United Offensive console reference¶
This is the command manual. Console variables are documented separately in the complete United Offensive cvar reference table; cvar implementation flags do not replace the command documentation below.
How to use this page¶
Every stock command word found in the maintained STRICT_STOCK client,
renderer, cgame, UI, server engine, and game-module dispatchers appears in
the table below. Command names are case-insensitive. Angle brackets mark a
required value; square brackets mark an optional value. Text such as
[argument ...] may contain more than one token.
The Cheat-protected column says yes only when that command’s handler
checks sv_cheats. Other requirements—being connected, alive, outside
intermission, running a server, or starting with developer enabled—are
spelled out separately. Commands marked internal are included for completeness
but are normally generated by the UI, cgame, or server rather than typed.
The open-ended pb_* namespace is delegated to the external PunkBuster
runtime. Stock source does not enumerate that runtime’s individual commands,
so this page does not invent a list for it.
All stock commands¶
Command |
What to type |
Where it works |
Cheat-protected |
What it does / why it may do nothing |
|---|---|---|---|---|
|
|
Client; gameplay input initialized |
No |
Begins the held action: use the object under the crosshair, or leave/use a mounted weapon or vehicle. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: fire the selected weapon. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: move backward. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: request a weapon drop. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: move forward. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: stand up; a second press inside |
|
|
Client; gameplay input initialized |
No |
Begins the held action: lean left. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: lean right. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: turn left (or strafe while |
|
|
Client; gameplay input initialized |
No |
Begins the held action: pitch the view down. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: pitch the view up. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: perform the melee action. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: enable mouse-look while held. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: hold the temporary lower-stance control. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: strafe left. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: strafe right. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: raise stance, or jump when already standing. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: hold the temporary prone control. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: reload the selected weapon. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: turn right (or strafe while |
|
|
Client; cgame loaded |
No |
Show the scoreboard and request a score refresh when stale. |
|
|
Client; gameplay input initialized |
No |
Begins the held action: hold the run/walk modifier. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: sprint while held. Bind the |
|
|
Client; gameplay input initialized |
No |
Begins the held action: make turn keys strafe while held. Bind the |
|
|
Client; gameplay input initialized |
No |
Ends the held action (use the object under the crosshair, or leave/use a mounted weapon or vehicle). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (fire the selected weapon). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (move backward). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (request a weapon drop). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (move forward). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (stand up; a second press inside |
|
|
Client; gameplay input initialized |
No |
Ends the held action (lean left). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (lean right). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (turn left (or strafe while |
|
|
Client; gameplay input initialized |
No |
Ends the held action (pitch the view down). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (pitch the view up). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (perform the melee action). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (enable mouse-look while held). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (hold the temporary lower-stance control). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (strafe left). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (strafe right). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (raise stance, or jump when already standing). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (hold the temporary prone control). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (reload the selected weapon). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (turn right (or strafe while |
|
|
Client; cgame loaded |
No |
Hide the scoreboard and record its close time. |
|
|
Client; gameplay input initialized |
No |
Ends the held action (hold the run/walk modifier). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (sprint while held). Normally generated automatically when a key bound to |
|
|
Client; gameplay input initialized |
No |
Ends the held action (make turn keys strafe while held). Normally generated automatically when a key bound to |
|
|
Running game module; server console or rcon |
No |
Adds one address mask to the game module’s IP-filter list and rewrites |
|
|
Running/listen/dedicated server console or rcon |
No |
Permanently bans the connected player in the numeric slot. Requires a running server; use |
|
|
Running/listen/dedicated server console or rcon |
No |
Permanently bans the connected player whose displayed or color-stripped name matches. Requires a running server. The local listen-server host cannot be removed. |
|
|
Client; gameplay input initialized |
No |
With only a key, prints its current binding. With command text, replaces the binding. Quote multi-command bindings, for example |
|
|
Client; gameplay input initialized |
No |
List all non-empty key bindings. |
|
|
Connected client; consumed by a running game module |
No |
Starts a 30-second vote if voting and that vote type are enabled, no vote is active, and the caller is not a spectator. Stock types are |
|
|
Client; gameplay input initialized |
No |
Resets view pitch to the centered angle relative to the current snapshot. It does not change yaw. |
|
|
Client; cgame loaded |
No |
Starts a client-only shellshock for the requested number of seconds. With a definition name, first loads |
|
|
Client; cgame loaded |
No |
Loads |
|
|
Client; cgame loaded |
No |
Writes the current shellshock cvar set under the supplied name. This is an authoring command, not a gameplay command. |
|
|
Client |
No |
Starts a full-screen cinematic. The optional mode is selected by its first character: |
|
|
Client |
No |
Blanks the client console’s scrollback buffer and returns its display cursor to the bottom; it does not clear command history or cvars. |
|
|
Client |
No |
Prints the numeric client connection state, remembered server name, and the complete user-info cvar string. |
|
|
Running/listen/dedicated server console or rcon |
No |
Drops the connected player in the numeric slot. Requires a running server; use |
|
|
Client |
No |
Sends exactly the text after |
|
|
Client and dedicated server |
No |
Prints every currently registered engine command and a count. The optional filter uses the engine wildcard filter, so |
|
|
Client |
No |
Writes all nonblank console scrollback lines to the virtual filesystem, trimming trailing spaces. It requires exactly one filename. |
|
|
Client |
No |
Prints the index and text of every nonempty configstring. It works only while the client is fully active on a server. |
|
|
Client |
No |
Stops sounds, closes any current connection/listen server, resolves the address, supplies port 28960 when omitted, validates the CD key for a non-local address, and starts the challenge handshake. |
|
|
Client/server; registered at startup only with |
No |
Developer test command that deliberately writes through a null pointer and crashes the process. It is registered only when |
|
|
Client |
Yes — |
Captures six TGA faces under |
|
|
Client and dedicated server |
No |
Deletes user-created cvars and force-resets the others, except cvars marked init-only, read-only, or no-restart. This is broad state reset, not a renderer/server restart. |
|
|
Client and dedicated server |
No |
Writes cvar names, active values, and any latched values to console channel 0. Stock suppresses that channel unless |
|
|
Client and dedicated server |
No |
Lists matching cvar names and values with compact flag letters, followed by total cvar and index counts. The optional argument is a wildcard filter. |
|
|
Client |
No |
Disconnects and plays |
|
|
Running/listen/dedicated server console or rcon |
No |
Loads the multiplayer BSP, executes |
|
|
Client and dedicated server |
No |
Lists files immediately inside a virtual filesystem directory. The optional extension is passed as the extension filter; it is not an OS-directory listing. |
|
|
Client |
No |
Stops a cinematic or disconnects the current remote session through the engine’s normal cleanup path. When already disconnected or only showing a logo, it has no further effect. |
|
|
Running/listen/dedicated server console or rcon |
No |
Prints the full userinfo string for the connected player whose displayed or color-stripped name matches. Requires a running server. |
|
|
Client and dedicated server |
No |
print its arguments. |
|
|
Connected client; consumed by running game module |
Yes — |
Prints |
|
|
Running game module; server console or rcon |
No |
Lists each linked game entity with number, entity type, script classname (when present), and origin, followed by the number in use. Requires a running game module. |
|
|
Client/server; registered at startup only with |
No |
Developer test command. With no argument it raises a fatal engine error; with any argument it raises a recoverable drop error. Registered only when |
|
|
Client and dedicated server |
No |
Reads and inserts a config file at the front of the command buffer; |
|
|
Client; cgame loaded |
No |
Starts the client screen/FOV fade using alpha 0–255 and an integer duration in seconds. Stock parses but discards the three RGB values, so the visible fade is always black. |
|
|
Connected client; consumed by running game module |
No |
Internal gameplay bookkeeping command: records the supplied client number as the issuing player’s latest flame-damage inflictor and stamps the current level time. It requires exactly one numeric argument and is normally engine/game generated. |
|
|
Client and dedicated server |
No |
Recursively lists sorted virtual paths matching the engine wildcard filter and prints the match count. Example: |
|
|
Connected client; name-only stock registration, no game handler |
No |
Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no |
|
|
Connected client; consumed by a running game module |
No |
While outside intermission, cycles spectator/archive follow to the next eligible client, wrapping at the end of the client array. |
|
|
Connected client; consumed by a running game module |
No |
While outside intermission, cycles spectator/archive follow to the previous eligible client, wrapping at the beginning of the client array. |
|
|
Client/server; registered at startup only with |
No |
Developer test command that busy-waits for the requested number of seconds, freezing the process. Registered only when |
|
|
Client |
No |
Prints the names of PK3 archives currently opened by the client filesystem. |
|
|
Client |
No |
Prints the PK3 archives marked referenced for pure-server checksum negotiation. |
|
|
Client and dedicated server |
No |
Prints the virtual search path and open file handles. On the stock Windows client it filters disabled/wrong-language localized paths; on the dedicated Linux path it behaves like |
|
|
Client; cgame loaded |
No |
Frees all active client effects and reinitializes the FX system so offline effect-file changes can be reloaded. |
|
|
Client; cgame loaded |
No |
Stores and prints a test origin 100 units in front of the current camera. |
|
|
Client; cgame loaded |
No |
Registers and immediately plays the named effect at the stored test position. When a repeat interval is supplied it is converted from seconds to milliseconds for periodic replay; otherwise repetition is disabled. |
|
|
Running/listen/dedicated server console or rcon |
No |
Submit the server’s game-complete status through the master-server path. |
|
|
Connected client; consumed by running game module |
No |
Sends one of seven fixed tactical messages to the target client and echoes it to the sender. Message indices are 0 through 6; invalid clients/indices are ignored. |
|
|
Client; renderer initialized |
No |
Print renderer/OpenGL configuration information. |
|
|
Connected client; consumed by a running game module |
Yes — |
Cheat command for a living player. |
|
|
Client |
No |
Clears/ages the global browser list and sends |
|
|
Client; gameplay input initialized |
No |
Enter crouch stance. |
|
|
Connected client; consumed by a running game module |
Yes — |
Toggle god mode for the issuing player. |
|
|
Client; gameplay input initialized |
No |
Enter prone stance. |
|
|
Running/listen/dedicated server console or rcon |
No |
Force the next master-server heartbeat immediately. |
|
|
Client; renderer initialized |
No |
List loaded renderer images. |
|
|
Client; Dedicated server console or rcon |
No |
Restart the input subsystem. |
|
|
Client |
No |
During demo playback, repeatedly reads demo messages until fewer than the requested trailing bytes remain. With no argument it uses zero. It does nothing outside demo playback. |
|
|
Connected client; name-only stock registration, no game handler |
No |
Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no |
|
|
Running/listen/dedicated server console or rcon |
No |
Drops the named player, or every non-host player when the exact argument is |
|
|
Connected client; consumed by a running game module |
No |
Kills the issuing player as a suicide. It only acts while the player session is in the playing state and outside intermission; it is not cheat-protected. |
|
|
Connected client; consumed by a running game module |
No |
Moves the issuing client into archive spectator mode for the requested duration. Values below 1 use the stock 20-second default. This is normally issued by game/UI flow, not as an everyday player command. |
|
|
Running/listen/dedicated server console or rcon |
No |
Shut down the running server with the server-killed reason. |
|
|
Connected client; name-only stock registration, no game handler |
No |
Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no |
|
|
Running game module; server console or rcon |
No |
Queues the |
|
|
Client; cgame loaded |
No |
Clears the cgame menu registry, reinitializes strings, and reloads |
|
|
Client |
No |
Authoring tool: copies the source StringEd subtitle file locally, scans |
|
|
Client |
No |
Clears the local browser list and broadcasts |
|
|
Client |
No |
Shows two shaders named |
|
|
Client; gameplay input initialized |
No |
Move down one stance level. |
|
|
Running/listen/dedicated server console or rcon |
No |
Loads the multiplayer BSP, executes |
|
|
Running/listen/dedicated server console or rcon |
No |
Warm-restarts the current map/game VM, preserves the engine map load, advances the server id, runs three 100-ms warm-up frames, and reconnects active clients. It requires a running server. |
|
|
Running/listen/dedicated server console or rcon |
No |
Consumes |
|
|
Connected client; consumed by a running game module |
No |
Ends the issuing team’s active timeout early and starts the configured recovery countdown. The caller must be a playing member of the team that called the timeout. |
|
|
Connected client; consumed by a running game module |
No |
Pauses match time by setting |
|
|
Client and dedicated server |
No |
Print hunk/zone memory allocation diagnostics. |
|
|
Client |
No |
Opens the client text-entry field in global-chat mode; submitting it sends |
|
|
Client |
No |
Opens the client text-entry field in team-chat mode; submitting it sends |
|
|
Client |
No |
Opens direct-message entry for the recently acquired crosshair client. If there is no valid recent target, it silently does nothing. |
|
|
Client |
No |
Opens the client text-entry field in squad-chat mode; submitting it sends |
|
|
Client |
No |
Prints whether MIDI input is enabled, the configured port/channel/device, and the detected WinMM MIDI devices; the selected device is marked with |
|
|
Client; renderer initialized |
No |
List renderer video modes. |
|
|
Client; cgame loaded |
No |
Open the active-player weapon-mode purchase menu. |
|
|
Client; cgame loaded |
No |
Open the active-player quick-map menu. |
|
|
Client; cgame loaded |
No |
Open the active-player quick-message menu. |
|
|
Client; cgame loaded |
No |
Internal menu-response form. The game module accepts |
|
|
Client and dedicated server |
No |
Prints the current network-profile statistics. If profiling is off it tells you to set |
|
|
Client |
No |
Reapplies the current client networking configuration, reopening or closing the networking subsystem as required. |
|
|
Connected client; consumed by running game module |
No |
Cycles to the next occupant slot only while the issuing player is alive and marked as occupying a vehicle. Normally sent by |
|
|
Connected client; consumed by a running game module |
Yes — |
Toggle collision-free movement. |
|
|
Connected client; consumed by a running game module |
Yes — |
Toggle the issuing player’s no-target entity flag. |
|
|
Client and dedicated server |
No |
Print the active filesystem search path. |
|
|
Client |
No |
Allocates a server-browser ping slot and sends the same connectionless |
|
|
Connected client; consumed by running game module |
No |
Cycles to the previous occupant slot only while the issuing player is alive and marked as occupying a vehicle. Normally sent by |
|
|
Client; Dedicated server console or rcon |
No |
Shut down the engine and exit. |
|
|
Client; renderer initialized |
Yes — |
Loads |
|
|
Client; renderer initialized |
No |
Print renderer memory statistics. |
|
|
Client; renderer initialized |
No |
Writes the current 20 sun cvars to |
|
|
Client; renderer initialized |
No |
Flush the static-model cache. |
|
|
Client; renderer initialized |
No |
Print static-model-cache statistics. |
|
|
Client; renderer initialized |
No |
Print sun command help and the 20 sun-tuning cvars. |
|
|
Client; renderer initialized |
No |
Rebuilds selected renderer VBO data for a loaded world when ARB vertex buffers are available. Multiple component names may be supplied; no names or an unknown name prints usage. |
|
|
Client; renderer initialized |
No |
Print vertex-cache statistics. |
|
|
Client; gameplay input initialized |
No |
Move up one stance level. |
|
|
Client |
No |
Sends a connectionless remote-console packet to the current server, or to |
|
|
Client |
No |
Reconnect to the remembered non-local server. |
|
|
Client |
No |
Starts a network demo while fully active in a level. With no name, chooses the first unused |
|
|
Running game module; server console or rcon |
No |
Removes the exactly matching parsed IP mask from the game module filter list and rewrites |
|
|
Client and dedicated server |
No |
restore the registered reset string. |
|
|
Client; Connected client; consumed by a running game module; Running/listen/dedicated server console or rcon |
No |
From a connected client, sends global game chat. From a dedicated server console, broadcasts |
|
|
Connected client; consumed by a running game module |
No |
Send squad chat. |
|
|
Connected client; consumed by a running game module |
No |
Send team chat. |
|
|
Connected client; consumed by running game module |
No |
Request and return the issuing client’s scoreboard data. |
|
|
Client; renderer initialized |
No |
Writes a TGA under |
|
|
Client; renderer initialized |
No |
JPEG equivalent of |
|
|
Running/listen/dedicated server console or rcon |
No |
Dump script thread/usage diagnostics. |
|
|
Running/listen/dedicated server console or rcon |
No |
Print the server-info cvar string. |
|
|
Client |
No |
Sends a connectionless |
|
|
Client and dedicated server |
No |
set a cvar through the ordinary protection checks. |
|
|
Client and dedicated server |
No |
set it and add the archive flag. |
|
|
Running/listen/dedicated server console or rcon |
No |
set matching |
|
|
Client |
No |
With only a name, prints the process environment value or |
|
|
Running/listen/dedicated server console or rcon |
No |
set matching |
|
|
Client and dedicated server |
No |
copy one cvar string to another. |
|
|
Running/listen/dedicated server console or rcon |
No |
set matching |
|
|
Client |
No |
Re-runs the stock hardware-profile selection from |
|
|
Client and dedicated server |
No |
set it and add the server-info flag. |
|
|
Client and dedicated server |
No |
set it and add the user-info flag. |
|
|
Connected client; consumed by a running game module |
Yes — |
teleport the player. |
|
|
Client; renderer initialized |
No |
Lists renderer shaders in registration order. Any additional argument selects the renderer’s sorted-shader table instead. |
|
|
Client and dedicated server |
No |
print the file size and block checksum. |
|
|
Client |
No |
Print the client’s local network addresses. |
|
|
Client; cgame loaded |
No |
Decrease |
|
|
Client; cgame loaded |
No |
Increase |
|
|
Client |
No |
Prints streamed and memory-loaded menu/in-game sound files in separate sections, marking missing streamed files with |
|
|
Client |
No |
Restart sound and video while retaining serialized sound state. |
|
|
Client |
No |
Launches |
|
|
Connected client; name-only stock registration, no game handler |
No |
Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no |
|
|
Running/listen/dedicated server console or rcon |
No |
Prints the running map and one row per connected server client: slot, score, ping/state, GUID, name, last-message age, address, qport, and rate. |
|
|
Client |
No |
Stop the active demo recording and finalize its file. |
|
|
Running/listen/dedicated server console or rcon |
No |
Dump script string-memory tree diagnostics. |
|
|
Running/listen/dedicated server console or rcon |
No |
Print the system-info cvar string. |
|
|
Connected client; consumed by a running game module |
Yes — |
Cheat command for a living player. It can reduce health (never below 1), remove every weapon, clear/subtract current or all weapon ammunition, or perform all branches. Omitting the amount selects the command’s clear/default behavior. |
|
|
Client; cgame loaded |
No |
send |
|
|
Connected client; name-only stock registration, no game handler |
No |
Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no |
|
|
Client; Connected client; consumed by a running game module; Running/listen/dedicated server console or rcon |
No |
From a client, sends direct chat to a numeric client slot and echoes it to the sender. From a dedicated console, sends |
|
|
Client; cgame loaded |
No |
Sends the remaining text to the crosshair client acquired within the last second. It silently does nothing when that target is stale or absent. |
|
|
Running/listen/dedicated server console or rcon |
No |
Temporarily ban a client slot. |
|
|
Running/listen/dedicated server console or rcon |
No |
Temporarily ban the named player’s user identity. |
|
|
Client and dedicated server |
No |
With no value list, switches the cvar between numeric 0 and 1. With values, advances to the item after the exact current string, wrapping to the first; a value not in the list also selects the first. |
|
|
Client |
No |
Opens or closes the client console and clears the current input line. When |
|
|
Client; gameplay input initialized |
No |
Toggle crouch stance. |
|
|
Client; gameplay input initialized |
No |
Toggle prone stance. |
|
|
Client and dedicated server |
No |
open/touch a virtual file through the filesystem. |
|
|
Connected client; consumed by running game module |
No |
Internal empty stock game-module stub. It is accepted outside intermission but intentionally produces no output or state change. |
|
|
Connected client; consumed by a running game module |
Yes — |
Toggle UFO movement mode. |
|
|
Client; UI loaded |
No |
Walks every loaded UI menu and pre-caches its referenced assets. Intended to avoid first-use asset loads during UI testing. |
|
|
Client; UI loaded |
No |
Consumes the command in the UI dispatcher but performs no additional handler call. It is an internal UI command word. |
|
|
Client; UI loaded |
No |
Reloads game-type and arena data plus the menu file named by |
|
|
Client; UI loaded |
No |
Prints the UI string allocator’s usage report. |
|
|
Client; UI loaded |
No |
Shows the post-game UI. Because of a stock return-value bug, the UI reports it unhandled afterward and the engine may also forward the already-executed word toward the server. |
|
|
Running/listen/dedicated server console or rcon |
No |
Removes the supplied client-name identity from the server authorization ban store. Despite the callback’s usage text saying |
|
|
Client; gameplay input initialized |
No |
clear one key binding. |
|
|
Client; gameplay input initialized |
No |
Clear every key binding. |
|
|
Client |
No |
Updates |
|
|
Client |
No |
Forces one screen update only while client state is |
|
|
Client |
No |
Restarts renderer, UI, and cgame, preserving/restoring cgame state when possible and rechecking pure files. It is refused while a listen server is running. |
|
|
Client; cgame loaded |
No |
Print integer view origin and yaw/spin values. |
|
|
Connected client; consumed by a running game module |
No |
Passes the remaining text to the issuing player’s |
|
|
Client; cgame loaded |
No |
Forwards the token as a global |
|
|
Client; cgame loaded |
No |
Forwards exactly one token as a team |
|
|
Connected client; consumed by a running game module |
No |
Casts a yes/no vote, or answers an active complaint prompt. It requires a vote in progress and rejects repeat votes and spectators. Stock reliably recognizes lowercase |
|
|
Client |
No |
Stages alternating voice-command token pairs. After 250 ms the client sends one pair as |
|
|
Client and dedicated server |
No |
insert the cvar’s string as console commands. |
|
|
Client and dedicated server |
No |
Stops command-buffer execution for the requested number of frames; omission means one frame. Use it inside config command sequences, not as a real-time millisecond delay. |
|
|
Client; cgame loaded |
No |
Select the current weapon’s alternate weapon when available. |
|
|
Client; cgame loaded |
No |
When the scoreboard is open, scrolls it upward. Otherwise selects the next held weapon after the cycle delay, or asks the server for the next vehicle slot while mounted. |
|
|
Client; cgame loaded |
No |
Selects the held weapon assigned to the named or numeric slot. It requires an active, non-following player and obeys the weapon-cycle delay; most vehicle positions reject it. |
|
|
Client; cgame loaded |
No |
When the scoreboard is open, scrolls it downward. Otherwise selects the previous held weapon after the cycle delay, or asks the server for the previous vehicle slot while mounted. |
|
|
Connected client; consumed by running game module |
No |
Print the issuing player’s current origin. |
|
|
Client; Dedicated server console or rcon |
No |
Write archived cvars and bindings to the requested or default config file. |
|
|
Client; Dedicated server console or rcon |
No |
Write reset/default cvar values to a config file. |