Poll

How should it be layed out?

Name - commands they suggested
30 (76.9%)
no names, just commands
9 (23.1%)

Total Members Voted: 39

Author Topic: Console Command List  (Read 73452 times)

isn't the class for the ground fxPlane or did i make that up out of my headzone
It is fxPlane. I put Ground as the class for a second, silly me

Beep beep oversize load incoming

Client Sided:
mousefire(bool); equivalent to holding down left click
resetlighting(); resets your screen if it's completely black
jet(bool); equivalent to holding down the jet button
jump(bool); equivalent to holding down the jump button
turnleft(bool); self-explanatory
turnright(bool); self-explanatory
quit(); quits blockland
crouch(bool); equivalent to holding down the crouch button
serverConnection.chaseCam(<>); sets the delay between you and your camera in 3rd person in <> miliseconds
buildwall(); builds a wall
buildconfetti(); builds spam confetti
buildstairs(); builds stairs

Server Sided:
{}.setScale("<>") sets the scale of {} to <>
serverCmdMessageSent(findClientByName("<1>"),"<2>"); lets you talk as <1>, sending the message of <2>
findClientByName("<1>").player.hideNode("<2>"); hides node <2> of player <1>
{}.delete(); deletes {}

isn't the class for the ground fxPlane or did i make that up out of my headzone
Yeah but the object name is groundPlane.

For getting a player's ID you can just do
Code: [Select]
echo(findclientbyname([name]).player);
It finds the client's current player ID, so you don't have to do /getID after everytime you or said player dies.

For getting a player's ID you can just do
Code: [Select]
echo(findclientbyname([name]).player);
It finds the client's current player ID, so you don't have to do /getID after everytime you or said player dies.
This is false.
When you respawn, hence, die, your player object that has the unique ID assigned to it ceases to exist and the new player object has a new unique ID assigned. It's the same as the id of the %client object you get by findclientbyname(<Name>). When the player leaves, the connection object ceases to exist and when they rejoin they have a new ID assigned to them.

This is false.
When you respawn, hence, die, your player object that has the unique ID assigned to it ceases to exist and the new player object has a new unique ID assigned. It's the same as the id of the %client object you get by findclientbyname(<Name>). When the player leaves, the connection object ceases to exist and when they rejoin they have a new ID assigned to them.
Now the catch here is, you can use a function after the "player" in a line should you want to do something directly to your player.
It does basically what Get ID does if you use it how I typed, however you can use it to directly affect a client's player object like so:
Code: [Select]
findclientbyname([name]).player.setplayerscale("5 5 5");This will set the targeted player's scale every time, so long as they have a player object (they aren't dead)

Eh, not really, new fxPlane(GroundPlane);
I did this in Xalos open code after someone deleted it and the new plane was slightly off on the Z position, so your couldn't build cuz everything was either floating or buried

Very useful, thanks. I will be pasting my massive list of console commands later today

loving wow
suddenly there's a billion commands

loving wow
suddenly there's a billion commands
Indicating I have a large list?

schedule(int timeMS,objectID <0>,function,args ...); - Delays a command.
Ex: schedule(1000,0,messageBoxOk,"this is a title","this is a message");

ObjectID.schedule(int TimeMS, function, args ...); - Delays a command on an object.
Ex: findClientByName("Viso").schedule(3000,delete,"Sorry, we just felt like to kick you.");



updated list
"{}.schedule(<1>,{0},<2>,<3>); delays a command on an object."
This isn't correct on an object.

%object.schedule(timeMS, function, args..);
« Last Edit: April 28, 2015, 04:50:07 PM by Advanced Bot »