Full List Of Commands

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Comments

  • niftyguyniftyguy Join Date: 2003-11-13 Member: 22812Posts: 70Members
    QUOTE (Photek @ Jan 21 2005, 04:01 PM)
    texgamma 2 client player possibly sets the gamma of the text?

    nope, texture gamma

    lower is brighter, reload map when you change it
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Posts: 2,462Members, Constellation
    Is there a list of all bindable keys and their names? Like what if I want to bind something to capslock is that just bind capslock "the_command"
    Read my idea on armor!
    http://www.unknownworlds.com/forums/index....showtopic=90736

    QUOTE (Ambrosek @ Mar 23 2005, 07:53 PM)
    You Can Never Win In Clan Match Which is SC start
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Posts: 2,905Members, NS1 Playtester, Playtest Lead
    capslock is the name, yes.

    The names of some other keys can be found in \ns\gfx\shell\kb_keys.lst (open with a text viewer). It doesn't seem to be a complete list, though, as I just checked and it doesn't include capslock.
    some obscure NS gameplay data (added back to signature since people still ask for it from time to time)
  • fantasmagmfantasmagm Join Date: 2005-05-31 Member: 52861Posts: 2Members, Constellation
    nice post...but.. I need help i dont know were i get he scripts skulk.gif
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Posts: 135Members
    the list isnt up to date, fps_single and fps_lan no longer exist and now its fps_max and fps_modem (only fps_max is used)
  • ReKReK Join Date: 2004-08-30 Member: 31058Posts: 708Members, Constellation, Reinforced - Shadow, WC 2013 - Silver
    Here's a code include file I used to use when coding small for server plugins. It has many useful things in it even if you're not making a server plugin, and, if you are, don't be afraid to take it. It may be a little outdated (I haven't touched AMXx since they changed the name of the language), but I'm pretty certain most of it won't have changed.

    It won't let me attach it (no space for a couple kB of includes?) so here's the thing:
    CODE
    /*
    General NS defines

    By: ReK_
    */

    #if defined REK_INC
        #endinput
    #endif
    #define REK_INC

    #define    DEFAULT    "1"
    #define    ERROR    -1

    /* These are in ns_const.inc, included for easy reference
    // entity pev->iuser4 fields
    enum {
        MASK_NONE = 0,
        MASK_SIGHTED = 1,
        MASK_DETECTED = 2,
        MASK_BUILDABLE = 4,
        MASK_BASEBUILD0 = 8,        // Base build slot #0
        MASK_WEAPONS1 = 8,        // Marine weapons 1
        MASK_CARAPACE = 8,        // Alien carapace
        MASK_WEAPONS2 = 16,        // Marines weapons 2
        MASK_REGENERATION = 16,        // Alien regeneration
        MASK_BASEBUILD1 = 16,        // Base build slot #1
        MASK_WEAPONS3 = 32,        // Marine weapons 3
        MASK_REDEMPTION = 32,        // Alien redemption
        MASK_BASEBUILD2 = 32,        // Base build slot #2
        MASK_ARMOR1 = 64,        // Marine armor 1
        MASK_CELERITY = 64,        // Alien celerity
        MASK_BASEBUILD3 = 64,        // Base build slot #3
        MASK_ARMOR2 = 128,        // Marine armor 2
        MASK_ADRENALINE = 128,        // Alien adrenaline
        MASK_BASEBUILD4 = 128,        // Base build slot #4
        MASK_ARMOR3 = 256,        // Marine armor 3
        MASK_SILENCE = 256,        // Alien silence
        MASK_BASEBUILD5 = 256,        // Base build slot #5
        MASK_JETPACK = 512,        // Marine jetpacks
        MASK_CLOAKING = 512,        // Alien cloaking
        MASK_BASEBUILD6 = 512,        // Base build slot #6
        MASK_FOCUS = 1024,        // Alien focus
        MASK_MOTION = 1024,        // Marine motion tracking
        MASK_BASEBUILD7 = 1024,        // Base build slot #7
        MASK_SCENTOFFEAR = 2048,    // Alien scent of fear
        MASK_DEFENSE2 = 4096,        // Defense level 2
        MASK_DEFENSE3 = 8192,        // Defense level 3
        MASK_ELECTRICITY = 8192,    // Electricy
        MASK_MOVEMENT2 = 16384,        // Movement level 2,
        MASK_MOVEMENT3 = 32768,        // Movement level 3
        MASK_HEAVYARMOR = 32768,    // Marine heavy armor
        MASK_SENSORY2 = 65536,        // Sensory level 2
        MASK_SENSORY3 = 131072,        // Sensory level 3
        MASK_ALIEN_MOVEMENT = 262144,    // Onos is charging
        MASK_WALLSTICKING = 524288,    // Flag for wall-sticking
        MASK_PRIMALSCREAM = 1048576,    // Alien is in range of active primal scream
        MASK_UMBRA = 2097152,        // In umbra
        MASK_DIGESTING = 4194304,    // When set on a visible player, player is digesting.  When set on invisible player, player is being digested
        MASK_RECYCLING = 8388608,    // Building is recycling
        MASK_TOPDOWN = 16777216,    // Commander view
        MASK_PLAYER_STUNNED = 33554432,    // Player has been stunned by stomp
        MASK_ENSNARED = 67108864,    // Webbed
        MASK_ALIEN_EMBRYO = 268435456,    // Gestating
        MASK_SELECTABLE = 536870912,    // confused-fix.gif
        MASK_PARASITED = 1073741824,    // Parasite flag
        MASK_SENSORY_NEARBY = 2147483648    // Sensory chamber in range
    }


    enum {
        CLASS_UNKNOWN = 0,
        CLASS_SKULK,
        CLASS_GORGE,
        CLASS_LERK,
        CLASS_FADE,
        CLASS_ONOS,
        CLASS_MARINE,
        CLASS_JETPACK,
        CLASS_HEAVY,
        CLASS_COMMANDER,
        CLASS_GESTATE,
        CLASS_DEAD,        //ALso used for spectators
        CLASS_NOTEAM
    }

    enum {
        WEAPON_NONE = 0,
        WEAPON_CLAWS,
        WEAPON_SPIT,
        WEAPON_SPORES,
        WEAPON_SPIKE,
        WEAPON_BITE,
        WEAPON_BITE2,
        WEAPON_SWIPE,
        WEAPON_WEBSPINNER,
        WEAPON_METABOLIZE,
        WEAPON_PARASITE,
        WEAPON_BLINK,
        WEAPON_DIVINEWIND,
        WEAPON_KNIFE,
        WEAPON_PISTOL,
        WEAPON_LMG,
        WEAPON_SHOTGUN,
        WEAPON_HMG,
        WEAPON_WELDER,
        WEAPON_MINE,
        WEAPON_GRENADE_GUN,
        WEAPON_LEAP,
        WEAPON_CHARGE,
        WEAPON_UMBRA,
        WEAPON_PRIMALSCREAM,
        WEAPON_BILEBOMB,
        WEAPON_ACIDROCKET,
        WEAPON_HEALINGSPRAY,
        WEAPON_GRENADE,
        WEAPON_STOMP,
        WEAPON_DEVOUR,
        WEAPON_MAX
    }

    enum {
        HIVETRAIT_NONE    = 0,
        HIVETRAIT_DC    = 92,
        HIVETRAIT_SC    = 93,
        HIVETRAIT_MC    = 94
    }
    */

    //Class nums used by pev->iuser3 and ScoreInfo, the ones in ns_const are only applicable to ns_get_class()
    enum {
        PCLASS_READYROOM = 0,
        PCLASS_MARINE,
        PCLASS_JETPACK,
        PCLASS_HEAVY,
        PCLASS_SKULK,
        PCLASS_GORGE,
        PCLASS_LERK,
        PCLASS_FADE,
        PCLASS_ONOS,
        PCLASS_DIGESTING,
        PCLASS_GESTATE,
        PCLASS_DEADMARINE,
        PCLASS_DEADALIEN,
        PCLASS_COMMANDER,
        PCLASS_REINFORCING,
        PCLASS_SPECTATOR
    }

    //Weapon ammo defines
    //Clip sizes
    #define    CLIP_LMG        50
    #define CLIP_PISTOL        10
    #define CLIP_SHOTGUN        8
    #define CLIP_HMG        125
    #define CLIP_GRENADE_GUN    4

    //Max carrying capacity
    #define MAX_LMG            250
    #define MAX_PISTOL        30
    #define MAX_SHOTGUN        40
    #define MAX_HMG            250
    #define MAX_GRENADE_GUN        30

    //Impulse list
    //Aliens
    //Upgrades
    #define UPGRADE_CARAP    101    //Buy carapace
    #define UPGRADE_REGEN    102    //Buy regeneration
    #define UPGRADE_REDEM    103    //Buy redemption
    #define UPGRADE_CELER    107    //Buy celerity
    #define UPGRADE_ADREN    108    //Buy adrenaline
    #define UPGRADE_SILEN    109    //Buy silence
    #define UPGRADE_CLOAK    110    //Buy cloaking
    #define UPGRADE_FOCUS    111    //Buy focus
    #define UPGRADE_SCENT    112    //Buy scent of fear

    //Buildings
    #define BUILD_RTA    90    //Buy an alien resource tower
    #define BUILD_OC    91    //Buy an offense chamber
    #define BUILD_DC    92    //Buy a defense chamber
    #define BUILD_SC    93    //Buy a sensory chamber
    #define BUILD_MC    94    //Buy a movement chamber
    #define BUILD_HV    95    //Buy a hive

    //Evolve lifeforms
    #define EVOLVE_SKULK    113    //Evolve to skulk
    #define EVOLVE_GORGE    114    //Evolve to gorge
    #define EVOLVE_LERK    115    //Evolve to lerk
    #define EVOLVE_FADE    116    //Evolve to fade
    #define EVOLVE_ONOS    117    //Evolve to onos

    //Communications
    #define COM_CHUCKLE    7    //Alien taunt
    #define COM_REQHEALING    8    //Request healing

    //Marines
    //Communications
    #define COM_FOLLOWME    7    //Follow me
    #define COM_COVERING    8    //Covering you
    #define COM_TAUNT    9    //Marine taunt
    #define COM_REQHEALTH    10    //Request a medpack
    #define COM_REQAMMO    11    //Request an ammopack
    #define COM_INPOSITION    12    //In postition
    #define COM_ENEMYHERE    13    //Enery spotted
    #define COM_MOVEOUT    14    //Move out
    #define COM_ALLCLEAR    15    //All clear
    #define COM_REQORDER    80    //Request order
    #define COM_ACKNOWLEDGE    81    //Acknowledge

    //Commander
    #define COMM_CONSOLE     75    //Only seems to happen when in CC and a marine?
    #define COMM_INCHAIR     82    //Evidentally means you're in a CC (Gets spammed every frame)
    #define COMM_MINIMAP    83    //Minimap clicking
    #define COMM_SCROLL     84    //Scrolling
    #define COMM_MENUCLICK    96    //Menus (Adv, Assist, Equip Etc)
    #define COMM_SELECTALL    105    //Select all marines
    #define COMM_BEACON    30    //Beacon
    #define COMM_SCAN    53    //Scan

    //Buildings
    #define BUILD_IP    40    //Buy an IP
    #define BUILD_RTM    41    //Buy a marine resource tower
    #define BUILD_TF    43    //Buy a turret factory
    #define BUILD_AL    45    //Buy an arms lab
    #define BUILD_pl    46    //Buy a prototype lab
    #define BUILD_AR    48    //Buy an armoury
    #define BUILD_OB    51    //Buy an observatory
    #define BUILD_PG    55    //Buy a phase gate
    #define BUILD_TU    56    //Buy a turret
    #define BUILD_ST    57    //Buy a siege cannon
    #define BUILD_CC    58    //Buy a command chair

    //Building upgrades
    #define UPGRADE_ARM1    20    //Buy armour 1
    #define UPGRADE_ARM2    21    //Buy armour 2
    #define UPGRADE_ARM3    22    //Buy armour 3
    #define UPGRADE_WEP1    23    //Buy weapons 1
    #define UPGRADE_WEP2    24    //Buy weapons 2
    #define UPGRADE_WEP3    25    //Buy weapons 3
    #define UPGRADE_SCUP    26    //Buy siege cannon upgrade
    #define UPGRADE_JPUP    28    //Buy jetpack upgrade
    #define UPGRADE_HAUP    29    //Buy heavy armour upgrade
    #define UPGRADE_MTUP    33    //Buy motion tracking
    #define UPGRADE_PGUP    34    //Buy phase tech
    #define UPGRADE_ELEC    36    //Buy electrification
    #define UPGRADE_NADE    37    //Buy hand grenades
    #define UPGRADE_CATS    47    //Buy catalyst
    #define UPGRADE_AAUP    49    //Buy advanced armoury

    //Equipment
    #define DROP_CP        27    //Drop a catalyst pack
    #define DROP_HA        38    //Drop a heavy armour suit
    #define DROP_JP        39    //Drop a jetpack
    #define DROP_HP        59    //Drop a medpack
    #define DROP_AP        60    //Drop an ammopack
    #define DROP_MINE    61    //Drop a mine pack
    #define DROP_WELD    62    //Drop a welder
    #define DROP_SHOT    64    //Drop a shotgun
    #define DROP_HMG    65    //Drop an HMG
    #define DROP_GL        66    //Drop a GL

    //Other
    #define NEXTWEP        1    //Switch to the next weapon
    #define RELOAD        2    //Reload
    #define DROP_WEAPON    3    //Drop current weapon
    #define VOTE_EJECT    6    //Vote to eject the commander

    //Combat-specific
    //Aliens
    #define UPGRADE_AB1    118    //Buy the second hive ability
    #define UPGRADE_AB2    126    //Buy the third hive ability

    //Marines
    #define UPGRADE_ARMUP1    20    //Buy armour 1
    #define UPGRADE_ARMUP2    21    //Buy armour 2
    #define UPGRADE_ARMUP3    22    //Buy armour 3
    #define UPGRADE_WEPUP1    23    //Buy weapons 1
    #define UPGRADE_WEPUP2    24    //Buy weapons 2
    #define UPGRADE_WEPUP3    25    //Buy weapons 3
    #define UPGRADE_RESUPP    31    //Buy resupply

    #define XPSHARE_RADIUS    522    //Maximum distance from the killer to share xp

    //Return level of a player
    stock ns_get_level(id)
        return floatround(floatsqroot(ns_get_xp(id) / 25 + 2.21) - 1);

    //Return the experience required for a level
    stock ns_get_xpreq(level)
        return (((level + 2) * (level - 1) * 25) + 1);
        
    //Amount of XP gained for killing an opponent of a specific level,
    stock ns_get_xpgained(victimLevel)
        return ((victimLevel * 10) + 50);

    //Number of clips in reserve
    stock ns_get_clips(weapon, ammo)
    {
        switch(weapon)
        {
            case WEAPON_LMG:
                return ammo/CLIP_LMG;
            case WEAPON_PISTOL:
                return ammo/CLIP_PISTOL;
            case WEAPON_SHOTGUN:
                return ammo/CLIP_SHOTGUN;
            case WEAPON_HMG:
                return ammo/CLIP_HMG;
            case WEAPON_GRENADE_GUN:
                return ammo/CLIP_GRENADE_GUN;
        }
        
        return ERROR;
    }
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Posts: 135Members
    its not the right forum, scripting isnt AMXX Scripting but scripting with cvars and commands
  • ReKReK Join Date: 2004-08-30 Member: 31058Posts: 708Members, Constellation, Reinforced - Shadow, WC 2013 - Silver
    edited December 2006
    QUOTE(AnAkIn @ Nov 10 2006, 05:32 AM) »

    its not the right forum, scripting isnt AMXX Scripting but scripting with cvars and commands


    you missed my point. whether its in enums or plaintext, it shows you all the constants, and all of these (well, most) can be used in the console

    oh, and may as well do this: im not going to be updating my script pack anymore, so everyone feel free to scrounge whatever you want from it.

    http://files.filefront.com/NS_31_Custom_Pa...;/fileinfo.html
    Post edited by Unknown User on
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Posts: 202Members
    Can anyone tell me if the impulses for buying upgrades as comm (eg impulse 20 thru 25 buy arms lab upgrades) actually work? I have tried binding them and typing them into console and it doesn't do anything. I've tried it with the relevant structure selected and unselected but it never works. Has anyone got these to or have they been removed/never worked?
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Posts: 2,905Members, NS1 Playtester, Playtest Lead
    Those are for marines in Combat, not for the commander.

    Sorry about the confusion; added a note to the previous post clarifying this.
    some obscure NS gameplay data (added back to signature since people still ask for it from time to time)
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Posts: 202Members
    edited March 2007
    OK but surely phase tech and electrification aren't for combat? Just to clarify what I'm talking about it's this section from the list on post #37 of this thread:

    //Building upgrades
    #define UPGRADE_ARM1 20 //Buy armour 1
    #define UPGRADE_ARM2 21 //Buy armour 2
    #define UPGRADE_ARM3 22 //Buy armour 3
    #define UPGRADE_WEP1 23 //Buy weapons 1
    #define UPGRADE_WEP2 24 //Buy weapons 2
    #define UPGRADE_WEP3 25 //Buy weapons 3
    #define UPGRADE_SCUP 26 //Buy siege cannon upgrade
    #define UPGRADE_JPUP 28 //Buy jetpack upgrade
    #define UPGRADE_HAUP 29 //Buy heavy armour upgrade
    #define UPGRADE_MTUP 33 //Buy motion tracking
    #define UPGRADE_PGUP 34 //Buy phase tech
    #define UPGRADE_ELEC 36 //Buy electrification
    #define UPGRADE_NADE 37 //Buy hand grenades
    #define UPGRADE_CATS 47 //Buy catalyst
    #define UPGRADE_AAUP 49 //Buy advanced armoury

    It says it might be outdated so I'm guessing some of these have been scrapped since.
    Post edited by Unknown User on
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Posts: 2,905Members, NS1 Playtester, Playtest Lead
    The commander could never use impulse commands to perform menu actions. In 1.04 he could use hotkeyn commands, but not since.

    Those numbers seem to be internal designations, though I'm not really familiar at all with plugin-scripting in NS. In any case, those that apply only to the commander are not useful unless you are writing plugins.
    some obscure NS gameplay data (added back to signature since people still ask for it from time to time)
  • CowmonautCowmonaut Join Date: 2007-04-18 Member: 60670Posts: 9Members
    Well I hope the OP had Geronimo's permission to post that list before posting it here >.>

    Anyways, it would be nice to see all of the commands. I know what some of these do, but others I'm not sure on:

    CODE

    _snd_mixahead "0.1"
    ati_npatch "1.0"
    ati_subdiv "2.0"
    bottomcolor "144.889999"
    cl_cmdbackup "2"
    cl_iconb "221"
    cl_icong "149"
    cl_iconr "0"
    cl_idealpitchscale "0.8"
    cl_lc "1"
    cl_lw "1"
    cl_particleinfo "0"
    cl_quickselecttime ".15"
    cl_timeout "60"
    cl_vsmoothing "0.05"
    hpk_maxsize "4"
    hud_capturemouse "1"
    hud_classautokill "1"
    hud_takesshots "0"
    r_bmodelhighfrac "5.0"
    r_detailtextures "0"
    s_a3d "0.0"
    s_automax_distance "30.0"
    s_automin_distance "2.0"
    s_bloat "2.0"
    s_distance "60"
    s_doppler "0.0"
    s_eax "0.0"
    s_leafnum "0"
    s_max_distance "1000.0"
    s_min_distance "8.0"
    s_numpolys "200"
    s_polykeep "1000000000"
    s_polysize "10000000"
    s_refdelay "4"
    s_refgain "0.4"
    s_rolloff "1.0"
    s_verbwet "0.25"
    topcolor "151.169998"
    viewsize "120.000000"
    volume "0.800000"
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Posts: 135Members
    edited April 2007
    What about removing the old Won Commands/Cvars ?

    CODE
    cl_nodelta
    cl_nopred
    cl_pred_fraction
    cl_pred_link
    cl_pred_maxtime
    cl_print_custom
    gl_smoothmodels
    mp_falldamage

    ...oh there are so much, don't have time to write all ^^
    Post edited by Unknown User on
  • ReKReK Join Date: 2004-08-30 Member: 31058Posts: 708Members, Constellation, Reinforced - Shadow, WC 2013 - Silver
    QUOTE(YoungTrotsky @ Mar 14 2007, 12:16 AM) »

    OK but surely phase tech and electrification aren't for combat? Just to clarify what I'm talking about it's this section from the list on post #37 of this thread:

    //Building upgrades
    #define UPGRADE_ARM1 20 //Buy armour 1
    #define UPGRADE_ARM2 21 //Buy armour 2
    #define UPGRADE_ARM3 22 //Buy armour 3
    #define UPGRADE_WEP1 23 //Buy weapons 1
    #define UPGRADE_WEP2 24 //Buy weapons 2
    #define UPGRADE_WEP3 25 //Buy weapons 3
    #define UPGRADE_SCUP 26 //Buy siege cannon upgrade
    #define UPGRADE_JPUP 28 //Buy jetpack upgrade
    #define UPGRADE_HAUP 29 //Buy heavy armour upgrade
    #define UPGRADE_MTUP 33 //Buy motion tracking
    #define UPGRADE_PGUP 34 //Buy phase tech
    #define UPGRADE_ELEC 36 //Buy electrification
    #define UPGRADE_NADE 37 //Buy hand grenades
    #define UPGRADE_CATS 47 //Buy catalyst
    #define UPGRADE_AAUP 49 //Buy advanced armoury

    It says it might be outdated so I'm guessing some of these have been scrapped since.


    Yes, those are internal calls used by the engine, they are blocked from the client console. They are still useful for scripts as a way to detect when a building/upgrade is purchased (you can hook the impulse calls and compare the values passed to do things like modify a building as soon as it spawns, etc). For example, the plugin that returns NS 3.0 to the gameplay balance of 1.04 (No RfK, no electrification, alien lifeforms still chained to the hives) hooked impulse 36 and blocked the request before it ever got into the engine, effectively disabling electrification. It also hooked the alien's evolve impulses and triggered a check on the current number of hives, and would similarly block the client's request to evolve if there weren't enough hives for the lifeform. The RfK fix was quite a bit more complicated. It's easy to modify the resources of the aliens through metamod, yet the marine team stores its current resources in active memory and for the longest time we had no way of modifying it, only reading it. I believe a solution was found right around the time I left, involving intrusive memory manipulation using the variable's offset in server RAM, quite low-level.
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
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