<int> parameters are input as whole number values such as 28
<float> parameters are input as floating point values such as 3.98
<bool> parameters are input as either 1 or 0, 1 being True and 0 being False
<string> parameters are input as arbitrary unicode strings, such as “ge_archives”
Command | Variables | Description |
---|---|---|
changelevel | <string> | Ends the match and changes the level to whichever was named. |
mp_timelimit | <int> | Sets the time limit of the match in minutes until the map will change; 0 makes it infinitely long. |
ge_roundtime | <int> | Sets the time limit of rounds in seconds that will be played during a match We recommend values between 240 and 480 (4 - 8 minutes). |
ge_restartround | Ends the current round and starts the next one. Use this to move to the next weapon set quickly. | |
ge_gameplay | <string> | Sets the current game mode. |
ge_weaponset | <string> | Selects the weapon set that will be used next round. |
ge_weaponset_list | <string> | Prints a list of weapon sets to the console. Only works on the server console. |
ge_startarmed | <bool> | Sets if players start with the first weapon in the weapon set 0 = Slapper • 1 = Slapper and first weapon (recommended). |
ge_weapondroplimit | <int> | The max number of weapons players drop on death. |
ge_autoteam | <int> | Number of players in the server before teamplay is enabled on round start. |
Command | Variables | Description |
---|---|---|
changelevel | <string> | Ends the match and changes the level to whichever was named. |
ge_roundtime | <int> | Round time in seconds that can be played. ( def. “0” ) min. 0.000000 max. 3000.000000. |
ge_rounddelay | <int> | Delay, in seconds, between rounds. ( def. “10” ) min. 2.000000 max. 40.000000. |
ge_roundcount | <int> | Number of rounds that should be held in the given match time (calculates ge_roundtime), use 0 to disable. |
ge_restartround | Restart the current round showing scores always. | |
ge_endround | End the current round, use `ge_endround 0` to skip scores. | |
ge_endround_keepweapons | End the current round but keep the same weapon set even if randomized. | |
ge_endmatch | Ends the match loading the next map or one specified (eg. ge_endmatch [mapname]). | |
ge_setcurrentroundtime | <int> | Sets the amount of seconds left in the round. Does not affect subsequent rounds. |
ge_addtoroundtime | <int> | Add the given number of seconds to the current roundtime. Does not affect subsequent rounds. |
mp_timelimit | <int> | Sets the time limit of the match in minutes until the map will change; 0 makes it infinitely long. |
Command | Variables | Description |
---|---|---|
ge_loadouts_loadoutbuffercount | <int> | How often weaponsets are allowed to repeat without weight penalty. Any that have been played within (this value)/2 rounds cannot be picked randomly. |
ge_mapchooser_avoidteamplay | <bool> | If set to 1, server will avoid choosing maps where the current playercount is above the team threshold. |
ge_mapchooser_mapbuffercount | <int> | How many other maps need to be played since the last time a map was played before it can be selected randomly again. |
ge_mapchooser_usemapcycle | <bool> | If set to 1, server will just use the mapcycle file and not choose randomly based on map script files. |
ge_mapchooser_resthreshold | <int> | The mapchooser will do everything it can to avoid switching between maps with this combined resintensity. |
ge_print_map_selection_data | Prints the server's map selection data. | |
ge_print_current_map_data | Prints the current map's data. | |
ge_print_map_selection_weights | Prints the map selection chance for given playercount, or current playercount if none is given. Use 1 as second parameter for unsorted list. | |
ge_gameplay_threshold | <int> | Playercount that must be exceeded before gamemodes other than Deathmatch will be randomly chosen. |
ge_gameplay_modebufferpenalty | <int> | How much to take off of the weight of a mode for each time it appears in the buffer. |
ge_gameplay_mode | Mode to choose next gameplay: 0=Same as last map, 1=Random from current map file, 2=Ordered from Gameplay Cycle file. | |
ge_gp_cyclefile | <string> | The gameplay cycle to use for random gameplay or ordered gameplay, if enabled over mapchooser. |
Command | Variables | Description |
---|---|---|
ge_gameplay | <string> | Sets the current gameplay mode. |
ge_gameplaylistrefresh | Refreshes the list of known gameplays, useful for servers who add gameplays while the server is still running. | |
ge_gameplaylist | Lists the possible gameplay selections. | |
ge_weaponset | <string> | Changes the weapon set when the round restarts. (eg: ge_weaponset [identity]). |
ge_weaponset_reload | Reloads the weaponset script files. | |
ge_weaponset_list | Prints out a list of the available sets. | |
ge_startarmed | <bool> | Sets if players start with the first weapon in the weapon set 0 = Slapper • 1 = Slapper and first weapon (recommended). |
ge_gameplayreload | Reloads the current gameplay (FOR DEVELOPERS!). |
Command | Variables | Description |
---|---|---|
ge_teamplay | <bool> | Turns on team play if the current scenario supports it. |
ge_autoteam | <int> | Automatically toggles teamplay based on the player count (supplied value) [4-32]. Min. 0.000000 max. 33.000000. |
ge_autoautoteam | <int> | If set to 1, server will set ge_autoteam to the value specified in the current map script file. |
ge_teamautobalance | <bool> | Turns on the auto balancer for teamplay. |
Command | Variables | Description |
---|---|---|
ge_partialammopickups | <bool> | Allow players to pick up ammo from a crate without picking up all of it. |
ge_armorrespawntime | <int> | Minimum time in seconds before armor respawns. |
ge_armorrespawn_pc_scale | <float> | Multiplier applied to playercount. |
ge_armorrespawn_pc_pow | <float> | Power applied to playercount. |
ge_respawndelay | <int> | Changes the minimum delay between respawns. |
ge_itemrespawntime | <int> | Time in seconds between ammo respawns (ge_dynamicweaponrespawn must be off!). |
ge_weaponrespawntime | <int> | Time in seconds between weapon respawns (ge_dynamicweaponrespawn must be off!). |
ge_dynamicweaponrespawn | <bool> | Changes the respawn delay for weapons and ammo to be based on how many players are connected. |
ge_dynamicweaponrespawn_scale | <float> | Changes the dynamic respawn delay scale for weapons and ammo. |
ge_allowjump | <bool> | Toggles allowing players to jump. |
ge_exp_allowz | <bool> | Allows excessive Z forces on explosions. |
ge_tournamentmode | <bool> | Turns on tournament mode that disables certain gameplay checks. |
ge_allowradar | <bool> | Allow clients to use their radars. |
ge_radar_range | <int> | Change the radar range (in inches [def. “1500”] ), default is 125ft. |
ge_radar_showenemyteam | <bool> | Allow the radar to show enemies during teamplay (useful for tournaments). |
Command | Variables | Description |
---|---|---|
ge_weapondroplimit | <int> | Cap on the number of weapons a player can drop on death in addition to their active one. |
ge_exp_pushscale | <int> | Scale the amount of push force from explosions on players. |
ge_explosiveheadshots | <bool> | Headshot kills create explosions! |
ge_velocity | <float> | Player movement velocity multiplier, applies in multiples of 0.25 [0.7 to 2.0]. |
ge_paintball | <bool> | Enables paintball bullet decals. |
ge_infiniteammo | <bool> | Enables infinite ammo mode. |
Command | Variables | Description |
---|---|---|
ge_bot_threshold | <int> | Server tries to maintain the number of players given using bots if needed, use anything less than 2 to disable this mechanism. |
ge_bot_openslots | <int> | Number of open slots to leave for incoming players ( def. “0” ). |
ge_bot_strict_openslot | <int> | Count spectators in determining whether to leave an open player slot. |
ge_bot | Creates a full fledged AI Bot. | |
ge_bot_remove | <int> | Removes the number of specified bots, if no number is supplied it removes them all! |
ge_bot_givespawninvuln | <bool> | Bots are allowed to have spawn invulnerability. |
ge_bot_difficulty | <int> | Sets the average difficulty [0-9] of the AI. |
Command | Variables | Description |
---|---|---|
ge_debug_armorspawns | Toggles armor debug overlay. (Cheat) | |
ge_debug_reloadvgui | Reloads all VGUI panel elements (.res files). | |
ge_debug_playerspawns | Debug spawn point locations and desirability, 1=DM, 2=MI6, 3=Janus. (Cheat) | |
ge_debug_checkplayerspawns | Check player spawns against several criteria including getting stuck. (Cheat) | |
ge_ai_debug | Toggles AI debug overlay. 0 = disable, 1 = normal, 2 = verbose. (Cheat) | |
ge_debug_itemspawns | Toggles item spawners and shows their slot information. (Cheat) | |
ge_debug_explosions | Toggles explosion debug overlay. (Cheat) | |
ge_debug_penetration | Toggles penetration debug overlay. (Cheat) | |
ge_py_connectdebugger | Connect to a waiting PyDev debugger (Eclipse). The first argument designates the host to connect to, the second designates the port. | |
ge_py_listendebugger | Listen for Python Tools for Visual Studio (PYTVS) debugger. The first argument designates the port to connect on. | |
ge_ai_reboot | Reboots the AI Manager and all bots. | |
ge_ai_debugcmd | Debugs AI overlay. |
Command | Variables | Description |
---|---|---|
ge_node_linesep | <int> | Nominal distance between nodes when using ge_node_addline. |
ge_node_start | Start placement of nodes for custom nodegraph. | |
ge_node_save | Save placed nodes, ends placement. | |
ge_node_addlook | Add a node where you are looking. | |
ge_node_add | Add a node where you are standing. | |
ge_node_remove | Delete a node you are looking at. | |
ge_node_addline | Adds nodes in a line from you to where you are looking spaced apart equally. |