Commands in Quake Live
Bind's
BindList - displays currently used bindy
bind - used to connect the key to the action eg: / bind in "+ forward"
unbind - off. binda assigned to the key, eg: unbind r
unbindall - off. all bindy
vstr - for example: / rl vstr choose rocketlauncher and say "RL" in chat
wait - delay preserved commands by 1 or 2 FPS
weapnext - Selects the next weapon available (apart from the saw and weapons without ammunition), eg: / bind "MWHEELUP" "weapprev"
weapon - gives the number of weapons, choose the weapon, eg: / bind "2" "weapon 2"
weapprev - selects previous weapon available (apart from the saw and weapons without ammunition), eg: / bind "MWHEELDOWN" "weapprev"
Dropflag - throws a flag
Dropweapon - throws a weapon
+ Attack - shot weapon
+ Back - move backward
+ Button2 - use item
+ Chat - displays the chat history
+ Forward - forward motion
+ Left - turn to the left
+ Lookdown - look down
+ Lookup - look up
+ Mlook - enables movement mouse
+ MoveDown - squats
+ MoveUp - jumps
+ Moveleft - goes into the left side
+ Moveright - goes in the right side
+ Right - rotates clockwise
+ Scores - Scoreboard
+ Speed - it
+ Strafe - allows walking sideways
+ Zoom - zoom
Setting the mouse sensitivity and dating for a weapon
bind [key] "[weapon] [dating] [sensitivity]"
bind? weapon?; cg_drawCrossHair?; sensitivity?
weapon 1 - (glove / saw)
weapon 2 - (machingun)
weapon 3 - (shotgun)
weapon 4 - (grenade)
weapon 5 - (rocket)
weapon 6 - (welder)
weapon 7 - (rail)
weapon 8 - (plasma)
weapon 9 - (bfg)
Chat / Communication
cg_drawfriend 0/1 - 1 the names of our friends will take on yellow
say - sends a message to all
say_team - sends a message to the team
tell_buddy - we send a message with a friend on the QL eg / tell_buddy name "text here"
bot_nochat 0 - 1 - 0 excl. conversation bots
cl_allowConsoleChat 0/1 - 1 can only chat in the console, possibly after adding the "/" before the written text chat or public team
togglechathistory - chat history
Cheat Protect
cg_thirdperson - shows the character of so many
sv_cheats - turns codes
devmap MAP_NAME - This command allows you to load the map with the possibility of use on
it cheats.
god - Enables / disables immortality.
noclip - Turns on / off pass through the wall.
give (item) - Adds an object. Capabilities:
give all
give armor
give battle suit
give bfg10k
give flight
give gauntlet
give grappling hook
give grenade launcher
give haste
give health
give invisibility
give lightning gun
give machinegun
give Medkit
give personal teleporter
give plasma gun
give quad damage
give railgun
give regeneration
give rocket launcher
give shotgun
Console / Search commands
cvarrestart-suited default commands
com_allowconsole 0/1 - 1 consoles run by ~, 0 standard CTRL + ALT + ~
scr_conspeed 0 -? - The speed of opening / closing the console
clear - clears the console
condump - saves the file is what we have currently entered in the console
cmdlist - displays the available commands
cvar_restart - restarts the system cvar
cvarlist - displays a list of commands cvar
dir - opens the folder
reset - restarts cvar
writeconfig - save our configuration file as myconfig.cfg
exec - reads the configuration ready
echo text - can display the text after the execution of the command
cl_conTimeStamps 0/1/2 - timer console
0- does nothing
1 - displays the time by. game time
2 - displays the time by. time server
Cvars - commands consisting of commands and broadcast them to the
figures and not only, for example. s team, cg_drawfps 1.
Cvar commands start with:
cg_ - Client General
g_ - Game
CL_ - Client
sv_ - Server
s_ - Sound
r_ - Render
m_ - Mouse
A simple way to find commands in the console is built into the auto-complete.
We use it in a very simple manner, for example:
cg_ + TAB displays a list of commands that begin with cg_
s_ / CL_ / a_ / r_ / com_ / vid_ etc.
or / cg_zoom + TAB - displays all commands starting / cg_zoom
Another option for more precise search commands or variables is to enter the command cvarlist (command) or cmdlist (variable) Just apply them in a character and part of the command we're looking for
? - Any character
* - Any number of any characters
for example:
displaying all commands beginning with g_:
cvarlist g_ *
display of all the variables starting with g_ with the name "time":
cvarlist g_ * time
display all the variables with the name "rail":
* cvarlist rail
display of all the variables that contain any of the first 3 characters, followed by the word "rocket":
cvarlist rocket ???
Connection
cl_maxPing 0 -? -Maximum ping
rate -? - Controls the amount of packets sent from the current connection so that bandwidth was not overloaded (the maximum number of bytes per second) [25000]
cl_packetdup - Specifies the number of duplicate packets sent by the client in order to minimize packet loss
cl_maxpackets 30 - Determines the maximum size of UDP packet sent by the client
Graphics / El. Ambient / displayed image
gfxinfo - displays the info graphic
vid_restart - restart the graphics engine
cg_fov 10 - 130 - area visibility
cg_zoomScaling 0/1 - 1 incl. a slow zoom during approximation, 0 will zoom immediate
cg_zoomfov 0 - 130 (?) - The size of the picture when zoom
cg_zoomSensitivity 0-? - Speed zoom
cg_zoomToggle - when you click the zoom is it, when you click off. himself
cg_zoomOutOnDeath 0/1 - 1 off. approximation death [1]
r_colorbits 16/32 - Color Depth
r_aspectRatio - 0 = aspect ratio of 4: 3, 1 = 16: 9, 2 = 16:10 = 3 5 4
r_displayrefresh - Control monitor refresh rate (only CRT)
r_dynamiclight 0/1 - 1 incl. dynamic light
cg_marks 0/1 - 0 excl. traces of bullets on the walls, 1 on.
cg_shadows 0/1 - 1 incl. shadows, 0 off.
com_maxfps 125 - maximum number of structures exerted on the second
r_enablepostprocess 0/1 - 0 reduces lighting quality
r_fastsky 0/1 - 1 off. sky, leaves a black texture (+ lack of visibility by TP)
r_fullbright 0/1 - 1 all texture map will be displayed at full brightness
r_fullscreen 0/1 - 1 full screen, 2 work in the
r_gamma 0 -? - The overall brightness
r_lodbias (-2) - (2) - the higher the value, the more detailing how (weapons, players, etc.)
r_mapoverbrightbits 0 - 10 - light around the map (higher value results in a greater radiance of light)
r_mode (-2) - image resolution
r_overbrightbits 0 - 4 - light around the players, items, ammunition [1]
r_picmip 0 -16 - lower quality textures by blurring the color (0 - best quality, 16 solid colors) [0]
r_subdivisions 4 - 80 - regulation of surface curvature [4]
r_swapinterval 0 -? - Vertical sync (vsync) only works with r_displayrefresh (only CRT) [0]
cg_bubbleTrail 0/1 - 0 excl. bubbles under water
centerview - centered image
cg_simpleitems 0/1 - 1 sprite objects displayed in 2D
r_vertexlight 0 -? -Vertex Lighting (algorithm dynamically generate the lighting of the scene) instead Lightmap (lighting maps) [0]
http://www.demonkey.com/wp-content/uploads/vertexlight.jpg
r_enablePostProcess 0/1 - 0 reduces lighting quality
r_subdivisions 0-80 - 80 replaces the value of the angle of curvature of the surface speed of the engine to give
r_enableColorCorrect 0/1 - rearranges color correction post processing (graphical presentation of the results) required r_enablePostProcess 1
r_enableBloom 0/1/2 - changes the color of the effect of post processing (required r_enablePostProcess 1)
r_bloomBrightThreshold 0/1 - (requires running the effect of color) The lower threshold will be more colored with
r_bloomSaturation 0-10 - (requires running the effect of color) higher color saturation, more colorful hues
r_bloomIntensity 0-10 - (requires running the effect of color) higher color intensity, brighter color
r_bloomSceneSaturation 0-10 - (requires running the effect of color) higher saturation of the environment, more colorful hue of the game world
r_bloomSceneIntensity 0-10 - (requires running the effect of color) higher intensity of scenery, brightens not colored with the game world
postprocess_restart - restarts post processing
cg_waterwarp 0/1 - 1 flattens the image under the water for easy visibility
HUD
cg_drawstatus 0/1 - Disable HUD
cg_drawFPS 0/1 - 1 displays the FPS
cg_drawFragMessages 0/1 - 0 excl. information display Who killed
+ Acc - command to flip at the key display panel that displays the accuracy attributed to a weapon such as: bind f6 + acc
cg_bob 0/1 - 0 Off rocking image during walking [1]
cg_crosshairbrightness 0 - 10 - The brightness of the viewfinder (0 value makes dating becomes black) [1]
cg_crosshaircolor 0 - 26 - color viewfinder (http://www.quakelive.com/forum/attachment.php?attachmentid=7623&d=1267048962)
cg_crosshairhealth 0/1 - 1 color viewfinder indicates the level of life, 0 off. functions
cg_crosshairpulse 0/1 - 1 throbbing dating after picking up the object, 0 nothing happens [1]
cg_crosshairsize 0 -? - The size of Target [32]
cg_drawammowarning 0/1/2 - 1 warns us about the small amount of ammunition, 0 off. function 2 inscription warning is smaller
cg_drawattacker 0/1 - targeted shows us currently attacking us person
cg_drawcrosshair 1-10 - type viewfinder
cg_drawcrosshairnames 0/1 - 1 shows the name of the person indicated finder
cg_drawrewards 0/1 - 1 awards shows and plays the sound 0 excl.
cg_drawtimer 0/1 - 1 incl. watch
cg_hudFiles - controls which file is to be used to HUD (ui / hud.cfg standard HUD)
cg_leveltimerdirection 0/1 - management watch, 0 counts up 1 counts down
cl_demoRecordMessage 0/1 - 0 excl. message while recording
ui_bigfont 0 - 1 - the size of the icons HUD s
cg_draw2D 0/1 - 0 removes all elements of the HUD [1]
cg_speedometer 0/1/2/3 - shows the speed of movement [0]
cg_kickScale 0/1 - 0 excl. earthquake hits the image (the injury) [1]
cg_lagometer 0/1 - displays a meter ping
cg_compHud 0/1 - 1 allows to influence friendly hud s on private servers
cg_screenDamage "0xFF0000C8" / 0 - 0 excl. display effect hit by an opponent
cg_weaponBar 0/1/2/3/4
0 - Off.
1 - icons on the left side
2 - icons on the right side
3 - icons placed in the middle
4 - large icons (style Q3)
cg_crosshairHitStyle 0-8 - style viewfinder
0 - Off. viewfinder
1 - target color depending on the HP
2 - color viewfinder dependent cg_crosshairHitColor
3 - pulsating dating (exaggerated / scaled)
4 - color depending on the HP + pulsing goal.
5 - color dependent cg_crosshairHitColor + pulsing goal.
6 - pulsating dating with less pulsation (the same size as the cg_crosshairPulse used when lifting objects)
7 - color depending on the HP + low pulsation viewfinder
8 - color depending on cg_crosshairHitColor + small ripple goal.
Important / Other
set - assigns a value to an existing cvar or changing existing until the game is not excluded, eg: / set rl "weapon 5" (to create a nickname for the selection RL: / bind 5 "vstr rl")
seta - assigns a value to an existing cvar or creates a new variable assigned to the configuration until overwriting it with another value
clan - the clan name eg clan ^ 2 * ^ 7X ^ 2e ^ 7T
name - change the color and size of the letters of the player such as: name ^ ^ 1Unnamed 3Player
^ 1 red,
^ 2 green
^ 3 yellow
^ 4 blue
^ 5 cyan
^ 6 redfish
^ 7 white
Mouse / Keyboard
cl_mouseaccel 0 - 10 - accelerated mouse
m_filter 0/1 - 1 smoothes mouse movements
sensitivity 0.1 - 30 - mouse sensitivity
winkey_disable -1 0 - 0 excl. windows keys
in_restart - restarts input devices (mouse, keyboard)
in_mouseMode - displays the current settings for the mouse
in_mouse 0/1/2 - to mount a mouse. 0 excl., -1 Win32, DirectInput 1, 2 clean (the best)
cl_mouseSensCap 0/1 - 1 cover mouse speed if you're using acceleration
Observer (spec)
cg_followkiller 0/1 - 1 after garbage observe his killer
cg_drawteamoverlay - while Specta shows a list of players from the team viewed and where they are located
cg_drawSpecMessages 0/1 - 0 hides messages sent observers (spec)
cg_enableRespawnTimer 0/1 - displays recharge time items (armor, megahealth, powerups) observer (spec), the CTF arrangement of display items is dependent on the distance from the flag
cg_respawnTimerX and cg_respawnTimerY - placing the display panel of time for the renewal of the items on the HUD
Recording
cg_autoaction 0/1/2 - automatic recording demos and / or does screenshot after the game, 0 = does nothing, 1 = record a demo screenshot 2 = 3 = + demo screenshot [0]
play - play demo
stoprecord - stops recording demos
demo - play demo
record - records a demo
screenshot - snapshot for example: / bind "f11" "screenshot"
screenshotjpeg - a snapshot in JPEG format, eg: / bind "f11" "screenshotjpeg"
timescale - speed playback demos [1]
cg_autoAction 0/1 - automatic recording demos
In Windows XP, demos are sapisywane in "% AppData% \ id Software \ Quake Live \ home \ baseq3 \ demos & # 8221; folder (baseq3 \ screenshots for screenshot s)
Windows Vista "% APPDATA% \ .. \ LocalLow \ id Software \ Quake Live \ home \ baseq3 \ demos & # 8221;
Server / Map
callvote - vote example: / callvote map qzctf2
connect - connects to the server
disconnect - disconnects from the server
reconnect - reconnects to the server
map_restart - restarts current map
quit - exit (from the server, games, web)
readyup - ready to play
serverinfo - displays information about the server
vote yes / no - vote
cl_currentServerAddress - displays the server ip
readyup - willingness to fight [bind: "f3]
RCON rconpassword "xxx" - Change password Rcon
RCON rconpassword - will display the current password.
/ Rcon [command] [value] - server settings
g_gametype 0/1/2/3/4/5/6/7/8/9 - game mode:
0 - Free For All
1 - Duel
2 - Free For All
3 - Team Deathmatch
4 - Clan Arena
5 - Capture The Flag
6 - One Flag CTF
7 - Overload
8 - Harvester
9 - Free for all
timelimit - game time
fraglimit - limit frags
capturelimit - limit points (CTF)
rcon pause - stop play until re-typing / rcon pause
timeout - stopping the game, a player for 30 sec
kick nick, id - wyrzucelnie Player
ban nick, id - block player
banlist- list of banned
removeip - unlocking
sv_hostname - server name
roundlimit- limit rounds
sv_maxclients n - the number of slots available
roundtimelimit - time limit per round [180sec]
sv_ranked 0/1 - 1 game will be known to the statistics
Sound
cg_allowtaunt 0/1 - OFF / ON battle cry [1]
cg_HitBeep 0/1/2/3 - Plays different sounds after hitting an opponent depending on the value, 0 off. sound hits, 1 classic sound, 2 new multi-tone sound, 3 inverted outputs 2
cg_buzzerSound 0/1 - 0 excl. buzzer at the end of the match
cg_chatBeep 0/1 - 0 excl. audio chat messages
cg_teamChatBeep 0/1 - 0 excl. audio chat messages team
cg_lowAmmoWarningSound 0/1 - 0 excl. sound warning us of a small amount of ammunition
s_ambient 0/1 - 0 excl. all sounds broadcast in the background [1]
s_musicvolume 0-1 - music volume [0.25]
The character models
cg_forceenemymodel - Model example enemy team. "keel / bright"
cg_forcemodel - model enemy
cg_forceteammodel - model team
cg_deadBodyDarken 0/1 - 1 opponent's body after death darkens
cg_deadBodyColor - the color of the opponent's body after death (only works with the command cg_deadBodyDarken) dark <0xRRGGBBFF> standard <0 × 101010FF>
cg_gibs 0 -? - The amount of sparks after the destruction of the dead body
com_blood 0/1 - 0 excl. "blood"
r_ambientScale 0-100 - light around the players (as brightness) [10]
cg_forceEnemyWeaponColor 0/1 - 1 uses the color of the frame to give the enemy the color of his grenades and beam Raila
cg_forceTeamWeaponColor 0/1 - 1 uses a color frame model of the team to give the color of his grenades and beam Raila
setenemycolor / setteamcolor - easier but more customizable changeable color of the enemy / team model, these commands accept one of the three parameters to adjust the color of the top of the body, down the body and head with a clear "skin". These parameters are opening in the form of a letter from the x represented the rainbow, and the other with added arguments s (white) and the (gray). You should use parameter impart color to the color of the entire model of one color or one of the three parameters to adapt the frame, legs and head of the player.
For example:
setenemycolor h 'entire model green
'Setenemycolor hy' frame green head and legs white
'Setenemycolor hyz' cage green, bual legs and a gray head
setting these values are not recommended if you are using setenemycolor / setteamcolor
cg_enemyUpperColor
cg_enemyLowerColor
cg_enemyHeadColor
cg_teamUpperColor
cg_teamLowerColor
cg_teamHeadColor
Weapon
cg_drawGun 0/1 - 0 hide your weapon, the weapon 1 will be displayed without animation (swing)
cg_autoswitch 0/1 - 1 automatically switches to the raised arms 0 does nothing [1]
cg_brasstime 0 -? - Display time scales gunshot [2500]
cg_drawgun 0/1/2 - Weapon (0-hidden, 1 rocking out 2 fixed)
cg_railtrailtime 0-? - Time display radius Rail (5000 = 5s)
color1 0-26 - color radius Raila
color2 0-26 - color effects radius Raila
cg_smokegrowth_rl 0/1 - 0 excl. Smoke RL (flare)
cg_smokegrowth_gl 0/1 - 0 excl. Smoke SG (shotgun)
cg_smokeRadius_GL 0/1 - 0 excl. Smoke GL (Granatkin)
cg_trueLightning 0-1 - 1 off. all the rocking beam lighting gun -a (welding)
cg_lightningImpact 0/1 - Off / On the tip of lighting gun -a (welding)
cg_lightningStyle 1 -5 - style lighting beam gun -a (welding)
r_railcorewidth 0 -? - Core diameter Raila [6]
r_railsegmentlength 0 -? - The length of the section Raila effect [32]
r_railwidth 0 -? - The diameter of the beam and how the beam impact [128]
cg_gunX 0-? - Place the weapon on the X axis, visible from the first person
cg_gunY 0-? - Place the weapon on the Y axis, visible from the first person
cg_gunZ 0-? - Place the weapon on the Z axis, visible from the first person
cg_kickscale 0/1 - 1 image shakes when we hit, 0 off.
cg_predictLocalRailShots 0/1 - 0 rail will be less sensitive to high ping [1]
cg_lowAmmoWarningPercentile 0.01 - 1.00 - when we warned about the small amount of ammunition [0.20]
r_dynamiclight 0/1 - 0 removes dynamic ambient light missile rocket launcher (rocket) [1]
cg_plasmaStyle 1/2 - style beam plazmagun s
cg_railStyle 1/2 - style beam rail -a
cg_rocketStyle 1/2 - style rockets
cg_muzzleFlash - Turns on / off light flashes when the shots
Information
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