Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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new console commands to tweak the gamestyle (Games : Far Cry : Mods : FarCry Operation Clearing : Forum : F.A.Q. : new console commands to tweak the gamestyle) Post Reply
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pvcf
pvcf Germany
Oct 19 2011 Anchor

latest change: 2013.1.15

operation clearing and ofcourse the devkid cleartest have new console commands. not all are switchable in the game menu, so here is the full list:

usage:
opcl_showweaponname = "1"; --note the brackets!

list:

opcl_allowgrabanimation
"Toggles the Item Grab Animation.\n"
"Usage: opcl_allowgrabanimation [0/1] Default is 1 in Operation Clearing.\n"
"[1/0] 1=animation (Operation Clearing behavior, 0=no animation (original farcry behaviour).");
--to see those animations you must import the grabb layer and the 4 seq animations, look in FAQ:
Moddb.com

opcl_showweaponname
"Toggles the visible weaponname below each weaponslot on/off.\n"
"Usage: opcl_showweaponname [0/1] Default is 1 in Operation Clearing\n"
"[1/0] 1=show name , 0=not shown .");

opcl_fadeweaponslots
"Toggles weaponslot fade out on/off. Default is 1 in Operation Clearing.\n"
"Usage: opcl_fadeweaponslots [0/1]\n"
"[1/0] 0=fade out after some time , 1=always visible weaponslots .");

opcl_hudstyle
"Toggles the HudStyle, GTA and more decent one.\n"
"Usage: opcl_hudstyle [0/1] Default is 1 in Operation Clearing. \n"
"[1/0] 1=GTA hud style , 0=more decent hud style .");

opcl_messagelevel
"Toggles the shown messages if you collide a weapon or item.\n"
"Usage: opcl_messagelevel [0/1] Default is 1 in Operation Clearing. \n"
"[1/0] 1=shows all status / interctive messages, 0= switch it off .");

opcl_drawweaponboxes
"Toggles weapon backgroundboxes on/ff.\n"
"Usage: opcl_drawweaponboxes [0/1] Default is 0 in Operation Clearing. \n"
"[1/0] 1=switch on 0= switch it off .");

opcl_hudtextsize
"Toggles between big hud text and vanilla small hud text size /hud.label).\n"
"Usage: opcl_hudtextsize [0/1] Default is 1 in Operation Clearing. \n"
"[1/0] 1=switch BIG 0= switch it small .");

opcl_showammo
"Toggles the visible ammonname/type and amount below each weaponslot on/off.\n"
"Usage: opcl_showammo [0/1] Default is 1 in Operation Clearing\n"
"[1/0] 1=show name , 0=not shown .");

opcl_showeachweight
"Toggles the visible weight below each weaponslot on/off.\n"
"Usage: opcl_showeachweight [0/1] Default is 1 in Operation Clearing\n"
"[1/0] 1=show weight , 0=not shown .");

opcl_speedweightsimulation
"Toggles if loaded mass have influence on players movementspeed.\n"
"Usage: opcl_speedweightsimulation [0/1] Default is 1 in Operation Clearing\n"
"[1/0] 1=player speed depends on loaded mass , 0=loaded mass have no effect.");

opcl_swimmweightsimulation
"Toggles if loaded mass have influence on players swimm abilitiy.\n"
"Usage: opcl_swimmweightsimulation [0/1] Default is 1 in Operation Clearing\n"
"[1/0] 1=players swimming abilities depends on loaded mass , 0=loaded mass have no effect.");

opcl_maxweaponslots
"change the amount of current availible weaponslots.\n"
"Usage: opcl_maxweaponslots [0/8] Default is 5 in Operation Clearing\n"
"[0...8] 0 is not tested yet 1-8 is working fine.");

opcl_showweaponslotnumber
"switch on the drawn weaponslotnumber in each slot.\n"
"Usage: opcl_showweaponslotnumber [0/1] Default is 1 in Operation Clearing\n"
"[0.1] 0 is off 1 is on.");

opcl_ET_hudstyle
"switch on the drawn big weapon and switch off the radar\n"
"Usage: opcl_ET_hudstyle [0/1] Default is 1 in Enemy Territory\n"
"[0.1] 0 is off 1 is on.");

opcl_ArmorDropBug
"tells the system, that a dropped armor vest causes physic anomalies on the dying merc.\n" "Usage: opcl_ArmorDropBug [0/1] Default is 0 in Operation Clearing (no bugging behaviour)\n""[0.1] 0 is off 1 is on.");

opcl_scubagearactive
"tells the system, that a a scuba gear is active, no damage will be add to player during drowning without breath.\n" "Usage: opcl_scubagearactive [0/1] Default is 0 in Operation Clearing\n""[0.1] 0 is off 1 is on.");

opcl_RPGSimulation
"switch on off the training and simulation of player fitness and strenght ."
"Usage: opcl_RPGSimulation [0/1] Default is 1 in Operation Clearing"
"[0.1] 0 is off 1 is on.");

opcl_HealthFitness
"switch on/off that players health influence his speed "
"Usage: opcl_HealthFitness [0/1] Default is 0 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");

opcl_ShowGameStats
"switch on off realtime gamestatistics on hud.\n"
"Usage: opcl_ShowGameStats [0/1] Default is 0 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");

opcl_DrawEnergyAndAmmoBars
"switch on off Ammo and Health/Energy Bars on hud.\n"
"Usage: opcl_DrawEnergyAndAmmoBars [0/1] Default is 1 in Operation Clearing "
"[0.1] 0 is off 1 is on.");

opcl_environmentforce
"switch on off realtime vegetation force by :"
-playermovement
-exploding grenades
-exploding jerrycan (new)
-driving vehicle (depending on speed) (new)
-shooting (new)
"Usage: opcl_environmentforce [0/1] Default is 0 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");

set able in ClearingWorldDirector entity or in every scriptline you like.

opcl_maximumgore --> currently NOT working, using this cause no effect
"switch on off that if AI is killed by explosion hide AI and spawns body parts.\n"
"Usage: opcl_maximumgore [0/1] Default is 0 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");

opcl_fps_scalemode
"switch on off scale system settings depending on current fps.\n"
"Usage: opcl_fps_scalemode Default is 0 in Operation Clearing \n"
"[0/1/2/3] 0=off 1=on/smooth 2=on/aggressive 3=on/special mode.");

opcl_fps_scalerusefog
"switch on off using fog in distance scaler \n"
"Usage: opcl_fps_scalerusefog [0/1] Default is 1 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");

opcl_fps_showscaleinfo
"switch on off on screen scale info \n"
"Usage: opcl_fps_showscaleinfo [0/1] Default is 0 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");

opcl_fps_scalerlimitshadowviewdist
"switch on off using a 7meter max view for shadow, longer distances will cause bad FPS drops \n"
"Usage: opcl_fps_scalerlimitshadowviewdist [0/1] Default is 1 in Operation Clearing \n"
"[0.1] 0 is off 1 is on.");
(is used automaticly in FPS scaler)

opcl_impactparticlescale --> currently NOT working, using this cause no effect
"hit particle scale\n"
"Usage: opcl_impactparticlescale [1] Default is 1.6 in Operation Clearing \n"
"1.0 is standart 2.0 is twice time bigger in size.");

opcl_minviewrange
"works only if dynamic scaling is enabled with opcl_fps_scalemode 1/2/3");
(is used intern in engine, set this value in menu or in clearingworldtrigger)

opcl_maxviewrange
"works only if dynamic scaling is enabled with opcl_fps_scalemode 1/2/3");
(is used intern in engine, set this value in menu or in clearingworldtrigger)

opcl_lightdistswitchfactor
"light distance switch on off / switch passive/active scale \n"
"Usage: opcl_lightdistswitchfactor [1] Default is 1 in Operation Clearing \n"
"1.0 is standart 2.0 is twice time in distance, used in Light Ultra Settings in engine.");
(is used intern in engine, set this value in menu)

---------change: 2012.11.13

opcl_entitydistancehide
"Entity or AI or Vehicle distance hide switch on off \n"
"Usage: opcl_entitydistancehide [1] Default is 1 in Operation Clearing \n");

opcl_entitydistancehideradius
"Entity or AI or Vehicle distance switch, everithing outside that radius will be hidden and deactivated \n"
"Usage: opcl_entitydistancehideradius [meters] Default is 130m in Operation Clearing \n"
"130 is standart 160 is twice time in distance. radius will be scaled depending on opcl_fps_scalemode");

opcl_entitydistancehidedelay
"timer in seconds, entities in radius will be checked every xx seconds \n"
"Usage: opcl_entitydistancehidedelay [seconds] Default is 2.8 in Operation Clearing \n"
"timer will be scaled depending on opcl_fps_scalemode");

opcl_viewingrangeheightscaler
"used for helicopters to limit sigt viewingrange depending on fly altitude to\n"
"prevent player from seeing level ot ocean clips, JetVehicle have a additional switch inside.\n"
"Usage: opcl_viewingrangeheightscaler [1/0] Default is 1 in Operation Clearing \n");

---------change: 2012.12.10

opcl_weaponskill

"weapon training skillsystem on off \n"
"Usage: opcl_weaponskill [1] Default is 1 in Operation Clearing \n"
"certain weapons increase handling and aiming by heavy usage");

---------change:
2012.12.28

opcl_friendlyfireallowed
"friendly fire for AI on off \n"
"Usage: opcl_friendlyfireallowed [1] Default is 0 in Operation Clearing \n"
"set it to 1 only if you aware that now AI can kill own groupmembers by accident. ");

opcl_ShowGrenadeOrWpnSkillinAmmoSlot
"switch between show wpnskill or grenadetypes and amount in ammoslot \n"
"Usage: opcl_showgrenadeorwpnskillinammoslot [2/1/0] Default is 1 in Operation Clearing \n"
"0 = nothing, 1 = show all grenadetypes and amount, 2 = show weaponskill");

opcl_GrenadeCycleMode
"change mode of grenade cycle \n"
"Usage: opcl_GrenadeCycleMode [0/1] Default is 1 in Operation Clearing \n"
"set it to 1 if you like to choose also empty grenadeslots. 0 is standart FC behaviour.");

---------change: 2013.01.15
opcl_ChangeFogColorToWorldcolors
"let FOG have same color like the world, usefull for night--> daychange \n"
"Usage: opcl_ChangeFogColorToWorldcolors [0/1] Default is 1 in Operation Clearing \n"
"set it to 0 if you dont need daynight changes and select own fog color in environment settings.");
.
.
new helpfull functions:
.
.

Hud:DrawOPCLMessage(text)
--usage Hud:DrawOPCLMessage("this is my text");
--its a onupdate routine

Hud:ShowPosEntity(_entity)
--its a onupdate routine
--_entity is the name of a simpleentity or a entity in editor. shows x,y,z as labeltext ,as floor

Hud:ShowPos(pos)
--its a onupdate routine
--shows "pos" as x,y,z as labeltext, floor

Hud:ShowPosSubtitle(pos)
--shows "pos" as x,y,z as subtitletext, floor

Hud:Hands(lock)
--switch to "hand" weapon
--if lock = 1 then hands are locked, no weaponchange allowed
--to unlock call Hud:Hands();

Hud:OnResetFog()
--makes fog invisible and resets color to 1,1,1

Hud:LockWeapon(b)
--weapon is not drawn and cannot shot with b = 1 , unlock with b = 0
--example Hud:LockWeapon(1); for disable weapon, weapon is also not drawn / invisible
--currently used in clearinguniversalvehicles , if playerweapon are not allowed (in properties)

Hud:PushObjective({},"missiontext") --create a new mainmission entry on missionbox (TAB)
Hud:CompleteObjective("missiontext" ) --mark same Mainmission as completed
Hud:FlashObjectives() --
delete whole mainmissionlist

Hud:PushSubObjective({},"submissiontext") --create a new SUBmission entry on missionbox (TAB) Hud:CompleteSubObjective("submissiontext" ) --mark same SUBmission as completed Hud:FlashSubObjectives() --delete whole SUBmissionlist

(but its easier to use ClearingMissionTrigger , it will that do all automaticly for you XD )

--------------------- in game variables ------------------------

Hud.WasSwitchedOff , if 1 then missionscreen is shown.
_localplayer.cnt.sprinting as status

---------change: 2012.12.9 and 2012.12.20
new commands for weaponparams.lua
bNoVehicleDamage = 1, --pvcf weapon cause no damage to vehicle
holdingoffset = {x=0.02,y=-0.05,z=-0.04}, --pvcf position offset in non zoom mode
bNonLethalWeapon = 1, --use this for melee weapons like wrench (makes victim sleep)
ImpulsePressure = 73, -- throws a merc back about 1.5 meters after a melee attack
Impulsedirection = 1, --meter z direction for melee attack victim
fAnimSpeed = 1.4, --reloading animation speed, 1.0 is normal speed, 2.0 is twice time faster
aim_offset={x=0.11,y=0.09,z=0.04}, --pvcf position offset in zoom mode
enable_weaponskill = 1, --pvcf weapon increase his accuracy by heavy usage over long time

---------change: 2012.12.5
opcl_favorpoints -- ingame value, use this for what ever you want, its save with savegames
default value = 0
usage example:
function Mission:Event_AddFavpoints()
opcl_favorpoints = opcl_favorpoints + 1 ;
end
read also here:
Moddb.com

---------change: 2012.12.5
InOutdoor detection
if not Hud.playerindoor then return; end
--possible states:
--Hud.playerindoor = "Indoor"
--Hud.playerindoor = "InsideVisArea"
--Hud.playerindoor = "Outdoor"

Edited by: pvcf

Oct 25 2011 Anchor

Awesome new commands.

pvcf
pvcf Germany
Oct 25 2011 Anchor

if you need something new simply dropt here a "wanted" list with description :)

Edited by: pvcf

Oct 25 2011 Anchor

Will do.

pvcf
pvcf Germany
Dec 22 2011 Anchor

8=)

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