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4.2.2.1 General commands

General commands, in contrast to other commands, DO something instead of changing a variable. How the argument is interpreted depends on the command.

The following general commands are available:

quit
Terminate the application.

help
Give a short list of all commands.

activate
Activate the object that is right in front of you (obsolete).

action
Activate the object that is right in front of you. This command will use the WalkTest entity system. Currently it only works for opening doors that use the cmd_Door key.

perftest
Run a performance test on the current position. The default number of runs is 100 but you can change it with an optional argument.

coordsave
Save the current position to the `coord' file.

coordload
Restore the position from the `coord' file. Note that the position will always be restored but the orientation of the camera will only be restored if `move3d' is set.

hi
Hilight the named polygon in the current sector. If the polygon is not found hilighting is disabled. This command is useful for debugging.

exec
Start a script containing console commands. Every line in this script is performed one line at a time at every new frame. The console automatically closes after executing a successful `exec' command.

coordset
Set the coordinate of the camera to the given sector and location. Example: `coordset room,0,0,0' to restore the position of the camera to the starting point.

cls
Clear all messages from the console window.

facenorth
Face the camera to the north.

facesouth
Face the camera to the south.

facewest
Face the camera to the west.

faceeast
Face the camera to the east.

facedown
Face the camera down.

faceup
Face the camera up.

cmessage
Write the specified message to the console.

dmessage
Write the specified message to `debug.txt'.

dnl
Write a newline to `debug.txt'.

version
Write the current version to the console.

about
Write the current version to the console in a more verbose format.

addlight
Add a dynamic light at the position of the camera. With no arguments the color of this dynamic light will be random and the light will move up and down slightly. But you can also say `addlight r,g,b,radius,st' for a more controlled light. The `st' flag can be 0 or 1. If 1 things will also cast shadows.

dellight
Delete the last added dynamic light.

dellights
Delete all dynamic lights.

picklight
Broken.

droplight
Broken.

fire
Fire a missile in the direction that you are looking. The missile will explode when it hits a wall.

debug1
Debug command. The function of this command is undefined but it serves as a place-holder for some debugging functionality. A particular version of Crystal Space may assign some action to this command but another version may remove this action again.

debug2
Debug command. The function of this command is undefined but it serves as a place-holder for some debugging functionality. A particular version of Crystal Space may assign some action to this command but another version may remove this action again.

extension
Perform the specified system specific extension. Currently the X11 port is the only port that has extensions (`sim_pal', `sim_grey', and `sim_332'). They are used when simulating 15/16-bit display mode on a 8-bit display.

bind
Bind a key to a command. The given key can be anything like alt-c, shift-pgdn, home, ctrl-space, .... The command can be anything that you can execute in the console. If you only give a key this command will show the current command that is bound to that key. If you give no parameters then all current key-bindings will be listed. Note that if you bind a key which has already been bound then the old key-binding will be removed.

snd_play file
Play the given `file.wav' file (currently only has effect on Windows) as an ephemeral sound.

s_fog
If no arguments are given this command will show the fog settings for the current sector. Otherwise you can set the fog level for this sector. Syntax is `s_fog r,g,b,density'.

turn
Turn around (so that the camera looks the other way). This command only works if `move3d' is enabled.

jump
Jump upwards. Only works if the gravity system is enabled.

step_forward
Move forwards. Uses gravity system if `move3d' is disabled.

step_backward
Move backwards. Uses gravity system if `move3d' is disabled.

strafe_left
Move left. Uses gravity system if `move3d' is disabled.

strafe_right
Move right. Uses gravity system if `move3d' is disabled.

look_up
Look up. Uses gravity system if `move3d' is disabled.

look_down
Look down. Uses gravity system if `move3d' is disabled.

rotate_left
Rotate player left. Uses gravity system if `move3d' is disabled.

rotate_right
Rotate player right. Uses gravity system if `move3d' is disabled.

i_forward slow,fast
i_backward slow,fast
i_left slow,fast
i_right slow,fast
i_up slow,fast
i_down slow,fast
Move. The first argument is 0 or 1. If 1 we will move very slowly (for debugging). The second argument is 0 or 1. If 1 we will move very fast. This command only works if `move3d' is enabled.

i_rotleftc slow,fast
i_rotleftw slow,fast
i_rotrightc slow,fast
i_rotrightw slow,fast
Rotate left or right. The `c' versions rotate along the camera axis. The `w' version along the world axis. The first argument is 0 or 1. If 1 we will move very slowly (for debugging). The second argument is 0 or 1. If 1 we will move very fast. This command only works if `move3d' is enabled.

i_rotleftx slow,fast
i_rotleftz slow,fast
i_rotrightx slow,fast
i_rotrightz slow,fast
Rotate the camera. The first argument is 0 or 1. If 1 we will move very slowly (for debugging). The second argument is 0 or 1. If 1 we will move very fast. This command only works if `move3d' is enabled.

addbot
Add a sprite that moves randomly through the map.

delbot
Remove the last added bot.

loadmesh file,template,texture
Load a mesh from a model file (currently 3DS version 3 and MD2 are supported) and add it as a mesh factory. Later you can use `addmesh' to really add the mesh visually. Parameters are file, template, texture. The texture should be one which is already loaded in memory. This is a current limitation. The filename represents a file within the VFS directory hierarchy.

addmesh sname,tname,size
Add a mesh from a factory already in memory. sname is the name of the mesh. tname is the name of a mesh factory which has to be loaded in memory (either from `standard.zip' or from the level). The size is a scale factor for the mesh. The mesh is put at the current location.

delmesh name
Delete a mesh from the world with the given name.

listactions name
Lists the actions of a sprite. name is the name of the sprite for which you want to list the actions.

setaction spritename,action
Sets the action of the specified sprite. spritename is the name of the sprite which you want to list the actions of. action is the name of the action which you want the sprite to use.

listmeshes
Lists all of the mesh objects in the world.

addskel
Add a skeletal tree (demonstration). The first argument is the depth. A depth of 1 will create a root and one layer above. The second argument is the width. This is the number of branches created at every depth. A good tree is `addskel 3,3'. Be careful with large numbers here. The number of triangles grows very fast! If the width parameter is negative the chosen width will be random between 1 and `-width' (inclusive).

addghost depth,width
Add a floating transparent green ghost. The first argument is the depth. A depth of 1 will create a root and one layer above. The second argument is the width. This is the number of arms for the ghost.

rain texture,nparticles,speed
Add a particle system simulating rain. The three parameter for this command are the texture to use for the particles (`raindrop.png' is good), the number of particles and the speed (in meter per second). The default number of particles is 500 and the default speed is 2. All parameters are optional.

snow texture,nparticles,speed
Add a particle system simulating rain. The three parameter for this command are the texture to use for the particles (`snow.jpg' is good), the number of particles and the speed (in meter per second). The default number of particles is 500 and the default speed is 0.3. All parameters are optional.

fountain texture,nparticles
Add a particle system simulating a fountain. The two parameter for this command are the texture to use for the particles and the number of particles. The default number of particles is 50.

flame texture,nparticles
Add a particle system simulating a flame. The two parameter for this command are the texture to use for the particles and the number of particles. The default number of particles is 50.

explosion texture
Add a particle system simulating an explosion. The parameter for this command is the texture to use for the particles.

spiral texture
Add a particle system simulating an spiral. The parameter for this command is the texture to use for the particles. Experimental!

portal level
Create a new region with the given name and load the same named level into that region. Then create a portal on the spot you are standing to the start position of the new level and back.

fs_inter amount,length
Toggle a fullscreen interference mode.

fs_red
Toggle a fullscreen fade-to-red effect.

fs_green
Toggle a fullscreen fade-to-green effect.

fs_blue
Toggle a fullscreen fade-to-blue effect.

fs_whiteout
Toggle a fullscreen fade-to-white effect.

fs_fadecol r,g,b
Toggle a fullscreen fade-to-color effect.

fs_fadetxt material
Toggle a fullscreen fade-to-material effect. The material should be the name of a loaded material (use 'spark' for a good example).

fs_shadevert topr,topg,topb,botr,botg,botb
Toggle a fullscreen shading effect which is added to the 3D view using add-blending-mode.

clrlights
Clear all pseudo-dynamic lights in the world to black.

setlight r,g,b
Set the color for the selected pseudo-dynamic light to r, g, b.

record
Start/stop recording camera movement. If you have a previous recording in memory then a the new camera movements will be appended.

clrrec
Clear a recording.

loadrec file
Load a recording from VFS path `/this/file' where file is the argument specified with the `loadrec' command. If file is not specified, then it looks for a file named `/this/record'. Note that a recording is only valid when played in the same (or very similar) world.

saverec file
Save a recording to VFS path `/this/file' where file is the argument specified with the `saverec' command. If file is not specified then the recording is saved with the name `/this/record'.

play
Play a recording loaded with `loadrec' (if there is one). Note that a recording is only valid when played in the same (or very similar) level.

play file
This outputs summary statistics for the demo played to `file.rps'. The `.rps' extension stands for Recorded Performance Statistics.

play res, x, file
The `res' option stands for resolution and tells WalkTest to record statistics every x frames and output the summary to `file.rps'.

play break, x
The `break' option, when WalkTest is compiled in debug mode, will trip off a signal trap frame number x. This is useful once you take note of the frame number of something interesting in an `.rps' file.

recsubperf file
Once a recording has begun this command is used to record the statistics of a subsection of the demo and is reported as such in the output `file.rps' when played back. To finish the subsection call the command again without an argument. `recsubperf' stands for record subsection performance.


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