To my knowledge they removed the console in one of the post release versions. I read some discussions about it when I first started looking into demigods, but I can't find it again. It might be in Sorian's posts on another forum (I don't recall). I keep running across various references, but nothing that I can trace back to actually getting it to work, so I think it might be the case.
My way of doing these sorts of things is unfortunately very crude. I've directly access the blueprints and functions and then hit Ctrl-F10 to reload the game. I know, I'm a savage.
I don't have an organized list of information, but here is my roughly organized reminder notepad.
Command line toggles that are useful:
/skipintro /debugger /windowed 1024 768
Code - Demigod debug mode cheat (doesn't work anymore)
To Enable Cheats Open the Game.prefs file with Notepad. This file is located in My DocumentsMy GamesGas Powered GamesDemigod. Add the following lines to the beginning of the file (above the 'profile = {'): debug = { enable_debug_facilities = true } (do it without space from the profile) Save the file, right click and choose properties. Tick READ ONLY box You may now use any of the following cheat commands while playing skirmish or tournament mode. The Enemy may or may not have the cheat effect when enabled
Code: Effect:
CTRL+ALT+B 999.999 Gold (1Million)
CTRL+SHIFT+C Copy Unit / Structure
Minus Decrease game speed
ALT+N God Mode
Plus Increase game speed
ALT+F Instant level up to 20
CTRL+K Kill selected unit
CTRL+SHIFT+V Paste Unit / Structure
CTRL+ALT+Z Reveal Map
ALT+F2 Spawn any unit
ALT+T Teleport selected unit
ALT+A Toggle Opponent AI (untested)
ALT+V Wireframe mode
['F9'] = 'debug_toggle_log_window',
debugKeyMap = {
['Ctrl-L'] = 'debug_output_logs',
['Ctrl-A'] = 'debug_achievements',
['Ctrl-Alt-P'] = 'debug_navpath',
['Alt-F2'] = 'debug_create_unit',
['Alt-T'] = 'debug_teleport',
['Alt-A'] = 'debug_run_opponent_AI',
['Ctrl-Alt-B'] = 'debug_blingbling',
['Alt-Delete'] = 'debug_destroy_units',
['Ctrl-Alt-Comma'] = 'debug_graphics_fidelity_0',
['Ctrl-Alt-Period'] = 'debug_graphics_fidelity_1',
['Ctrl-Alt-Slash'] = 'debug_graphics_fidelity_2',
['Ctrl-Alt-M'] = 'debug_toggle_ren_environment',
['Alt-F3'] = 'debug_scenario_method_f3',
['Shift-F3'] = 'debug_scenario_method_shift_f3',
['Ctrl-F3'] = 'debug_scenario_method_ctrl_f3',
['Shift-F4'] = 'debug_scenario_method_shift_f4',
['Ctrl-F4'] = 'debug_scenario_method_ctrl_f4',
['Ctrl-Alt-F4'] = 'debug_scenario_method_ctrl_alt_f3',
['Ctrl-Shift-F4'] = 'debug_scenario_method_f4',
['Ctrl-Shift-F5'] = 'debug_scenario_method_f5',
['Shift-F5'] = 'debug_scenario_method_shift_f5',
['Ctrl-F5'] = 'debug_scenario_method_ctrl_f5',
['Ctrl-Alt-F5'] = 'debug_scenario_method_ctrl_alt_f5',
['Shift-F6'] = 'debug_create_entity',
['Shift-F7'] = 'debug_show_stats',
['Shift-F8'] = 'debug_show_army_stats',
['Shift-F9'] = 'debug_show_cvp_stats',
['Alt-F9'] = 'debug_open_lua_debugger',
['Alt-F11'] = 'debug_show_frame_stats',
['Ctrl-Alt-W'] = 'debug_render_wireframe',
['Ctrl-Shift-W'] = 'debug_weapons',
['Ctrl-Alt-O'] = 'debug_grid',
['Alt-Q'] = 'debug_show_focus_ui_control',
['Alt-W'] = 'debug_dump_focus_ui_control',
['Alt-D'] = 'debug_dump_ui_controls',
['Alt-V'] = 'debug_skeletons',
['Alt-B'] = 'debug_bones',
['Ctrl-Shift-X'] = 'debug_redo_console_command',
['Ctrl-Shift-C'] = 'debug_copy_units',
['Ctrl-Shift-V'] = 'debug_paste_units',
['Alt-C'] = 'debug_cam_zoom_near',
['Alt-N'] = 'debug_nodamage',
['Ctrl-Alt-E'] = 'debug_show_emitter_window',
['Ctrl-Alt-R'] = 'debug_reload_effect_templates',
['Ctrl-Alt-Shift-R'] = 'debug_reload_effect_utilities',
['Ctrl-Alt-Z'] = 'debug_sally_shears',
['Ctrl-Shift-Alt-C'] = 'debug_collision',
['Ctrl-Slash'] = 'debug_pause_single_step',
['Ctrl-F10'] = 'debug_restart_session',
['Alt-F'] = 'set_level_25',
['Alt-G'] = 'give_all_skills',
['Ctrl-U'] = 'debug_ui',
['Ctrl-Shift-Alt-D'] = 'debug_damage',
['Ctrl-Shift-U'] = 'debug_dump_frames',
['Ctrl-Shift-E'] = 'debug_erics_ring',
['Ctrl-NumMinus'] = 'debug_corpse_delay_decrease',
['Ctrl-NumPlus'] = 'debug_corpse_delay_increase',
['Ctrl-K'] = 'suicide',
['NumMinus'] = 'decrease_game_speed',
['NumPlus'] = 'increase_game_speed',
['NumStar'] = 'reset_game_speed',
['Ctrl-Alt-Shift-P'] = 'pause',
* AddBeam Add a test beam into the world
* AddImpulse AddImpulse (x,y,z)
* AddLightParticle Add a light to the world under the cursor
* AI_CollisionAvoidance Toggle on/off collision avoidance
* AI_DebugArmyIndex Set up a army index for debugging purposes
* ai_FreeBuild Unit build costs are 0
* ai_InitialEnergyCurrency Initial currency of energy economy.
* ai_InitialEnergyCurrencyMax Initial currency of energy economy.
* ai_InitialMassCurrency Initial currency of mass economy.
* ai_InitialMassCurrencyMax Initial currency of mass economy.
* ai_InstaBuild Units build instantly.
* ai_IntelLazy Intel grid is updated when unit moves Radius * var
* AI_RenderBombDropZone Toggle on/off rendering of bomb drop zone
* AI_RenderDebugAttackVectors Toggle on/off rendering of debug base attack vectors
* AI_RenderDebugPlayableRect Toggle on/off rendering of debug playable rect
* AI_RunOpponentAI Turns on or off Opponent AI
* ai_SteeringAirTolerance Tolerance used to detect whether an aircraft has reached its destination.
* AirLookAheadMult Alter the air units look ahead distance
* ANI_DumpSkeleton Dump the skeleton for the selected entity
* BeginLoggingStats Begin logging stats
* BlingBling Cash money yo
* cam_DefaultHeading Default heading invert radians
* cam_DefaultLOD default value for camera level-of-detail scaling factor
* cam_DefaultMiniLOD Default LOD for mini-map
* cam_DefaultTrackingYOffset How much vertical offset to use when tracking a character with the camera
* cam_EntityBoxExpand How much to expand the entity box when targeting entity
* cam_FarFOV FOV to use for perspective camera at farthest zoom, in degrees
* cam_FarPitch Pitch of camera at farthest zoom, in degrees
* cam_FarPlaneOffset
* cam_ForceNoseCam Force camera into NoseCam mode
* cam_ForceNoseCamOffet Force camera into NoseCam mode
* cam_ForceNoseCamPitch Force camera into NoseCam mode
* cam_ForceNoseCamZoom Force camera into NoseCam mode
* cam_FPSFOV FOV to use for FPS camera mode, in degrees
* cam_FPSMode Force camera into FPS mode
* cam_HighLOD
* cam_LowLOD
* cam_MediumLOD
* cam_MinSpinPitch The min pitch resulting from a spin
* cam_NearFOV FOV to use for perspective camera at nearest zoom, in degrees
* cam_NearPitch Pitch of camera at nearest zoom, in degrees
* cam_NearZoom Closest mouse can zoom in to terrain
* cam_PanSpeed How fast the camera pans.
* cam_SetLOD Set the lod scale factor for a camera
* cam_ShakeMult How much camera shake to allow.
* cam_SpinSpeed How fast mouse spins camera, in degrees across screen size
* cam_SurfacePlane Height of plane used for camera intersections
* cam_TrackProjectileTimeout Delay after tracking a projectile.
* cam_ZoomAmount How far to zoom in response to the mouse wheel.
* cam_ZoomSpeedLarge How fast the camera actually moves in response to a large zoom.
* cam_ZoomSpeedSmall How fast the camera actually moves in response to a small zoom.
* captured
* ClearStats Clear stats starting with given parent
* cloth_TickSkip
* CON_Echo Echo out input to function.
* CON_ExecuteLastCommand Repeat the last command.
* CON_ListCommands List all console commands and variables.
* con_TestVar Test variable - not used.
* con_TestVarBool Test variable - not used.
* con_TestVarFloat Test variable - not used.
* con_TestVarStr Test variable - not used.
* con_TestVarUByte Test variable - not used.
* CopySelectedUnitsToClipboard Copy all the selected units to the clipboard.
* CreateProp Spawn a prop underneath the mouse cursor
* CreateUnit spawn a unit by id at the mouse cursor or specified location, case sensitive
* cull_DepthSubPatches
* cull_SubPatches
* cull_TerrainPatch
* d3d_AntiAliasingSamples
* d3d_ForceDirect3DDebugEnabled Disable shader optimization and allow D3D debugging.
* d3d_ForceSoftwareVP Force D3d to do vertex processing in software.
* d3d_NoPureDevice Use a non-pure D3D hardware device.
* d3d_UseRefRast Force D3d to do rasterization in software.
* d3d_WindowsCursor
* dbg Enable/Disable debug overlay
* dbg_Ballistics Draw ballistic debug stuff.
* dbg_Beam Draw beam debug stuff.
* dbg_CollisionBeam Draw collision beam debug stuff.
* dbg_Emitter Show emitter positions.
* dbg_ForceSingleShader Force all meshes to use the same shader
* dbg_Lightmap
* dbg_Metronome Tick a metronome every tick.
* dbg_Projectile Draw projectile debug stuff.
* dbg_ShadeLOD Force all meshes to color based upon lod
* dbg_Shadow
* dbg_ShowAiPathSpline Draw AI Path Spline debug information.
* dbg_Trail Draw trail debug stuff.
* Debug_Assert Fail an assertion (for debugging purposes)
* Debug_Crash Cause a crash (for debugging purposes)
* Debug_Error Log an error string (for debugging purposes)
* Debug_Throw Throw a std::exception.
* Debug_Warn Log a warning string (for debugging purposes)
* DebugAIStatesOff debug function to show some AI states
* DebugAIStatesOn debug function to show some AI states
* DebugClearBuildTemplates debug clear and disable the build templates.
* DebugDumpArmyStats Dump current stats for army index.
* DebugGenerateBuildTemplateFromSelection debug generate and enable build templates from the current selection.
* DebugMoveCamera Debug function for moving the camera in sim script.
* DebugSetArmyHandicap DebugSetArmyHandicap(army,handicap)
* DebugSetConsumptionActive debug function to turn selected units consumption of resources into active state
* DebugSetConsumptionInActive debug function to turn selected units consumption of resources into inactive state
* DebugSetProductionActive debug function to turn selected units production of resources into active state
* DebugSetProductionInActive debug function to turn selected units production of resources into inactive state
* DestroyAll Destroy all units. If any optional army indices are supplied, destroy those army's units.
* DestroySelectedUnits destroy selected units.
* disk_DebugLevel How much disk activity to log, 0=none, 1=opens, 2=all
* DoSimCommand do a sim command.
* dump_Frame Dump a single video frame. A directory can be specified, otherwise it will prompt for one.
* dump_Frames Toggle dumping of video frames.
* dump_outputFrameNumber Starting frame to dump on
* dump_Rate Frame rate to use for movie dumps
* DumpCamera Dump out camera position data for the editor
* DumpParticleInfo Dump information about all the currently active particles.
* DumpPreloadedTextures Dump debug texture info
* DumpUnits Print out units in play
* ed_EnableHook
* efx_AttachEmitter Attach an emitter to selected unit, must specify bone name and blueprint
* EFX_CreateEmitterWindow Create emitter control window
* efx_EmitterVisibilityUpdatePeriod How many ticks between emitter visibility updates.
* efx_NewEmitter Create an emitter, must specify blueprint
* EndLoggingStats End logging stats
* ExecutePasteBuffer Execute paste buffer in clipboard.
* exit Exit the application.
* FindUnit Find a unit by a (case insensitive) string contained in its description.
* fog_DistanceFog Distance fog enabled?
* fog_OffsetMultiplier amount to fudge offset by to make fog go away as we zoom out
* ForceDebugDesync force a desync for debugging purposes.
* GetBranch Get game branch
* GetVersion Get game version
* GlobalRipple
* graphics_Fidelity current graphics fidelity setting
* graphics_FidelitySupported maximum graphics fidelity supported
* imap_debug Toggle influence map debug info.
* imap_debug_grid Toggle influence map debug grid info.
* imap_debug_grid_alliance Set influence map debug grid for which alliance type.
* imap_debug_grid_type Set influence map debug grid threat type.
* imap_debug_path_graph Toggle map hints path graph.
* IN_BindKey Specify a key combo and a console command, binds console command to key
* IN_DumpKeyBindings Shows all the key bindings
* IN_DumpKeyNames Shows all the key names
* IN_SetKeyName Set a key name to map to a key code
* IssueCommand Issue the stop command to the selected units.
* KillAll Kill all units
* KillSelectedUnits kill selected units.
* lob_IgnoreNames Comma separated list of names of people to ignore. For debugging purposes.
* lobby_cap
* Log Log a string (for debugging purposes)
* LotsOfProps spawn 100 props all over the map 2nd Arg = name of prop
* LUA Run a bit of lua code.
* LUADOC Dump out documentation for Lua functions
* MAP_ImportEffectMesh Temp hack to import an effect mesh into the current map because there is no editor UI to do so
* MAP_ImportLava Temp hack to import lava into the current map because there is no editor UI to do so
* MAP_ImportLightShaft Temp hack to import a light shaft into the current map because there is no editor UI to do so
* MAP_ImportTerrainMesh Temp hack to import a terrain mesh into the current map because there is no editor UI to do so
* MAP_ImportWater Temp hack to import water into the current map because there is no editor UI to do so
* MAP_RemoveGroundPlane Temp hack to remove the current map's ground plane because there is no editor UI for doing so yet.
* MAP_SetBloomParams Temp hack to set the bloom params for the current map because there is no editor UI to do so.
* MAP_SetCameraMaxZoomMultiplier Temp hack to set the bloom params for the current map because there is no editor UI to do so.
* mesh_CoeffLOD
* mesh_Rebatch Override mesh batch settings
* NeedRefuelThresholdRatio Start looking for refueling platform when fuel ratio drops below this point
* NeedRepairThresholdRatio Start looking for refueling platform when health ratio drops below this point
* net_AckDelay Number of milliseconds to delay before sending ACKs
* net_CompressionMethod Compression method, 0=none, 1=deflate. Only takes effect when connections are first established.
* net_DebugCrash If true, crash.
* net_DebugLevel Amount of network debug spew
* net_Lag Lag, in milliseconds.
* net_LogPackets Log all incoming/outgoing packets.
* net_MaxBacklog Maximum number of bytes to backlog to any one client.
* net_MaxResendDelay Maximum number of milliseconds to delay before resending a packet.
* net_MaxSendRate Maximum number of bytes to send per second to any one client.
* net_MinResendDelay Minimum number of milliseconds to delay before resending a packet.
* net_ResendDelayBias The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias.
* net_ResendPingMultiplier The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias.
* net_SendDelay Number of milliseconds to delay before sending Data
* net_Suppress Suppress traffic to/from the given ipaddr:port.
* newfog old fog method
* NoDamage Disables all damage to units when set.
* p4_Edit Check out file(s) from perfoce
* p4_IsOpenedForEdit Is the specified file opened for edit?
* path_ArmyBudget Budget for each army to do pathfinding each tick
* path_BackgroundBudget Maximum number of steps to run pathfinder in background
* path_BackgroundUpdate Update pathfinding tables in background
* path_GeneratePreview Do a pathfind for the UI preview
* path_MaxInstantWorkUnits Budget for instant pathfinds by the AI
* path_TimeoutPreview Maximum number of ticks to allow pathfinder preview to take
* path_UnreachableTimeoutSearchSteps Maximum number of ticks to allow a single pathfind to take for an unreachable path
* PathDebug Debug the path finder
* PopupCreateUnitMenu Popup the create unit menu.
* PrintStats Test the stat system
* ProcessInfoPair set the assist mode flag for the selected units.
* Purge Purge all entities of a specified type <shield|projectile|unit|all>. If any optional army indices are supplied, destroy those army's entities.
* quit Quit the session.
* RandomElevationOffset Alter random non-combat elevation offset so plane don't all stick on the same plane
* ren_AllowedLODErrorFadeFactor Allowed error fade value
* ren_AnimLOD Set to true to enable Animation LOD. Set to false to disable LOD and sample all bones in every animation.
* ren_AnimLODMetric Multiplier to allowed error value in skeletal LOD
* ren_AnimStates
* ren_BandwidthDisplayKernel Width of bandwidth filter (in seconds).
* ren_BandwidthDisplaySeconds Number of seconds of bandwidth data to display.
* ren_Beams Render the beam fx.
* ren_BgLowerBound
* ren_Bloom Render Blooms?
* ren_BoneCounts
* ren_ChromaKey
* ren_Cloth Render cloth
* ren_ClutterRadius
* ren_combinepatches If true try to combine patches that are easily combinable
* ren_CycleLifeBarsMode Cycle Life Bar Mode from 0 through 3
* ren_DepthAsOneCall Render the depth by blasting out the entire vertex buffer instead of individual patches
* ren_EnableCompoundPatches
* ren_ErrorCache use error threshold cache?
* ren_ForceDropShadow
* ren_FrameTimeSeconds Number of seconds to display.
* ren_FreezeCull Freeze the culling process for debugging
* ren_FreezeLOD Freeze the lod metric for debugging
* ren_Fx Render FX?
* ren_Greyscale
* ren_GroundPlane
* ren_HeightField
* ren_HideSecondary Hide secondary views
* ren_LightMesh Render the terrain's lightmap
* ren_LightShaft
* ren_LightShaftBlurCount
* ren_maxViewError Max View Error
* ren_MeshColor Toggle mesh color masking (mainly a team color thing)
* ren_MeshDissolve Fade mesh alpha from 1.0 to 0.0
* ren_MeshDissolveCutoff
* ren_MeshEffects Render mesh effects
* ren_MeshSkinned toggle rendering of meshes which have and use skeletons
* ren_MeshStatic toggle rendering of meshes which do not have or ignore skeletons
* ren_MipSkipLevels
* ren_NewPipeline
* ren_Oblivion
* ren_OnlyFirstView Render only the first view in the list
* ren_Ranges
* ren_RenderNothing Render nothing?
* ren_RevealCoeff
* ren_SampleAnim Toggle animation sampling
* ren_Select Render select meshes?
* ren_SelectBoxes Show debug selection boxes
* ren_SelectBracketMinPixelSize Minimum selection bracket thickness in pixels.
* ren_SelectBracketSize Default selection bracket thickness
* ren_SelectColor What color do we want the selection box?
* ren_SelectionHeightFudge How far off the ground selection boxes are fudged
* ren_SelectionSizeFudge How much selection box extents are fudged (multiplier)
* ren_Sepia
* ren_ShadowBuffer
* ren_Shadows
* ren_ShoreErrorCoeff
* ren_ShowBandwidthUsage Show the amount of network bandwidth we are using.
* ren_ShowBoneNames Show bone names
* ren_ShowFrameTime Show the last frame time
* ren_ShowFrameTimes Graphically show the frame times.
* ren_ShowNetworkStats Show various network stats.
* ren_ShowSkeletons Show mesh skeletons
* ren_ShowWireframe Variable to track show/hide wireframe rendering.
* ren_Shroud FOW
* ren_SkeletalLOD Set to true to enable Skeletal LOD. Set to false to disable LOD and sample all bones.
* ren_SkeletalLODMetric Multiplier to allowed error value in skeletal LOD
* ren_SkyDome Render sky
* ren_SyncTerrainLOD Distance at which to start display terrain sync changes
* ren_TeamColorLookupCount Number of 'channels' in team color lookup texture.
* ren_TerrainMesh Render the terrain mesh
* ren_Ui Render UI?
* ren_UnitRoots
* ren_UnitSelectionScale How much unit selection box extents are scaled (multiplier)
* ren_UnitSilhouette
* ren_UseSparseBoneArray Toggle sparse bone array usage
* ren_Water Render water
* RenameUnit Give selected unit a custom name, or with no parameters print name
* res_AfterPrefetchDelay Number of milliseconds to nap after prefetching something. So the prefetcher thread doesn't bog us down too much.
* res_EnablePrefetching If true, enable prefetching.
* res_PrefetcherActivityDelay Number of seconds to delay prefetching after there is foreground disk activity.
* res_SpewLoadSpam If true, spew spam with each resource load.
* rule_BlueprintReloadDelay seconds to delay before reloading a blueprint once we notice that it has changed.
* rule_Paranoid Paranoid mode for RULE system, print all error messages.
* SallyShears Reveal entire map.
* SC_AntiAliasingSamples
* SC_CameraScaleLOD
* SC_CreateEntityDialog Create object editing box for the primary selected unit
* sc_FrameTimeClamp Minimum time between frames, in milliseconds
* SC_LuaDebugger Open Lua debugger window
* SC_PrimaryAdapter
* sc_SkipIntro Skip intro movies
* SC_ToggleCursorClip Set the cursor clip to either the pre-launch clip or the current clip
* SC_VerticalSync
* ScenarioMethod Run a scenario-specific command
* scr_SlowThreshhold Log warnings when script tasks exceed this threshold
* SetArmyColor SetArmyColor(army,r,g,

* SetFocusArmy Pass in army index or -1
* SetFog Override fog params
* shadow_Fidelity current shadow fidelity setting
* shadow_FidelitySupported maximum shadow fidelity supported
* ShowArmyStats Show engine statistics
* ShowRaisedPlatforms Turns on or off rendering of raised platform for tweaking and setting up purposes
* ShowStats Show engine statistics
* sim_CaptureDistance How far a unit must be to begin capture
* sim_ChecksumPeriod How many beats between checksums.
* sim_DebugCheats Log a backtrace when we detect a cheat.
* sim_DebugCrash Crash the sim.
* sim_DebugDelay Milliseconds to delay each sim tick to simulate a slow sim.
* sim_FormationMinSpace Minimum spacer in formation
* sim_FormationSpeed Move speed percent for formations.
* sim_Gravity Show or change the current gravity. Units are ogrids/(second^2)
* sim_Interlocked If true, force the sim and UI threads to run interlocked.
* sim_IssueThreadDebugLevel How much debug spam to spew from the issue thread.
* sim_KeepAllLogFiles If true, keep all long files instead of just the ones for beats that appear out-of-sync.
* sim_LogSize How many ticks to log before flushing files.
* sim_ReportCheats Report cheating when cheats are enabled.
* sim_TestFunc Test function - not used.
* sim_TestVar Test variable - not used.
* sim_TestVarBool Test variable - not used.
* sim_TestVarFloat Test variable - not used.
* sim_TestVarStr Test variable - not used.
* sim_TestVarUByte Test variable - not used.
* SimAssert Fail an assertion (for debugging purposes)
* SimCrash Cause a crash (for debugging purposes)
* SimError Log an error string (for debugging purposes)
* SimLog Log a string (for debugging purposes)
* SimLua Run some lua code in the sim's Lua.
* SimWarn Log a warning string (for debugging purposes)
* SkipUIChecks Don't perform any command validation in UI
* snap
* snap_Cols
* snap_Rows
* snd_LogEvents Log each FMOD event request as it occurs
* snd_LogOverride Log each VO event that cancels a previously playing one
* snd_SetReverb Activate an ambient reverb by name
* StartCommandMode Set the UI context for some commands.
* TeleportSelectedUnits teleport selected units.
* timestamp Dump out EXE timestamp
* tree_AccelFactor How quickly falling trees accelerate
* tree_DampFactor Damping on swaying trees (0 to 1)
* tree_SpringFactor How quickly swaying trees spring back
* tree_UprootFactor How far to raise falling trees up out of the ground
* ui_AlwaysRenderStrategicIcons When true, strategic icons always render, even when zoomed in
* UI_ApplySelectionSet Takes a selection set name and applies the selection
* ui_ArrowKeysScrollView Toggle if the arrow keys scroll the main view
* ui_bAggressiveMoveClick Is a single left click an Aggressive move or regular move?
* ui_CommandClickScale Scale applied to the click distance size of command waypoints
* ui_CommandGraphMaxNodeUnits Limits the size of the waypoints
* ui_ContinuousClickTimer Time for double click effect to remain active.
* ui_CurveSegments How many segments to subdivide curves into
* ui_CurveSmoothness How big to make curves when drawing command previews
* ui_CustomNameColor Color of the custom name display
* ui_CustomNameFontSize Point size of the custom name display
* ui_CutsomNameFont Font family name of the custom name display
* ui_DebugAltClick Enable ALT+Click debug command to switch armies
* ui_DisableCursorFixing Allows you to toggle the cursor fixing functionality that is used for the mouse-controlled camera spinning/scrolling
* ui_DragSelect2D Use a 2D (screen-space) drag-selection box
* ui_DrawPathPreview Turns on/off the arrow line
* UI_DumpControls Dumps information about all controls to current log target.
* UI_DumpControlsUnderCursor Dumps all controls under the cursor to the debug log
* ui_EnableDirectMotion Toggle if we want to enable direct motion control
* UI_ExpandCurrentSelection Expand selection to all units in view that is found in our current selection group
* ui_ExtractSnapTolerance Sets the extraction unit 'snap-to' tolerance (in meters) for building. Increase this to make it easier to auto-snap to extraction sites.
* ui_FootprintMinThickness Mimimum render size for the footprint outline.
* ui_ForceLifbarsOnEnemy force lifebars on for enemy units
* UI_forceWeaponsToYellow Force all minimap weapon fire to yellow
* ui_KeyboardPanAccelerateMultiplier How much faster the camera pans when accelerated
* ui_KeyboardPanSpeed How fast arrow keys pans camera
* ui_KeyboardRotateAccelerateMultiplier How much faster the camera rotates when accelerated
* ui_KeyboardRotateSpeed How fast ins/del rotate camera
* ui_LifeBarBadColor The color of the lifebar when there is poor health
* ui_LifeBarBadCutoff The percent of health where the life bar changes from bad to medium
* ui_LifeBarGoodColor The color of the lifebar when there is good health
* ui_LifeBarGoodCutoff The percent of health where the life bar changes from medium to good
* ui_lifebarHeight height of health bar in ogrids
* ui_LifebarLOD LOD Cutoff for health bars
* ui_LifeBarMedColor The color of the lifebar when there is medium health
* ui_LifebarMode Modes for rendering life bars, 0-Player Owned, 1-Allies, 2-Enemy, 3- All
* ui_LifebarOffset Y Offset in ogrids of all lifebars
* ui_LifebarWidth width of health bar in ogrids
* UI_Lua Run lua code in the appropriate UI lua state.
* UI_MakeSelectionSet Takes a name, and makes a named selection set from the current selection
* ui_MaxExtractSnapPixels Allows us to put a pixel cap on the snap tolerance (in case we are zoomed in close.
* ui_MaxTextLOD LOD level that timer text dissapears
* ui_MaxWaypointSize Set the maximum pixel size of a waypoint
* ui_MinExtractSnapPixels Allows us to put a pixel cap on the snap tolerance (in case we are zoomed out relatively far.
* ui_MinWaypointSize Set the minimum pixel size of a waypoint
* UI_MouseAutoFocus Allows dualhead windows to have mouse focus set properly
* ui_PathSmoothness How big to make curves when drawing path preview
* ui_ProgressBarColor The color of the secondary Construction Progress bar
* UI_Quit Drives quit behavior of the game depending on the state of the UI
* ui_RenderCustomNames toggle custom name display
* ui_RenderIcons toggle strategic icons on/off
* ui_RenderSelectionSetNames toggle selection set names on/off
* ui_RenderUnitBars render unit life bars?
* UI_RenProjectileGlow Toggle projectile icon glow
* UI_RenProjectileGlowMax Maximum glow alpha on projecile icon
* UI_RenProjectileGlowMin Minimum glow alpha on projectile icon
* UI_RenProjectileGlowPeriod The period in which the projectile icon glow will pulse from min to max to min
* UI_RenProjectileIcons toggle projectile icons on/off
* UI_ResetView Reset a named camera to the default view
* UI_RotateLayout Cycles through all available layouts
* UI_RotateSkin Cycles through all available skins
* UI_SelectAnything Debug to allow UI to select anything
* UI_SelectByCategory Select a set of units by category
* ui_SelectionSetNamesColor Color of the selection set names
* ui_SelectTolerance Sets the unit click tolerance (in pixels) for selection. Increase this to make units have a larger selection box.
* UI_SetSkin Sets a new skin
* ui_ShieldBarColor The color of the secondary Shield bar
* UI_ShowCommandGraph should we render the command graph?
* UI_ShowControlUnderMouse Highlights the control currently under the mouse
* UI_ShowRenameDialog Display the rename unit dialog during a game
* ui_StrategicIconBlinkDuration How long to blink icon when unit is damage
* ui_StrategicIconBlinkRate Blink timer scale for strategic icons on damage
* UI_StrategicProjectileLOD At what LODMetric do we draw projectile pixels on strategic view
* UI_ToggleGamePanels Hide/show the UI panels in game, and expands the world view to fill the screen when panels are hidden.
* UI_TrackUnit track selected units.
* ui_WaypointLineScale Scale applied to the calculated waypoint line size
* ui_WindowedAlwaysShowsCursor Always show cursor in windowed mode, regardless of show/hide
* viz_Disturb
* viz_Update
* WeaponTerrainBlockageTest Toggle on/off weapon collision tests against terrain blockages
* WIN_ShowLogDialog Explicit show/hide log dialog box
* WIN_ToggleLogDialog Show/hide log dialog box
* WLD_AdvanceBeat Advance the sim one beat.
* wld_ClientDebugDump Dump out debug info about the network connections
* WLD_DecreaseSimRate Decrease the game speed.
* WLD_GameSpeed Set a new game speed
* WLD_IncreaseSimRate Increase the game speed.
* WLD_ResetSimRate Increase the game speed.
* WLD_RestartBeat Restart rendering the current beat.
* wld_RunWithTheWind If true, run beats as fast as we can.
* WLD_SingleStep Single-step the sim one tick.
* wld_SkewRateAdjustBase How much to adjust the sim rate based on one beat of skew.
* wld_SkewRateAdjustMax Max amount to adjust the sim rate due to skew.
* wnd_DefaultCreateHeight Minimum initial window height
* wnd_DefaultCreateWidth Minimum initial window width
* wnd_MinCmdLineHeight Minimum command line height
* wnd_MinCmdLineWidth Minimum command line width
* wnd_MinDragHeight Minimum drag-resize height
* wnd_MinDragWidth Minimum drag-resize width
* WxInputBox Text the WWxInputBox dialog.
* ZeroExtraStorage Set energy and mass extra storage to 0