Commands

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Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

! <condition>

returns the logical not of <condition>

command

n/a

n/a

IDF_COMPLETE

!= <int1> <int2>

returns true when <int1> is not equal to <int2>

command

n/a

n/a

IDF_COMPLETE

!=f <float1> <float2>

returns true when <float1> is not equal to <float2>

command

n/a

n/a

IDF_COMPLETE

!=s <string1> <string2>

returns true when <string1> is not equal to <string2> on the ascii table

command

n/a

n/a

IDF_COMPLETE

& <int1> <int2>

returns the bit-wise AND of <int1> and <int2>

command

n/a

n/a

IDF_COMPLETE

&& <condition...>

returns the logical and of all given conditions

command

n/a

n/a

IDF_COMPLETE

&~ <int1> <int2>

returns the bit-wise NOT of the bit-wise AND of <int1> and <int2>

command

n/a

n/a

IDF_COMPLETE

* <int...>

returns all arguments multiplied together as integers

command

n/a

n/a

IDF_COMPLETE

*f <float...>

returns all arguments multiplied together as floats

command

n/a

n/a

IDF_COMPLETE

+ <int...>

returns all arguments added together as integers

command

n/a

n/a

IDF_COMPLETE

+f <float...>

returns all arguments added together as floats

command

n/a

n/a

IDF_COMPLETE

- <int...>

returns all other arguments subtracted from the first argument as integers

command

n/a

n/a

IDF_COMPLETE

-f <float...>

returns all other arguments subtracted from the first argument as floats

command

n/a

n/a

IDF_COMPLETE

< <int1> <int2>

returns true when <int1> is less than <int2>

command

n/a

n/a

IDF_COMPLETE

<< <int1> <int2>

returns <int1> left shifted <int2> times

command

n/a

n/a

IDF_COMPLETE

<= <int1> <int2>

returns true when <int1> is less than or equal to <int2>

command

n/a

n/a

IDF_COMPLETE

<=f <float1> <float2>

returns true when <float1> is less than or equal to <float2>

command

n/a

n/a

IDF_COMPLETE

<=s <string1> <string2>

returns true when <string1> is less than or equal to <string2> on the ascii table

command

n/a

n/a

IDF_COMPLETE

<f <float1> <float2>

returns true when <float1> is less than <float2>

command

n/a

n/a

IDF_COMPLETE

<s <string1> <string2>

returns true when <string1> is less than <string2> on the ascii table

command

n/a

n/a

IDF_COMPLETE

= <int1> <int2>

returns true when <int1> is equal to <int2>

command

n/a

n/a

IDF_COMPLETE

=f <float1> <float2>

returns true when <float1> is equal to <float2>

command

n/a

n/a

IDF_COMPLETE

=s <string1> <string2>

returns true when <string1> is equal to <string2> on the ascii table

command

n/a

n/a

IDF_COMPLETE

> <int1> <int2>

returns true when <int1> is greater than <int2>

command

n/a

n/a

IDF_COMPLETE

>= <int1> <int2>

returns true when <int1> is greater than or equal to <int2>

command

n/a

n/a

IDF_COMPLETE

>=f <float1> <float2>

returns true when <float1> is greater than or equal to <float2>

command

n/a

n/a

IDF_COMPLETE

>=s <string1> <string2>

returns true when <string1> is greater than or equal to <string2> on the ascii table

command

n/a

n/a

IDF_COMPLETE

>> <int1> <int2>

returns <int1> right shifted <int2> times

command

n/a

n/a

IDF_COMPLETE

>f <float1> <float2>

returns true when <float1> is greater than <float2>

command

n/a

n/a

IDF_COMPLETE

>s <string1> <string2>

returns true when <string1> is greater than <string2> on the ascii table

command

n/a

n/a

IDF_COMPLETE

? <condition> <true_body> <false_body>

returns <true_body> when <condition> is true, otherwise <false_body>

command

n/a

n/a

IDF_COMPLETE

^ <int1> <int2>

returns the bit-wise XOR of <int1> and <int2>

command

n/a

n/a

IDF_COMPLETE

^~ <int1> <int2>

returns the bit-wise NOT of the bit-wise XOR of <int1> and <int2>

command

n/a

n/a

IDF_COMPLETE

abs <integer>

returns the absolute power of <integer>; example: abs -5

command

n/a

n/a

IDF_COMPLETE

absf <float>

returns the absolute power of <float>; example: absf -8.5

command

n/a

n/a

IDF_COMPLETE

acos <float>

returns the arc-cosine of <float>; example: acos 1

command

n/a

n/a

IDF_COMPLETE

addallow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addban <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addblendbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addlimit <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addlocalop <user_handle> <flag>

elevates the privilege of a user to a specified level locally; this allows server administrators to "upgrade" the access of people as they identify, on that particular server, <user_handle> is the authkey handle of the user, <flag> is the privilege level {a = administrator m = moderator o = operator}

command

n/a

n/a

IDF_COMPLETE

addmute <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addpostfx <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addserver <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addvanity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

addzip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

affinity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

alias <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

allow <clientnum>

sets a ban exemption for a player on the server

command

n/a

n/a

IDF_COMPLETE

allowedweap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

altshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

ammo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

announce <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

asin <float>

returns the arc-sine of <float>; example: asin 1

command

n/a

n/a

IDF_COMPLETE

at <list> <index> [<nested_index>...]

returns the element at <index> in <list>, subsequent indexes are at'd with the previous result; example: at [this has a [nested list]] 3 1

command

n/a

n/a

IDF_COMPLETE

atan <float>

returns the arc-tangent of <float>; example: atan 1

command

n/a

n/a

IDF_COMPLETE

auth <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

authkey <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

autograss <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

backward <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

ban <clientnum>

bans a player from the server

command

n/a

n/a

IDF_COMPLETE

bind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

brushimport <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

brushvert <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

calclight <#undocumented#>

create and apply lightmap for all textures

command

n/a

n/a

IDF_COMPLETE

cancelsel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

case <integer> [<test_value> <body>] [<test_value> <body>] [...]

executes the first <body> where the corresponding <test_value> is equivalent to <integer> using integer comparison; for the 'default' case (always true), use () for the <test_value>, example: case (rnd 3) 0 [ echo 0 ] 1 [ echo 1 ] () [ echo default ]

command

n/a

n/a

IDF_COMPLETE

casef <float> [<test_value> <body>] [<test_value> <body>] [...]

executes the first <body> where the corresponding <test_value> is equivalent to <float> using float comparison; for the 'default' case (always true) use () for the <test_value>, example: case (+f (rnd 3) .1) 0.1 [ echo 0.1 ] 1.1 [ echo 1.1 ] () [ echo default ]

command

n/a

n/a

IDF_COMPLETE

cases <string> [<test_value> <body>] [<test_value> <body>] [...]

executes the first <body> where the corresponding <test_value> is equivalent to <string> using string comparison; for the 'default' case (always true) use () for the <test_value>, example: case (substr "abc" (rnd 3) 1) a [ echo a ] b [ echo b ] () [ echo default ]

command

n/a

n/a

IDF_COMPLETE

checkmaps <#undocumented#>

reports if clients are using a modified map

command

n/a

n/a

IDF_COMPLETE

clearallows <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearbans <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearblendbrushes <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearblendmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearblendmapsel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearcompass <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

cleardemos <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

cleargui <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearlightmaps <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearlimits <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearmodel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearmutes <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearpostfx <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearpvs <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearservers <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearsleep [<clearworlds>]

removes all pending sleeps, if <clearworlds> is set, it will only clear sleeps generated in a map's config file; example: clearsleep

command

n/a

n/a

IDF_COMPLETE

clearundos <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearvote <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearwaypoints <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

clearwpcache <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

compactvslots <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

compass <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

compassactive <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

complete <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

concat <value...>

returns all <value>s concatenated with a space between each argument; example: concat hello (getname)

command

n/a

n/a

IDF_COMPLETE

concatword <value...>

returns all <value>s concatenated without a space between each argument; example: concatword squished string

command

n/a

n/a

IDF_COMPLETE

cond [<condition> <body>] [<condition> <body>] [...]

executes the first <body> where the corresponding <condition> is true; example: i = (rnd 3); cond [ = $i 0 ] [ echo 0 ] [ = $i 1 ] [ echo 1 ] 1 [ echo default ]

command

n/a

n/a

IDF_COMPLETE

connect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

connectedip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

connectedport <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

conout <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

conskip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

copy <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

cos <float>

returns the cosine of <float>; example: cos 3.1415

command

n/a

n/a

IDF_COMPLETE

crouch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

cubecancel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

curblendbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

defershader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

defpixelparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

defuniformparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

defvertexparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

delblendbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

delbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

delcube <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

delent <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

delselwaypoints <#undocumented#>

delete the waypoints in the currently selected area

command

n/a

n/a

IDF_COMPLETE

demoinfo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

demoscan <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

disconnect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

div <int...>

returns all other arguments divided from the first argument as integers

command

n/a

n/a

IDF_COMPLETE

divf <float...>

returns all other arguments divided from the first argument as floats

command

n/a

n/a

IDF_COMPLETE

do <body>

executes <body>; example: do [ echo hi ]

command

n/a

n/a

IDF_COMPLETE

drop <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

dropent <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

dumplms <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

echo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

editbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

editface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

editmat <type> [<filter> <style>]

modifies the material properties for selected cubes; <type> is the material to be applied {water, clip, ladder, etc.}, <filter> limits the command to only affect cubes whose material match this, if given as empty string "" it matches all, <style> limits the command to only affect cubes whose geometry match this {0 = normal, 1 = non-empty, 2 = empty, 3 = not entirely solid, 4 = entirely solid}, example: editmat air water 2 would set all empty cubes with water within the current selection to instead be air

command

n/a

n/a

IDF_COMPLETE

edittex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

edittoggle <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entattr <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entautoview <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entcancel <#undocumented#>

deselects all entities while leaving area selected

command

n/a

n/a

IDF_COMPLETE

entcopy <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entflip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entget <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

enthavesel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entindex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entlink <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entloop <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entpaste <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entprop <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entpush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entrotate <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entselect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

entset <type> <properties...>

set type and properites of the currently selected entity

command

n/a

n/a

IDF_COMPLETE

enttype <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

error <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

escape <text>

returns a quoted string with all newline, tab, form feed, ^, and " characters converted to the cubescript escape sequence (^n, ^t, ^f, ^^, ^"); example: escape [line1^nline2]

command

n/a

n/a

IDF_COMPLETE

exec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

exectrigger <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

exists <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

exp <float>

returns e (2.71828) raised to the <float> power; example: exp 5.6

command

n/a

n/a

IDF_COMPLETE

fakevote <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fastshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

filter <string> [<newlines>] [<color>] [<whitespace>]

filters a string by stripping of any or all of the following: newlines, color, and whitespace, each of these values are boolean, and true by default if omitted; [<newlines>] - if true, replaces newline characters with spaces, [<color>] - if true, any color formatting will be removed, [<whitespace>] - if true, whitespace is kept; if false, whitespace is removed

command

n/a

n/a

IDF_COMPLETE

findanims <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

findvanity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fixinsidefaces <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

flip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

flipnormalmapy <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

followdelta <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

font <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontalias <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontchar <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontheight <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontoffset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontskip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fonttex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

fontwidth <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

forceshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

format <format_string> <value...>

returns a formatted string with all %1 - %9 replaced with the respective <value> argument, %% inserts a % sign; example: format "Hello, %1, welcome to Red Eclipse v. %2" (getname) $version

command

n/a

n/a

IDF_COMPLETE

forward <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

gameid <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

gamemode <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

gamename <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

gendds <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

genkey <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

genpvs <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getalias <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getblendbrushname <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getcampos <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientcolour <clientnum>

gets the colour of a player

command

n/a

n/a

IDF_COMPLETE

getclienthandle <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclienthost <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientmodel <clientnum>

gets the model number of a player

command

n/a

n/a

IDF_COMPLETE

getclientname <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientnum <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientpriv <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientteam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientvanity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getclientvitem <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getcurtex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getdemo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

geteditbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getfps <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getfvarmax <varname>

returns the maximum value of <varname>, a built-in float variable; example: getfvarmax movespeed

command

n/a

n/a

IDF_COMPLETE

getfvarmin <varname>

returns the minimum value of <varname>, a built-in float variable; example: getfvarmin movespeed

command

n/a

n/a

IDF_COMPLETE

getintermission <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getloadweap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getmap <#undocumented#>

manually retrieves map from the server

command

n/a

n/a

IDF_COMPLETE

getmaplist <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getmillis <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getmodelname <modelnumber> <value>

gets the model name from a model number, the second argument determines which bits of the path to the model file is printed, defaults to 2; 0 = path to model directory, 1 = path to model/hwep directory, name of model directory

command

n/a

n/a

IDF_COMPLETE

getplayercolour <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayermodel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayername <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayerstate <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayerteam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayerteamcolour <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayerteamicon <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayervanity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getplayervitem <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getpointer <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getreptex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getseltex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getserver <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getspecbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

gettex <#undocumented#>

picks up the texture from the face currently selected, note that allfaces must be turned off

command

n/a

n/a

IDF_COMPLETE

gettexname <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

gettime <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvanity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvar <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvardef <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvarflags <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvariable <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvarmax <varname>

returns the maximum value of <varname>, a built-in integer variable; example: getvarmax firstpersonfov

command

n/a

n/a

IDF_COMPLETE

getvarmin <varname>

returns the minimum value of <varname>, a built-in integer variable; example: getvarmin firstpersonfov

command

n/a

n/a

IDF_COMPLETE

getvartype <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getversion <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getvote <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getwaitbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

getweap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

glext <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

goto <cn>

jumps the spectator camera to the position of the specified client

command

n/a

n/a

IDF_COMPLETE

gspmutname <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guibackground <colour> [<levels>]

creates a colored background; <colour> is in hexadecimal, example: 0xFF0000, [<levels>] specifies how many guilist levels to go back

command

n/a

n/a

IDF_COMPLETE

guibar <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guibitfield <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guibody <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guibutton <name> <action> [<alt-act>] [<icon>] [<colour>]

creates a button; <name> refers to the button's variable name, <action> defines what the button does, [<alt-act>] defines what the button does when right-clicked, [<icon>] is the path to an image, example: "textures/bomb", [<colour>] is a hexadecimal colour code, example: 0xFF0000

command

n/a

n/a

IDF_COMPLETE

guicheckbox <name> <var> [<on>] [<off>] [<onchange>] [<colour>]

creates a checkbox; <name> refers to the name of the item, <varible> refers to the alias/var that the checkbox controls, [<on>] is the value given to <variable> when the checkbox is on, and vice-versa for [<off>], if these are not specified, 1/0 is assumed, [<onchange>] is the action taken whenever the checkbox is toggled, [<colour>] is a hexadecimal colour code, example: 0xFF0000

command

n/a

n/a

IDF_COMPLETE

guicount <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guieditor <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guifield <var> <maxlength> [<onchange>] [<colour>]

creates a text field; <var> refers to the alias/variable the guifield controls, <maxlength> defines the maximum number of characters/length of the field, negative values allow the field to expand downward as needed, [<onchange>] is the action taken when the guifield value changes, [<colour>] is a hexadecimal colour code, example: 0xFF0000

command

n/a

n/a

IDF_COMPLETE

guifont <font> <block>

sets the text font to be used in the block, see data/fonts for options

command

n/a

n/a

IDF_COMPLETE

guiheader <value>

sets the header title of the menu

command

n/a

n/a

IDF_COMPLETE

guiimage <path> [<action>] [<scale>] [<overlaid>] [<alt-path>] [<alt-act>]

creates an image; <path> is the path to an image, example: "textures/bomb", [<action>] defines what clicking the image does, [<scale>] defines the scale of the image, [<overlaid>] whether or not the image is overlaid with guioverlaytex (true/false), [<alt-path>] alternate image to use if <path> cannot be loaded, [<alt-act>] defines what the image does when right clicked

command

n/a

n/a

IDF_COMPLETE

guikeyfield <var> <maxlength> [<onchange>] [<colour>]

creates a key field (each key being a separate element); <var> refers to the alias/variable the guikeyfield controls, <maxlength> defines the maximum number of characters/length of the field, negative values allow the field to expand downward as needed, [<onchangge>] is the action taken when the guikeyfield value changes, [<colour>] is a hexadecimal colour code example: 0xFF0000

command

n/a

n/a

IDF_COMPLETE

guilist <content>

adds <content> to a list

command

n/a

n/a

IDF_COMPLETE

guilistslider <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guimodelpreview <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guimodify <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guinameslider <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guinohitfx <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guiplayerpreview <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guiprogress <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guiradio <name> <var> <value> [<onchange>] [<colour>]

creates a radio button; <name> refers to the name of the item, <var> refers to the alias/var that the checkbox controls, <value> is the value given to <var> when selected, [<onchange>] is the action taken whenever the checkbox is toggled, [<colour>] is a hexadecimal colour code, example: 0xFF0000

command

n/a

n/a

IDF_COMPLETE

guishowtitle <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guislice <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guislider <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guispring <value>

adds weight to a menu for pushing elements more/less to one side; example: guistrut 45 1; guilist [ guispring 1; guitext "centered"; guispring 1 ]

command

n/a

n/a

IDF_COMPLETE

guistayopen <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

guistrut <amount> [<bool>]

adds spacing to a menu; if [<bool>] is 1, it wraps the guistrut in a guilist (adds spacing in the alternate direction), "guistrut 5 1" is the same as "guilist [ guistrut 5 ]"

command

n/a

n/a

IDF_COMPLETE

guitab <name>

creates a new tab for the menu

command

n/a

n/a

IDF_COMPLETE

guitext <text> [<icon>] [<colour>]

creates a text element; <text> can be a raw string or a variable, [<icon>] is the path to an image, example: "textures/bomb", [<colour>] is a hexadecimal colour code, example: 0xFF0000

command

n/a

n/a

IDF_COMPLETE

guititle <value>

adds a title to a menu

command

n/a

n/a

IDF_COMPLETE

hasauthkey <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

hashpwd <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

hasloadweap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

hasweap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

havesel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

hexcolour <color>

converts a decimal color value to a "pretty-printed" hexadecimal color value; example: (hexcolour 342344) will give 0x093548

command

n/a

n/a

IDF_COMPLETE

history <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

hmapcancel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

hmapselect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

if <condition> <true_body> <false_body>

execute <true_body> when <condition> is true, otherwise executes <false_body>; example: if (< $var 5) [ echo less than 5 ] [ echo greater than 5 ]

command

n/a

n/a

IDF_COMPLETE

ignore <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

indexof <list> <data>

returns the index in <list> of <data>; example: indexof "this is a list" list

command

n/a

n/a

IDF_COMPLETE

inputcommand <init> [<action>] [<icon>] [<colour>] [<flags>]

prepares input to the command line; <init> is the input string, [<action>] is an optional command to execute after inputcommand, [<icon>] is an optional icon to use next to the input (example: "textures/bomb"), [<colour>] is an optional color of <icon>, [<flags>] are optional command flags to pass {c = CF_COMPLETE, x = CF_EXECUTE, s = CF_COMPLETE|CF_EXECUTE (default)}

command

n/a

n/a

IDF_COMPLETE

insel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

invertblendmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

invertblendmapsel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmadjust <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmalphablend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmalphatest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmambient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmanim <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmanimpart <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmbumpmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmcullface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmdir <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmenvmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmfullbright <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmglare <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmglow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmlink <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmload <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmmaterial <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmnoclip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmpitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmpitchcorrect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmpitchtarget <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmscroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmskin <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmspec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iqmtag <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

ircaddchan <name> <channel> [<friendly>] [<passkey>] [<relay>]

joins a channel on a given IRC instance with automatic rejoin; <name> - name of the IRC instance, <channel> - channel to join, [<friendly>] - optional friendly name of <channel>, [<passkey>] - optional passkey required for mode +k channels, [<relay>] - optional relay level (verbosity of output)

command

n/a

n/a

IDF_COMPLETE

ircaddclient <name> <host> <port> <nick> [<ip>] [<passkey>]

creates an IRC instance of type 'client'; <name> - name of the created IRC instance, <host> - host to connect to, <port> - port of <host> to connect on, <nick> - nickname to use for the connection, [<ip>] - optional address to bind to (leave blank for any), [<passkey>] - optional password required to connect to <host>

command

n/a

n/a

IDF_COMPLETE

ircaddrelay <name> <host> <port> <nick> [<ip>] [<passkey>]

creates an IRC instance of type 'relay'; <name> - name of the created IRC instance, <host> - host to connect to, <port> - port of <host> to connect on, <nick> - nickname to use for the connection, [<ip>] - optional address to bind to (leave blank for any), [passkey] - optional password required to connect to <host>

command

n/a

n/a

IDF_COMPLETE

ircauth <name> [<target>] [<message>]

sends a message to a specified target when succefully connected to an an IRC server; can be used for setting up automatic authentication, if only <name> is specified, [<target>] is returned along with "<set>" or "<not set>" for [<message>], <name> - name of the IRC instance, [<target>] - target for the message (user, service, channel), [<message>] - message sent to [<target>], example: ircauth myrelay NickServ "IDENTIFY password"

command

n/a

n/a

IDF_COMPLETE

ircbind <name> [<ip>]

sets the address that an IRC instance binds to; when used without [<ip>], returns the address that the IRC instance '<name>' is currently bound to, <name> - name of the IRC instance, [<ip>] - optional ip address for <name> to bind to

command

n/a

n/a

IDF_COMPLETE

ircconnect <name>

attempts to establish a connection to the IRC instance '<name>'

command

n/a

n/a

IDF_COMPLETE

ircconns <#undocumented#>

returns the number of active IRC connections

command

n/a

n/a

IDF_COMPLETE

ircfriendlychan <name> <channel> [<friendly>]

sets the friendly name of an IRC channel; if the [<friendly>] parameter is not specified, the current friendly name of the channel is returned, <name> - name of an IRC instance, <channel> - the IRC channel, [<friendly>] - optional new friendly name to use

command

n/a

n/a

IDF_COMPLETE

ircgui <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

ircjoinchan <name> <channel> [<friendly>] [<passkey>] [<relay>]

joins a channel on a given IRC instance without automatic rejoin; <name> - name of the IRC instance, <channel> - channel to join, [<friendly>] - optional friendly name of <channel>, [<passkey>] - optional passkey required for mode +k channels [<relay>] - optional relay level (verbosity of output)

command

n/a

n/a

IDF_COMPLETE

ircnick <name> [<nick>]

sets the nickname of an IRC instance; if the [<nick>] parameter is not specified, the current nickname is returned, <name> - name of the IRC instance, [<nick>] - optional new nickname

command

n/a

n/a

IDF_COMPLETE

ircpass <name> [<passkey>]

sets the server passkey used by an IRC instance; if the [<passkey>] parameter is not specified, "<set>" or "<not set>" will be returned accordingly, <name> - name of the IRC instance, [<passkey>] - optional new passkey

command

n/a

n/a

IDF_COMPLETE

ircpasschan <name> [<passkey>]

sets the passkey for a channel on an IRC instance; if the [<passkey>] parameter is not specified, "<set>" or "<not set>" will be returned accordingly, <name> - name of the IRC instance <channel> - the IRC channel, [<passkey>] - optional new passkey

command

n/a

n/a

IDF_COMPLETE

ircport <name> [<port>]

sets the server port used by an IRC instance; if the [<port>] parameter is not specified, the current server port is returned, <name> - name of an IRC instance, [<port>] - optional new port

command

n/a

n/a

IDF_COMPLETE

ircrelaychan <name> <channel> [<relay>]

sets the relay level for a channel on an IRC instance; if the [<relay>] parameter is not specified, the current relay level will be returned, <name> - name of the IRC instance, <channel> - the IRC channel, [<relay>] - optional new relay level (verbosity of output)

command

n/a

n/a

IDF_COMPLETE

ircserv <name> [<host>]

sets the host to connect to for a given IRC instance; if the [<host>] parameter is not specified, the current host is returned, <name> - name of an IRC instance, [<host>] - optional new hostname

command

n/a

n/a

IDF_COMPLETE

isadministrator <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isai <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isconnected <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iscreator <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isdeveloper <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isignored <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

ismodelocked <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

ismoderator <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isonline <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isquarantine <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isshaderdefined <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isshadernative <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isspectator <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

issupporter <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

isthirdperson <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

iszooming <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

jump <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

keymap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

keyspressed <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

kick <clientnum>

kicks a player from the server

command

n/a

n/a

IDF_COMPLETE

kill <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

lanconnect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

left <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

limit <clientnum>

limits team changing for a player on the server

command

n/a

n/a

IDF_COMPLETE

listclients <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

listcomplete <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

listdel <list1> <list2>

returns the <list1> with all occurrences of each element in <list2> removed, it is equivalent to set difference; example: listdel "this list has duplicates" "this duplicates", will return "list has"

command

n/a

n/a

IDF_COMPLETE

listdemos <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

listfind <var> <list> <body>

returns the index in <list> where the <body> returns true, similar to looplist; example: listfind i "this is a list" [ result (>= (strstr $i l) 0) ]

command

n/a

n/a

IDF_COMPLETE

listlen <list>

returns the length of the <list>; example: listlen "this is a list"

command

n/a

n/a

IDF_COMPLETE

listsplice <list> <value> <start> <count>

returns a list where the elements between the <start> index and the end or for <count> elements is replaced with <value>; example: listsplice "1 2 3 4 5 6" insert 2 3

command

n/a

n/a

IDF_COMPLETE

loadwaypoints [<name>]

loads a .wpt file containing waypoints, if no argument is given it loads a waypoint file matching the current map's name

command

n/a

n/a

IDF_COMPLETE

loadweap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

localconnect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

log10 <float>

return the logarithm of <float> with base 10; example: log10 1000

command

n/a

n/a

IDF_COMPLETE

log2 <float>

return the logarithm of <float> with base 2; example: log2 8

command

n/a

n/a

IDF_COMPLETE

loge <float>

return the logarithm of <float> with base e; example: loge 20.08

command

n/a

n/a

IDF_COMPLETE

loop <var> <count> <body>

executes <body> with <var> incremented from 0 to <count>-1; example: loop i 10 [ echo $i ]

command

n/a

n/a

IDF_COMPLETE

loopconcat <var> <count> <body>

returns a string with the result of the <body> concatenated with <var> incremented from 0 to <count>-1; example: loopconcat i 10 [ result $i ]

command

n/a

n/a

IDF_COMPLETE

loopconcatword <var> <count> <body>

returns a string with the result of the <body> concatword-ed with <var> incremented from 0 to <count>-1; example: loopconcatword i 10 [ result $i ]

command

n/a

n/a

IDF_COMPLETE

loopfiles <var> <directory> <extension> <body>

executes <body> with <var> set to each file in <directory> with the given <extension> ("" for extension is all files); example: loopfiles f data cfg [ echo $f ]

command

n/a

n/a

IDF_COMPLETE

looplist <var> <list> <body>

executes <body> with <var> set to each item in <list>; example: looplist i "this is a list" [ echo $i ]

command

n/a

n/a

IDF_COMPLETE

loopwhile <var> <count> <condition> <body>

executes <body> with <var> incremented from 0 to <count>-1 while <condition> is true; example: loopwhile i 10 [ < $i 5 ] [ echo $i ]

command

n/a

n/a

IDF_COMPLETE

map <map>

requests a map change to a given map, with no change of mode or mutators; depending on privileges, this will force or vote for the map change

command

n/a

n/a

IDF_COMPLETE

mapenlarge <text>

enlarges the map to twice the size

command

n/a

n/a

IDF_COMPLETE

mapmodel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mapmodelindex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mapmodelreset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

maprevision <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mapsize <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mapsound <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mapversion <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mastermode <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

materialreset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

max <integer...>

returns the maximum <integer> value; example: max 1 3 -9

command

n/a

n/a

IDF_COMPLETE

maxf <float...>

returns the maximum <float> value; example: maxf 1.1, 2.9, -9.5

command

n/a

n/a

IDF_COMPLETE

md2anim <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md2dir <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md2pitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3alphablend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3alphatest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3ambient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3anim <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3bumpmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3cullface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3dir <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3envmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3fullbright <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3glare <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3glow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3link <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3load <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3material <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3noclip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3pitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3scroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3shader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3skin <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md3spec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5adjust <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5alphablend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5alphatest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5ambient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5anim <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5animpart <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5bumpmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5cullface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5dir <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5envmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5fullbright <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5glare <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5glow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5link <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5load <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5material <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5noclip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5pitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5pitchcorrect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5pitchtarget <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5scroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5shader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5skin <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5spec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

md5tag <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlalphablend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlalphadepth <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlalphatest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlambient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlbb <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlcollide <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlcullface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdldepthoffset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlellipsecollide <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlenvmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlextendbb <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlfullbright <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlglare <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlglow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlmaterial <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlname <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlpitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlscalef <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlshadow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlspec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlspin <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdltrans <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mdlyaw <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

me <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

menustacklen <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mergenormalmaps <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

meteam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

min <integer...>

returns the minimum <integer> value; example: min 1 3 -9

command

n/a

n/a

IDF_COMPLETE

minf <float...>

returns the minimum <float> value; example: minf 1.1, 2.9, -9.5

command

n/a

n/a

IDF_COMPLETE

mmodel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mod <int1> <int2>

returns the modulus of <int1> and <int2> (that is, the remainder of <int1>/<int2>)

command

n/a

n/a

IDF_COMPLETE

mode <mode> <muts>

sets the mode and mutator values for the next map change request; <mode> sets the mode type, <muts> sets the mutators according to a bitwise sum of mutator values, conveniently set using $modeidx* vars and sums of $mutsbit* vars, example: mode $modeidxdeathmatch (+ $mutsbitinstagib $mutsbitmedieval)

command

n/a

n/a

IDF_COMPLETE

modedesc <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

modetexlist <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

modf <float1> <float2>

returns the modulus of <float1> and <float2> (that is, the remainder of <float1>/<float2>)

command

n/a

n/a

IDF_COMPLETE

movie <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

movierecording <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

music <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mutators <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mute <clientnum>

mutes a player on the server

command

n/a

n/a

IDF_COMPLETE

mutsallowed <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mutscheck <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mutsdesc <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

mutsimplied <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

needloadout <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

needname <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

newcompass <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

newent <type> <properties...>

create a new entity (available: light, mapmodel, playerstart, envmap, particles, sound, lightfx, sunlight, weapon, teleport, actor, trigger, pusher, affinity, checkpoint, dummy1, dummy2)

command

n/a

n/a

IDF_COMPLETE

newgui <name> <content> [<initscript>]

creates a new menu; <name> refers to the menu's variable name, <content> refers to the actual content of the gui itself, [<initscript>] is optional, and is run before the menu is created (used with "if (= $guipasses 0)" to initialize variables for the menu)

command

n/a

n/a

IDF_COMPLETE

newmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

nextblendbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

nodebug <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

nonworld <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objalphablend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objalphatest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objambient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objbumpmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objcullface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objdir <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objenvmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objfullbright <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objglare <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objglow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objlink <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objload <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objmaterial <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objnoclip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objpitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objscroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objskin <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

objspec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

octapaks <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

onrelease <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

optimizeblendmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

pacing <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

paintblendmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

paste <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

pastebrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

pasteclear <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

pastehilight <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

patchlight <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

phystest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

pow <base> <exponent>

returns <base> raised to the power of <exponent>; example: pow 2.1 8.1

command

n/a

n/a

IDF_COMPLETE

precf <float> <n>

returns <float> truncated to <n> decimal points; example: precf 15.125 2

command

n/a

n/a

IDF_COMPLETE

prettylist <list> <conjunctor>

returns a recombined <list> with a comma placed between each list element and <conjunctor> placed between the last two elements (in addition to the comma); example: prettylist "1 2 3 4" and

command

n/a

n/a

IDF_COMPLETE

primary <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

printcube <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

push <var> <value> <body>

pushes <value> into <var>'s stack and executes <body> then pops <value> off of <var> so that <var> is untouched after execution of <body>; example: var = 5; push var 10 [ echo $var ]; echo $var

command

n/a

n/a

IDF_COMPLETE

pushsel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

pvsstats <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

quit <#undocumented#>

quits the game

command

n/a

n/a

IDF_COMPLETE

rdanimjoints <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rdeye <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rdjoint <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rdlimitdist <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rdlimitrot <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rdtri <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rdvert <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

recalc <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

reconnect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

recorddemo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

redo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

registersound <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rehash <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

reload <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

reloads <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

reloadtex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

remip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

removezip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

reorient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

replace <#undocumented#>

repeats the last texture change across the entire map, note that allfaces must be turned off

command

n/a

n/a

IDF_COMPLETE

replaceall <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

replaceallsel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

replacesel <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resetcompass <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resetconfig <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN

resetgl <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resetlocalop <#undocumented#>

removes all temporary elevated local privileges; this allows server administrators to reset the access given by addlocalop for all users, on that particular server

command

n/a

n/a

IDF_COMPLETE

resetsound <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resettexmru <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resetvanity <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resetvar <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

resetvars <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

resetworldvars <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

result <value>

sets the return value for the currently executing code to <value>, note that this does not stop the code execution like return would; example: result 1

command

n/a

n/a

IDF_COMPLETE

right <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rnd <max> [<min>]

returns a random number between 0 or <min> and <max>; example: rnd 50 25

command

n/a

n/a

IDF_COMPLETE

rotate <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

rotateblendbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

savebrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

savemap <map>

saves the current map as "mapname.mpz" in the homedir

command

n/a

n/a

IDF_COMPLETE

savemapconfig <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

savemapshot <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

savewaypoints [<name>]

saves a .wpt file containing the current maps waypoints, if no argument is given it uses the current map's name

command

n/a

n/a

IDF_COMPLETE

say <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

saycommand <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

sayteam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

screenres <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

screenshot <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

searchbinds <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

searcheditbinds <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

searchspecbinds <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

searchwaitbinds <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

secondary <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

selextend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

sendmap <#undocumented#>

manually sends map to the server

command

n/a

n/a

IDF_COMPLETE

serversortreset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setblendbrush <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setcomplete <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setdesc <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setgrass <file>

designates the currently selected texture as a "grass texture" throughout the wole map, and uses <file> as the vertical grass image, e.g textures/grass.png

command

n/a

n/a

IDF_COMPLETE

setgrassblend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setgrasscolor <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setgrassheight <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setgrassscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setpersist <alias> <bool>

toggles an alias as persistent, that is, determines if it will be added to config.cfg; <bool>: 0 = not persistent, 1 = persistent

command

n/a

n/a

IDF_COMPLETE

setpixelparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setpostfx <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setpriv <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setshaderparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setteam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

settex <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setuniformparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setversion <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setvertexparam <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

setzoom <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

shader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

showblendmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

showcompass <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

showgui <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

showscores <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

showtexgui <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

shrinklist <list1> <list2> [<failover>]

returns a list of all element that exists in both <list1> and <list2>; if there are no results and <failover> is 1 or 2, the list that failover points to is returned, without <failover>, shrinklist is equivalent to set symmetric difference; example: shrinklist "this is a list" "this is another list", will return "this is list"

command

n/a

n/a

IDF_COMPLETE

shrinkmap <#undocumented#>

shrinks the map size to smallest cubed area, only empty space outside of the map will be removed

command

n/a

n/a

IDF_COMPLETE

sin <float>

returns the sine of <float>; example: sin 3.1415

command

n/a

n/a

IDF_COMPLETE

sleep <milliseconds> <body>

executes <body> after waiting <milliseconds>; example: sleep 2000 [ echo waited 2 seconds ]

command

n/a

n/a

IDF_COMPLETE

smartmusic <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdadjust <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdalphablend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdalphatest <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdambient <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdanim <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdanimpart <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdbumpmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdcullface <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smddir <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdenvmap <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdfullbright <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdglare <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdglow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdlink <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdload <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdmaterial <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdnoclip <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdpitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdpitchcorrect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdpitchtarget <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdscroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdskin <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdspec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

smdtag <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

sortlist <list> <varname_1> <varname_2> <body>

returns a sorted list (quicksort) based on the result of <body> applied onto <list>; if <body> returns true the two elements <varname_1> and <varname_2> will be swapped, unchanged otherwise, example: sortlist "cat ape bear boar" a b [<s $a $b], will return "ape bear boar cat" (<s is ascii-alphabetic comparison)

command

n/a

n/a

IDF_COMPLETE

sortservers <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

sound <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

specbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

special <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

specmodeswitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

spectator <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

sqrt <float>

returns the square root of <float>; example: sqrt 4

command

n/a

n/a

IDF_COMPLETE

stopdemo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

strcasecmp <string1> <string2>

returns true when <string1> is equal to <string2> ignoring case; example: strcasecmp "str" "StR"

command

n/a

n/a

IDF_COMPLETE

strcmp <string1> <string2>

returns true when <string1> is equal to <string2>, equivalent to =s; example: strcmp "str" "str"

command

n/a

n/a

IDF_COMPLETE

stripcolors <string>

returns the <string> without any colors; example: stripcolors "^frhello ^f[6252287]"

command

n/a

n/a

IDF_COMPLETE

strlen <string>

returns the length of <string>; example: strlen "four"

command

n/a

n/a

IDF_COMPLETE

strncasecmp <string1> <string2> <count>

returns true when the first <count> characters of <string1> and <string2> are equal ignoring case; example: strncasecmp "str" "StRiNg" 3

command

n/a

n/a

IDF_COMPLETE

strncmp <string1> <string2> <count>

returns true when the first <count> characters of <string1> and <string2> are equal; example: strncmp "str" "string" 3

command

n/a

n/a

IDF_COMPLETE

strreplace <string> <search> <replace>

returns <string> with all occurrences of <search> replaced with <replace>; example: strreplace "misspelled sring" "sring" "string"

command

n/a

n/a

IDF_COMPLETE

strstr <string> <search>

returns the index of <search> in <string>; example: strstr "long string" "str"

command

n/a

n/a

IDF_COMPLETE

sublist <list> <start> [<count>]

returns a sublist of <list> starting at <start> and ending at the end or for <count> elements; example: sublist "this is a list" 1 2

command

n/a

n/a

IDF_COMPLETE

substr <string> <start> [<count>]

returns a substring of <string> starting at <start> and continuing to the end or for <count> characters; example: substr "string" 2 3

command

n/a

n/a

IDF_COMPLETE

tabify <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

tan <float>

returns the tangent of <float>; example: tan 3.1415

command

n/a

n/a

IDF_COMPLETE

team <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

testpvs <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texalpha <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texcoastscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texcolor <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texffenv <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texgrass <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texgrassblend <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texgrasscolor <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texgrassheight <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texgrassscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texlayer <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texoffset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texpalette <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texrotate <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texscroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textclear <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textcopy <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textcurrentline <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textexec <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textfocus <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textinit <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textlist <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textload <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textmark <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textmode <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textpaste <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textprev <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textsave <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textselectall <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textshow <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texture <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

texturereset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

textwidth <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

thirdpersonswitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

timestr <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

toggleconsole <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

triggerclientnum <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

undo <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

unescape <text>

returns a string with all cubescript escape sequences (^n, ^t, ^f, ^^, ^") converted back into newline, tab, form feed, ^, and " respectively; example: unescape [line1^^nline2]

command

n/a

n/a

IDF_COMPLETE

unignore <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

updatefrommaster <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

updateservers <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

use <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

valpha <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

variantshader <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

vcoastscale <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

vcolor <red> <green> <blue>

replaces selected textures with colour-tinted versions, e.g. 1 0.2 0.2 will create red versions, default is 1 1 1

command

n/a

n/a

IDF_COMPLETE

vdelta <command> <settings...>

combines with texture v*-commands to adjust rather than overwrite the setting; example: vdelta [vcolor 1 .5 .5] example: vdelta [voffset 0 +16]

command

n/a

n/a

IDF_COMPLETE

vlayer <texture_id>

Sets the bottom texture layer for all textures in the current selection; <texture_id> is the number of the texture as seen in the texture browser

command

n/a

n/a

IDF_COMPLETE

voffset <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

vpalette <set> <id>

applies the colour specified by <set> and <id> from the builtin palette; set 0 = pulse colours {0 = turn off all palette effects, 1 = dark fire pulse colours, 2 = bright fire pulse colours, 3 = disco pulse colours (bomber-ball)}, set 1 = team colours {0-3 = only enforced in teamplay games 4-7 = enforced at all times}, set 2 = weapon colours {0-9 = only enforced when that weapon is able to spawn in the current game configuration 10-19 = enforced at all times}

command

n/a

n/a

IDF_COMPLETE

vreset <#undocumented#>

resets a vtexture to its original settings

command

n/a

n/a

IDF_COMPLETE

vrotate <value>

replaces selected textures with clockwise rotated or flipped versions; 0 = default, 1-3 = rotate 90*this degrees, 4 = flipped left-to-right, 5 = flipped top-to-bottom

command

n/a

n/a

IDF_COMPLETE

vscale <value>

replaces selected textures with scaled versions, minimum is 0.125, maximum is 8

command

n/a

n/a

IDF_COMPLETE

vscroll <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

vshaderparam <parameter> <properties>

set shader parameters of textures; independent of vdelta, only one shader parameter may be overridden per texture, previous modifications are lost specscale <red> <green> <blue> = specularity colour and brightness of a texture {example: vshaderparam specscale 0.2 0.2 1.1 creates a blue shine, specscale 0.2 0.2 0.2 resets}, parallaxscale <low> <high> = adjusts the 3d heightmap effect of a texture, glowcolor <red> <green> <blue> = adjusts the 3d glow colour of a texture

command

n/a

n/a

IDF_COMPLETE

waitbind <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

waiting <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

waitmodeswitch <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

weapon <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

weapselect <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

weapslot <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

while <cond> <body>

executes <body> while <cond> is true; example: i = 0; while [ < $i 10 ] [ echo $i; i = (+ $i 1) ]

command

n/a

n/a

IDF_COMPLETE

worldalias <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

writecfg <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

writeobj <#undocumented#>

#undocumented#

command

n/a

n/a

IDF_COMPLETE

writevars <filename> <all> <server>

writes changed variables to <filename>; if <all> is true all unchanged variables are included commented out (default: false), if <server> is true the server prefix sv_ is added to all variables (default: false), example: writevars mygame.cfg 1 1

command

n/a

n/a

IDF_COMPLETE

writevarsinfo <file>

writes raw information about all existing vars, commands and aliases to a file; for each item the following fields are printed: NAME TYPE FLAGS ARGS VALTYPE VALUE MIN MAX DESC USAGE, fields are separated by tabs, and empty if nonexistent

command

n/a

n/a

IDF_COMPLETE

| <int1> <int2>

returns the bit-wise OR of <int1> and <int2>

command

n/a

n/a

IDF_COMPLETE

|| <condition...>

returns the logical or of all given conditions

command

n/a

n/a

IDF_COMPLETE

|~ <int1> <int2>

returns the bit-wise NOT of the bit-wise OR of <int1> and <int2>

command

n/a

n/a

IDF_COMPLETE

~ <int>

returns the bit-wise NOT of <int>

command

n/a

n/a

IDF_COMPLETE