Console Commands

This page was last updated during patch v1.2.1853. The current patch is .
==Description==
Console Commands are commands that are executed through Firefall's in-game console.
=== How to open the console? ===
* While ingame press ALT F1
* How do I locate my console logs?
== Most Useful Commands ==
DISCLAIMER: Be careful messing around in the console, many commands can render the game unplayable.
*listFuncs: Displays a list of all console functions
*cvarlist: Alias of ListVars
*listVars: Displays a list of all variables and their values
*aim.sensitivity: Player aim input sensitivity
*aim.sensitivity_scopemul: Aim input sensitivity multiplier while scoped
*bind: Binds a key to a console command
*clear: Clear the console
*exec: Load a file into the command buffer
*find: Find a cvar or command
*ping: Send a ping to GSS and out to all remote players that can see us
*quit: Exit back to the OS
*reloadui: reload the GUI ( /reloadui or /rui in chat )
*replay_playback_begi: Plays back a previously recorded replay file
*replay_playback_end: Terminates playback of the game replay
*replay_record_begin: Begins recording a game replay, optionally to a specific filename
*replay_record_end: Stops recording a game replay
*screenshot: Takes a screenshot to a file
*showfps: Display the framerate in the corner of the window
*unbind: Removes a binded key from any console command
=== Visual Settings ===
*rd.exposure # : Sets in-game exposure (ambient lighting level), useful for turning night into day. Higher the number (0 to whatever), the brighter things will be.Needs autoExposure to be off.
** rd.autoExposure: Turns autoExposure on or off.
*character.maxVisualProgressionLevel: Limits how much your battleframe visually progresses. Does not affect how other players see you.
*rd.deferredLightingNoDepthBoundsTest 1: Temporary fix for October 2014 flashlight flickering bug
*character.holsteredWeaponScale: Change the size of your holstered weapon. Default is 0. Anything higher and you'll see it hang on your belt with it holstered. Hold Q to holster your weapon.
*ui.nogameui: Hides or unhides the UI (useful for screenshots, but shift-printscreen does the same thing). May be useful for making Firefall movies.
== All Commands ==
(You can get this same list in the game using the "ListFuncs" or "cmdlist" commands)
*AutoCompleteMode: Change auto complete mode: 0 = prefix; 1 = substring
*bind: Binds a key to a console command
*BuildInfo: Print debug info about this build
*Clear: Clear the console
*ClearHistory: Clear the console's command history
*ClearModelCache: Clear the omesh cache on disk.
*ClearShaderCache: Clear shaders that are cached in memory. Does not remove shader cache from yor local disk.
*ClearVTCache: Clears all unlocked virtual texture tiles
*cmdlist: Alias of ListFuncs
*combatLogEnd: Stops logging combat to disk
*combatLogStart: Begins logging combat to a file (defaults to [Zone]_([Date]).txt)
*cvarlist: Alias of ListVars
*debugevent: Enables/disables the event profiler view
*debugevent.frames: Activates debugevent, and enables only frame traces.
*debugevent.graphDura: Sets graph duration for event profiler, in seconds
*debugevent.updates: Activates debugevent, and enables only update traces.
*debugevent.weaponInp: Activates debugevent, and enables only weapon input traces.
*debugevent.weapons: Activates debugevent, and enables only weapon-related traces.
*debugevent_export: Exports the current debugevent graph
*debugevent_import: Imports to the current debugevent graph
*debuglag: Enables/disables the lag profiler view
*debuglag.clocks: Activates debuglag, and enables only clock traces.
*debuglag.graphDurati: Sets graph duration for lag profiler, in seconds
*debuglag.gssSchedDev: Activates debuglag, and enables only gss scheduler traces (dev required).
*debuglag.matrixDev: Activates debuglag, and enables only matrix traces (dev required).
*debuglag.movement: Activates debuglag, and enables only local movement traces.
*debuglag.network: Activates debuglag, and enables only network traces.
*debuglag.networkData: Activates debuglag, and enables only network data traces.
*debuglag.networkDev: Activates debuglag, and enables only network and dev traces.
*debuglag.networkSupe: Activates debuglag, and enables only superping traces.
*debuglag.networkVts: Activates debuglag, and enables only virtual texturing data traces.
*debuglag.raiaDev: Activates debuglag, and enables only raia traces (dev required).
*debuglag.remoteMovem: Activates debuglag, and enables only remote movement traces.
*debuglag.timesync: Activates debuglag, and enables only timesync traces.
*debuglag.traceroute: Activates debuglag, and enables traceroute mode.
*debuglag.traceroute_: Activates debuglag, and enables traceroute in UDP mode. Requires admin!
*debuglag.vehicle: Activates debuglag, and enables only vehicle traces.
*debuglag_export: Exports the current debuglag graph
*debuglag_import: Imports to the current debuglag graph
*debugweapon: Enable or disable weapon/hitbox debugging information
*debugweapon.maxSize: Sets the maximum number of debug events to allow before deleting old ones.
*debugweapon.setEnabl: Sets the enabled mode for debugweapon, without resetting it
*debugweapon_export: Exports the local character's currently recorded weapon data.
*debugweapon_import: Imports a previously recorded weapon debugging trace to the local character.
*dec: Decrement a variable's value
*DiffTexturesMark: Mark the start of a texture diff
*DiffTexturesPrint: Print out texture changes between now and the last call to DiffTexturesMark.
*Do: Execute the contents of a console variable
*dump_voip: Dump all information about the current VOIP state to the console for diagnostics.
*eval: Invoke a debug event with the first argument
*Exec: Load a file into the command buffer
*Exit: Exits the connected game (returns to login)
*Find: Find a cvar or command
*FlushConsole: Flushes any buffered console file writes to disk
*GenShaderGlobals: Generates the shadermodules/globals/engine.shdmod file
*HashInfo: Print debug info about the console hash tables
*Help: Print help information about a console command
*HideCursor: Hides the cursor
*HotfixInfo: Prints information about the current hotfix
*inc: Increment a variable's value
*ListAnimations: Print some debug information about loaded animation networks.
*ListFuncs: Displays a list of all console functions
*ListMaterials: 'ListMaterials [sort] [filter]' lists materials. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListMaterials [n]' lists info for the n-th entry.
*ListModels: 'ListModels [sort] [filter]' lists models. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListModels [n]' lists info for the n-th entry.
*ListParticleSystemDe: 'ListParticleSystemDefs [sort] [filter]' lists pfxses. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListParticleSystemDefs [n]' lists info for the n-th entry.
*ListParticleSystems: Prints out a list of all particle systems that are currently in use
*ListParticleSystemsB: Prints out a list of all particle systems that are currently in use
*ListScenes: List all loaded scenes, or print info on a specific one
*ListShaderParams: 'ListShaderParams [sort] [filter]' lists registered shader parameters. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListShaderParams [n]' lists info for the n-th entry.
*ListShaders: 'ListShaders [sort] [filter]' lists shaders. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListShaders [n]' lists info for the n-th entry. 'ListShaders [n] [i]' shows the disassembly of the i-th permutation. 'ListShaders...
*ListTextures: 'ListTextures [sort] [filter]' lists textures. [sort] os (size), or (refCount), oi (index, on (name), oc (category). 'ListTextures [n]' lists info for the n-th entry.
*ListVars: Displays a list of all variables and their values
*LoadMaterial: loads a material
*LoadModel: Load a model
*LoadShader: Load a shader
*LoadTexture: Load a texture
*loc: Displays your current position
*loglevel: loglevel <system> <level>
*Logout: Exits the connected game (returns to login)
*macro_Clear: Clears the macro buffer
*macro_Load: Loads macro buffer from file.
*macro_Play: Executes the macro buffer
*macro_record_begin: Begins recording an input macro
*macro_record_end: Ends recording of an input macro
*macro_record_save: Saves an input macro to a specified filename
*macro_Save: Saves macro buffer to file.
*macro_StartRecording: Starts recording a macro
*macro_StopRecording: Stops recording macro
*macro_View: Prints macro buffer to console
*matrix_connectionTest: Attempts to connect to a particular matrix (or all listed in a file)
*matrix_printInstance: Displays information about the currently connected instance/shard
*Nuke: Exit back to the OS (uncleanly)
*Open: Open <type> <index> opens an external editor to edit a resource (type=model|texture|pfx|material)
*OpenChatLog: Opens the currently active chat log file (after flushing it)
*OpenConsoleLog: Opens the currently active console log file (after flushing it)
*Parse: Prints out the list of arguments passed in
*Print: Print text to the console
*PrintConfig: Print the contents of a config file
*PrintD3DCaps: Print D3D device capabilities
*PrintD3DFormats: Print a list of engine formats and their corresponding Dialogs.
*PrintLn: Print text + \n to the console
*PrintRenderList: Print Renderlist as text to the console
*pwd: Displays the current directory
*pwd2: Displays the write directory
*Quit: Exit back to the OS
*RD_Reset: Reset the renderer
*RD_Shutdown: Shutdown the renderer
*ReadGamepadCommands: Reads a list of gamepad commands from GamepadCommands.xml which are then selectable at the console using the D-pad.
*Reboot: Restarts the game client process
*ReloadLocalAssetOverride: Reloads the local assets override file localassets/localassetoverride.txt.
*ReloadMaterials: Reload all materials (no argument) or a single material (index number)
*ReloadModels: Reload all models (no arguments) or a specific one (index number)
*ReloadParticleDefini: Reload all particle definitions (no arguments) or a specific one (index number)
*ReloadShaderIncludes: Reload the shader include HLSL files. Changes do not take action before restart.
*ReloadShaderModules: Reload shader modules
*ReloadShaders: Reload all shaders (no arguments) or a specific one (index number)
*ReloadTextures: Reload all textures (no arguments) or a specific one (index number)
*reloadui: reload the GUI
*ReloadVTs: Reloads the VTs
*replay_playback_begin: Plays back a previously recorded replay file. Use 'replay_playback_begin ?' for help.
*replay_playback_end: Terminates playback of the game replay
*replay_playback_gett: Prints out the playback time of the game replay
*replay_playback_prin: Prints info about the current game replay
*replay_playback_setl: Sets the game replay to live playback (if applicable)
*replay_playback_sets: Sets the playback timescale of the game replay
*replay_playback_sett: Sets the playback time of the game replay
*replay_record_begin: Begins recording a game replay, optionally to a specific location
*replay_record_cancel: Cancels recording a game replay
*replay_record_end: Stops recording a game replay
*replay_record_merge: Merges a .nsr replay file with its index data
*replay_server_connec: Connects to a replay server stream
*replay_server_start: Enables a replay streaming server
*replay_server_stop: Shuts down the replay streaming server
*Reset: Resets a variable to its coded default
*ResetEnvSettings: Resets environment settings
*ResetInventoryBags: Resets manually-sorted inventory bags. Will repopulate automatically in the default order.
*screenmode: Set the screen mode. params(mode, width, height), mode:={number} 1=fullscreen 2= windowed 3= borderless *window (width and high are entered in pixels)
*screenshot: Takes a screenshot to a file
*screenshot_setres: Sets screenshot resolution
*Set: Set a variable to a given value
*SetKeyBinding: Sets a particular keybinding
*SetLogFilter: Sets a filter which determines what gets logged to the windows console.
*SetSave: Set a variable to a given value and flag it to be saved in the next game session
*settings.print: Prints the current settigns state
*ShdmodInfo: Lists present shader modules, or gives info about a specific one.
*ShdmodList: Alias of ShdmodInfo
*ShowCursor: Can be used if HideCursor was used to show the cursor again.
*speccam.director.advanceMode: Causes the spectator director to advance to the next mode (optionally specifying the mode index)
*speccam.setTarget: Attempts to spectate a specific character, either by guid or name (only if named character is in scope).
*toggle: Toggle a variable's value
*twitch_auth: login to twitch.tv
*twitch_start: start a twitch.tv broadcast. We recommend a quad-core system.
*twitch_stop: stop a twitch.tv broadcast
*ui_aag_enable: Enable AAG components in game
*ui_alpha: global ui alpha
*ui_autoscale: automatically scale the UI scale factor
*ui_callbacks: toggle logging of UI callbacks
*ui_component_max_eve: maximum events proccessed per components
*ui_cullTrackingFrame: enable/disable culling of UI tracking frames
*ui_events: enable/disable logging of UI events
*ui_inputmodes: toggle logging of UI input mode changes
*ui_isolate_component: unload all active components except one
*ui_list_all_componen: list all active components
*ui_load_component: load a specific component
*ui_locale: set UI language
*ui_outlines: enable/disable drawing UI outlines
*ui_queue_event: queues a UI event
*ui_reloadfx: Reload the GUI shaders from the FX file
*ui_showFocus: show/hide the name of the UI element that has focus
*ui_stats: Show UI stats
*ui_track_so_creation: set tracking down of UI scene object creation (-1=off, value>=0 hit tests will print all scene object handles, CreateSceneObject will print callstack for value)
*ui_unload_all_compon: unload all active components
*ui_unload_component: unload a specified component
*uiscale: Set the UI scale factor
*unbind: Removes a binded key from any console command
*UnloadAnimations: Unload unreferenced animation network definitions.
*Unsave: Prevent a variable from being written to settings.con (see eng_autoSaveConfigName)
*Version: Prints out the build version
*WriteConfig: Save out a user config file
*WriteDepthBuffer: WriteDepthBuffer [display=0] <filename=rt0_depth.raw> saves the depth buffer of the given display to disk
*WriteTexture: Save a texture to a file (get a list of texture with "ListTextures")