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AEon

The Console Commands of Reflex

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Update: For the latest Alphabetical List of Console Commands see the wiki!

 

 

There does not seem to exist a text version of the console commands. I put it together, mentioning default values and bindings I use (as inspiration). In  many cases I added short descriptions, seeing all this as a possible starting point for a future wiki... There are many commands marked with ???, where I have no idea what the command does.

 

Will be updating the below "raw" edit, as things get along. If anyone knows what the commands do, or has tips, post them in this thread.

 

Edit:

 

Moved the keylist here, to shorten the main post of commands:

// Keylist
// ------- ... valid <key>s and their names used in "bind <key> <command>":
a to z                      // letters, (German keyboard: öäüß fail!)
0 to 9                      // number keys
. , [ ] / ; "               // other keys, [ ] / ; " fail to work on DE keyboard
mouse1 to mouse5            // mouse buttons 1 to 5, if available
mousewheelup                // the mouse wheel
mousewheeldown
numpad0 to numpad9          // numbers on numerical keypad
numpadmultiply              // NK *
numpadadd                   // NK +
numpadseparator             // NK Enter ???
numpadsubstract             // NK -
numpaddecimal               // NK . (US) or NK , (DE keyboard)
numpaddivide                // NK /
up, down, left, right       // cursor keys
f1 to f12                   // function keys
ctrl, alt, shift, capslock  // modifiers, rebinding alt & shift is not recommended!
tab
enter
backspace
space
pageup, pagedown            // key block above cursor keys
end, home
insert, delete
Edited by AEon
Flakx, slobo^-, matt_au and 3 others like this

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6 minutes ago, limpwald said:

What's the updated console command for cl_show_keys ?

Use the widget. Just activate it in the menu.

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// The Reflex Console Commands  as of v0.28.4
// ---------------------------  v0.94 by AEon (12/10/2014 3:14:16 PM)

// Legend
<#>         Commands takes a number as argument, range varies.
<0/1>       Command can only be turned on = 1, or off = 0.


// Toggle commands
+attack                     // fire current weapon                  bind mouse1
+back                       // run backwards                             bind s
+editorcameradrag           // mouse view mode in editor            bind mouse2
+editorfacemode             // activate face mode on brush           bind shift
+editorprimary              // select and drag brushes in editor    bind mouse1
+editorroll                 // ???
+editortimelinedrag         // ???
+editorvertical             // vertical brush drag mode in editor      bind alt
+forward                    // run forwards                              bind w
+jump                       // jump                                 bind mouse2
+left                       // strafe left                               bind a
+right                      // strafe right                              bind d
+showscores                 // show the multiplayer score table        bind tab

// Untoggle commands, not used in binds... not sure why these are even needed?
-attack                     // deactivate key toggle of the + version above
-back                       // ...
-editorcameradrag           //
-editorfacemode             //
-editorprimary              //
-editorroll                 //
-editortimelinedrag         //
-editorvertical             //
-forward                    //
-jump                       //
-left                       //
-right                      //
-showscores                 //

addbind <key> <cmd> <para>  // allows binding more than one command to the same <key>
bind <key> <cmd> <parametr> // bind a <key> (from keylist) to a command in this list
callvote                    //

// Client commands
cl_corpse_time <#>          // 10.0, how long fragged bodies are shown in the map
cl_crosshair <#>            // change crosshair style 0-...; 0=off
cl_crosshair_color <#>      // change the crosshair colour
cl_gibs_expire_time <#>     // 10.0 default
cl_gibs_maxcount <#>        // 128 default, min value 1
cl_input_subframe <0/1>     // 0: input is processed per frame, 1: at 1kHz
cl_playercolour0 <#>        //
cl_playercolour1 <#>        //
cl_playercolour2 <#>        //
cl_playerstate <0/1>        // switch to EDIT from game (see toggleeditor); bind mouse3
cl_playerteam               // switch to other team?
cl_portmax <#>              // 25797 default
cl_portmin <#>              // 25787 default
cl_replaymarker             // While playing it marks that spot in the replay. You can then jump right to these points in the replay editor (still work in progress, newborn); bind m
cl_show_gun <0/1>           // toggle weapon model off/on;             bind h,j
cl_show_hud <0/1>           // toggle HUD off/on;                      bind u,i
cl_show_keys                // shows keys pressed in game, e.g. the movement keys (not fully working)
cl_show_lagmeter <0/1>      //
cl_show_profiler <0/1>      //
cl_show_traffic <0/1>       //
cl_weapon_offset_x <#>      // 5.0,
cl_weapon_offset_y <#>      // -10.0,
cl_weapon_offset_z <#>      // 5.0,

com_idlesleep               // for dedicated servers, will very slightly reduce latency at the expense of pretty much maxing out your CPU. It was for testing and I'm surprised it's still in there (newborn).
com_maxfps                  // define the maximum frame rate of Reflex
connect <IP>                // directly connect to a Reflex server via <IP>
disconnect                  // disconnect from server;                 bind f12

editorclone                 // duplicate selected brush;             bind space
editordelete                // delete selected brush;         bind backspace, q
editorredo                  // redo an editor operation;                 bind x
editortoggleclipmode        // ??? (unimplemented);                      bind c
editortogglevertexmode      // toggle to vertex mode;                    bind v
editorundo                  // undo last editor operation;               bind z

hud_chat_fadetime           // 0.5,
hud_chat_history            // 6,
hud_chat_time               // 10.0,
hud_chat_x                  // 20,
hud_chat_y                  // 160,
hud_vote_x                  // 20,
hud_vote_y                  // 300,

keylist                     // list of "bind"able keys (see first post on page)
loadconfig <config>         // loads <config>.cfg file from main game folder

m_invert <0/1>              // 0, invert up/down mouse movement in view
m_speed <#>                 // 32.0, set the mouse sensitivity to movement in view

map <map>                   // launches server loading <map>.map file

me_activematerial <mat>     // define active material on console manually
                            //   e.g. internal/editor/textures/editor_nolight
me_createtype worldspawn    // add brushed to the map;                   bind 1
me_createtype teleporter    // add a TP texture;                         bind 2
me_createtype jumppad       // add a JP texture;                         bind 3
me_createtype target        // add a target entity;                      bind 4
me_createtype effect        // add effect to the map;                    bind 5
me_createtype pickup        // add a pickup;                             bind 6
me_createtype pointlight    // add a light entity;                       bind 7
me_createtype playerspawn   // add a player spawn point;                 bind 8
me_getmaterial              // gets texture from active brush;   bind mouse5, k
me_refmodel                 // These are just dev commands that allow you to put an unselectable mesh in the middle of a map. Pretty useless for users since they can't actually create the meshes anyway. Should probably be moved to our debug only commands (newborn).
me_refmodelalpha            // ???
me_setmaterial              // puts texture on active brush;     bind mouse4, m
me_showproperties 1         // opens property window for selected item;  bind n
me_snapdistance 2           // set the grid to 2 units snap distance;   bind f6
me_snapdistance 8           //                                          bind f7
me_snapdistance 16          //                                          bind f8
me_snapdistance 32          //                                          bind f9
me_snapdistance 64          //                                         bind f10
me_snapdistance 128         //                                         bind f11

// Texture alignment commands
me_texcoords_dec_offset_x   //                                        bind left
me_texcoords_dec_offset_y   //                                        bind down
me_texcoords_dec_rotation   //                           bind mousewheelup or ,
me_texcoords_dec_scale_x    //                                      bind insert
me_texcoords_dec_scale_y    //                                      bind delete
me_texcoords_flip_scale_x   //                                      bind pageup
me_texcoords_flip_scale_y   //                                    bind pagedown
me_texcoords_inc_offset_x   //                                       bind right
me_texcoords_inc_offset_y   //                                          bind up
me_texcoords_inc_rotation   //                         bind mousewheeldown or .
me_texcoords_inc_scale_x    //                                        bind home
me_texcoords_inc_scale_y    //                                         bind end
me_texcoords_lock <0/1>     // 0, ???

memreport                   // ???

name <player name>          // set the player name
notready                    //
play                        // Plays a replay but these are broken at the moment (newborn).
profileplay                 // Plays a replay and tells you how many FPS you averaged during it (newborn).
px_cuda <0/1>               // 0, ??? (probably only NVidia cards are set to 1)
quit                        // exit Reflex

// Renderer commands
r_bloom <0/1/2>             // 1, turn on/off bloom effect
r_decals <0/1>              // 1, show decals
r_depth_export_scale <#>    // 13.5,
r_dynamic_lights <0/1>      // 1, show lights rendered in real time (expensive)
r_dynamic_shadows <0/1>     // 1, show shadows rendered in real time
r_fov <#>                   // 110, the field of view
r_fullscreen <0/1>          // 1, switch between window (desktop) and full screen mode
r_fxaa <0/1>                // 1, fast approximate anti-aliasing
r_listmodes                 // ???
r_lm_autobuild <0/1>        // 0, update light compile for every change in the map
r_lm_bounces <#>            // 3, number of light bounces in compile
r_lm_build                  // perform lightmap compile of the map;      bind f4
r_lm_clear                  // ???, delete the lightmap file?
r_lm_debug_scale <#>        // 1 shows 2 lightmaps, 2 only 1, 0.5 shows 4
r_lm_debug_show <0/1>       // 0, visualize the lightmap
r_lm_gain <#>               // 2.5, ???
r_lm_probe_batch_count <#>  // 128, ???
r_lm_probe_seperation <#>   // 64.0, how light sample spheres are spread appart in r_lm_showprobes
r_lm_showprobes <0/1>       // 0, show the light probe spheres (for dynamic lights) in map
r_lm_stats <0/1>            // 0, show compile stats, texels/s, compile duration, bounces
r_lm_texel_size <#>         // 16, ???

r_profiler <0/1>            // (not working), shows usage cpu/gpu on time spend in rendering
r_refreshrate <#>           // 60.0, set the monitor's refresh rate
r_resolution <x> <y> <freq> // 1680 1050 60, set resolution and refresh rate
r_shadowmapbias <#>         // 0.007, ???
r_showfps <0/1>             // 0, display the number of frames per second in HUD
r_showlightfrustums <0/1>   // ???
r_showlights <0/1>          // black map, light entities show (items, TP, ...)
r_showshadowmaps <0/1>      // ???
r_showshadowobjects <0/1>   // ???
r_stats 1                   // real-time stats: # lights, materials, drawcalls, shadowmaps, fps
r_vsync <0/1>               // synchronize game frame rate with monitor refresh rate
r_zprime <0/1>              // ???

// Replay commands (aka demo recording and replay)
re_add_keyframe               // adds animation/camera movement keyframe
re_edit_toggle                // toggles keyframe editor (a sub-mode like vertices in map editor)
re_export                     // starts dumping frames to disk as TGAs (newborn)
re_export_frame_rate          // determines the frames per second target for re_export (newborn).
re_next_frame                 // moves replay 1 frame forward;  bind ]
re_next_keyframe              // moves to next keyframe created with add_keyframe; bind .
re_next_marker                // moves to next custom marker placement
re_prev_frame                 // moves replay 1 frame backward;          bind [
re_prev_keyframe              // moves to previous keyframe created with add_keyframe, bind ,
re_prev_marker                // moves to previous custom marker
re_remove_keyframe            // deletes keyframe created with add_keyframe
re_save                       // hopefully this will save to an external keyframe/telemetry file
re_seek_to                    // moves replay to specific time
re_set_angle                  // set camera angle
re_set_angle_lerp             // sets the interpolation method used when changing angles between keyframes (newborn)
re_set_player_attached_to     // attach camera to specific player
re_set_player_looking_towards // set camera position/angle to look in certain direction
re_set_position               // set camera position
re_set_position_lerp          // sets the interpolation method used when changing position between keyframes (newborn)
re_show_camera_node_list      // shows list of camera nodes
re_speed 0                    // stop replay;                            bind o
re_speed 1                    // play replay at normal speed;            bind p
re_spline_visible_travel_time // shows camera path waypoints
re_zero_roll                  // sets the roll of the camera back to 0, difficult to do otherwise (newborn).

ready                       // bind f3

s_volume <#>                // 0.4, set the volume
savemap                     // quicksaves the current map;              bind f5
savemap <mapname>           // manually saves map under <mapname>.map
say                         // open chat window;                  bind space, t
sayteam                     // open team chat window;                    bind y
screenshot                  // saves screenshot in basescreenshots as TGA file
screenshotWithDepth         // takes two screens, normal, and depth represented in grey scale

// Server commands
sv_allowedit <0/1>          // allow clients to edit the map on the server
sv_autorecord <0/1>         // 1, automatically takes a server side replay of all games. This is deliberately left broken right now because there's no actual way to download those replays from the server (newborn).
sv_fps <#>                  // 40, The FPS the server runs at. In Reflex, upping this mostly just wastes extra bandwidth for no good reason (newborn).
sv_gameport 25787           //
sv_hostname <servername>    // name server shown on server lists
sv_maxclients <#>           // 8, maximum number of clients that can connect to server
sv_public <0/1>             // 0 off, 1 server shows up on server lists
sv_startmap <map>           // the <map>.map file to load on server launch
sv_steamport 25797          //
sv_timelimit <#>            // 600; time limit for each game round

toggleeditor                // toggle between editor and game;      bind mouse3

unbind <key>                // unbinds a <key>, use keylist for a list of valid keys
unbindall                   // unbinds all keys previously defined

vote_no                     //                                          bind f2
vote_yes                    //                                          bind f1

// Weapons
weapon 1                    // Axe;                                      bind 1
weapon 2                    // 3Plasma;                                  bind 2
weapon 3                    // SG;                                   bind shift
weapon 4                    // GL;                                       bind r
weapon 5                    // MG/PG;                                    bind c
weapon 6                    // RL;                            bind mousewheelup
weapon 7                    // LG;                                       bind f
weapon 8                    // RG;                                       bind q
weapon 9                    // Stake;                       bind mousewheeldown
weaponnext                  // switch to next available weapon
weaponprev                  // switch to previous available weapon

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Glad I have not yet again missed that someone else had done it. The "re" ones I did guess it might stand for Replay... in Q3A these are called demos? And in Reflex you can actually edit them? Wild.

 

Updated... added a list of the keys available for binding using bind <key> <command>, it can be looked with keylist on the console though. Fixed a few things, starting to unify the place holders for arguments, to make it clear what argument type the command expects.

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The recorder editing features are designed to be used just like Q3.  It's a spectator POV keyframe editor.  You load a replay then you can position the camera with respect to timeline for neat recording angles, following the player from set angles and times.  Works the same in Q3.  I don't see anything that jumps out as being different other than setting current pov to snap to where the camera is looking.  I don't know if they ever added that to Q3 but I know the Reflex developers were talking about snapping stuff in map editor mode that way so it would make sense they'd want to add that to the replay editor.

 

I haven't played around with the Reflex editor yet, there are people here that have.  I'm just going to detail how it worked in Q3 and probably does here.

re_add_keyframe             // adds animation/camera movement keyframe
re_edit_toggle              // toggles keyframe editor (a sub-mode like vertices in map editor)
re_export                   // ???
re_export_frame_rate        // ???
re_next_frame               // moves replay 1 frame forward
re_next_keyframe            // moves to next keyframe created with add_keyframe, bind .
re_next_marker              // moves to next custom marker placement
re_prev_frame               // moves replay 1 frame backward, bind [
re_prev_keyframe            // moves to previous keyframe created with add_keyframe, bind ,
re_prev_marker              // moves to previous custom marker
re_remove_keyframe          // deletes keyframe created with add_keyframe
re_save                     // hopefully this will save to an external keyframe/telemetry file
re_seek_to                  // moves replay to specific time
re_set_angle                // set camera angle
re_set_angle_lerp           // ???
re_set_player_attached_to   // attach camera to specific player
re_set_player_looking_towards   // set camera position/angle to look in certain direction
re_set_position             // set camera position
re_set_position_lerp        // ???
re_show_camera_node_list    // shows list of camera nodes
re_speed 0                  // stop replay, bind o
re_speed 1                  // play replay at normal speed, bind p
re_spline_visible_travel_time   // shows camera path waypoints
re_zero_roll                // Likely to prevent barrel rolling of the camera.  Sometimes an undesired effect depending on the person making the movie.

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Another thing I never looked into in Q3A... so have no idea. Will be merging your info into my file. Thanks.

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One major feature that seems to be missing is export to jpg or tga like in Q3.  That is actually what allowed some of the highest quality videos by exporting individual uncompressed screenshots.  Then you would compile them in your movie editor.  Took serious amount of time and hardware crunching but the results were unmatched.  With more powerful systems and higher resolutions it's possible that feature could be completely unnecessary for casual movie makers even within 1080p res.  For the best quality videos by serious movie makers that feature still needs to be there even with today's hardware it can make a huge difference in image quality.  A 2550 res screenshot downscaled to 1080p would still do a better job than an export to 1080p avi for example like in other steam games (counter strike).  With the introduction of 4K monitors and future technologies a frame export feature is still highly desired.

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since 28.3 i think

cl_input_subframe <0/1>

0 = input is processed per frame

1 = input is processed at 1kHz (1000 times a second) - some ppl have reported issues with it (see )

r_profiler <0/1>

i think its broken or removed, it showed the usage of cpu / gpu with bars how much time is spend on parts of rendering

addbind

bind an additional command to a key.

ex:

bind mouse2 +jump
addbind mouse2 say herp

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Bonuspunkt,

strange that I overlooked cl_input_subframe. The profiler would be interesting, since on my Radeon the light compile does not actually seem to run, but still have not been able to verify this as true or false.

 

Thanks.

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cl_replaymarker: You can hit this while playing and it marks that spot in the replay. You can then seek straight to these points in the replay editor. This functionality still needs work.

 

com_idlesleep: This is for dedicated servers and will very very slightly reduce latency at the expense of pretty much maxing out your CPU. It was for testing and I'm surprised it's still in there.

 

me_refmodel: These are just dev commands that allow you to put a unselectable mesh in the middle of a map. Pretty useless for users since they can't actually create the meshes anyway. Should probably be moved to our debug only commands.

 

play: Plays a replay but these are broken at the moment.

 

profileplay: Plays a replay and tells you how many FPS you averaged during it.

 

r_bloom is actually 0/1/2

 

re_export starts dumping frames to disk as tgas

 

re_export_framerate determines the frames per second target for re_export.

 

re_set_angle_lerp sets the interpolation method used when changing angles between keyframes

 

re_set_position_lerp sets the interpolation method used when changing position between keyframes

 

re_zero_roll just sets the roll of the camera back to 0 because its a pain in the arse to do otherwise.

 

sv_autorecord automatically takes a server side replay of all games. This is deliberately left broken right now because there's no actual way to download those replays from the server.

 

sv_fps: The FPS the server runs at. In Reflex, upping this mostly just wastes extra bandwidth for no good reason.

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Ever since the thread was moved from forum to support I cannot edit and update my first post any longer. Clicking on edit, shows nothing.

 

I'll incorporate your feedback newborn and put your nick in brackets to make clear these are your updates, but will not be able to fix the first post :(.

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Apparently the post has become too large, cannot update the last post either, sigh... pasting the update into this post:

 

See update further down.

Zita likes this

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After looking up some Q3 editor commands I got the description of re_show_camera_node_list and re_spline_visible_travel_time reversed.  I'd already fixed that in my above post but you copied the whole list before I fixed it.

 

I believe it should be like this

re_show_camera_node_list // shows list of camera nodes
re_speed 0 // stop replay, bind o
re_speed 1 // play replay at normal speed, bind p
re_spline_visible_travel_time // shows camera path waypoints

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didn't know about the 3 state of the r_bloom parameter. :) nice, but I still prefer it off :)

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Very slight update:

// The Reflex Console Commands  as of v0.28.4
// ---------------------------  v0.94 by AEon (12/10/2014 1:27:13 PM)

Super, InternetExplorer lets me delete my post contents, to update them, but the copy/paste fails using "code" highlighting, and Firefox will not let me edit the long posts but the copy/paste then works. Very strange.

 

Moving all future updates into the in the thread, thanks to IE.

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I think a few of you have updated your posts, and I thus missed the new info. E.g. just added the info for "addbind"... please add updates in a new post... yes this does lengthen the thread, but helps me see your suggestions right away. Thank you.

 

I have now found a "hack" to let me update the 4th post again and again, to the latest info can be found in the very same post.

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How about creating a new topic then quickly reserving the 2nd and 3rd posts for yourself.  Then ask the moderators to delete this topic and sticky the new one.  That should give you plenty more room to work with including future updates with even more binds that are inevitably coming.

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Nice work.  I've been wanting to add the changelog to the wiki but unsure about the best format.  Looks like we've got the best man already on it.  Thanks Aeon!

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