Impulse: Difference between revisions

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'''<code>impulse</code>''' is a generic client-side [[console command]] that is used to send commands to the server without modifying the [[usercmd]].


'''Impulse''' is a generic client-side [[console command]] that is used to send commands to the server without modifying the [[usercmd]].
The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive.


The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive. {{confirm|Impulses are not [[prediction|predicted]].}}
{{confirm|Impulses are not [[prediction|predicted]].}}


<pre>impulse <number></pre>
Syntax:<pre>impulse NUMBER</pre>


Impulse commands are generally used for development functions and/or cheats, and almost all require [[sv_cheats]]. See <code>[[CBasePlayer]]::ImpulseCommands()</code>, <code>CBasePlayer::CheatImpulseCommands()</code> and <code>CHL2_Player::CheatImpulseCommands()</code>.
Impulse commands are generally used for development functions and/or cheats, and almost all require [[sv_cheats]]. See <code>[[CBasePlayer]]::ImpulseCommands()</code>, <code>CBasePlayer::CheatImpulseCommands()</code> and <code>CHL2_Player::CheatImpulseCommands()</code>.
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! Notes
! Notes
! Description
! Description
|-
!50
| Not a cheat
| Sends/recalls a [[Npc_citizen|squad of rebels]].
|-
|-
!81
!81
|
|
| Gives the player the [[weapon_cubemap]], used to test [[cubemaps]].
| Gives the player a {{ent|weapon_cubemap}}, used to test [[cubemaps]].
|-
|-
!100
!100
| Not a cheat
| Not a cheat
| Toggle the player flashlight. Might require [[item_suit]], depending on the game. Bound to F by default.
| Toggle the player flashlight. Might require {{ent|item_suit}}, depending on the game. Bound to '''F''' by default.
|-
|-
!101
!101
|
|
| Gives player full health, all weapons, and ammo.
| Gives player health, all weapons, and ammo.
|-
|-
!102
!102
|
|
| Spawns a [[VPhysics]] human skull (<code>models\Gibs\AGIBS.mdl</code>) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in Half-Life: Source.
| Spawns a [[VPhysics]] human skull (<code>models\Gibs\AGIBS.mdl</code>) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in [[Half-Life: Source]].
|-
|-
!103
!103
|
|
| Prints AI state of the NPC the player is looking at to the console. Requires [[developer]] mode.
| Prints [[AI]] state of the [[NPC]] the player is looking at to the console. Requires <code>[[developer]] 1</code>.
|-
|-
!106
!106
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!107
!107
|
|
| Prints the material that player is looking at to console. Only works on brushes: use [[mat_crosshair]] instead, which works on displacements too.
| Prints the material that player is looking at to console. Only works on brushes: use {{ent|mat_crosshair}} instead, which works on displacements too.
|-
|-
!108
!108
|
|
| Sets the NPC under the crosshairs as the Debug NPC. Doesn't appear to have any effect?
| Sets the NPC under the crosshairs as the Debug NPC. {{todo|What does that mean?}}
|-
|-
!195, 196, 197
!195, 196, 197
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!201
!201
| Not a cheat
| Not a cheat
| Creates a player spray on the brush under the crosshair. Use Options > Multiplayer to set a spray. Default key is T.
| Creates a player [[spray]] on the brush under the crosshair. Use '''Options, Multiplayer''' to set a spray. Default key is '''T'''.
|-
|-
!202
!202
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!202
!202
| Not a cheat
| Not a cheat
| Plays a "player jingle" soundfile. ''To enable jingles'', set <code>cl_soundfile</code> to a WAV file under 128KB, enable <code>cl_customsounds</code> and join a server. Jingles go through the same system as sprays, and are subject to the same anti-spam cooldown. {{note|This works with the SDK codebase, but games typically appear to disable jingles.}}
| Plays a "player jingle" soundfile. ''To enable jingles'', set {{ent|cl_soundfile}} to a WAV file under 128KB, enable {{ent|cl_customsounds}} and join a server. Jingles go through the same system as sprays, and are subject to the same anti-spam cooldown. {{note|This works with the SDK codebase, but games typically appear to disable jingles.}}
|-
|-
!203
!203
|
|
| Remove the entity under the crosshairs. Same as <code>[[ent_remove]]</code>.
| Removes the entity under the crosshairs. Same as {{ent|ent_remove}}.
|}
|}


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! 50
! 50
| Not a cheat
| Not a cheat
| Makes player command (call/send) a squad. Default key: <code>C</code>
| Makes player command (call/send) a squad. Bound to '''C''' by default.
|-
|-
! 51
! 51
|
|
| Spawns [[item_dynamic_resupply]].
| Spawns {{ent|item_dynamic_resupply}}.
|-
|-
! 52
! 52
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! 82
! 82
|
|
| Spawns an armed [[prop_vehicle_jeep|buggy]].
| Spawns an armed {{ent|prop_vehicle_jeep}}. Same as {{ent|ch_createjeep}}.
|-
|-
! 83
! 83
|
|
| Spawns an airboat.
| Spawns a {{ent|prop_vehicle_boat}}. Same as {{ent|ch_createairboat}}.
|}
|}


[[Category:Console Commands]]
[[Category:Console Commands]]

Revision as of 07:05, 14 July 2018

Template:Otherlang2 impulse is a generic client-side console command that is used to send commands to the server without modifying the usercmd.

The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive.

Confirm:Impulses are not predicted.

Syntax:

impulse NUMBER

Impulse commands are generally used for development functions and/or cheats, and almost all require sv_cheats. See CBasePlayer::ImpulseCommands(), CBasePlayer::CheatImpulseCommands() and CHL2_Player::CheatImpulseCommands().

Impulses

General

These are available in most or all Source games.

# Notes Description
81 Gives the player a weapon_cubemap, used to test cubemaps.
100 Not a cheat Toggle the player flashlight. Might require item_suit, depending on the game. Bound to F by default.
101 Gives player health, all weapons, and ammo.
102 Spawns a VPhysics human skull (models\Gibs\AGIBS.mdl) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in Half-Life: Source.
103 Prints AI state of the NPC the player is looking at to the console. Requires developer 1.
106 Prints the class, targetname and model of the entity under the crosshairs to the console.
107 Prints the material that player is looking at to console. Only works on brushes: use mat_crosshair instead, which works on displacements too.
108 Sets the NPC under the crosshairs as the Debug NPC.
Todo: What does that mean?
195, 196, 197 Nonfunctional Supposed to show the shortest path to the nearest air, large, and human nodes respectively.
200 Plays the current viewmodel's holster animation. Doesn't actually prevent attacking. (The current weapon just won't be visible.) Not all weapons have holstering sequences.
201 Not a cheat Creates a player spray on the brush under the crosshair. Use Options, Multiplayer to set a spray. Default key is T.
202 Obsolete Spray blood over the brush under the crosshair.
202 Not a cheat Plays a "player jingle" soundfile. To enable jingles, set cl_soundfile to a WAV file under 128KB, enable cl_customsounds and join a server. Jingles go through the same system as sprays, and are subject to the same anti-spam cooldown.
Note.pngNote:This works with the SDK codebase, but games typically appear to disable jingles.
203 Removes the entity under the crosshairs. Same as ent_remove.

Half-Life 2

# Notes Description
50 Not a cheat Makes player command (call/send) a squad. Bound to C by default.
51 Spawns item_dynamic_resupply.
52 Rangefinder. Prints Starting position, ending position, 3D distance and 2D distance.
82 Spawns an armed prop_vehicle_jeep. Same as ch_createjeep.
83 Spawns a prop_vehicle_boat. Same as ch_createairboat.