Commands

Revision 5, May 15, 2000

Made 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

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