Command Help By Zail

Revision 5, May 15, 2000

Made by Zail (kkelly@technologist.com) with a little help by the ttlg Thief Editor's Guild (www.ttlg.com).

CAUTION - ONLY THE FIRST 12/20 PAGES CONTAIN USEFUL INFORMATION. This file was made with intermediate and above level Dromeders in mind. Beginners may understand some of the commands but not all. As you learn more definitions you will get more out of this file. Not all commands are bug free. Some commands fit under multiple headings so they are in here multiple times. Always remember to save your mission often. This is not a tutorial, it is a command reference file. I am not responsible for messing up your level because of any of these commands. Fully read and understand a command's description before using it. Any submissions or corrections to this file are welcome. If you include this file in a guide please email me and let me know. The best way to find a command is to use the find feature on your word processor. Thank-you for taking the time to read this.

 

Table of Contents:

Newbie Commands

Well-known Commands

Set-up Commands

Lesser-known Commands

Useful In-game Commands

Useless In-game Commands

Dromed.cfg Commands

Weather/Sky Commands

Multibrush Commands

Picture Commands

Objectives/Goals Commands

Variables

Menu Commands

File

Edit

View and Right-click on a Window

Shapes

Tools

Editors

Game

Mbrush

Bound Commands and Screen Bottom Commands

AI Useful Stuff

AI Useless

Newbie commands

cam_to_brush

move camera to center of the current brush

ambient

sets the ambient lighting for a level. I recommend 'ambient 20' for Thief 1. For Thief 2, you must enter 3 numbers for this command. The numbers correspond to amount of red, blue, and green light to add. I recommend 'ambient 20 20 20' for normal white light.

add_family

add another texture family. For Thief 2 they are Ancient, ArtDeco, ArtDMisc, ArtDout, catacomb, Cave, CeilPain, church, city, CivicB2, CivicBui, Core_1, Core_2, Core_3, keeper, lostcty, maw, MBFloor, Mech, newcity, NewKeep, NewMech, NewMetal, rescor_1, rescor_2, Ruined, Tower2, vicm012, VicM01, VicM04, vicm07, VicM09, vmaw, Vrescor1, and WdFloor. The texture families for Thief 1 are

remove_family

remove family, use "all" to clear all

compress_family

remove unused textures from family or all. ie "compress_family all"

script_load

Load a script file to add to mission. For Thief 1 use "script_load convict" to get things to work normally in the game. For Thief 2 use "script_load convict" and "script_load gen". Only play with other script files if you know what you are doing.

show_stats

will cause stats to appear at upper left of screen when in game mode.

edit_screen_size

changes the window size of dromed when typed in dromed.cfg You must restart dromed for the effect to take place. The size should be entered like this "edit_screen_size 600,800"

persistant_player_pos

Lets you start at the camera when you enter game mode.

no_endgame

Stops you from being sent to the debrief screen in game mode.

ai_aware_of_player

causes AI to ignore you. They still can be attacked by the player.

ai_forget_player

causes AI to forget they ever saw you. For game mode.

These are well-known commands.

Cam_to_brush

move camera to center of the current brush

ambient

sets the ambient lighting for a level. I recommend ‘ambient 20’ for Thief 1. For Thief 2, you must enter 3 numbers for this command. The numbers correspond to amount of red, blue, and green light to add. I recommend ‘ambient 20 20 20’ for normal white light.

Dump_cmds

dump command list to file. The file is like this help file but is unorganized, long, and hard to read.

Compress_family

remove unused textures from family or all. Ie "compress_family all"

add_family

add another texture family. For Thief 2 they are Ancient, ArtDeco, ArtDMisc, ArtDout, catacomb, Cave, CeilPain, church, city, CivicB2, CivicBui, Core_1, Core_2, Core_3, keeper, lostcty, maw, MBFloor, Mech, newcity, NewKeep, NewMech, NewMetal, rescor_1, rescor_2, Ruined, Tower2, vicm012, VicM01, VicM04, vicm07, VicM09, vmaw, Vrescor1, and WdFloor. The texture families are

remove_family

remove family, use "all" to clear all and leave just jorge.

These are lesser known but should be known for setting things up.

autosaves

do we autosave to p_portal.cow on exit or portalization? default is on

tjoint

do we fix T-joints when portalizing? default is on

script_load

Load a script file to add to mission. For Thief 1 use "script_load convict" to get things to work normally in the game. For Thief 2 use "script_load convict" and "script_load gen". Only play with other script files if you know what you are doing.

script_drop

drop a script file from mission.

script_drop_all

drop all script files from mission.

brush_to_room

put a room around your brush. An argument added to this tells Dromed how far you want the room to stick out from the brush.

set

Used to set the config variables to specific numbers, i.e set game_mode_backup 0.

toggle_3d

Turns the Camera off and on. Caution You cannot move the 2d views while the camera is off.

Lesser known commands that are useful.

Wall_object

moves the object to the wall. Similar to floor me and just as buggy. It may alter the object’s orientation.

Ceil_object

moves the object to the ceiling. Similar to floor me and just as buggy. It may alter the object’s orientation.

Clear_surface_cache

use this command if you load more than one mission in a session.

Vm_teleport

move camera to x,y,z ie "vm_teleport 50,25,-300"

find_obj

Look up an object by name or number

destroy_obj

Destroy an object by name or number

edit_obj

edit an object by name or number

obj_histogram_popup

Brings up obj list sorted by usage.

Obj_alpha_popup

Brings up obj list sorted alphabetically.

Copy_props_to

Copy all props from selection to arg. Useful for cloning objects without pressing "insert" and obj already in place. Only do this on objects in the same archtype.

Fix_rooms

If you have accidentally corrupted your room table set up (when on a room it says unknown rather than default, etc) then this might fix it.

Lit_obj_toggle

Same affect as light_bright but on objects, useful if you haven’t lit your level yet.

Compress_br_ids

compact terrain brush ids

hilight_by_prop

give a property name (base categories when you press add in an object’s properties) and Dromed will highlights obj’s with it

hilight_nonaxial

highlights any terrain with non 90 angles (0,90,180,270)

hilight_media

highlight terrain of a certain type (0-solid, 1-air, 2-water, 3-flood, etc)

hilight_texture

highlight terrain with specified texture (number or name) If unknown Dromed will hilight jorge. Only works with default textures on brushes.

Hilight_clear

clears the hilighted selection

Ingame commands. press "Shift ;" (aka ":") while ingame to get a prompt to enter these in. These will not work when you run a level in the actual game (not dromed).

Useful Ingame Commands

win_mission

Win the mission

show_stats

will cause stats to appear at upper left of screen

stats_full

more stats/less stats

scale_sim_time

Scale the speed at which game mode runs

scale_player_speed

Scale the player's speed. Caution - running at 5 times normal into a wall will cause death.

add_hp

give player the specified amount of hp. Negative numbers work.

test_book

book <text>,<art>

debrief

Go to debrief screen.

objectives

Go to objectives screen.

loadout

Go to loadout screen.

ai_aware_of_player

causes AI to ignore you. They still can be attacked by the player.

ai_forget_player

causes AI to forget they ever saw you.

ai_sleep_all

Put all AIs into pause mode

ai_wake_all

Wake all sleeping AIs (unpause)

ai_wake

Wake a sleeping AI. objID must be given

sky_dump

DROMED 2 ONLY This spits out some stats on what the sky is doing and the sky's memory usage.

Useless Ingame Commands

aiawareofplayer

if typed you will not be able to make ai’s unaware of you until it’s typed again.

Aiforgetplayer

if typed you will not be able to make ai’s forget you until it’s typed again.

Quit_game

Quit the game

halt_player

Only really useful if you have been mucking about with gravity in someway and have turned the backup off and want Garret to stay floored.

Automap

Display the automap

player_cam_control

0 for look forward, 1 for move camera to next object, 2 for detach the camera from the object, 3 attach the camera back to object, 4 save camera location, 5 load camera location

cam_attach

attach camera to object. The camera will see though the object’s eye. Guards have their eye in their gut. Possibly it goes into the centre of the object brush.

Player_cam_save

save what object the cam is currently on to ARG, or drom000.cam

player_cam_load

load cam to the object saved as ARG or cam000.loc

cret_weap_abort

stop readying an attack

player_weap_abort

stop readying an attack by the player

use_item

use item 0 = release use button, 1 = hold down use button

use_weapon

use weapon 0 = release attack button, 1 = hold down attack button

cycle_item

cycle your item 1 = forward, -1 = backward

cycle_weapon

cycle your weapon 1 = forward, -1 = backward

inv_select

Select an inventory object by name (or archetype number)

drop_item

Drop (actually, throw) your currently selected item (doesn’t work on all items ie. Coins)

clear_item

Clear the player’s ‘current item’ selection.

Clear_weapon

Clear the player’s ‘current weapon’ selection.

Clear_weapon_and_item

Clear both the player’s ‘current item’ and ‘current weapon.’

Player_detach_arm

toggles whether the weapon arm is on. (you cannot use weapons when arm is off, but you can make sounds like you are)

game_message

Display the typed message following this command on the game screen

load_game

Go to the game load UI

save_game

Go to the game save UI

make_sound_z

Generate a sound at 0,0,0

make_sound

Generate a sound at the player. The sound is a guard’s alert call

These commands are so useful that you should put them in dromed.cfg !

check_rooms

Checks to see if room brushes intersect in a solid. Makes the brushes a different colour.

edit_screen_size

changes the window size of dromed. You must restart dromed for the effect to take place. The size should be entered like this "edit_screen_size 600,800"

persistant_player_pos

Lets you start at the camera when you enter game mode.

no_endgame

Stops you from being sent to the debrief screen in game mode.

mlog

If used with a filename afterwards will allow you to dump details to the mlog. This is useful for AI debugging, and any command that dumps data or lists it will end up in the mono log. mlog again closes the file so that you can read it. It also lists errors while the game is running.

speed_fac

sets how fast the camera moves in 3d mode. Relative camera speed may vary from level to level due to complexity and size. Default is 1. Uses base 2 (like grid sizes)

color_depth

DROMED 2 ONLY set to 16 to get the family colours normal.

Weather/Sky Commands (Dromed II only)

fog_on

is fog currently being used? You might have to change the settings under the editors menu as well to get this to work.

fog_dist

the distance that garrett wouldn't be able to see anthing through the fog

fog_r

The red value of the fog. A normal white fog would have the red, green, and blue values of fog to be equal at 20. A darker fog would have a larger value, like 230. The value can be anything between 0 and 255.

fog_g

The green value of the fog.

fog_b

The blue value of the fog.

sky_setlong

Debug Sky Longitude

sky_setlat

Debug Sky Latitude

sky_dump

Gives a list of all meshes used in the sky

stars_spin

The rate at which the stars spin.

cloud_row

Debug Cloud Row

cloud_col

Debug Cloud Col

cloud_glow

Sets the amount of detail in your clouds.

cloud_cfg

Debug Config Ix

cloud_dump

Dump cloud deck info

sky_dump

This spits out some stats on what the sky is doing and the sky's memory usage. Works ingame

Weather commands (Both Dromeds)

load_sky

load a sky bitmap set choose from

set_star_count

how many stars do you want in the sky

set_star_rate

how fast they rotate across the screen

set_star_axis

which axis (0 for x, 1 for y, 2 for z) rotates

star_base_color

enter the number of the colour you want the stars

star_num_colors

number of palette colors

These commands are useful when you are dealing with multibrushes. They are also good when your level is not on the grid. Just set the grid to the appropriate size and go.

Hilight_check_snap

hilight unangled, unsnapped brushes, or if (1) all unsnapped brushes

hilight_do_snap

grid snap all hilight brushes...

hilight_global

if 0, it will hilight everything, if 1 it will highlight nothing

hilight_clear

clears the hilighted selection

These commands are good for makeing pictures to send to others. Caution : set gamma to max or the picture will be too dark.

screen_dump

take a screen shot

light_bright

makes texture brushes lit up. Use this if you have not lit your level yet.

show_image

Shows an image. It is unknown how to return to Dromed afterwards. Use a graphics program or Internet browser instead.

Use these when setting objectives for your level.

Quest_create_mis

this lets you enter mission variables

quest_delete

this lets you delete mission variables that you do not want. There is no need to add the variable’s value after this. Ie. "quest_delete goal_target_5"

The mission variables that you can use with this are (# represents the ID of the goal). To set a value for any of these variables, follow them by a comma then a space before entering in the number. If you do not do this they will not work! eg. "quest_create_mis goal_visible_0, 1"

goal_visible_#

tells dromed if you want the player to see this goal at the start of the mission. 0 for invisible and 1 for visible. This must be entered for all goals.

goal_state_#

tells dromed what you want the goal to be set as. 0 for incomplete, 1 for complete, 2 for inactive (the goal is not relevent anymore), 3 for failed. This must be entered for all goals.

goal_type_#

tells dromed what kind of goal this is. 0 for steal, 1 for kill, 2 for loot, 3 for goto. Goto requires a concrete room with a WelcomeRoom script on it. See other tutorials for details.

goal_target_#

lets you select an object ID to steal/slay/goto.

goal_loot_#

how much total loot do you need to satisfy your type 2 goal

goal_gold_#

how much gold do you need to satisfy your type 2 goal

goal_gems_#

how much gems do you need to satisfy your type 2 goal

goal_goods_#

how much goods do you need to satisfy your type 2 goal

goal_special_#

how many special flags do you need to satisfy your type 2 goal

goal_final_#

tells dromed that it shouldn't check this off as complete until all goals are completed. Good for do not kill and goto room objectives. Set the value as 1

goal_reverse_#

instead of telling the player to do something, this reverses the goal so it says do not do something. Set the value as 1 to use.

goal_irreversible_#

Once this goal has been set to complete, it cannot be changed to incomplete without a questvar trap. Must be set to 1 to use.

goal_min_diff_#

Sets the minimum difficulty that this goal will be seen at. 0 for normal, 1 for expert, 2 for hard. If unstated, Dromed assumes that minimum difficulty is normal.

goal_max_diff_#

similar to goal_min_diff but for maximums. If unstated, Dromed assumes that maximum difficulty is expert.

difficulty

Sets the amount of health and objectives that Garrett will have in game mode

process_difficulty

Prep level for difficulty. Save your game before entering this command and restore the level afterwards. This can delete some objects from your level that are difficulty dependant.

map_min_page

sets the number of the first map page. If you do not have a map set this to 1 along with map_max_page and add a blank map to your level. This normally starts at 001. The map should be named map001.pcx This command must be paired with map_max_page.

map_max_page

set it to the same number as map_min_page. More than one map causes thief to overlay the two maps when switching between them while ingame. This command must be paired with map_min_page.

These can be done using a menu selection

File

save_cow

Save world to file

save_mission

Save mission to file

save_gamesys

Save gamesys info only

load_file

Load a .MIS, .COW, or .GAM file

load_gamesys

Load a .GAM file - Resets the level

set_gamesys

Set gamesys file for current mission

new_world

starts a new mission

add_family

add another texture family. For Thief 2 they are Ancient, ArtDeco, ArtDMisc, ArtDout, catacomb, Cave, CeilPain, church, city, CivicB2, CivicBui, Core_1, Core_2, Core_3, keeper, lostcty, maw, MBFloor, Mech, newcity, NewKeep, NewMech, NewMetal, rescor_1, rescor_2, Ruined, Tower2, vicm012, VicM01, VicM04, vicm07, VicM09, vmaw, Vrescor1, and WdFloor. The texture families for Thief 1 are

script_load

Load a script file to add to mission. For Thief 1 use "script_load convict" to get things to work normally in the game. For Thief 2 use "script_load convict" and "script_load gen". Only play with other script files if you know what you are doing.

file_menu

Bring up the file menu box that has save, load, create. This defaults to cow files.

quit_game

Exits Dromed

Edit

undo

undo last thing done (dangerous and buggy)

redo

cancel the last undo (dangerous and buggy)(not really in the edit menu, but should be)

delete_brush

deletes selected object (the clear command)

insert_brush

clones selected object (clone command)

View and Right-click on a window

zoom_all

zoom all 2d cameras (0.5 for half the view (zoom in), 1 to keep things the same, 2 to double the view (zoom out), 3 to triple the view, ...)

zoom_2d

zoom current camera similar to zoom_all(I'm unsure on how to select a view in order to do this)

synch_all

allows you to move all the views with one teleportation click

vm_layout 4

Changes the views of Dromed. 4 for recenter dividers

ai_draw_cells

Shows the ai cells in the dromed editor windows, not as useful as...

ai_draw_links

Shows the ai links through the cells, essentially, the path database if a route is in white the AI can do it, if it is in red they can't. Very useful for isolating path find errors.

show_phys_models

Shows the size of objects in the 3d/game views (pink). Also shows headings for lift type objects (dark blue)

show_phys_bbox

Shows the square outline of objects. (light blue)

grid_3d

toggle grid display in 3d

grid_2d

toggle grid display in 2d

grid_3d_axis

3d grid normal axis (0 for e-w u-d (x-axis), 1 for n-s u-d (y-axis), 2 for n-s e-w (z-axis)(default)) (not under view menu but should be)

grid_move

move the grid relative to current position in the direction of its axis (can be positive or negative) (not under view menu but should be)

Shapes

set_primal

set default terrain brush (1=cylinder, 2=pyramid, 3=Corner Apex Pyramid, 0=cube)

prim_sides

# of sides on next terrain brush

prim_type

What shape for the next terrain brush (1=cylinder, 2=pyramid, 3=Corner Apex Pyramid, 0=cube)

cube

set cube

prim_facealign

changes the texture from world aligned to brush aligned and back again (found in menu at bottom of the screen in Dromed)

prim_special

set 'special' primal type (crashes Dromed)

Tools

optimize

build optimized portalization

portalize

make a 3d world out of brushes

rooms_build

build the room database

ai_build_path_database

Update the AI path database

relight_level

relight the level. Best used when adding lighting but not terrain.

ambient

sets the ambient light for the mission. ie. "ambient 20"

set_lighting_mode

Set lighting mode (0 for Quicklighting, 1 for Raycast, 2 for Objlight)

obj_histogram_popup

Brings up obj list sorted by usage.

obj_alpha_popup

Brings up obj list sorted alphabetically.

Editors

obj_tree

Object Hierarchy editor

texture_pal

Brings up the texture palette

motedit

Brings up the motion editor. How to use the motion editor is unknown.

edit_file_vars

Edit Parameters. 0 for mission, 1 for gamesys, 2 for campaign

quest_edit_mis

bring up the mission variables menu. Only works if there currently are mission variables entered.

quest_edit

bring up the campaign variables menu. Campaign variables are unneeded for FMs.

Game

game_mode

switch to game mode. Specify the resolution by typing in width, height. Standard resolutions are- 320,200 320,240 400,300 512,384 640,400 640,480 800,600 1024,768 1280,1024 ie. "game_mode 640,400"

Mbrush

load_group

loads a vbr

save_group

saves a vbr

brush_relative

sets how the texture is applied. 0 for world relative, 1 for brush relative

add_brush_num

add current brush to group. ie add_brush_num 1000

rem_brush_num

remove current brush from group

tog_brush_num

add or remove the current brush from group. This depends on whether brush is part of the group or not.

stair_serf

build some straight stairs. Built southwards, it uses the depth of the cube for the total depth of the stairs. In order for ai to use the stairs, set the height to be 0.75 (or less) times the number of stairs.

Bound Commands and commands appearing at the bottom of the screen

floor_object

moves the object to the floor

edit_links

shows all the links in the level or object specified. This includes links in archtypes. This command is more advanced than this but I will not go into detail on it.

ar_list_receptrons

list an object's receptrons or all receptrons. Only works on the base level for objects and archtypes.

ar_list_sources

list an object's sources or all sources. Only works on the base level for objects and archtypes.

new_brush

makes a new brush that is identical to the last brush selected but has dimensions of 2,2,2

go_to_meonly

Hilights the meonlyed brush. Does not move you there.

cam_rotate

rotate current camera. 1-down, 4-up, 2-left, 5-right, 3-pitch, 0-negative pitch

cam_slew

Move the camera in a direction. 0-forward, 3-backwards, 1-sidestep left, 4-sidestep right, 2-down, 5-up

cam_level

Makes the cam face directly forward

cam_unroll

Removes the tilt from the camera

solo_toggle

Makes the currently selected view take up the entire screen

cycle_media

changes the selected brush's type. (eg. from air to solid) 1 for forward, -1 for backward

vBrush_EOT

Moves the selected brush to the last time position.

cycle_brush

Selects the next brush in time. 1 for next brush, -1 for previous brush

set_medium

selects what type of brush you have selected is. 0-solid, 1-air, 2-water, 3-flood, etc

load_a_texture

load a single texture, load <fam> <txtname>

remove_a_texture

delete a single texture, <fam> <name>

AI useful stuff

ai_draw

Draw AI debug info like heading, vision, pathcheck

ai_draw_in_game

switch from allowing debug to not allowing debug and vice-versa

ai_use_zones

Toggle use of AI zones (do AI push other AIs away?)

ai_draw_move_goal

pink line showing the immediate destination of the AI

ai_draw_suggestions

white heading arrow

ai_draw_paths

large red eighth of a circle that points to what an AI wants to move around to get to the move_goal

aidebugmode

Tom's standard AI debug mode will turn off if used

ai_something_watch

These will all get dumped to the mono log if you have the aidebugmodoeon. For instance, if you want to know how an guard reacts in a situation, put on ai_signal_watch or ai_hear_watch. Perhaps the best is ai_watch, as that toggles everything about how an AI reacts.

ai_signal

Simulates sending out a signal to AIs. If you set up a signal response to the signal 'run' for every guard to rush to a door, doing ai_signal will get the guards running to the door. Only useful if you have been making your own signals.

AI useless stuff and AI stuff I don't understand

ai_check_lighting

Check AI Raw Lighting on an Obj. Messed up lighting in game mode, or was that blame_lighting?

blame_lighting

Mprint causes of lighting on an Obj

ai_alert_watch

Watch an AIs sense/awareness

ai_flow_watch

Watch the decision flow of an AI

ai_sound_watch

Watch the sound/broadcast of an AI

ai_hear_watch

See what an AI is hearing

ai_combat_watch

Watch AI Combat

ai_path_watch

Watch AI pathfind and path progression

ai_death_watch

Watch AI death event and cause

ai_signal_watch

Watch AI signals

ai_ranged_watch

Watch AI ranged combat

ai_inform_watch

Watch AI inform stream

ai_sight_watch

Watch AI inform stream

ai_pulse_watch

Watch AI sensory pulses

ai_recover_watch

Watch AI path recovery

ai_watch

Toggle all watches on an AI

ai_dump_components

Dump the list of components an AI is made of

ai_dump_all

Dump all info in an AI

ai_break

Break in the debugger on run of a specific AI

ai_player_sound

Simulate player sound broadcast of specified type

ai_set_recover_test_post

ai_set_recover_test_dest

ai_set_recover_test_result

ai_test_recover

ai_draw_cells

show AI path cells in wireframe

ai_draw_links

show AI path cell links in wireframe

ai_draw_zone

show AI path zone

ai_draw_room

show AI path cells in room

ai_spew_zone

spew AI path zone

ai_spew_zones

spew all AI path zones

ai_draw_one_cell

path cell to highlight (0 for none)

ai_draw_cell_centers

ai_dump_cell_connection

mono print links from cell

ai_dump_cell_vertex_data

show cell vertex list on mono

ai_conv_start

start a conversation (by objID)

ai_cam_to_cell

Send camera to AI cell

ai_print_cam_cell

ai_test_cells