Console Command Reference
This is a list of console commands for GoldenEye: Source. These can be useful for power users, content creators, server admins, and programmers.
int
parameters are input as whole number values such as 28
float
parameters are input as floating point values such as 3.98
bool
parameters are input as either 1 or 0, 1 being True and 0 being False
string
parameters are input as arbitrary unicode strings, such as “ge_archives”
Gameplay Commands
Command | Input | Description |
---|---|---|
changelevel | string | Ends the match and changes the level to whichever was named |
mp_timelimit | int | Match (map) time limit, in minutes. 0 = no time limit |
ge_roundtime | int | Round time, in seconds. 0 = no time limit. |
ge_restartround | Ends the current round and starts the next one Use this to move to the next weapon set quickly | |
ge_gameplaylist | Prints the gameplays (game modes) on the server | |
ge_gameplaylistrefresh | Refreshes the list of gameplays. Useful if you added a gameplay while the server was running | |
ge_gameplay | string | Sets the current game mode |
ge_gameplayreload | Reloads the current gameplay (FOR DEVELOPERS!) | |
ge_weaponset_list | Prints the weaponsets on the server | |
ge_weaponset_reload | Refreshes the list of weaponsets. Useful if you added a weaponset while the server was running | |
ge_weaponset | string | Sets the weaponset (takes effect next round) |
ge_startarmed | bool | Sets if players start with the first weapon in the weaponset 0 = Slapper 1 = Slapper + Level 1 weapon |
ge_weapondroplimit | int | The max number of weapons dropped on death |
Round/Match Time
Command | Input | Description |
---|---|---|
changelevel | string | Ends the match and changes the level to whichever was named |
mp_timelimit | int | Match (map) time limit, in minutes. 0 = no time limit |
ge_roundtime | int | Round time, in seconds. 0 = no time limit. |
ge_rounddelay | int | Delay in seconds between rounds |
ge_roundcount | int | Number of rounds in the current match. Calculates ge_roundtime Use 0 to disable |
ge_restartround | Ends the current round and starts the next one Use this to move to the next weapon set quickly | |
ge_endround | Ends the current round. Use ge_endround 0 to skip scores. |
|
ge_endround_keepweapons | Ends the current round but keeps the same weaponset | |
ge_endmatch | Ends the match, loading the next one | |
ge_setcurrentroundtime | int | Sets the number of seconds left in the current round |
ge_addtoroundtime | int | Adds the given number of seconds to the current roundtime |
Mapchooser
Command | Input | Description |
---|---|---|
ge_loadouts_loadoutbuffercount | int | How often weaponsets are allowed to repeat without weight penalty. Any that have been played within (this value)/2 rounds cannot be picked randomly. |
ge_mapchooser_avoidteamplay | bool | If set to 1, server will avoid choosing maps where the current playercount is above the team threshold. |
ge_mapchooser_mapbuffercount | int | How many other maps need to be played since the last time a map was played before it can be selected randomly again |
ge_mapchooser_usemapcycle | bool | If set to 1, the server will just use the mapcycle file (disables selection based on map scripts) |
ge_mapchooser_resthreshold | int | The mapchooser will do everything it can to avoid switcing between maps with this combined resintensity. |
ge_print_map_selection_data | Prints the server’s map selection data | |
ge_print_current_map_data | Prints the current map’s data | |
ge_print_map_selection_weights | Prints the map selection chance for given playercount, or current playercount if none is given. Use 1 as second parameter for unsorted list | |
ge_gameplay_threshold | int | Playercount must be exceeded before gamemodes other than Deathmatch will be randomly chosen |
ge_gameplay_modebufferpentaly | int | How much to take off of the weight of a mode for each time it appears in the buffer |
ge_gameplay_mode | int | Mode to choose for next gameplay 0 = Same as last map 1 = Random from current map 2 = Use gameplay cycle file |
ge_gp_cyclefile | string | The gameplay cycle to use for the random gameplay or ordered gameplay. If ge_gameplay_mode is not 1, this has no effect. |
Teamplay
Command | Input | Description |
---|---|---|
ge_teamplay | bool | Turns on teamplay if the current gameplay scenario supports it |
ge_autoteam | int | Automatically enables teamplay if the playercount is above this value Disables teamplay if the playercount falls below this value |
ge_autoautoteam | int | If set to 1, the server will set ge_autoteam to the value specified in the current map script file |
ge_teamautobalance | bool | turns on the auto balancer for teamplay |
Gameplay Tweaks
Command | Input | Description |
---|---|---|
ge_partialammopickups | bool | Allow players to pick up ammo from crate without picking up all of it |
ge_armorrespawntime | int | Minimum time in seconds before armor respawns |
ge_armorrespawn_pc_scale | float | Multiplier applied to playercount |
ge_armorrespawn_pc_power | float | Power applied to playercount |
ge_respawndelay | int | Changes the minimum delay between respawns |
ge_itemrespawntime | int | Time in seconds between ammo respawns |
ge_weaponrespawntime | int | Time in seconds between weapon spawns (ge_dynamicweaponrespawn must be off!) |
ge_dynamicweaponrespawn | bool | Changes the respawn delay for weapons and ammo to be based on how many players are connected |
ge_dynamicweaponrespawn_scale | float | Changes the dynamic respawn delay scale for weapons and ammo |
ge_allowjump | bool | Toggle allowing players to jump |
ge_exp_allowz | bool | Allow excessive Z forces on explosions |
ge_tournamentmode | bool | Turns on tournament mode that disables certain gameplay checks |
ge_allowradar | bool | Allow clients to use their radars |
ge_radar_range | int | Change the radar range (in inches) |
ge_radar_showenemyteam | bool | Allow the radar to show enemies during teamplay (useful for tournaments) |
Fun
Command | Input | Description |
---|---|---|
ge_weapondroplimit | int | Cap on the number of weapons a player can drop on death in addition to their active one |
ge_exp_pushscale | int | Scale the amount of push force from explosions on players |
ge_explosiveheadshots | bool | Headshot kills create explosions |
ge_velocity | float | Player movement velocity multiplier. Applies in multiples of 0.5 [0.5 to 2.0] |
ge_paintball | bool | Enables paintball bullet decals |
ge_infiniteammo | bool | Enables infinite ammo mode |
Bots
Command | Input | Description |
---|---|---|
ge_bot_threshold | int | Server will maintain this many players using bots. If more players join, the extra bots will disconnect. |
ge_bot_openslots | int | Number of open slots to leave for incoming players |
ge_bot_strict_openslot | int | Count spectators in determining whether to leave an open player slot |
ge_bot | Adds a bot | |
ge_bot_remove | int | Removes number of bots. If no number is supplied, it removes them all |
ge_bot_givespawninvuln | bool | Bots are allowed to have spawn invulnerability |
ge_bot_difficulty | int | Sets average difficulty of the AI [0-9] |