
docargument [T] [the token] [] [0];
docargument [D] [the description] [] [0];
docargument [V] [the value notes] [] [0];
docargument [I] [flags this argument as variable-length] [1 (true), 0 (false)] [0];
docremark [An argument represents either a command argument or a variable value.];
docremark [The last argument of an identifier can be flagged as variable-length to indicate that it represents an unknown number of arguments.];
docident [docexample] [Adds an example to the last added identifier.];
docargument [C] [the example code] [] [0];
docargument [E] [the explanation] [] [0];
docident [docfind] [Searches the ingame docs for identifier documentations matching the specified search string.];
docargument [S] [the search string] [] [0];
docremark [The name, description and remarks are included in the search.];
docident [docident] [Adds a new identifier documentation to the last added section.];
docargument [N] [name of the identifier] [] [0];
docargument [D] [the description] [] [0];
docremark [An identifier represents a command or variable. The new identifier];
docremark [The name may contain spaces to create a "multipart" identifier documentation that can be used to describe a complex argument as a single pseudo identifier, look at the examples.];
docexample [docident fov "Sets the field of view."] [];
docexample [docident "newent light" "Adds a new light entity."] [];
docident [docinvalid] [Outputs a list of identifier documentations that do not match any existing identifier.];
docremark [Multipart identifiers are not included in this list, see 'docident'.];
docident [dockey] [Describes a default or native keybind for a particular identifier.];
docargument [K] [The key name] [0];
docremark [See config\keymap.cfg for the names of keys.];
docident [docref] [Adds a new documentation reference to an identifier.];
docargument [N] [the display name] [] [0];
docargument [I] [the identifier to refer to] [] [0];
docargument [U] [the URL to refer to] [] [0];
docremark [The new reference is added to the last added identifier documentation.];
docident [docremark] [Adds a new documentation remark to the last added identifier.];
docargument [S] [the remark] [] [0];
docident [docsection] [Adds a new section to the ingame documentation.];
docargument [S] [the section name] [] [0];
docident [docskip] [Skips a certain number of lines in documentation, if there are more lines than can be displayed at once.];
docargument [V] [] [min 0/max 1000/default 0];
docident [docundone] [Outputs a list of yet undocumented identifiers (commands,variables, etc)];
docargument [A] [output all identifiers] [1 (true), 0 (false)] [0];
docremark [If the one argument is omitted, only the builtin identifiers will be listed. Therefore specify the argument other identifiers like aliases should be included too.];
docremark [Note that the list also includes identifiers that contain the substrings "TODO" or "UNDONE" in their documentation.];
docident [docvisible] [Determines whether to display the documentation in-game.];
docargument [V] [] [min 0/max 1/default 1];
docident [docwritebaseref] [Writes out a base XML documentation reference containing templates for the builtin identifiers.];
docargument [R] [the reference name] [] [0];
docargument [S] [the XML schema location string] [] [0];
docargument [T] [XML stylesheet to use] [] [0];
docremark [The generated reference is written to "config/autogenerated_base_reference.xml" by default. The three arguments can be changed later on in the generated XML document.];
docident [docwritetodoref] [Writes an xml file containing documented (or all) idents (commands and variables), marking pertinent fields as "TODO."];
docargument [B] [1 (all idents) or 0 (documented idents)];
docsection [Default ScriptsDefault Scripts]
docident [altaction] [Accesses aliases depending on which weapon is currently equipped.];
docremark [Executes an alias by concatenating "altaction_" with your current weapon index number.];
docident [altaction_0] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when your knife is equipped.];
docremark [];
docident [altaction_1] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when your pistol is equipped.];
docremark [];
docident [altaction_2] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when the carbine is equipped.];
docremark [];
docident [altaction_3] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when the shotgun is equipped.];
docremark [];
docident [altaction_4] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when the SMG is equipped.];
docremark [];
docident [altaction_5] [Default script which contains an implementation of "zoom"; is accessed by alias "altaction" when your sniper rifle is equipped.];
docremark [By default, this alias is defined as causing the sniper rifle to zoom in.];
docident [altaction_6] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when the Assault Rifle is equipped.];
docremark [];
docident [altaction_7] [Default script which contains a setburst command for the combat pistol (not in effect).];
docremark [];
docident [altaction_8] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when grenades are equipped.];
docremark [];
docident [altaction_9] [Default script which contains "quicknadethrow"; is accessed by alias "altaction" when the akimbo is equipped.];
docremark [];
docident [changeteam] [Swaps your player to the enemy team.];
docremark [Only works when you are alive; you then have to re-spawn.];
docremark [This is a default alias customization saved in scripts.cfg.];
docident [curname] [Game-defined alias which contains your current name.];
docident [cmdbuf] [Game-defined alias which contains the "input" argument of "inputcommand".];
docident [delta_] [Default script. Any of several aliases accessed by "domodifier" and "universaldelta".];
docargument [A] [Alias partial name] [game, spect, edit] ["game" means the alias will be accessed if the player is alive and not editing; "spect" means the alias will be accessed if the player is dead and not editing; "edit" means the alias will be accessed if the player is editing.];
docargument [A] [Alias partial name] [Any number or string] [This part is the name or number of the delta alias, called out by the "domodifier" script. This part should be the same as the argument passed to "domodifier" that causes this script to access your delta alias.];
docargument [C] [Commands/settings] [This is what $arg1 (Usually +1 or -1) will be passed to from "domodifier" and "universaldelta".];
docexample [alias delta_game_1 [nextprimary (+ (nextprimary) $arg1); echo Next primary weapon will be (nextprimary)]] [If the button bound to "domodifier 1" is held down while scrolling, the nextprimary is changed using the scroll wheel.];
docident [delta_edit_0] [Default script. Accessed by "domodifier" and "universaldelta" to edit floor or ceiling cube height.];
docident [delta_game_0] [Default script. Accessed by "domodifier" and "universaldelta". When playing and alive, shifts weapon selection up or down.];
docident [delta_spect_0] [Default script. Accessed by "domodifier" and "universaldelta". When playing and dead, shifts player spectated up or down.];
docident [delta_edit_1] [Default script. Accessed by "domodifier" and "universaldelta". Edits heightfielding (vdelta).];
docident [delta_edit_2] [Default script. Accessed by "domodifier" and "universaldelta". Edits floor or ceiling textures.];
docident [delta_edit_3] [Default script. Accessed by "domodifier" and "universaldelta". Edits wall textures.];
docident [delta_edit_4] [Default script. Accessed by "domodifier" and "universaldelta". Equalizes the floor or ceiling.];
docident [delta_edit_5] [Default script. Accessed by "domodifier" and "universaldelta". Edits entproperty 0 on selected entities.];
docident [delta_edit_6] [Default script. Accessed by "domodifier" and "universaldelta". Moves a selected map entity.];
docident [delta_edit_7] [Default script. Accessed by "domodifier" and "universaldelta". Edits entproperty 1 on selected entities.];
docident [delta_edit_8] [Default script. Accessed by "domodifier" and "universaldelta". Edits entproperty 2 on selected entities.];
docident [delta_edit_9] [Default script. Accessed by "domodifier" and "universaldelta". Edits entproperty 3 on selected entities.];
docident [domodifier] [Default script. Changes the way the universaldelta (should be bound to the mouse scroll wheel) behaves.];
docargument [N] [Delta alias number] [Modification setup] [];
docexample [bind "J" [domodifier 11]] [While pressed, "J" causes the mouse scroll wheel to access delta modifier alias 11 (a pretend delta alias. Others are saved in scripts.cfg).];
docremark [If you wish to bind other commands to the scroll wheel, you should create a new delta alias containing it. See documentation for "delta_".];
docremark [See documentation for "delta_" and "universaldelta".];
docident [fullscreenscript] [Default script. Enables fullscreen toggle in one command.];
docexample [/fullscreenscript] [If game is in wondowed mode, switches to fullscreen.];
docremark [If game is in fullscreen mode, switches to windowed mode.];
docident [gfxqualityalias] [];
docident [grenades] [Default script. Switches to grenades, if you have any.];
docremark [See documentation for "weapon".];
docident [melee] [Switches to knife.];
docremark [See documentation for "weapon".];
docident [new_gfx_quality] [];
docident [new_sound_quality] [];
docident [primary] [Default script. Switches to your current primary weapon.];
docremark [See documentation for "weapon" and "currentprimary".];
docident [reducedviolencemode] [Default script which encases a group of settings that disable most of the violence in AssaultCube.];
docident [resetbinds] [Resets all binds back to their default values.];
docremark [This command executes the file /config/resetbinds.cfg which will bind all keys to the values specified in that file, thus resetting the binds to their default values.];
docident [secondary] [Default script. Switches to pistol.];
docremark [See documentation for "weapon".];
docident [soundqualityalias] [];
docident [toggleshowmap] [Default script. Enables minimap view toggle in one command. Should be keybound.];
docremark [See documentation for "showmap".];
docident [universaldelta] [Default script. Should be keybound to the mouse scroll wheel (MOUSE4 and MOUSE5). Its function changes depending on what argument is being passed to the "domodifier" script.];
docexample [bind MOUSE4 [universaldelta +1]] [When the mouse wheel is scrolled up (MOUSE4), a +1 is sent to the universaldelta, which uses the "domodifier" script to decide how the +1 is used.];
docexample [bind MOUSE5 [universaldelta -1]] [When the mouse wheel is scrolled down (MOUSE5), a -1 is sent to the universaldelta(see above).];
docremark [See documentation for "delta_" and "domodifier".];
docident [zoom] [Default script. Enables specific options while scoping with the sniper rifle.];
docremark [Should be keybound. Scopes while button is held down. A sensitivity scale is used to adjust to the decreased FOV. When the button is released, everything is set back to normal.];