Console commands and ConVars
Posted: Fri Nov 23, 2024 8:17 am
This topic lists the some of available commands and convars in Lambda Wars and higher.
Commands
unitpanel - Popup a panel with all available units. By holding space you can spam the selected unit type at a position. By pressing the place button you can first rotate the unit before placing it. The p1 /tm p9 indicates for which player the unit will be spawned.
abilitypanel - Popup a panel with all available abilities. Here abilities are executed as global powers for the player (although not all abilities listed can be used that way). Note: Each unit is also implemented as an ability. Executing such an ability is the same as using the place command in the unitpanel.
wars_giveresource [type] [amount] - Cheat to give resources to yourself. Type must be "grubs" (antlions) or "kills" (combine).
unit_create [unit] [ownernumber] - This command will spawn an unit at the place where the mouse pointer is pointing. See the unitpanel command for all unit names.
wars_abi [ability] - This command will execute the specified ability at the place where the mouse is pointing.
change_ownernumber - Change your ownernumber. This determines which units you can control.
wars_giveresource [type] [amount] - Give resources
wars_setgamerules [gamerulesname] - Change the active gamerules
wars_difficulty_override - Overwrite the difficulty setting
ConVars
sv_fogofwar - Controls the fog of war.
sv_unitlimit - Controls the maximum population per player.
cl_strategic_cam_accelerate -
cl_strategic_cam_friction -
cl_strategic_cam_height_tol - Height tolerance
cl_strategic_cam_min_dist - Camera minimum distance
cl_strategic_cam_pitchdown -
cl_strategic_cam_pitchup -
cl_strategic_cam_rot_maxdelta -Clamps max mouse delta by which the rotation speed is scaled
cl_strategic_cam_rot_speed - Rotation speed (degrees per second)
cl_strategic_cam_scrolldelta
cl_strategic_cam_scrolltimeout - The amount of time scrolling keeps going on.
cl_strategic_cam_speed -
cl_strategic_cam_spring_const - Camera spring constant.
cl_strategic_cam_spring_dampening - Camera spring dampening.
cl_strategic_cam_spring_vel_max - Camera max velocity.
cl_strategic_cam_stopspeed
cl_strategic_directmovetimeout - The amount of time direct move to a position keeps going on
cl_strategic_height_adjustspeed - Speed at which the camera adjusts to the terrain height.
strategic_cam_maxspeed - Clamps the max speed of all strategic players.
cl_mouse_clamptoscreen - Clamp mouse to within screen.
cl_mouse_edgespeed - The speed of movement when we bring the mouse to the edges of the screen.
cl_mouse_edgethreshold - Threshold around edge of the screen at which the mouse will start moving the player
cl_mouse_selectionbox_threshold -
wars_build_instant (cheat) - build units instantly (ignoring build times)
wars_strategic_enable (cheat) - Enable CPU Player for specific player
wars_strategic_disable (cheat) - Enable CPU Player for specific player
wars_strategic_debugprint (cheat) - Prints debug information about a CPU player
Navigation Meshes
(This is old, use this instead: https://lambdawars.com/forum/viewtopic.php?f=5&t=2359!)
Navigation Meshes are required for proper navigation of the AI.
You can use the "bind" command to bind any of the commands to your keyboard to use them easier.
(Example: bind "i" nav_toggle_in_selected_set )
nav_edit 1 - enables you to see the Navigation Meshes
nav_generate - automatically generates Navigation Meshes
nav_mark_walkable - marks a area as walkable
nav_clear_walkable_marks - remove all mark walkable
nav_generate_incremental - generate Navigation Meshes around a mark walkable
nav_generate_incremental_range - the radius for generating Navigation Meshes around a mark walkable
nav_toggle_in_selected_set - select/deselect a Navigation Mesh
nav_clear_selected_set - deselect all Navigation Meshes
nav_toggle_selected_set - invert your selection
nav_flood_select - select all connected Navigation Meshes
nav_delete - remove selected Navigation Meshes
nav_connect - connect two Navigation Meshes
nav_disconnect - disconnect two Navigation Meshes
nav_split - split a Navigation Mesh
nav_begin_area - start point of a new Navigation Mesh
nav_end_area - end point of a new Navigation Mesh
nav_merge - merges two Navigation Meshes, both areas must be the same size along the edge!
nav_begin_shift_xy - start to move selected Navigation Meshes
nav_end_shift_xy - end to move selected Navigation Meshes
nav_coverspot_create - create cover/hide spot
nav_coverspot_delete - delete cover/hide spot
nav_analyze - Re-analyze the current Navigation Mesh and save it to disk
nav_save - Saves the current Navigation Meshes to disk
Commands
unitpanel - Popup a panel with all available units. By holding space you can spam the selected unit type at a position. By pressing the place button you can first rotate the unit before placing it. The p1 /tm p9 indicates for which player the unit will be spawned.
abilitypanel - Popup a panel with all available abilities. Here abilities are executed as global powers for the player (although not all abilities listed can be used that way). Note: Each unit is also implemented as an ability. Executing such an ability is the same as using the place command in the unitpanel.
wars_giveresource [type] [amount] - Cheat to give resources to yourself. Type must be "grubs" (antlions) or "kills" (combine).
unit_create [unit] [ownernumber] - This command will spawn an unit at the place where the mouse pointer is pointing. See the unitpanel command for all unit names.
wars_abi [ability] - This command will execute the specified ability at the place where the mouse is pointing.
change_ownernumber - Change your ownernumber. This determines which units you can control.
wars_giveresource [type] [amount] - Give resources
wars_setgamerules [gamerulesname] - Change the active gamerules
wars_difficulty_override - Overwrite the difficulty setting
ConVars
sv_fogofwar - Controls the fog of war.
sv_unitlimit - Controls the maximum population per player.
cl_strategic_cam_accelerate -
cl_strategic_cam_friction -
cl_strategic_cam_height_tol - Height tolerance
cl_strategic_cam_min_dist - Camera minimum distance
cl_strategic_cam_pitchdown -
cl_strategic_cam_pitchup -
cl_strategic_cam_rot_maxdelta -Clamps max mouse delta by which the rotation speed is scaled
cl_strategic_cam_rot_speed - Rotation speed (degrees per second)
cl_strategic_cam_scrolldelta
cl_strategic_cam_scrolltimeout - The amount of time scrolling keeps going on.
cl_strategic_cam_speed -
cl_strategic_cam_spring_const - Camera spring constant.
cl_strategic_cam_spring_dampening - Camera spring dampening.
cl_strategic_cam_spring_vel_max - Camera max velocity.
cl_strategic_cam_stopspeed
cl_strategic_directmovetimeout - The amount of time direct move to a position keeps going on
cl_strategic_height_adjustspeed - Speed at which the camera adjusts to the terrain height.
strategic_cam_maxspeed - Clamps the max speed of all strategic players.
cl_mouse_clamptoscreen - Clamp mouse to within screen.
cl_mouse_edgespeed - The speed of movement when we bring the mouse to the edges of the screen.
cl_mouse_edgethreshold - Threshold around edge of the screen at which the mouse will start moving the player
cl_mouse_selectionbox_threshold -
wars_build_instant (cheat) - build units instantly (ignoring build times)
wars_strategic_enable (cheat) - Enable CPU Player for specific player
wars_strategic_disable (cheat) - Enable CPU Player for specific player
wars_strategic_debugprint (cheat) - Prints debug information about a CPU player
Navigation Meshes
(This is old, use this instead: https://lambdawars.com/forum/viewtopic.php?f=5&t=2359!)
Navigation Meshes are required for proper navigation of the AI.
You can use the "bind" command to bind any of the commands to your keyboard to use them easier.
(Example: bind "i" nav_toggle_in_selected_set )
nav_edit 1 - enables you to see the Navigation Meshes
nav_generate - automatically generates Navigation Meshes
nav_mark_walkable - marks a area as walkable
nav_clear_walkable_marks - remove all mark walkable
nav_generate_incremental - generate Navigation Meshes around a mark walkable
nav_generate_incremental_range - the radius for generating Navigation Meshes around a mark walkable
nav_toggle_in_selected_set - select/deselect a Navigation Mesh
nav_clear_selected_set - deselect all Navigation Meshes
nav_toggle_selected_set - invert your selection
nav_flood_select - select all connected Navigation Meshes
nav_delete - remove selected Navigation Meshes
nav_connect - connect two Navigation Meshes
nav_disconnect - disconnect two Navigation Meshes
nav_split - split a Navigation Mesh
nav_begin_area - start point of a new Navigation Mesh
nav_end_area - end point of a new Navigation Mesh
nav_merge - merges two Navigation Meshes, both areas must be the same size along the edge!
nav_begin_shift_xy - start to move selected Navigation Meshes
nav_end_shift_xy - end to move selected Navigation Meshes
nav_coverspot_create - create cover/hide spot
nav_coverspot_delete - delete cover/hide spot
nav_analyze - Re-analyze the current Navigation Mesh and save it to disk
nav_save - Saves the current Navigation Meshes to disk