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
 * 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 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]  saves the depth buffer of the given display to disk
 * WriteTexture: Save a texture to a file (get a list of texture with "ListTextures")