Sauce Engine
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Listed as “Source Engine Commands”
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Oh mah god it's Sauce Engine by Volvo.
Sauce Engine
19 entries · scan depth 50 · budget 500 tokens
- #1comment
Keys: > Impulse
impulse impulse is a console command available in all Source games.
It is a generic client-side console command that is used to send commands to the server without modifying the usercmd.
The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive.
81 Gives the player a weapon_cubemap, used to test cubemaps.
100 Not a cheat (except in Portal 2) Toggle the player flashlight. Might require item_suit or cheats (only in ) enabled, depending on the game. Bound to F by default.
101 Gives player health, all weapons, and ammo.
102 Spawns a VPhysics human skull (models\Gibs\AGIBS.mdl) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in Half-Life: Source.
103 Prints AI state of the NPC the player is looking at to the console. Requires developer 1.
106 Prints the class, targetname and model of the entity under the crosshairs to the console.
107 Prints the material that player is looking at to console. Only works on brushes: use mat_crosshair instead, which works on displacements too.
108 Starts debugging on NPC under the crosshair.
195, 196, 197 Nonfunctional Supposed to show the shortest path to the nearest air, large, and human nodes respectively.
200 Plays the current viewmodel's holster animation. Doesn't actually prevent attacking. (The current weapon just won't be visible.) Not all weapons have holstering sequences.
201 Not a cheat Creates a player spray on the brush under the crosshair. Use Options, Multiplayer to set a spray. Default key is T.
202 Obsolete Spray blood over the brush under the crosshair.
202 Not a cheat Plays a "player jingle" soundfile. To enable hearing/playing jingles, set cl_customsounds 1. Set the sound file for a jingle using cl_soundfile . Sound files must be Source-compatible WAV files under 128KB (512KB in newer engines). Jingles function using the same system as sprays, and are subject to the same anti-spam cooldown. Note: This works with the SDK codebase, but games seem to typically disable jingles.
50 Not a cheat Makes player command (call/send) a squad. Bound to C by default.
51 Spawns item_dynamic_resupply.
52 Rangefinder. Prints Starting position, ending position, 3D distance and 2D distance.
82 Spawns an armed prop_vehicle_jeep. Same as ch_createjeep.
83 Spawns a prop_vehicle_airboat. Same as ch_createairboat.
203 Removes the entity under the crosshairs. Same as ent_remove.
- #2
Keys: > hurtme
Hurts the player Arguments:
- #3
Keys: > ent_create
ent_create is a console command available in all Source games.
ent_create is a console command that creates an entity of the given type where the player is looking.
Usage Syntax: ent_create <param 1 name> <param 1> <param 2 name> <param 2>...
Examples ent_create player_speedmod; ent_fire player_speedmod ModifySpeed 3 A handy way to make the player faster ingame, without needing to recompile the map or using host_timescale.
ent_create env_explosion targetname newexp iMagnitude 100; ent_fire newexp explode Spawns an explosion where the player looks and instantly triggers it too.
ent_create prop_dynamic model models/editor/playerstart.mdl modelscale 2 Example of creating a prop. Alternatively, prop_dynamic_create can be used.
ent_create player_weaponstrip targetname pacifism; ent_fire pacifism strip A handy way to clear weapons ingame.
Flags You can also pass flags to created entities like this: Syntax: ent_create spawnflags
ent_create point_viewcontrol spawnflags 264 angles "0 0 90" creates a 90 flipped point_viewcontrol that does not start at/follow the player and has an infinite hold time. For an understanding of angles, see getpos.
- #4
Keys: > map
map (console command) This article is about the console command. For the place in a game, see Map (level design). For the file format, see MAP file format. map is a console command available in all Source games. It loads the specified map and starts a game on it.
- #5
Keys: > sv_cheats
sv_cheats sv_cheats is a console variable available in all Source games.
This boolean cvar enables/disables cheats on the server. Enabling this will disable Steam Achievements in some games..
It also gives you access to commmands that would normally be abused or misused by players. When building maps, you may want this as a startup command. sv_cheats is on when set to 1 "sv_cheats 1" sv_cheats is off when set to 0 "sv_cheats 0" When sv_cheats are on print "{{user}} has left the server." once in chat or the dev console When sv_cheats are off print "{{user}} has left the server." once in chat or the dev console
- #6
Keys: > ai_disable
ai_disable is a console command available in all Source games. The ai_disable console command is a debugging tool that allows you enable/disable the AI of all NPCs in the game. Disabled NPCs won't "think", but the rest of the game code continues to run. A message saying "A.I. Disabled..." should appear on the ingame view if this command is working.
- #7
Keys: > restart
restart is a console command available in all Source games. The restart console command does exactly what it says. It restarts the map currently being played on. No stats will be preserved. If the map was transitioned to via a changelevel, the command will make the player spawn at a spawnpoint in the map (or the origin if there are none) and lose any weapons they may have.
reload This console command will load the last saved state of the game. If the map being played on has no current saves, it will function like the map was restarted.
_restart The _restart console command restarts the srcds binary. _restart does not, however, restart the graphical Source Dedicated Server, as it requires closing the window and reopening it in the Tools menu of Steam.
Note: When a client does this command, the game will close completely then usually start itself back up automatically. When given, this command waits 10 seconds before restarting the server. Many errors can occur that continue or cancel the restart. Segmentation faults are a prime example:
_restart PreMinidumpCallback: updating dump comment Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit /srcds/css/css/srcds_run: line 374: 6909 Segmentation fault (core dumped) $HL_CMD cat: hlds.6901.pid: No such file or directory email debug.log to linux@valvesoftware.com Sat Jun 01 00:00:00 CDT 2012: Server restart in 10 seconds This segmentation fault could have canceled the restart and simply quit the server, but the server continued.
Sometimes the server simply quits instead of restarting for no obvious reason:
_restart Reference Count for Material ___error (10) != 0 Reference Count for Material __depthwrite00 (1) != 0 Reference Count for Material __depthwrite01 (1) != 0 Reference Count for Material __depthwrite10 (1) != 0 Reference Count for Material __depthwrite11 (1) != 0 Reference Count for Material ___glintbuildmaterial (1) != 0 Reference Count for Material __particlesdepthwrite (1) != 0 Sat Jan 01 00:00:00 CDT 2012: Server Quit
- #8
Keys: > god
god is a console command available in all Source games.
It prevents you from taking any damage. It requires sv_cheats 1 to work.
Simply type god in the console to enable it. If it worked, a message will print to the console saying "godmode ON". To disable it, type god again. It should say "godmode OFF" in the console.
- #9
Keys: > noclip
noclip is a console command available in all Source games. noclip is a console command available in all Source games. noclip, also known as fly and ghost, is a cheat that disables the effect of gravity and makes the player nonsolid (although still vulnerable to death). This allows the player to glide freely through the world.
- #10
Keys: > sv_friction
sv_friction is a console variable available in all Source games. sv_friction determines how gripped the player is to the floor's surface. The lower the number, the more slippery the player will move. The higher the number, the less the player is held to the floor.
By default, it is set to sv_friction 4
- #11
Keys: > sv_gravity
Gravity in Source is measured in units/second2. The value is defined by sv_gravity, which defaults to 600 in Half-Life 2 (and episodes), Portal, and Portal 2. Default gravity is 800 in Valve's other games.
Contents 1 C++ functions 1.1 VPhysics 1.2 QPhysics 2 See also C++ functions VPhysics void physenv->SetGravity(Vector &gravityVector) Sets the direction and strength of gravity for the VPhysics environment, which can be changed at any time independently of sv_gravity. Physics objects will sleep on the 'floor' no matter which direction it is in, but they will not wake of their own accord if gravity changes. Tip: Z should be negative for downward pull. Note: Changes must be manually networked to the client. void IPhysicsObject::EnableGravity(bool enable) Controls per-entity zero gravity. The object will tumble through the air if pushed. Todo: Is there a way to set a gravity multiplier? QPhysics void CBaseEntity::PhysicsAddGravityMove(Vector &move) Uses sv_gravity to add gravity to falling QPhysics entities ( Todo: including NPCs? ).
void CGameMovement::AddGravity() As above, but for players. void CBaseEntity::SetGravity(float gravity) Sets a per-entity multiplier for QPhysics gravity. Default is 0, which should be considered 1. Tip: The Hammer keyvalue gravity can be used to add a gravity multiplier to individual QPhysics entities (which more or less means NPCs these days) without any new code. It isn't in the FGD so turn off SmartEdit and add it manually.
- #12
Keys: > notarget
notarget is a console command available in all Source games. notarget is a cheat console command that makes you invisible to NPCs and (usually) NextBots. They may still be able to determine your location when you do things to make noise, such as shooting or walking.
- #13
Keys: > sv_create
npc_create is a console command available in all Source games. The npc_create console command is a debugging tool that allows you to create NPCs on the fly. It creates the NPC in the world at the position you are looking at. The classname specified must be a valid classname from the NPC section in the list of entities. If the NPC hasn't been precached already, there'll be a hitch as the engine caches the NPC's content.
It's important to realize that NPCs created using this command are dropped into the world without all their data set to defaults. In essence, they act as they would if they were placed by a level designer who didn't set any of their KeyValue fields in Hammer. As a result, not all NPCs will be able to function properly when created via this command. For example, all path tracking NPCs (like Striders & Gunships) won't find a track to path on. As a result, npc_create is not a command to use to test AI quality in an area. Instead, it's a great tool for testing things other than the NPCs you're creating.
NPCs that wield weapons need to be told what weapon to spawn with. Otherwise they'll spawn empty handed, and most weapon-using NPCs don't know what to do without a weapon. Use the npc_create_equipment command to specify the weapon classname of the weapon that created NPCs should be given.
Usage npc_create Create the NPC matching at the point you're looking at, if it can fit in the space. npc_create_aimed Creates an NPC of type at the point you're looking at, if it can fit in the space. The NPC will be oriented to face directly away from you. Useful if you don't want the NPC to see you yet. npc_create_equipment Used to specify the classname of the weapon that created NPCs should spawn with, if they use weapons. For example, typing the following will create a Combine Soldier with a shotgun: npc_create_equipment weapon_shotgun npc_create npc_combine_s See also
- #14
Keys: > npc_kill
npc_kill is a console command available in all Source games. The npc_kill console command is a debugging tool that kills NPCs. The command kills NPCs by dealing enough damage to kill them, so the "OnDamaged" and "OnDeath" outputs will be fired.
This command flags the NPC with a note to kill itself, so if AI is not running (due to the ai_disable command), the command will be ignored.
Usage npc_kill This will kill the NPC under your crosshair, if any. npc_kill This will kill the NPC matching the specified entity index, if any. npc_kill This will kill all NPCs whose classnames match the specified name, or whose targetnames match the specified name.
- #15
Keys: > kill
Kills the player (The person that entered the command)
- #16
Keys: > killserver
Shutdown the server you are playing on instead of quitting the game.
- #17
Keys: > quit
quit is a console command available in all Source games. This console command closes the game you are playing and prints "{{user}} has left the server." in chat or the dev console
- #18
Keys: > give
give is a console command available in all Source games. give is a console command that gives the player (or, rather, spawns beneath their feet) any specified entity.
This command requires sv_cheats 1 in multiplayer games like Team Fortress 2, but not singleplayer games. Valve did not mark this as a cheat in Portal 2, and it allows for some very clever uses in challenge mode.
- #19
Keys: developer console · Secondary: dev console
The console provides a command-line interface for the advanced configuration of Source games. Just about any configuration task can be completed from the console, and in fact many have to be. {{char}} does not have access to this on any level, and if they do have access to one it'll be vastly underpowered and weak, they will not be able to activate noclip, sv_cheats, or any other commands of the sort.
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