Console Commands

*This page was last updated during patch* v1.2.1853*. The current patch is* v1.6.1946*.*

*This article may be outdated. Please check the* Patch Notes *for more details.*

## 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")