Useful Editor shortcuts and Console commands

Editor shortcuts

This table presents the hotkeys for various functions within the Gem RTS game engine:

Key
Action

F1

Game Mode

F2

Map Editor

F3

Mission Editor

F4

FX Editor

F6

Environment Editor

F9

Mission properties

F10

Debug processes list

F11

Render layer list for debugging

T

Auxiliary console for search and replace in missions

G

Drop an aerial bomb at the cursor position

Y

Drop a Molotov cocktail at the cursor position

B

High-explosive blast at the cursor position

Tilde (~)

Show console

Numpad 0-9

Select a player under the specified number (0-9)

Numpad -

Decrease brush size

Numpad +

Increase brush size

CTRL + 0

Center the camera at coordinate (0,0)

CTRL + T

Assign or remove a tag from the selected object

CTRL + F

Find an object and focus the camera on it

CTRL + X

Quickly end a mission (win/lose)

CTRL + I

Inventory (works in F1 mode)

CTRL + M

Minimap settings (works in F1 mode)

CTRL + S

Save map/mission (works in F2/F3 mode)

CTRL + O

Open map/mission (works in F2/F3 mode)

CTRL + C

Copy

CTRL + V

Paste

CTRL + Y/Z

Undo/Redo action

ALT + V

Display object volumes (SHIFT + V toggles display mode)

ALT + C

Display components (Object hit boxes)

ALT + S

Display axes for all skeleton bones

ALT + R

Invoke various functions, start animations

ALT + T

Display tags above game objects

ALT + P

Display path (shows selected waypoints)

ALT + W

Display wireframe mesh

ALT + I

Show MID (object identifier in the mission)

ALT + F

Toggle fog of war on and off

ALT + H

Display a certain map of the ground surface

ALT + A

Display object obstacles (boundary objects for pathfinding)

ALT + B

Display general object boundaries

ALT + Y/Z

Navigate through undo/redo history in editor/mission

SHIFT + V

Change display modes for volumes when enabled by ALT + V

SHIFT + T

Select textures for the scene

CTRL + ALT + D

Control display elements of the interface (works in F1)

SHIFT + W

Context menu for the selected object in mission mode (F3)

[SHIFT + W]: 1

IK Params: Edit limits in bones with inverse kinematics enabled

[SHIFT + W]: 2

Bone colors: Edit the color of model bones

[SHIFT + W]: 5

Call function: Invoke various functions, start animations

[SHIFT + W]: 6

Tags: Assign or remove a tag from the selected object

[SHIFT + W]: 7

Inventory: Edit inventory

Console commands

Below is a selection of commands and variables that are frequently used and highly useful. If you need to view the complete list of available commands and variables, use the console command help, which will return the full list.

Console messages

These commands enhance troubleshooting and monitoring within the game environment by providing real-time feedback on various actions and system states. This functionality is essential for developers and testers to efficiently identify and address issues.

Command
Description

con_messages 1

Enables the display of messages about loading and setting various parameters.

con_debugs 1

Enables the display of debug messages, such as script debugging, various types of damage debugging.

con_warnings 1

Enables the display of warning messages about errors.

dbg_blastwave 1

Enables the display of debug information when dealing blast damage.

dbg_fragments 1

Enables the display of debug information when dealing fragmentation damage.

dbg_InteractionEvent 1

Enables the display of debug information when object script events are triggered.

dbg_InteractionEventInfo 1

Expands the display of debug information when object script events are triggered.

dbg_health 1

Enables the display of debug information when dealing damage to soldiers.

dbg_piercing 1

Enables the display of debug information when armor is penetrated.

Hot reload commands

The following commands allow for the immediate update of resources and scripts in the editor without needing a full restart, thereby reducing the time required for testing changes and speeding up the development process.

Command
Description

g_alwaysReloadSceneSettings 1

Applies new set-file settings by reloading the scene without restarting the editor.

ed_reloadBitmaps

Applies changes to textures.

ed_reloadLandBitmaps

Applies changes to map textures.

ed_reloadInteractions

Applies changes to scripts.

Commands for selected objects

These commands allow for detailed manipulation and debugging of selected objects, providing comprehensive control over various aspects of object properties and behaviors in the game environment.

Command
Value
Description

v_bones

[0 | 1]

Off/On for displaying bone axes (ALT + S).

v_bonesNames

[0 | 1] "name1" "name2" ...

Off/On for displaying bones and their names based on parameters. If set to 1, all bones and their names are displayed; otherwise, only specified ones.

v_volumes

[0 | 1]

Off/On for displaying volumes (ALT + V).

v_volumeNames

[0 | 1]

Off/On for displaying volume names.

v_volumeFilter

"name"

Off/On for displaying the volume with the specified name, ensuring data under the cursor (armor and volume side) is not obscured by other volumes.

v_volumeSides

[0 | 1]

Off/On for coloring each volume side accordingly.

v_showArmorPlaneMarker

[0 | 1]

Off/On for displaying the name of the volume side under the cursor (for armor debugging).

v_props

[0 | 1]

Off/On for displaying names in a list for each object in the scene as specified in the object's def-files under the props parameter.

v_collider

[0 | 1]

Off/On for displaying the collider's name of an object.

v_targetClass

[0 | 1]

Off/On for displaying the target class name of an object.

v_targetSelector

[0 | 1]

Off/On for displaying the target selection profile name of an object.

ed_select

"name"

Selects all objects in the scene by their name; repeating the command for another object does not deselect previously selected objects.

ed_selectNonVisible

[0 | 1]

Off/On for selecting invisible objects on the map.

ed_allowSelectLandPatchEntity

[0 | 1]

Off/On mode allowing selection of placed trenches while holding the CTRL key.

v_boarder

[0 | 1]

Off/On for displaying entry and seating places for soldiers in cover, showing transition lines between different covers.

v_places

[0 | 1]

Off/On for displaying placement information: name, type, and the bone to which the cover is attached.

v_visor

[0 | 1]

Off/On for displaying visors.

v_visorInfo

[0 | 1]

Off/On for displaying visor information: sensor name, visor, and bone.

v_supportPoint

[0 | 1]

Off/On for displaying ground contact support points (see support bones, suspension settings).

v_patherId

[0 | 1]

Off/On for displaying the object's circle used for pathfinding, showing the profile name used for pathfinding.

ui_armorDisplay

[0 | 1]

Off/On for displaying under the cursor information about volume, weapon penetration (if AP), damage, volume armor, effective armor, angles, etc.

v_bullet_pass

100

Off/On for displaying volumes with the bullet_pass threshold set in armor settings.

preprocess_sdl

"/path"

Processes the specified SDL file with all its instructions.

g_effect

"event_name"

Triggers a script event for the selected object.

v_observerSuspect

[0 | 1]

Off/On for displaying information about noise and unit detection when firing (requires a listener, not an ally).

v_observerSuspectNoiseZoneStep

5

Displays noise circles and levels around the object at a specified step in meters.

v_talks

[0 | 1]

Off/On for displaying debug information for dialogs (talk).

Camera Settings

These settings control various aspects of the camera's behavior and positioning, allowing for precise adjustments to the view angle, distance, field of view, and other parameters to enhance the user experience.

Parameter
Value
Description

cam_viewAngleFree

[0 | 1]

Enable/disable free camera view angle: 0 - disables, 1 - enables.

cam_distanceMin

200

Minimum distance of the camera from the object.

cam_distanceMax

900

Maximum distance of the camera from the object.

cam_viewAngleMax

90

Maximum camera view angle.

cam_viewAngleMin

0

Minimum camera view angle.

cam_viewAngleDistanceK

0.1

Coefficient determining the dependency of the view angle on the camera distance.

cam_liftSteadyUpMin

0.2

Minimum value for camera lift when moving up.

cam_liftSteadyDownMin

0.3

Minimum value for camera descent when moving down.

cam_liftSteadyBlendStart

0.02

Start of the blend interval for smooth lifting/descent.

cam_liftSteadyBlendEnd

0.9

End of the blend interval for smooth lifting/descent.

cam_liftSteadyUpMax

-5

Maximum value for camera lift when moving up.

cam_liftSteadyDownMax

5

Maximum value for camera descent when moving down.

cam_viewFovMin

40

Minimum camera field of view (FoV).

cam_viewFovMax

70

Maximum camera field of view (FoV).

cam_zFar

10000

Global draw distance, where 1 meter equals 20 length units.

cam_allowMouseScroll

[ 0 | 1]

Toggle camera movement using mouse scroll:

Fog settings commands

These commands control various aspects of fog and object visibility settings, allowing for detailed customization of the visual environment.

Command
Value
Description

r_fogSaturation

0.5

Fog saturation.

r_fogBrightness

0.6

Fog brightness.

r_fogFullRangeOpacity

0

Fog opacity at full range.

r_foggedByHumanRadius

1

Radius of fog created by a human.

r_zNearClipOpacity

0.2

Opacity of objects close to the camera.

r_zNearClipHideMs

300

Time (ms) for objects close to the camera to become invisible.

r_zNearClipDistance

6.5

Distance at which near clipping starts to take effect.

v_pathVisualizerOpacity

255

Path visualizer opacity.

r_grassDistance

3000

Grass rendering distance.

r_fadeDistance

3000

Object fade distance (also used for grass).

Building settings commands

This table helps developers understand and configure parameters that affect the behavior and interactions of soldiers in buildings during gameplay.

Command
Value
Description

g_stateIconCellsForAssaultHouse

5

Number of icon cells in a house during an assault.

g_humanInHouseAttackDelayMin

0.15

Minimum attack delay (shooting/burst) for infantry in a house.

g_humanInHouseAttackDelayMax

0.5

Maximum attack delay (shooting/burst) for infantry in a house.

g_aimingSectorInHouseAngle

80

Aiming sector angle limit for shooting from a position in a house. A value of 80 could lead to shooting through walls.

g_houseBoardTimeMin

2.5

Minimum time to enter a house.

g_houseBoardTimeMax

2.5

Maximum time to enter a house.

g_houseEmitTimeMin

1.5

Minimum time for effects (e.g., smoke) to start emitting from a house.

g_houseEmitTimeMax

1.5

Maximum time for effects (e.g., smoke) to start emitting from a house.

Unit damage settings

This table helps developers understand and configure various aspects of damage, its visualization, and mechanics in the gameplay.

Command
Value
Description

v_damage 1

1

Enables the display of various debug zones related to damage (fire zone, explosions, etc.).

g_humanStunTimeMin

2

Minimum stun time for a soldier from wave damage.

g_humanStunTimeMax

7

Maximum stun time for a soldier from wave damage.

g_humanStunDamageMin

1

Minimum damage value for calculating stun time.

g_humanStunDamageMax

5

Maximum damage value for calculating stun time.

v_ArmorHealthBarDisabledForEnemy

0

Enables the health bar (HP bar) display for enemies.

g_disableSignalForDamage

0

Enables signal transmission when damage is dealt.

g_shellAPMissCannon

0

Chance that an armor-piercing shell will pass through the cannon without registering a hit.

g_shellAPZeniteMissCannon

0

Chance that an anti-aircraft shell will pass through the cannon without registering a hit.

g_shellAPMissHuman

0

Chance that an armor-piercing shell will pass through a human without registering a hit.

g_bulletOvermatchMin

0.0001

Minimum OvermatchDamping value for HEAT rounds, allowing configuration of penetration thresholds by shell type.

Targeting settings

This table helps developers understand and configure various aspects of targeting and damage mechanics in the gameplay. These settings allow for detailed customization of targeting mechanics, including how units interact with obstacles, the precision of artillery fire, and the handling of armor penetration.

Command
Value
Description

g_weaponTargetingSmokeObstacleSpreadMultiplier

3

Multiplier for increasing the spread circle when targeting through smoke.

g_spreadMinByActorRadiusScale

1

Maximum convergence relative to the radius of buildings for howitzers.

g_spreadMinByActorRadiusOffset

0

Additional value to the convergence radius on buildings.

g_zeroingForHouseCount

3

Number of shots at a building until maximum convergence for howitzer fire.

g_armorHealthDamageRangeMin

1

Minimum armor damage multiplier.

g_armorHealthDamageRangeMax

1

Maximum armor damage multiplier.

g_armorPierceNormalizationAngle

0

Disables normalization during penetration.

g_armorPierceNormalizationAngle_TwoCalibresRule

0

Disables normalization and the two calibers rule.

g_actorAttackGroundLostRadius

1

Radius after which targeting shifts from attacking a unit to attacking the ground (for cannons).

g_howitzerAttackGroundLostRadius

1

Radius after which targeting shifts from attacking a unit to attacking the ground (for howitzers).

g_maxAltitude

1800

Altitude limit for targeting in units (20 units = 1 meter).

Movement settings

This table describes the parameters for movement mechanics in the game engine.

Command
Value
Description

g_moveForceForwardSectorAngle

90

Angle within which reverse movement will be applied.

g_moveForceForwardSectorLength

40

Distance within which reverse movement will be applied.

g_pathMinSearchRadius

40

Minimum search radius for pathfinding detours.

g_fogSimpleXRayVision

1

Enables the simple fog rule for AI units.

g_trailerMassRatioToSpeedDamping

"(0, 0.2) (1, 1)"

Trailer speed penalty table, showing the speed damping based on mass.

Other useful commands

Parameter
Value
Description

mp_spawnPrepareDelay

100.0

Cooldown time for "reinforcement routes".

mp_spawnPrepareSlotCount

2

Number of "reinforcement routes".

g_autoTargetingRange

7

Cursor radius for unit auto-targeting.

g_quickMenuActionsDelay

0.2

Delay before the action radial menu progress bar appears.

g_quickMenuActionsTime

0.3

Duration of the action radial menu progress bar.

g_mineOnEnemyTerritoryDiscoverTime

90

Time in seconds to discover mines in enemy territory.

g_mineDeleteDefusedTime

120

Time in seconds to delete defused mines.

ed_missionEditorWindowWidth

500

Sets the width of the mission editor interface in pixels.

dbg_canSelectEmptyVehicles

1

Enables selection of empty units.

ui_possiblePierceChance

0.4

Pierce chance above which the indicator turns yellow.

ui_successPierceChance

0.75

Pierce chance above which the indicator turns green.

g_energyByPierceChanceUpscale

0.2

Additional shell energy for greater penetration based on chance.

ui_showScoreReport

0

Disables score display for territory in ground control.

ui_hideHealthBar

1

Disables health bar display in the UI.

g_effectiveStrengthMaxK

2.0

Maximum effective armor relative to thickness.

mp_unfogEnemyTerritoryDistanceToBorder

3

Depth of illuminated enemy territory beyond the front line.

g_chassisIntegratorDepth

6

Smoothing coefficient to reduce shaking over rough terrain.

g_delayUseUserMessage

0

Delay before re-sending a message from the player list (radial menu).

g_delayUseUserGuide

0

Delay before re-setting a command pointer.

ui_loadingTips

1

Enables loading tips.

g_orderWithdrawTime

8

Retreat time.

mp_afkTimeConnect

180

Time for a player to connect and start loading before being kicked from the session (PVP).

mp_afkTimeConnectSingle

180

Time for a player to connect and start loading before being kicked from the session (PVE).

mp_afkTimeCommand

150

AFK timer for PVP.

mp_afkTimeCommandSingle

7200

AFK timer for PVE.

g_formationIntervalMin

1.5

Minimum distance between units in formation when dragging with RMB, accounting for unit radius.

g_formationIntervalMax

40

Maximum distance between units in formation when dragging with RMB, accounting for unit radius.

g_coverSelectBush

1

Includes bushes in the cover selector.

g_talksPriorityDelay

0.5

Delay coefficient between playing dialogs (talk).

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