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reference:server_commands:full_command_list [2012/09/27 20:05] – [Full Server Commands List] mitreference:server_commands:full_command_list [2025/05/28 16:35] (current) – external edit 127.0.0.1
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 ==== Commands A -> H ==== ==== Commands A -> H ====
  
 +**activatescreen** ... ''*activatescreen [PLAYER_NAME] [SCREEN_NUM]'' \\
 +Activates a particular screen for the specified player. Current screen nums are : 1 - Raw settings, 2 - Settings editor, 3 - Crow settings, 4 - Vehicle settings, 5- World Editor, 6 - Online Help, 7 - World Map, 8 - Subgame settings, 9 - Landscape settings, 10 - Graphic Settings, 11 - Island Info (Data/Text/Background.txt), 12 - Newspaper \\
 **addbackgroundmodel **  ... ''*addbackgroundmodel [MODELNUM],[MapX],[MapY],[ROTATION]''\\ **addbackgroundmodel **  ... ''*addbackgroundmodel [MODELNUM],[MapX],[MapY],[ROTATION]''\\
  Adds a background model to the map and broadcast the new model to all players.\\  Adds a background model to the map and broadcast the new model to all players.\\
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 **addbuildingtoworld** ... ''*addbuildingtoworld [BUILDING_TYPE],[OWNER_ID],[WorldX],[WorldY],"Building Name",( [ConstructionMaterials1], [ConstructionMaterials2] )'' \\ **addbuildingtoworld** ... ''*addbuildingtoworld [BUILDING_TYPE],[OWNER_ID],[WorldX],[WorldY],"Building Name",( [ConstructionMaterials1], [ConstructionMaterials2] )'' \\
 Same as addbuilding but using world coordinates instead of map coordinates \\ Same as addbuilding but using world coordinates instead of map coordinates \\
 +**addbuildzone** ... ''*addbuildzone [ZONE_NUM],[X1],[Y1],[X2],[Y2]'' \\
 +Adds a BuildZone (used to restrict the placement of buildings into certain parts of the map) \\
 **addemployee** ... ''*addemployee <BUILDING_NUM> <NAME>''\\ **addemployee** ... ''*addemployee <BUILDING_NUM> <NAME>''\\
 Adds an employee to the building \\ Adds an employee to the building \\
 +**addsafezone** .. ''*addsafezone [ZONE_NUM],[X1],[Y1],[X2],[Y2]'' \\
 +Adds a safe zone to the map \\
 **addskill** .. ''*addskill [PLAYER] [SKILL_NUM] [DAYS_TO_LEARN]'' \\ **addskill** .. ''*addskill [PLAYER] [SKILL_NUM] [DAYS_TO_LEARN]'' \\
 Adds a skill to the player \\ Adds a skill to the player \\
 +**addspawnzone** .. ''*addspawnzone [ZONE_NUM],[X1],[Y1],[X2],[Y2]'' \\
 +Adds a spawn zone to the map \\
 **addstarport** \\ **addstarport** \\
  Adds a special 'starport' building at your current location \\  Adds a special 'starport' building at your current location \\
 +**addstaticeffect** ... ''*addstaticeffect [EFFECT_NUM],[WorldX],[WorldY]]'' \\
 +Adds a static effect (such as a column of smoke, fire etc) to the world \\
 +**addtoinvestment** ... ''*addtoinvestment [buildingID] [amount]''\\
 +Adds a cash amount to the building's investment \\
 **addtostocks** ... ''*addtostocks [buildingID],[quantity],[item name]''\\ **addtostocks** ... ''*addtostocks [buildingID],[quantity],[item name]''\\
 Adds the item to the building stocks \\ Adds the item to the building stocks \\
 +**addtree** ... ''*addtree Num,worldX,worldY'' \\
 +Adds a single tree to the map. \\
 **advancedate** ''*advancedate [NUM_DAYS]'' \\ **advancedate** ''*advancedate [NUM_DAYS]'' \\
  Used to change the current game-date. Negative numbers can be used to go back in time. \\  Used to change the current game-date. Negative numbers can be used to go back in time. \\
 +**alert**  ... ''*alert [PLAYER_NAME] [TEXT]''\\
 +Sends a text message to the named player and triggers a little 'alert' sound effect \\
 +**announce**  ... ''*announce [TEXT]''\\
 +Sends a text message to all connected players and triggers a little 'alert' sound effect \\
 **attach**  ... ''*attach [PLAYER_NAME]''\\ **attach**  ... ''*attach [PLAYER_NAME]''\\
  Relocates you near to the position of the named player \\  Relocates you near to the position of the named player \\
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 **battlestatus** \\ **battlestatus** \\
  Prints details of all the battles currently in progress on the world.\\  Prints details of all the battles currently in progress on the world.\\
 +**bgmodel** ... ''*bgmodel [PLAYER_NAME] [MODEL_NUM]'' \\
 + Triggers the placement of a new background model for the named player.\\
 +**bonusweapon** ... ''*bonusweapon [PLAYER_NAME] [WEAPON_NUM] [AMMO_COUNT]'' \\
 +Gives the player a weapon overriding their vehicle's normal one. If ammo count is not included the player keeps the bonus weapon until they relog \\
 +**bonusweaponsecondary** ... ''*bonusweaponsecondary [PLAYER_NAME] [WEAPON_NUM] [AMMO_COUNT]'' \\
 +As above but applies to the player's secondary weapon slot \\
 **bring**  ... ''*bring [PLAYER_NAME]''\\ **bring**  ... ''*bring [PLAYER_NAME]''\\
  Relocates the named player near to you \\  Relocates the named player near to you \\
 **buildetails** \\ **buildetails** \\
  Prints details of the nearest building \\  Prints details of the nearest building \\
 +**buildingconnector** ... ''*buildingconnector [mode],[building_num1],[building_num2],[height]'' \\
 +Adds a special effect connecting the two buildings specified \\
 **buildingconstruct** .. ''*buildingconstruct [PLAYERNAME] [BuildingCode]'' \\ **buildingconstruct** .. ''*buildingconstruct [PLAYERNAME] [BuildingCode]'' \\
 Activates the building construction UI allowing the player to place the building \\ Activates the building construction UI allowing the player to place the building \\
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 **changeskillname** ... ''*changeskillname [OLD_SKILL_NAME],[NEW_SKILL_NAME]''\\ **changeskillname** ... ''*changeskillname [OLD_SKILL_NAME],[NEW_SKILL_NAME]''\\
 Changes the name of a skill. Note that you will need to relog to see the full effects of the change.\\ Changes the name of a skill. Note that you will need to relog to see the full effects of the change.\\
 +**choptrees** ... ''*choptrees [WORLD_X],[WORLD_Y],[RANGE]'' \\
 +Temporarily removes any trees in the specified region and replaces them with tree stump models. (Trees return when player relogs) \\
 **cleanmap** \\ **cleanmap** \\
  Cleans out any redundant packets (walls and destroyed buildings) from the map file. Not generally useful unless you've been doing a lot of odd editing.\\  Cleans out any redundant packets (walls and destroyed buildings) from the map file. Not generally useful unless you've been doing a lot of odd editing.\\
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 **clearlostbuildings** \\ **clearlostbuildings** \\
  Clears up any buildings that exist in the .bui file but don't exist in the map. (Shouldn't happen unless something has gone odd, or you've been fiddling with your files in some unpleasant way).\\  Clears up any buildings that exist in the .bui file but don't exist in the map. (Shouldn't happen unless something has gone odd, or you've been fiddling with your files in some unpleasant way).\\
 +**clearzone** ... ''*clearzone [type],[x],[y]''\\
 +Removes all zones of the specified type that cover the map coordinate specified \\
 **clonevehiclesettings** ... ''*clonevehiclesettings [source_vehnum] [dest_vehnum]''\\ **clonevehiclesettings** ... ''*clonevehiclesettings [source_vehnum] [dest_vehnum]''\\
 Copies the settings from one vehicle to another \\ Copies the settings from one vehicle to another \\
 +**constructioninit** ... ''*constructioninit [PLAYER_NAME]'' \\
 +Activates the construction screen for the player \\
 **crowscoreswipeall** \\ **crowscoreswipeall** \\
  Resets the crow kill/death scores for all users (not just those online). \\  Resets the crow kill/death scores for all users (not just those online). \\
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 **cutscenemax** ... ''*cutscenemax [PLAYER_NAME] [CUTSCENE_FILENAME]'' \\ **cutscenemax** ... ''*cutscenemax [PLAYER_NAME] [CUTSCENE_FILENAME]'' \\
 Triggers a 'maximised' cutscene for the player. \\ Triggers a 'maximised' cutscene for the player. \\
 +**damageplayer** ... ''*damageplayer [PLAYER_NAME] [DAMAGE_AMOUNT] [FIRER_NAME]'' \\
 +Damages a player by the specified amount. 'FIRER_NAME' can be omitted \\
 +**debugbuildingprox** \\
 +Prints some basic information on the state of the building prox system for the local player.\\
 +**debugspawnzones**  ... ''*debugspawnzones''\\
 +Prints some basic information on the number of spawn zones currently in the map.\\
 **deify**  ... ''*deify [PLAYER_NAME]''\\ **deify**  ... ''*deify [PLAYER_NAME]''\\
  Sets the player to authorisation level 12.\\  Sets the player to authorisation level 12.\\
 +**delallbuildzones** ... ''*delallbuildzones [ZONE_NUM]''\\
 +Deletes all build zones of the specified type.\\
 **delallmap** ... ''*delallmap [MAP_TYPE]''\\ **delallmap** ... ''*delallmap [MAP_TYPE]''\\
 Removes all packets from the map with the specified map type.\\ Removes all packets from the map with the specified map type.\\
 +**delallstaticeffects** ... ''*delallstaticeffects''\\
 +Removes all static effect packets from the map.\\
 +**delalltexmaps** ... ''*delalltexmaps [num]''\\
 +Removes all texture maps of the specified number from the map.\\
 **delalltreesoftype** ... ''*delalltreesoftype [TREE_NUMBER]''\\ **delalltreesoftype** ... ''*delalltreesoftype [TREE_NUMBER]''\\
 Removes all forests of the specified tree type. \\ Removes all forests of the specified tree type. \\
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 **demolishallbuildings** \\ **demolishallbuildings** \\
 Demolishes all buildings on the map. (Note that normally building records never get fully deleted (For game modes where a demolished building can get restored etc). To fully delete all the buildings from your world, use *deleteallbuildings\\ Demolishes all buildings on the map. (Note that normally building records never get fully deleted (For game modes where a demolished building can get restored etc). To fully delete all the buildings from your world, use *deleteallbuildings\\
 +**demolishbuilding** ... ''*demolishbuilding [buildingNum]'' \\
 +Removes a single building from the map \\
 **demolishplayerbuildings** .. ''*demolishplayerbuildings [PLAYER]'' \\ **demolishplayerbuildings** .. ''*demolishplayerbuildings [PLAYER]'' \\
 Removes all the player's buildings from the map (except ones that have been flagged in the buildings editor with 'Can't demolish' \\ Removes all the player's buildings from the map (except ones that have been flagged in the buildings editor with 'Can't demolish' \\
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 **employeerecount** ... ''*employeerecount'' \\ **employeerecount** ... ''*employeerecount'' \\
 Used to make sure that all buildings have the correct employee details. (Mostly useful if you've been fiddling with data files or backups or something odd). \\ Used to make sure that all buildings have the correct employee details. (Mostly useful if you've been fiddling with data files or backups or something odd). \\
 +**enterscene** ... ''*enterscene [PLAYERNAME] [URL to uim]'' \\
 +Makes the named player download the specified .uim file and then enter the scene \\
 **event** ... ''*event [PLAYERNAME] [CUSTOM_EVENT_NAME]''\\ **event** ... ''*event [PLAYERNAME] [CUSTOM_EVENT_NAME]''\\
 Triggers a specific custom script event for the named player.\\ Triggers a specific custom script event for the named player.\\
 +**eventallalive** ... ''*eventallalive [CUSTOM_EVENT_NAME]'' \\
 +Triggers a custom event for all players currently alive on the server. If you have a lot of players registered on your world this may take some time! \\
 +**eventallbuildings** ... ''*eventallbuildings [CUSTOM_EVENT_NAME]'' \\
 +Triggers a custom event for all the buildings currently constructed on the world. Note the 'Player' in the script context will be 0 \\
 **eventallonline** ... ''*eventallonline [CUSTOM_EVENT_NAME]'' \\ **eventallonline** ... ''*eventallonline [CUSTOM_EVENT_NAME]'' \\
 Triggers a custom event for all players currently connected to the server. \\ Triggers a custom event for all players currently connected to the server. \\
 +**eventallresidents** ... ''*eventallresidents [TOWN_NAME] [CUSTOM_EVENT_NAME]'' \\
 +Triggers a custom event for all players that have the named town set as their home town. \\
 **exitcrow**  ... ''*exitcrow [PLAYER_NAME]'' \\ **exitcrow**  ... ''*exitcrow [PLAYER_NAME]'' \\
  Causes the named player to exit crow mode and return to their main 'vehicle'. \\  Causes the named player to exit crow mode and return to their main 'vehicle'. \\
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 **exitteamall** \\ **exitteamall** \\
 Removes everyone from the team game. \\ Removes everyone from the team game. \\
 +**explodebuilding** ... ''*explodebuilding [BUILDING_NUM]'' \\
 +Causes the building to explode \\
 **fademusic** ... ''*fademusic [PLAYER] [Time (Seconds)]'' \\ **fademusic** ... ''*fademusic [PLAYER] [Time (Seconds)]'' \\
 Fades out the music playing for the player \\ Fades out the music playing for the player \\
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 **firework** ... ''*firework''\\ **firework** ... ''*firework''\\
 Adds a firework effect at your current location \\ Adds a firework effect at your current location \\
 +**fishingstop** ... ''*fishingstop [PLAYER_NAME]'' \\
 +Stops the player fishing \\
 **flog**  ... ''*flog [PLAYER_NAME]'' \\ **flog**  ... ''*flog [PLAYER_NAME]'' \\
  Prints a message in everyone's chat saying that the player was flogged by you. \\  Prints a message in everyone's chat saying that the player was flogged by you. \\
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 **grantskillall** ... ''*grantskillall [SKILL_NAME]''\\ **grantskillall** ... ''*grantskillall [SKILL_NAME]''\\
  Gives a skill to all players registered on the world.\\  Gives a skill to all players registered on the world.\\
 +**hitchplayer** ... ''*hitchplayer [PLAYERNAME] [TARGET_NAME]'' \\
 +Sets the named player to hitch/attach to the target player \\
  
 ==== Commands I -> R ==== ==== Commands I -> R ====
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 **killalllights** ... ''*killalllights'' \\ **killalllights** ... ''*killalllights'' \\
 Deletes all streetlights from the map. \\ Deletes all streetlights from the map. \\
 +**killalltimers** ... ''*killalltimers'' \\
 +Deletes all active script timers (created with script function sysSetTimer) \\
 **killbillall** \\ **killbillall** \\
 Completely resets all player records, removing all players from the server. \\ Completely resets all player records, removing all players from the server. \\
 **killhealth**  ... ''*killhealth [PLAYER_NAME]''\\ **killhealth**  ... ''*killhealth [PLAYER_NAME]''\\
 Kills the player through health loss.\\ Kills the player through health loss.\\
 +**killtimer** ... ''*killtimer [timer_id]'' \\
 +Deletes the specified timer \\
 **knight** ... ''*knight [PLAYER_NAME]''\\ **knight** ... ''*knight [PLAYER_NAME]''\\
 Sets the player to authorisation level 8.\\ Sets the player to authorisation level 8.\\
 **lasthere** ... ''*lasthere [PLAYER_NAME]'' \\ **lasthere** ... ''*lasthere [PLAYER_NAME]'' \\
 Prints the time when the player was last online on this world. \\ Prints the time when the player was last online on this world. \\
 +**listtimers** ... ''*listtimers''\\
 +Displays info on all the currently active timers \\
 **loadmap** ... ''*loadmap [FILENAME]'' \\ **loadmap** ... ''*loadmap [FILENAME]'' \\
 Loads new map files and disconnects all players. Path and extension is automatically added, so ''*loadmap test'' would load the files ''maps\test.map'' and ''maps\test.bui''. \\ Loads new map files and disconnects all players. Path and extension is automatically added, so ''*loadmap test'' would load the files ''maps\test.map'' and ''maps\test.bui''. \\
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 **newsregen**  ... ''*newsregen'' \\ **newsregen**  ... ''*newsregen'' \\
 Regenerate the server newspaper. \\ Regenerate the server newspaper. \\
 +**onscreentimer** ... ''*onscreentimer [player],[type],[seconds]''\\
 +Displays an onscreen timer for the named player for the specified time \\
 +**osdclosewindow** .. ''*osdclosewindow [PLAYER] [PARAM]'' \\
 +Closes the scripted OSD for the player \\
 **playsound** ... ''*playsound [PLAYER_NAME] [SOUND_NUM]'' \\ **playsound** ... ''*playsound [PLAYER_NAME] [SOUND_NUM]'' \\
 Plays a sound effect for the player. (See sound effects [list]) \\ Plays a sound effect for the player. (See sound effects [list]) \\
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 **removebackgroundmodel**  ... ''*removebackgroundmodel [BGMODEL_NUM],[MapX],[MapY]''\\ **removebackgroundmodel**  ... ''*removebackgroundmodel [BGMODEL_NUM],[MapX],[MapY]''\\
 Removes background models from the specified map location \\ Removes background models from the specified map location \\
 +**removebuilding** ... ''*removebuilding type,mapx,mapy''\\
 +Removes a building from the map \\
 +**removeemployee** ... ''*removeemployee [BUILDING_NUM] [NAME]''\\
 +Removes an employee from the building \\
 +**removefromstocks** ... ''*removefromstocks buildingID,quantity,item name''\\
 +Removes an item from the building's stocks \\
 **removeskill**  ... ''*removeskill [PLAYER_NAME] [SKILL_NAME]''\\ **removeskill**  ... ''*removeskill [PLAYER_NAME] [SKILL_NAME]''\\
  Removes the skill from the player. \\  Removes the skill from the player. \\
 **removeskillall**  ... ''*removeskillall [SKILL_NAME]''\\ **removeskillall**  ... ''*removeskillall [SKILL_NAME]''\\
  Removes the skill from all players registered on the world. \\  Removes the skill from all players registered on the world. \\
 +**removetile** .. ''*removetile surface,x1,y1[,x2,y2]'' \\
 +Removes a surface tile from the map \\
 **removewalls** ... ''*removewalls''\\ **removewalls** ... ''*removewalls''\\
  Remove all walls that start or end on your current mapsquare. \\  Remove all walls that start or end on your current mapsquare. \\
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  Sets the authorisation level for the player. (e.g. *setauth player 16, is the same as *makesysop player)\\  Sets the authorisation level for the player. (e.g. *setauth player 16, is the same as *makesysop player)\\
 **setbirthtown** \\ **setbirthtown** \\
 +TBD \\
 +**setbuildingstateflags** ... ''*setbuildingstateflags [BUILDINGRECORD_NUM] [FLAGS]''\\
 +TBD \\
 +**setbuyprice** ... ''*setbuyprice [BUILDINGRECORD_NUM],[ITEMNAME],[PRICE]''\\
 +Sets the buy price for the named item at the building \\
 **setcrow**  ... ''*setcrow [PLAYER_NAME] [CROW_NUM 1-8]''\\ **setcrow**  ... ''*setcrow [PLAYER_NAME] [CROW_NUM 1-8]''\\
  Sets the crow number for the player. If they are not currently in crow mode they will enter it. \\  Sets the crow number for the player. If they are not currently in crow mode they will enter it. \\
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 **setlevel**  ... ''*setlevel [PLAYER_NAME] [VALUE]''\\ **setlevel**  ... ''*setlevel [PLAYER_NAME] [VALUE]''\\
  Sets the 'Level' of the player. Note this broadcasts the change to all players on the world. \\  Sets the 'Level' of the player. Note this broadcasts the change to all players on the world. \\
 +**setlevelall** .. ''*setlevelall [VALUE]'' \\
 +Sets the level for all players currently registered on the world \\
 **setlives** ... ''*setlives [PLAYER_NAME] [NUMBER_OF_LIVES]''\\ **setlives** ... ''*setlives [PLAYER_NAME] [NUMBER_OF_LIVES]''\\
  Sets the number of 'lives' for the player. (What 'lives' actually means depends on settings, see [link] ) \\  Sets the number of 'lives' for the player. (What 'lives' actually means depends on settings, see [link] ) \\
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 **setsealevel** ... ''*setsealevel [VALUE]''\\ **setsealevel** ... ''*setsealevel [VALUE]''\\
 Sets the sea level on the world and transmits the change to all players. \\ Sets the sea level on the world and transmits the change to all players. \\
 +**setsellprice** ... ''*setsellprice [BUILDINGRECORD_NUM],[ITEMNAME],[PRICE]''\\
 +Sets the sell price for the named item at the building \\
 **setservervar**  ... ''*setservervar [VARIABLE_NUM 1-64] [VALUE]''\\ **setservervar**  ... ''*setservervar [VARIABLE_NUM 1-64] [VALUE]''\\
  Sets the specified gServerVar to the value given.\\  Sets the specified gServerVar to the value given.\\
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 **setteam** ... ''*setteam [PLAYER_NAME] [TEAM_NUM]''\\ **setteam** ... ''*setteam [PLAYER_NAME] [TEAM_NUM]''\\
  Sets the player to be a member of the specified team number. \\  Sets the player to be a member of the specified team number. \\
 +**settile** ... ''*settile surface,x1,y1[,x2,y2]''\\
 +Sets the surface tile for the specified map points \\
 **settime** ... ''*settime [TIME_VALUE 0-86400]''\\ **settime** ... ''*settime [TIME_VALUE 0-86400]''\\
 Sets the current game time. 42,200 = Midday. \\ Sets the current game time. 42,200 = Midday. \\
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  Sets the player to a specific vehicle (ignoring any restrictions that would normally apply). \\  Sets the player to a specific vehicle (ignoring any restrictions that would normally apply). \\
 **setvehicledamage** \\ **setvehicledamage** \\
 +**setwage** ... ''*setwage BuildingNum wage''\\
 +Sets the wage for the building \\
 **showresidents** ... ''*showresidents [TOWN_NAME]'' \\ **showresidents** ... ''*showresidents [TOWN_NAME]'' \\
  Prints a list of the players who are resident in this town. \\  Prints a list of the players who are resident in this town. \\
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 **testemail** \\ **testemail** \\
 **updatebuildingpositionsfromindex** \\ **updatebuildingpositionsfromindex** \\
-Method for correcting corrupted/confused building data.+Method for correcting corrupted/confused building data. \\
 **updateserverbuildingpositions** \\ **updateserverbuildingpositions** \\
 **wipeuser** \\ **wipeuser** \\
- 
  
reference/server_commands/full_command_list.1348776347.txt.gz · Last modified: (external edit)