Documentation - Variables - General

Joining and leaving games, your player, recording movies and demos, and the clients in a game.

Basic commands

Variable / Command Description Arguments / Fields
name sets your player’s display name name
quit quits the game -
connect connect to a multiplayer server [IP or hostname port admin or server password]
accountname name to authenticate as name
accountpass authentication key to authenticate as key
authconnect toggles automatic authentication upon connection boolean
disconnect disconnects from the current server or singleplayer game -
discordenabled toggles Discord functionality (if present), from the next start boolean
steamclient toggles Steam functionality (if present), from the next start boolean
presence what Steam and Discord friends see of your match;
0 = nothing, 1 = what you are playing, 2 = also a Join button while the server is listed, open and has room
value
getpresence returns what Steam and Discord friends would see now: details, state, status, join link, group, players and slots -
auth sends an account authentication request -
spectate toggles spectator status boolean
team requests team change to the specified team team
thirdpersonswitch change from first to third person point of view or vise-versa -
playermodel toggles between male (0) and female (1) player models boolean
playercolourbody sets the player model’s body colour and chat icon colour colour
playercolouraccent sets the player model’s accent colour colour
colour sets the player model’s body colour and chat icon colour colour
goto jumps the spectator camera to the position of the specified client name/cn

Maps

Variable / Command Description Arguments / Fields
mapvariant returns the current map variant; 1 for normal and 2 for alt -
forcemapvariant force selection of a particular variant when loading maps, will change current variant if called when a map is loaded;
0 = off, 1 = default, 2 = alternate
value
forcetriggerid sets the current triggerid; -1 for random value
getmaptitle returns the title of the map file, or its name if it has none map
getmapauthor returns the author of the map file map
getmapdesc returns the description of the map file map
getmapfile returns the path of a map, adding maps/ to a bare name map
getmapstate returns 0 with no map, 1 while a map is loading or loaded, 2 while it is being saved -
gettriggerid returns the current triggerid -
mapversion returns the file format version of the current map -

Miscellaneous

Variable / Command Description Arguments / Fields
connectguidelines toggles acceptance of the multiplayer guidelines boolean
joinlinks toggles whether this copy of the game registers redeclipse:// links and takes the ones clicked while it runs boolean
setdesc sets the description for an alias (you are reading one right now) alias description arguments
version game version for scripts version
autosavebackups make backups;
0 = off, 1 = single backup, 2 = named backup, 3/4 = same as 1/2 with move to “backups/”
value
weapautoreload 0 = never, 1 = when empty, 2 = weapons that don’t add a full clip, 3 = always (+1 zooming weaps too) value
weapselectslot determines how weapons are selected using the number keys;
0 = by global weapon numbers, 1 = by temporary pickup slot numbers
boolean
showaiinfo determines how much info is shown for bots;
0 = hide bot info, 1 = show bot joins/parts, 2 = show more verbose info
value
rehash reload configuration, including settings and UIs -
resetgl reloads all textures and re-initalizes OpenGL -
compresslevel level of png (lossless) compression for screenshots (0 = lowest compression; 9 = highest compression) value
movie starts recording a movie to an MP4 or AVI file in moviedir, or stops it if one is being recorded; time advances a fixed step every frame while recording, so it plays back smoothly however slowly it records name
movierecording returns 1 while a movie is being recorded -
moviedir the directory in the home directory that movies are recorded to path
moview width movies are recorded at, scaled from the screen (0 = screen width) value
movieh height movies are recorded at, scaled from the screen (0 = screen height) value
moviefps frames per second movies are recorded at value
moviesound records the sound with movies, rendered in step with each frame boolean
moviesoundrate sample rate the sound is recorded at with AVI movies (MP4 movies are always 48000) value
moviepace holds a movie recording to real time, otherwise the game runs as fast as frames render while recording; always on when connected to a server or playing with others boolean
moviemonitor plays the sound through the speakers while recording a movie, as it is otherwise only heard in the movie boolean
moviecodec video format movies are recorded in;
0 = uncompressed I420 AVI (very large), 1 = MJPEG AVI, 2 = AV1 MP4, 3 = VP9 MP4;
AV1 falls back to VP9, then to MJPEG, if its codec library isn’t available
value
moviecrf constant quality of AV1 and VP9 movies (0 = best and largest, 63 = worst and smallest) value
movieav1preset AV1 encoding speed (0 = slowest and smallest, 13 = fastest) value
movievp9speed VP9 encoding speed (0 = slowest and smallest, 8 = fastest) value
moviekeyint seconds between key frames in AV1 and VP9 movies, which seeking jumps between value
movieaudiobitrate kilobits per second of the Opus sound in MP4 movies value
moviequality MJPEG quality movies are recorded at (1 = lowest, 100 = highest) value
movieencoders number of threads encoding the frames of a movie value
animoverride animation index to play in loop instead of normal player actions (see also findanims) index
animtargets toggles overriding bots’ (in singleplayer) animations as well as the player’s in animoverride boolean
findanims finds the index for an animation from its human-readable name, e.g. findanim "shotgun reload"; see src/game.h: animnames[] or data/actors/player/player.cfg for entries | name`  
testanims toggles locking player model/animation to due north regardless of camera orientation boolean

Demos

Variable / Command Description Arguments / Fields
demoautoclientsave determines if the client automatically saves demos after each match value
demolock determines who may record demos;
0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = administrator, 5 = developer, 6 = founder, 7 = nobody
value
democount determines the maximum amount of demo files that may be saved simultaneously on the server (deletes old demos if exceeded) value
demomaxsize determines the maximum size of individual demo files that may be saved on the server bytes
demoautorec determines if demos are automatically recorded each match value
demoautoserversave determines if the server automatically saves demos to disk value
demoserverkeeptime if greater than 0, only keep auto-recorded demos younger than demoserverkeeptime seconds value
listdemos get a list of recorded demos available for download -
getdemo get the demo id and save to the name name, id defaults to the last and name defaults to the current time [id] [name]
recorddemo records a demo of the next match on the server (1) or stops it being recorded (0); needs demolock privilege boolean
stopdemo stops the demo being recorded, or the demo being played back; needs demolock privilege -
cleardemos clears the demo with the given number from the server’s list, or every demo if 0; needs demolock privilege number
demoplayback returns 1 while a demo is being played back -
demoendless when a demo ends, plays another picked at random from demolist, until a game that isn’t a demo starts boolean
demolist the demos demoendless picks from list
demoscan reads the header of a demo file into the list of demos, returning its index there, or -1 if it can’t be read file
demoinfo returns the number of demos in the list if index is -1, or one property of a demo in it:
0 = game version, 1 = map, 2 = mode, 3 = mutators, 4 = time it started, 5 = file
index property
loopdemos runs body for every demo in the list, with var set to its index and var2 to its file var var2 body
demosort sorts the list of demos -
demoreset forgets the demos that failed to read, and the whole list as well if all is 1 all

Clients

Variable / Command Description Arguments / Fields
getclientnum returns a client number (your own if name is “”) name/cn
getclientcolour returns the color of a player in HEX format name/cn
getclienthandle returns the auth handle of a player name/cn
getclientip returns the ip address of a player name/cn
getclienthost returns the hostmask of a player name/cn
getclientmodel returns the model number of a player’s chosen player model name/cn
getclientname returns the name of the player given a cn, with toggles for color, icon display, and deduplication number display name/cn colour icon/color-display append-dedup-#
getclientversion returns specific information of a player
id: 0 = major version, 1 = minor version, 2 = patch version, 3 = game version, 4 = platform (0 = Windows, 1 = OS X, 2 = Unix-like), 5 = architecture
6 = OpenGL version, 7 = OpenGL shader version, 8 = CRC checksum, 9 = GPU vendor, 10 = GPU, 11 = GPU version, 12 = platform short form
13 = game version, platform, architecture
name/cn id
getclientvanity returns the vanities of a player name/cn
getclientmixer returns the mixer of a player name/cn
getclientweapselect returns a player’s currently selected loadout name/cn
getclientloadweap returns the weaponid of slot in the loadout of a player name/cn slot
getclientteam returns the team number of a player (0 = neutral, 1 = alpha, 2 = omega, 3 = enemy) name/cn
getclientfrags returns number of frags (kills) in the current match for a specified player name/cn
getclientdeaths returns number of deaths in the current match for a specified player name/cn
getscoretotal returns total score for a specified scoregroup scoregroup
getscoreteam returns team number of the specified scoregroup scoregroup
getmodelname returns the model name from a model number, the second argument determines which bits of the path to the model file is printed, defaults to 2;
0 = path to model directory, 1 = path to model/hwep directory, name of model directory
modelnumber value
listclients returns a list with client numbers from actual server
boolean: 0 = Adds your cn, 1 = Adds your cn as the first item
filter: 0 = off, 1 = enemies, 2 = all ai
[bool] [filter]

Chat

Variable / Command Description Arguments / Fields
say send a message to the global chat text
me send a message to the global chat in the form of an action
ex: * foobar demonstrates something
text
sayteam send a message to the team chat text
meteam send a message to the team chat in the form of an action
ex: * foobar (to team ..) demonstrates something
text
whisper send a message directly to another player on the server
note: messages are not private and are visible in demos
name/cn text
mewhisper send a message directly to another player on the server in the form of an action
ex: * foobar (whispers to barfoo) demonstrates something
note: messages are not private and are visible in demos
name/cn text
echomsg prints text to the chat and console as a message from the game, in colour (white if not given) colour text
chatlines the most chat messages shown on the HUD at once value
chatouttime how long a chat message stays on the HUD (0 = until pushed off by newer ones) milliseconds
chatintime time a new chat message takes to grow in milliseconds
chatfadetime time a chat message takes to fade away at the end of chatouttime milliseconds
chatblend opacity of chat messages on the HUD value