Commands

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Bloodfrontier Command/Variable Reference

Integer variables are named as; variable min default max (Implementation Maximum means it's dependant on the implementation upon your system, whether the maximum be 32 bit or otherwise)
Variables without a minimum or a maximum are named as; variable default
Text variables are named as; variable default
Commands are named as; command arg1 arg2 arg3 arg4 arg5 arg6 arg7 arg8 arg9 arg10 arg11 arg12 arg13 arg14 arg15 arg16 arg17 arg18 arg19 arg20 arg21 arg22 arg23 arg24 arg25 (up to 25 arguments are allowed, this does not mean they are all used)

Contents

Game Specific

Blood Frontier Adventure

Input and Camera Control

Before changing the controls, one first has to realise, there's several camera states, as listed below.

Camera State Description
Editmode The editmode camera state is entered by entering editmode.
First Person the first person state is used when the player is not in third person, nor doing any of the other stuff.
Prone Prone is entered when a player attempts to zoom while not in posession of a rifle.
Snipe Snipe is entered when a player attempts to zoom while posessing a rifle.
Spectator The spectator state is used when a player is spectating.
Third Person The third person camera state is used when a player is not in first person mode

Editmode

  • editmouse 0 0 2
Sets the mousetype for editmode, 0 is standard FPS mode, 1 is when the screen pans, to the relative cursor (small dot), and 2 is when the crosshair is fixed to the mouse, and the screen pans, according to that.
  • editfov 1 120 360
Sets the FOV, a high FOV means more can be seen at once, a lower FOV means less can be seen at once.
  • editdeadzone 0 10 100
Determines how far from the centre of the screen you have to move the mouse before the screen pans, when you're using editmouse 1 or 2.
  • editpanspeed 1 20 Implementation Maximum
Determines at what speed the camera will rotate when editmouse is 1 or 2.

First person

  • firstpersonmouse 0 0 2
Sets the mousetype for first person mode. 0 is standard FPS mode, 1 is when the screen pans, to the relative cursor (small dot), and 2 is when the crosshair is fixed to the mouse, and the screen pans, according to that.
  • firstpersondeadzone 0 10 100
Determines how far from the centre of the screen you have to move the mouse before the screen pans, when you're using firstpersonmouse 1 or 2.
  • firstpersonpanspeed 1 20 Implementation Maximum
Determines at what speed the camera will rotate when firstpersonmouse is 1 or 2.
  • firstpersonfov 90 100 150
Sets the FOV, a high FOV means more can be seen at once, a lower FOV means less can be seen at once.
  • firstpersonaim 0 0 Implementation Maximum
Sets how the crosshair snaps to geometry, to accurately show you where the projectiles you fire will land, be warned that low values (eg, 5) tend to behave rather erraticly.
  • firstpersonsway 0 100 Implementation Maximum
Sets how much damping is applied on the swaying speed of the Weapons, when you move About.
  • firstpersontranslucent 0 0 1
Determines whether the limbs of your character will be particially transparent. This allows you to see through your character, and altogether have a better view of the surroundings.
  • firstpersondist 0.3
Effectively allows you to use a third person character of disembodied arms, negative values are behind the camera, while positive ones are in front.
  • firstpersonshift -0.3
Shifts the camera to the side of the model, negative values mean the camera moves left, and positive values means it moves right. you can make your character left handed thanks to this.
  • firstpersonadjust 0.0
How high above (or below) the camera will be, relative to the eyeheight.

Prone

  • pronetype 0 0 1
Sets whether the zoom command acts like a toggle, or a modifier (zoomed in while the correct button is held)
  • pronemouse 0 0 2
Sets the mousetype for prone mode. 0 is standard FPS mode, 1 is when the screen pans, to the relative cursor (small dot), and 2 is when the crosshair is fixed to the mouse, and the screen pans, according to that.
  • pronedeadzone 0 25 100
Determines how far from the centre of the screen you have to move the mouse before the screen pans, when you're using pronemouse 1 or 2.
  • pronepanspeed 1 10 Implementation Maximum
Determines at what speed the camera will rotate when pronemouse is 1 or 2.
  • pronefov 70 70 150
Sets the FOV, a high FOV means more can be seen at once, a lower FOV means less can be seen at once.
  • pronetime 1 150 10000
Sets how many millis it takes to zoom in, and out.
  • pronesensitivity 5.0
What to overwrite sensitivity with, when you're in prone position, this only applies to relative positioning mice.

Snipe

  • snipetype 0 0 1
Sets whether the zoom command acts like a toggle, or a modifier (zoomed in while the correct button is held)
  • snipemouse 0 2 2
Sets the mousetype for sniping mode. 0 is standard FPS mode, 1 is when the screen pans, to the relative cursor (small dot), and 2 is when the crosshair is fixed to the mouse, and the screen pans, according to that.
  • snipedeadzone 0 25 100
Determines how far from the centre of the screen you have to move the mouse before the screen pans, when you're using snipemouse 1 or 2.
  • snipepanspeed 1 10 Implementation Maximum
Determines at what speed the camera will rotate when snipemouse is 1 or 2.
  • snipefov 1 35 150
Sets the FOV, a high FOV means more can be seen at once, a lower FOV means less can be seen at once.
  • snipetime 1 300 10000
Sets how many millis it takes to zoom in, and out.
  • snipesensitivity 3.0
What to overwrite sensitivity with, when you're sniping, this only applies to relative positioning mice.

Spectator

  • specmouse 0 0 2
Sets the mousetype for spectator mode. 0 is standard FPS mode, 1 is when the screen pans, to the relative cursor (small dot), and 2 is when the crosshair is fixed to the mouse, and the screen pans, according to that.
  • specfov 1 120 360
Sets the FOV, a high FOV means more can be seen at once, a lower FOV means less can be seen at once.
  • specdeadzone 0 10 100
Determines how far from the centre of the screen you have to move the mouse before the screen pans, when you're using specmouse 1 or 2.
  • specpanspeed 1 20 Implementation Maximum
Determines at what speed the camera will rotate when specmouse is 1 or 2.

Third Person

  • thirdpersonmouse 0 0 2
Sets the mousetype for third person mode. 0 is standard FPS mode, 1 is when the screen pans, to the relative cursor (small dot), and 2 is when the crosshair is fixed to the mouse, and the screen pans, according to that.
  • thirdpersondeadzone 0 10 100
Determines how far from the centre of the screen you have to move the mouse before the screen pans, when you're using thirdpersonmouse 1 or 2.
  • thirdpersonpanspeed 1 30 Implementation Maximum
Determines at what speed the camera will rotate when thirdpersonmouse is 1 or 2.
  • thirdpersonaim 0 250 Implementation Maximum
Sets how the crosshair snaps to geometry, to accurately show you where the projectiles you fire will land, be warned that low values (eg, 5) tend to behave rather erraticly.
  • thirdpersonfov 90 120 150
Sets the FOV, a high FOV means more can be seen at once, a lower FOV means less can be seen at once.
  • thirdpersontranslucent 0 0 1
Determines whether the limbs of your character will be particially transparent. This allows you to see through your character, and altogether have a better view of the surroundings.
  • thirdpersondist -100 1 100
Camera distance from the player model, negative values are backwards, positive ones are forwards.
  • thirdpersonshift -100 4 100
Shifts the camera to the side of the model, negative values mean the camera moves left, and positive values means it moves right. you can make your character left handed thanks to this.
  • thirdpersonangle 0 40 360
The position of the camera, think of it as being a circle around your character, and the camera is positioned somewhere among it's perimeter. The player's pitch is used when set to 0.

Misc

  • invmouse 0 0 1
Inverts up and down movement of the mouse.
  • absmouse 0 0 1
Sets whether absolute mouse coordinates are used. This is especially handy if you intend to play with an absolute positioning device, such as a pen tablet, a wii-mote, an infrared remote or a simple joystick.
  • sensitivity 10.0
Sets how sensitive devices that modify camera position will be, this only applies to relative positioning mice.
  • yawsensitivity 10.0
Sets how sensitive relative mouse input is for the yaw (left/right motion).
  • pitchsensitivity 7.5
Sets how sensitive relative mouse input is for pitch (up/down movement).
  • mousesensitivity 1.0
A Sensitivity scalar applied to all relative mouse input.

HUD modification

The HUD is simply all the icons, pictures and graphics you see on screen, and when you're in first person, your character's weapon. These settings are obviously for tweaking them.

Title Cards

  • titlecardtime 0 2000 10000
How long the title card and it's caption takes to appear on screen. It's simply a mapshot with the map message.
  • titlecardfade 0 3000 10000
How long the title card takes to vanish once it has finished appearing.
  • titlecardsize 0.22
Determines the size of the card. The size is based on your current screen width.

Crosshairs and Cursors

  • crosshairclip 0 1 1
  • crosshairhitspeed 0 1000 Implementation Maximum
  • crosshairsize 0.03
  • cursorsize 0.03
  • cursorblend 1.0
  • crosshairblend 0.5
  • showcrosshair 0 1 1
  • relativecursortex textures/relativecursor
  • guicursortex textures/guicursor
  • editcursortex textures/editcursor
  • crosshairtex textures/crosshair
  • teamcrosshairtex textures/teamcrosshair
  • hitcrosshairtex textures/hitcrosshair
  • snipecrosshairtex textures/snipecrosshair

Radar, Weapons and Indicators

  • bliptex textures/blip
  • flagbliptex textures/flagblip
  • radartex textures/radar
  • radarpingtex <anim:75>textures/radarping
  • healthbartex <anim>textures/healthbar
  • goalbartex <anim>textures/goalbar
  • teambartex <anim>textures/teambar
  • indicatortex <anim>textures/indicator
  • pistolhudtex textures/pistolhud
  • shotgunhudtex textures/shotgunhud
  • chaingunhudtex textures/chaingunhud
  • grenadeshudtex textures/grenadeshud
  • flamerhudtex textures/flamerhud
  • riflehudtex textures/riflehud
  • pistolcliptex <anim>textures/pistolclip
  • shotguncliptex <anim>textures/shotgunclip
  • chainguncliptex <anim>textures/chaingunclip
  • grenadescliptex <anim>textures/grenadesclip
  • flamercliptex <anim>textures/flamerclip
  • riflecliptex <anim>textures/rifleclip
  • damagetex textures/damage
  • snipetex textures/snipe
  • indicatorblend 1.0
  • clipbarblend 1.0
  • radarblend 0.75
  • blipblend 1.0
  • barblend 1.0
  • candinalblend 1.0
  • ammoblend 1.0
  • ammoblendinactive 0.5
  • infoblend 1.0
  • radardist 0 512 512
  • radarnames 0 1 2
  • radarsize 0.22
  • ammosize 0.05
  • editradardist 0 512 Implementation Maximum
  • editradarnoisy 0 1 2
  • statrate 0 200 1000

Information and Editmode helpers

  • pasteclear - clear out the paste buffer.
  • showstats 0 0 1
  • showhudentinfo 0 1 2
  • showhudents 0 10 100
  • showfps 0 2 2
  • showentinfo 0 1 5
  • showentnoisy 0 1 2
  • showentdir 0 1 3
  • showentradius 0 1 3
  • showentlinks 0 1 3
  • showlighting 0 1 1
  • dropwaypoints 0 0 1
  • scoresinfo 0 1 1
  • showclientnum 0 1 1
  • showpj 0 1 1
  • showping 0 1 1
  • (showspectators 0 1 1
  • highlightscore 0 1 1
  • showconnecting 0 0 1
  • showscores

Server Communication

  • centerchat 0 1 1
  • colourchat 0 1 1
  • serversort
  • mode gamemode mutators
  • gamemode
  • mutators
  • say what
  • me what
  • sayteam what
  • meteam what
  • name newname
  • team team
  • map mapname
  • clearbans
  • kick who
  • goto who
  • spectator state who
  • mastermode value
  • setmaster key
  • approve who
  • setteam who team
  • getmap
  • sendmap
  • listdemos
  • getdemo which
  • recorddemo active
  • stopdemo
  • cleardemos clear
  • ready
  • getname
  • getteam
  • serversortreset
  • defaultmap overseer
  • defaultmode 1 1 6
  • defaultmuts 0 0 255
  • teamdamage 0 1 1
  • entspawntime 0 0 60
  • timelimit 0 10 60
  • ctflimit 0 10 100
  • stflimit 0 1 1
  • spawngun 0 1 5
  • instaspawngun 0 4 5
  • botbalance 0 4 16
  • botminskill 0 50 100
  • botmaxskill 0 100 100
  • gravityscale 1.0
  • jumpscale 1.0
  • speedscale 1.0

Physics and Interaction

  • crawlspeed 1 25 Implementation Maximum
  • gravity 1 25 Implementation Maximum
  • jumpvel 1 60 Implementation Maximum
  • movespeed 1 45 Implementation Maximum
  • liquidvel 1 45 1024
  • liquidfric 1 15 Implementation Maximum
  • sinkfric 1 3 Implementation Maximum
  • floorfric 1 5 Implementation Maximum
  • airfric 1 25 Implementation Maximum
  • floatspeed 10 100 1000
  • physframetime 5 5 20
  • crouch
  • jump
  • attack
  • reload
  • action
  • taunt

Other

  • botdebug 0 0 5
  • addbot skill
  • delbot
  • gameid
  • gamever
  • gamename gamemode mutators
  • mutscheck gamemode mutators
  • smoothmove 0 75 1000
  • smoothdist 0 64 1024
  • maxprojectiles 0 200 Implementation Maximum
  • securetether 0 1 1
  • autoreload 0 1 1
  • switchgl 0 0 1
  • weapon a b
  • gunselect
  • ammo a
  • kill
  • zoom

gamemodes and mutators

Below is a table of gamemodes and mutators. Mutators is simply a value that can define special bitwise game properties, gamemodes define which mutators are available, and what other game features are active.

eg, giving a game a mutator value of 131 means team, instagib and no items will be active.
Gamemodes and mutators are set by typing /mode G M, and then followed by a /map N. G stands for the gamemode ID, M the total if the mutators you want, added together, and N being a map name. Like for the above example /mode 4 131;map refuge.

Bit wise value Description
1 Team - 2 teams are present in the match
2 Instagib - Your spawn weapon by default is the rifle, you have 1 HP
4 Duel
8 Progressive - Progressive capturing of linked bases, think UT.
16 Multi-Sided - Depends on team being active, it'll turn the match into a 4 team match
32 Last Man standing
64 Mayhem - During a ctf/stf match, you spawn at flags/base that are not yours
128 No Items - instagib depends on this, this keeps Weapons and the like from spawning.

Below is the table for gamemode information. with the mutator boxes, N means NOT available, C means compulsory, or forced, O means optional.

Gamemode Mode name Description Team Instagib Duel Progressive Multi-Sided Last Man Standing Mayhem No items
0 Demo Plays back recorded demos N N N N N N N N
1 Lobby The default mode, simply, a mode to say hi and explore maps with N N N N N N N C
2 Editmode Allows you to edit maps, whether this be by yourself, or cooperatively with others N N N N N N N N
3 Mission Play a Mission Cooperatively or alone. Not implemented yet! N N N N N N N N
4 Deathmatch You fight, and you shoot that guy's brains out, simple. O O O N O O N O
5 Secure the Flag (StF) The flags act as bases and take several seconds to claim ownership of.
You then gain points. Whoever claims ALL the flags or has the most points at the end of a match, wins.
C O N O O N O O
6 Capture the Flag (CtF) Each team has a flag, obviously the idea is to capture the flag of the enemy teams as many times as possible. C O N O O N O O

Editmode

Please see the editing section for more information on manipulating the values of entities and linking them. But first, you must know which of the entities are game specific.

Type Attribute 1 Attribute 2 Attribute 3 Attribute 4 Attribute 5
weapon Weapon Ammunition N/A N/A N/A
teleport Yaw Pitch Bonus Velocity N/A N/A
obsoleted N/A N/A N/A N/A N/A
trigger Related Script Activate What Activation Method Reset Time N/A
pusher Z-push Y-push X-push N/A N/A
flag Direction Team N/A N/A N/A
checkpoint Index N/A N/A N/A N/A
camera N/A N/A N/A N/A N/A
waypoint Crouch N/A N/A N/A N/A
announber Max Radius Min Radius Volume N/A N/A
connection N/A N/A N/A N/A N/A

One of the BIG features of BF is that you can link entities together to execute a chain of effects. Like for example, connecting a sound to a pusher so it plays the sound when activated, or even particles to produce a nice little effect. Here's a nice little organised list of what entities can link with what. Keep in mind, not ALL relationships as both ways, as you can see here. Click here if you want to see a video tutorial.

  • light
    1. spotlight
  • mapmodel
    1. trigger
  • particles
    1. teleport
    2. trigger
    3. pusher
  • mapsound
    1. teleport
    2. trigger
    3. pusher
  • teleport
    1. mapsound
    2. particles
    3. teleport
  • trigger
    1. mapsound
    2. particles
  • pusher
    1. mapsound
    2. particles
  • flag
    1. flag
  • checkpoint
    1. checkpoint
  • camera
    1. camera
    2. connection
  • connection
    1. connection

Editing

Entities

Engine

Scripting

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