Common Commands
How to read the syntax:
- The first word is always the command name; everything after it is a parameter.
- Required parameters are wrapped in
<angle brackets>. - Optional parameters are wrapped in
[square brackets]. - Parameters followed by
...mean you can supply as many as you want.
print_all_ents
Syntax: print_all_ents [propertyPattern...]
Prints all entities in the map, along with any supplied property patterns.
A property pattern is the name or name-part that the command will search for on each entity to get its value. The property must be a variable or function which takes no arguments and returns a value.
- 'GetOrigin' is valid because it takes no arguments and returns a printable value.
- 'SetOrigin' is invalid because it takes an argument and does not return a value.
- 'GetContext' is invalid because it takes an argument.
A name-part is a segment of the name that the command will search for if you don't know the full name or just want to reduce typing. The first property that matches the name-part will be used. For example, a name-part pattern of 'name' might return 'GetName' or 'GetClassname' depending on which it finds first.
Child entities display their parent as an index number and classname so you can easily find it in the list.
This command also works for any variables and functions added to entities through scripts, including the AlyxLib entity classes.
Example usage:
Example output:
print_diff_ents
Syntax: print_diff_ents [propertyPattern...]
Prints all new entities in the map since print_all_ents was last called, along with any supplied property patterns (see print_all_ents for a description of property patterns).
This command can be used to quickly check which entities have been spawned since print_all_ents was called, as long as they are still alive.
print_nearby_ents
Syntax: print_nearby_ents [radius] [propertyPattern...]
Prints all entities within a given radius around the player, along with any supplied property patterns (see print_all_ents for a description of property patterns).
If no radius is supplied a default value of 256 is used.
Example usage:
print_ents
Syntax: print_ents pattern [propertyPattern...]
Prints any entities whose name, class or model name contain the pattern parameter, along with any supplied property patterns (see print_all_ents for a description of property patterns).
For example, a pattern of "physics" might match all 'prop_physics', 'prop_physics_override' and any entity with "physics" in the name.
Example usage:
ent_show
Syntax: ent_show <pattern>
Shows the position of an entity in the world by drawing a line to it from the player, if its name, class or model name contain the pattern parameter.
ent_mass
Syntax: ent_mass <pattern>
Prints the mass of the entity to the console, if its name, class or model name contain the pattern parameter.
sphere
Syntax: sphere [x] [y] [z] [radius]
Draws a sphere in the game world at given position with a given size.
print_ent_criteria
Syntax: print_ent_criteria <pattern>
Prints all criteria for an entity, if its name, class or model name contain the pattern parameter.
These are the same values you would get by doing ent:GatherCriteria()
print_ent_base_criteria
Syntax: print_ent_base_criteria <pattern>
Prints all base criteria for an entity, if its name, class or model name contain the pattern parameter.
Base criteria is any criteria which was not added by the Storage library when saving. This helps reduce clutter when checking for a specific criteria value.
healme
Syntax: healme <amount>
Heals the player by the amount given, as an inverse function for hurtme.
goto_transition
Teleports the player inside the furthest trigger_changelevel or the next one found for subsequent calls.
Bug
This can cause missing hands if player is forced away from transition immediately after, such as if used during the opening train ride in a2_quarantine_entrance due to the triggers surrounding the train forcing the player back in the train.
force_nearest_transition
Fires the ChangeLevel input on the nearest trigger_changelevel to the player.
Danger
This may crash the game if the nearest trigger_changelevel goes to a previous map.
ent_find_by_address
Syntax: ent_find_by_address <"table"/address> [":"] [address]
Finds an entity by its "table address" which is the value shown when turning the entity table into a string.
When printing an entity you will see a value similar to: table: 0x00237bd8 which is the hexadecimal address of the table in memory. Sometimes you only have this entity address but know nothing about else the entity like its name.
For example you might come across the entity in a print-out with Debug.PrintTable.
With ent_find_by_address you can use the address to discover information about the entity and do further testing.
Table addresses will change every time they are created so they will be different each time a map starts even if the entity associated with it is the same.
Example output:
Example usage:
code
Syntax: code <code_string>
Executes arbitrary code in the global scope _G.
Double quotes " should be replaced with single quotes ' when using strings. The console uses double quotes to group parameters with spaces into a single parameter.
If you get a parameter overflow message in the console with this command try wrapping the entire code in double quotes (see last example below).
Example usage:
code print('Hello world!')
code Debug.PrintTable(Player)
code local e = Entities:FindByName(nil, 'myent') e:Kill()
code "local e=SpawnEntityFromTableSynchronous('item_hlvr_grenade_frag',{origin=Player:GetOrigin()}) e:EntFire('ArmGrenade')"
ent_code
Syntax: ent_code <ent_pattern> <code_string>
Executes arbitrary code in a specific entity's private script scope.
Double quotes " should be replaced with single quotes ' when using strings. Double quotes are used to group parameters with spaces into a single parameter in the console.
If you get a parameter overflow message in the console with this command try wrapping the entire code in double quotes, see last example in "Example usage".
Example usage: