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AVC Commands

Here is a document of AVC commands and explanations that I created some time ago. Thanks to Foxdie for still keeping the file around :)

BINDS

KEY			NORMAL				MOVEMENT
KP_HOME 		ADD FRONT TO MEM 0		MOVE MEM 0 ENTS UP
KP_UPARROW		MOVE MEM 0 ENTS TO PLAYER	MOVE MEM 0 ENTS FORWARD
KP_PGUP			CLEAR MEM 0			MOVE MEM 0 ENTS DOWN
KP_LEFTARROW		LIST ENTS IN MEM 0		MOVE MEM 0 ENTS LEFT
KP_5			SWITCHES MOVEMENT MODE		---
KP_RIGHTARROW		TURN PLAYER CORP AND TARGET ON	MOVE MEM 0 ENTS RIGHT
KP_END			NOTHING				NOTHING
KP_DOWNARROW		TURN PLAYER GOD MODE ON		MOVE MEM 0 ENTS BACKWARD
KP_PGDN			MOVEMENT 256 UNITS		---
KP_INS			MOVEMENT 16 UNITS		---
KP_DEL			MOVEMENT 64 UNITS		---
KP_ENTER		MOVEMENT 1 UNIT			---
KP_PLUS			HIGHLIGHT MEMS ON		NOTHING
KP_MINUS		DEL FRONT FROM MEM 0		NOTHING
KP_*			HIGHLIGHT MEMS OFF		NOTHING

PLAYER COMMANDS


These commands can be used on another player, including yourself.

Usage:

avc oCMD <player to effect> <args>

<player to effect> can be:

	
mem Effect the single player in your player memory (see omemset) front Effect the player you are looking at me Effect yourself all Effect all players except logged in admins realall Effect all players including admins and yourself team <#> Effect all players on team <#> (1-4) class <#> Effect all players on the class <#> (1-11) <##> Effect the player with the userID <##> <partial name> Effect the player(s) for whom this string appears in their name


Example:

avc okill team 2




oteleport
> Teleport the player to your location.

okill
> Force suicide the player.

orun "<commands>"
> Run these commands on the player.

ogod <on | off>
> Disable/Enable god mode for the player.

oinvis <on | full | off | holo | semi | fade>
> Set the player's invisible mode.
On/full - Not visible
Off - Normal
Holo - Hologram mode
Semi - Semi-visible
Fade - Fade in and out

ograv <grav value>
> Set the gravity fraction. 1 is normal

ofly <on | off>
> Disable/Enable noclip

otarget <on | off>
> Disable/Enable guns targeting this player (turrets, etc)

ofriction <fricfrac>
> Set the players friction fraction. 1 is normal.

ocorp <on | off>
> Disable/Enable corporeal mode. Off = people can walk through you.

omemset
> Set this player into your memory, see MEM above.

otelelast
> Teleport the last person you OTELEPORTed, again.

oglowshell <R G B | rand | rain>
> Create a glowshell on these players with the specified colours.

ofunnel <reverse>
> Create a funnel effect. if you specify reverse, it moves in reverse.

opresent
> Spawn presents on this player.

ospritetrail <num>
> Make a trail of sprites.

obeamtorus <r> <g> <b> <noise> <0 | cyl | disk>
> Ask av.
	
R G B TYP NOI D X Y Z WID LIF BRI MOD obeamtorus me 255 0 0 cyl 0 foxdie 0 0 200 50 50 50 0"


PARAMETERS:
r, g, b, type, noise level 0-255, dance machine, x, y, z,
width 0-255, life 0-255, brightness 0-255, mode 0/1


obeamfollow <r> <g> <b> <life> <width>
> Makes a beam that follows someone. Life is in tens of seconds, max 255, width is 1-255

obubbles
> Doesnt really work anymore

oprojectile 0 <speed>
> make a present shoot out from the player

oattach
> Attach a present to the player

okillattach
> Remove the attached present

ofirefield
> Stupid presents doing nothing

olocate <r> <g> <b>
> Draw a moving beam from you to this player

oteletest
> Dont use it

obeamring <r> <g> <b>
> Draw a ring between you and this plauer

oiuser
> Displays debug info

odrawclock
> Draw a beam clock in front of this user (ONLY USE ON ONE PERSON AT A TIME)

ovelup <amount>
> Push this person up into the air by this much

oteam
> Set the name color (1-4)

oclass
> Set their next class when they die (1-9)

omovetype
> Debug, doesnt really do anything

obeam <r> <g> <b>
> Draw a quick beam in front of this person

oweapons
> give this player the tractor gun (wenis gun) not sure if this works

ofrags <num>
> Temporarily change the number of frags they have, resets when they kill someone / suicide

ohealth <amount>
> Set their health to this number

omaxhealth
> Set how high their health can go without using ohealth, ie, if you set this
to 255 then they can keep picking up health kits till they hit 255

ogiveair <num_seconds>
> Give this player this many seconds of extra underwater air. Only works if
they are underwater at the time. Good to stop someone from drowning.

ospeed <speed>
> Set the players max speed to this number

ofov <num>
> Change their Field of View

olongbeam
> Same as obeam but it lasts longer

omortar
> Mortar this player.

ogive
> doesnt really work, dont fuck with it

olight <bright | glow | particle | light> <on | off>
> Turn on or off this type of light. Particle doesnt do jack.

osetview <ent>
> Set the players view to this ent. Advanced admins only, crashes server easily

oresetview
> Reset their views.

opopup "<msg>"
> Display message in popup on the players screen

odisco <off | on | 1 | 2 | 3>
> Turn on/off the disco effect in the various modes

oground <off | on>
> doesnt do anything useful

omodel <model name> <body #> <skin #>
> Change the player's model to <model name>. Ex: "pink".

ospecial <blue | usg | brand | super | noplayer | rc | racer> <on | off>
> Disable/Enable special mode.
blue: All solid ents are see-thru blue, and point ents are semi-see-thru
usg: (unlimited SG's): allow unlimited sentry guns
brand: enable av-branding mark (no longer really in existance)
super: superbright mode: all ents are really bright
noplayer: players arent visible
rc: race cam watcher, ask av
racer: this person is a racer, ask av

oleash <leash name | none>
> Leash this player to the leash with name <leash name>. if you leave leash
name out, they are leashed to you. To remove leash, use oleash none

ospriteboom
> Make presents fly around or something

owords
> dont use

ovangle <x> <y> <z>
> Set the direction that the player is facing


ENTITY COMMANDS


These commands can be used on entities of all shape and form.

Usage:

avc eCMD <ent to effect> <args>

<ent to effect> can be:

mem #				- Effects ents in memory number n (0-6) (See below)
me				- Effects you as a player ent
front				- Effects the entity you are looking at
class <classname>		- Effects entities of class <classname>
dance <dancename>		- Effects Dance Machines of name <dancename>
rad <radius #>			- Effects entities within # units from your location
rad <#> class <class>		- Effects entities within # units of you, matching class <class>
hidden				- Effects ents which are hidden : trigger_multiple, etc
target <name>			- Effects ents whose TARGET matches <name>
targetname <name> <partial>	- Effects ents whose TARGETNAME matches <name>. If you specify 
				the keyword "partial", matches ents whose targetname 
				CONTAINS <name>.
netname <name> <partial>	- Effects ents whose NETNAME matches <name>. If you specify
				the keyword "partial", matches ents whose netname CONTAINS <name>. 
				Netname is used to store a player's name in a PLAYER ent.
<###>				- Effects the ent whose entindex number you've specified
<keyname> <value>		- Effects ents who have a key which matches the name 
				and value you've provided. Example: "avc ekill team_no 3"
				will delete any ents which are marked as being part of team 3.
Examples:

avc ekill front -- Kill front entity
avc ekill class func_door -- Kill all doors
avc ekill rad 1000 class func_door -- Kill all doors within 1000 units
avc emove class player -10 -- move all players into the floor
avc emove netname Rabid partial -10 -- Move rabid llama into the floor


Note that some commands do not require any of the above arguements.

Entity Memories

Each administrator has 6 entity memory blocks. Each memory block either DOES or DOES NOT
contain any of the entities in the map.
For example, memory 0 could contain all the players, and memory 1 could contain all
the func_doors. They are seperate, and can overlap -- that is, the same entity can be in
more than one memory block at the same time.


Commands

emove <x> <y> <z>
> Move the ent by the amount specified in x,y,z.

emoverel <x> <y> <z>
> Move the ent by the amount specifiec in x,y,z, based on the direction you are facing.
avc emoverel 100 will always move the entity away from you, no matter which way you face.

emovevel <x> <y> <z>
> Move the ent using Velocity mode. This works for normal ents like func_walls. If players
are standing on the ent, they will move UP with the ent rather than being trapped in it

erot <p> <y> <r>
> Rotate the entity with the pitch, yaw, and roll specified.

euse <notme>
> Trigger a USE command on the ent. If you specify the keyword "notme", the ent is used as
nobody rather than as you... use to open team-only doors.

etouch
> Trigger a TOUCH on the ent, as if you'd walked up and actually touched it

ekill
> Remove the ent permanently. Careful!

ehide
> Hide the ent, almost like deleting it

eshow
> Show a hidden ent

esetrender <rendermode> <renderamount> <renderfx>
> Set the rendering mode of the ent:
rendermode:
0 - normal
1 - color
2 - texture
3 - glow (dont use)
4 - solid
5 - additive

renderamount - visibility from 0 to 255
renderfx:
0 - Normal
1 - Slow Pulse
2 - Fast Pulse
3 - Slow Wide Pulse
4 - Fast Wide Pulse
5 - Slow Fade Away
6 - Fast Fade Away
7 - Slow Become Solid
8 - Fast Become Solid
9 - Slow Strobe
10 - Fast Strobe
11 - Faster Strobe
12 - Slow Flicker
13 - Fast Flicker
14 - Constant Glow
15 - Distort
16 - Hologram (Distort + fade)
18 - Glow shell
19 - Expand


esetsolid <mode>
> Set whether or not the entity is solid in various modes. Use with caution
Modes:
0 - Not solid
1 - BSP mode (solid ents like doors / walls)
2 - BBOX mode (point ents like turrets)
4 - BSP mode / push (things like trains)


emovetome
> Move the entity to your location

einfo
> Display basic info about the entity

emoreinfo
> Display more info, including a list of keys/values

elist
> List the entities in a condensed format

esetcolor <r> <g> <b>
> Set the rendercolor of the ent

esetgod <on | off>
> Set god mode on the ent (works for ents that can be destroyed like sentry guns)

espawn <classname>
> dont use, you'll crash it :P

edup <swap>
> Make a copy of the ent. If you specify the keyword "swap", and the ent is being
duped from memory, then the original ent is removed from memory and the new ent
added in its place.

ewrite <filename>
> Save ents to a file

eread
> Load previously-saved ents.

ekey <key> <value>
> Set a key on an ent. Examples:
avc ekey class player a_n 10000 // gives all players 10000 nails


efree
> Display approxiametly how many free ents there are. this should never be less than 200.

emaketrain
> Complex, use the VGUI :D

evel <x> <y> <z>
> Set the ent's velocity, doesnt really work

eavel <p> <y> <r>
> Make the ent turn. Only use on solid ents like doors/walls

estop
> Stop ent movement/rotation

ememadd #
> Add the ents to memory number # (1-5)

ememrem #
> Remove the ents from memory number # (1-5)

ememclear #
> Clear memory number #.

ememshow #
> Make all ents in memory # display as coloured. The colours are
different for each of the 6 memories.

ememhide #
> Stop showing the memory in colours.

ememprint #
> Display on the screen the number of ents in the memory #

ememswap #1 #2
> Swap memories #1 and #2,

emortarfield <mins | maxs | enable | disable | delay | show>
>> This command does not take one of the <ENT IDENTIFIER COMMANDS>
> Commands to define / work with a mortar field. To use:
1. First go to the bottom corner and use "avc emortarfield mins"
2. Now go to the opposite corner and use "avc emortarfield maxs"
3. "avc emortarfield show" will show you the box
4. "avc emortarfield enable" will turn it on
5. "avc emortarfield delay x" will change the delay between shots


Path commands, dont bother.. I barely remember how these work.
epathadd
epathrem
epathshow
epathclear
epathmake
epathmove



emakecopy
ecopyclass
ecopykey
ecopyspawn
> Advanced. Dont use, av will do tutorial


eshowbox
> Shows the bounding box of the provided ent

espawnagain
> Tell the ent to "spawn" again ... this is needed if you move a door.

eshowtrigger <1 | 0>
> Show or hide a trigger (like trigger_multiple)

eshowpos
> Draw a line from you to the ent

emovemeto
> Move yourself to the position of the ent

emakedoor <wait> <speed> <angX> <angY> <angZ> <lip>
> Turn this ent into a door:
wait - time to wait before closing
speed - move speed
ang - the three angles it moves in
lip - the distance it stays open

ealways <on | off>
> Cause this ent to *ALWAYS* be in everyone's update list, so
it's always sent to the player. Ask av.

avc ecircle <radius> <start angle> <arc distance in degrees> <rotate ents 1 or 0>
> Moves the ents to <radius> and then places them in a <arc> around you
starting at <start angle>, <rotate> specifies whether or not to rotate
these ents around the arc.

SELF COMMANDS


These are essentially the same as doing
avc oCMD me <args>




steleport
> Teleport yourself to this player


See the PLAYER COMMANDS section for help on these:
sgod
sgrav
sfriction
sinvis
sfly
starget
scorp
sglowshell
steam


OTHER PEOPLE COMMANDS


These are essentially the same as oteleport, olocate, and obeamring,
except they effect two other players instead of you and the other player

nteleport <player1> <player2>
> Teleports player2 to player1

nlocate <player1> <player2>
> Draw a line from player1 to player2

nbeamring <player1> <player2>
> Draw a circle from player1 to player2


OTHER COMMANDS


These commands are typed at the console without typing AVC first.



dance <dancename>
> Create a dance machine with name DANCENAME

clock <1>
> Create a clock. If you put a 1, the clock is pushable.

fountain
> create a fountain

leash <leashname>
> Create a leash crystal

tracdist <num>
> Use this while you are in the middle of tractoring a player.
A positive number moves then further, a negative moves them closer.

tracturn <on | off>
> Turn ents as you tractor them. Works for point ents and ents with origins.

tracundo
> undo last ent move. works up to 10 levels back.

Thats it for now!

Keyboard Config Files

You may find these files useful -- they are my bind files for TFC, for lightshows. I've only included the binds that actually do something interesting.

bind 1 toggdisco

These are the awesome effects that come from the various different dancemachine blocks,
throughout the lightshow, bound all over my keyboard.
//                         R   G   B   TYP NOI D  X   Y   Z  WID LIF BRI MOD
bind q "avc obeamtorus me 255   0   0  cyl   0 a   0   0 200  50  50  50  0"
bind w "avc obeamtorus me 255   0   0    0   0 a   0   0 200  50  50  20  0"
bind e "avc obeamtorus me 255   0   0    0  70 a   0   0 200  50  50  20  0"
bind r "avc obeamtorus me 255   0   0    0 255 b   0   0 400  50  50  20  0"
bind t "avc obeamtorus me 255   0   0    0  10 b   0   0 400 255  50  20  0"
bind u "avc obeamtorus me 255   0   0    0  10 b   0   0 400 255  10  10  0"
bind i "avc obeamtorus me 255   0   0 disk   0 b 100 100  40  50  50 100  0"
bind o "avc obeamtorus me 255   0   0 disk   0 b   0   0  20  50  50 100  0"
bind p "avc obeamtorus me 255   0   0    0   0 b 200 200  15 128  15 100  0"
bind [ "avc obeamtorus me 255   0   0    0  50 c 200 200  15  30  15  20  0"
bind ] "avc obeamtorus me 255   0   0    0 100 c   0   0 200   1  10 255  0"

bind a   "avc obeamtorus me   0 255   0  cyl   0 a   0   0 200  50  50  50  0"
bind s   "avc obeamtorus me   0 255   0    0   0 a   0   0 200  50  50  20  0"
bind d   "avc obeamtorus me   0 255   0    0  70 a   0   0 200  50  50  20  0"
bind f   "avc obeamtorus me   0 255   0    0 255 b   0   0 400  50  50  20  0"
bind g   "avc obeamtorus me   0 255   0    0  10 b   0   0 400 255  50  20  0"
bind h   "avc obeamtorus me   0 255   0    0  10 b   0   0 400 255  10  10  0"
bind j   "avc obeamtorus me   0 255   0 disk   0 b 100 100  40  50  50 100  0"
bind k   "avc obeamtorus me   0 255   0 disk   0 b   0   0  20  50  50 100  0"
bind l   "avc obeamtorus me   0 255   0    0   0 b 200 200  15 128  15 100  0"
bind ";" "avc obeamtorus me   0 255   0    0  50 c 200 200  15  30  15  20  0"
bind "'" "avc obeamtorus me   0 255   0    0 100 c   0   0 200   1  10 255  0"

bind z   "avc obeamtorus me   0   0 255  cyl   0 a   0   0 200  50  50  50  0"
bind x   "avc obeamtorus me   0   0 255    0   0 a   0   0 200  50  50  20  0"
bind c   "avc obeamtorus me   0   0 255    0  70 a   0   0 200  50  50  20  0"
bind v   "avc obeamtorus me   0   0 255    0 255 b   0   0 400  50  50  20  0"
bind b   "avc obeamtorus me   0   0 255    0  10 b   0   0 400 255  50  20  0"
bind n   "avc obeamtorus me   0   0 255    0  10 b   0   0 400 255  10  10  0"
bind m   "avc obeamtorus me   0   0 255 disk   0 b 100 100  40  50  50 100  0"
bind "," "avc obeamtorus me   0   0 255 disk   0 b   0   0  20  50  50 100  0"
bind "." "avc obeamtorus me   0   0 255    0   0 b 200 200  15 128  15 100  0"
bind "/" "avc obeamtorus me   0   0 255    0  50 c 200 200  15  30  15  20  0"
bind "SHIFT" "avc obeamtorus me   0   0 255    0 100 c   0   0 200   1  10 255  0"

bind 3   "avc obeamtorus me rain  0 255  cyl   0 a   0   0 200  50  50  50  0"
bind 4   "avc obeamtorus me rain  0 255    0   0 a   0   0 200  50  50  20  0"
bind 5   "avc obeamtorus me rain  0 255    0  70 a   0   0 200  50  50  20  0"
bind 6   "avc obeamtorus me rain  0 255    0 255 b   0   0 400  50  50  20  0"
bind 7   "avc obeamtorus me rain  0 255    0  10 b   0   0 400 255  50  20  0"
bind 8   "avc obeamtorus me rain  0 255    0  10 b   0   0 400 255  10  10  0"
bind 9   "avc obeamtorus me rain  0 255 disk   0 b 100 100  40  50  50 100  0"
bind "0" "avc obeamtorus me rain  0 255 disk   0 b   0   0  20  50  50 100  0"
bind "-" "avc obeamtorus me rain  0 255    0   0 b 200 200  15 128  15 100  0"
bind "=" "avc obeamtorus me rain  0 255    0  50 c 200 200  15  30  15  20  0"
bind "backspace" "avc obeamtorus me rain  0 255    0 100 c   0   0 200   1  10 255  0"

These are the effects I use throughout most of the show, on beat.
The first one is the big thick blue ring,
and the second one is the thin red/green/cyan ring
bind space "avc obeamtorus me 255 0 0 cyl"
bind tab "avc obeamtorus me inc 0 0 0 0 0 0 0 200 2 50 255 0"
bind ctrl "avc obeamtorus me 0 0 255"
bind alt "avc ofunnel me 0 reverse"

I think these commands were for resets.
bind F9  "avc eavel class building_dancemachine 0; avc ekill class func_train; 
			avc ekill class env_laser"
bind F10 "dance d rot 1 2 3; avc ememadd front 0; avc ekey mem 0 iuser4 me; 
			avc ekey mem 0 iuser2 1; avc elist mem 0"
bind F11 "avc esetcolor class building_dancemachine 0 0 0"
bind F12 "avc esetrender class building_dancemachine 5 1 19"

This would set the dancemachines to flash in the rainbow colours.
bind enter "avc esetcolor class building_dancemachine rain"

This controlled the speed and direction of the camera
bind F1 "avc ekey dance d fuser1 0"
bind F2 "avc ekey dance d fuser1 1"
bind F3 "avc ekey dance d fuser1 3"
bind F4 "avc ekey dance d fuser1 10"
bind F5 "avc ekey dance d fuser1 30"
bind F6 "avc ekey dance d fuser1 -1"
bind F7 "avc ekey dance d fuser1 -3"
bind F8 "avc ekey dance d fuser1 -10"

This controlled how far the camera was from me
bind INS  "avc ekey dance d iuser1 1"
bind DEL  "avc ekey dance d iuser1 300"
bind HOME "avc ekey dance d iuser1 100"
bind END  "avc ekey dance d iuser1 400"
bind PGUP "avc ekey dance d iuser1 200"
bind PGDN "avc ekey dance d iuser1 500"

This made the vacuum effect, I think.
bind leftarrow "avc ospriteboom me e 0 100"
bind downarrow "avc ospriteboom me e 0 500"

These are the lyrics to the Komodo song.
alias words1 "msg Save our soul, save it now for a better life; bind uparrow words2"
alias words2 "msg Time to break because time is flying on and on; bind uparrow words3"
alias words3 "msg But if you want to believe in a better life; bind uparrow words4"
alias words4 "msg Find a way, try now, come together with a smile; bind uparrow words1"

Lyrics for other songs
bind kp_home "msg Eternity"
bind kp_uparrow "msg When you're next to me"
bind kp_pgup "msg For Eternity"

These buttons were on my joystick, I needed more buttons!
bind joy1 "avc obeam me 255 0 0 1 a"
bind joy2 "avc obeam me 0 255 0 1 a"
bind joy3 "avc obeam me 0 0 255 1 a"
bind joy4 "avc obeam me rain 0 0 1 a"

bind aux29 "avc obeam me 255 0 0 1 b"
bind aux30 "avc obeam me 0 255 0 1 b"
bind aux31 "avc obeam me 0 0 255 1 b"
bind aux32 "avc obeam me rain 0 0 1 b"

These controlled the disco modes!
bind aux5 "avc odisco me on 0"
bind aux6 "avc odisco me on 1"
bind aux7 "avc odisco me on 2"
bind aux8 "avc odisco me on 3"

This changed everyone's view to the dancemachines
bind aux9 "avc osetview realall dance d"
bind aux10 "avc oresetview realall"

bind uparrow "avc odisco me on 1"
bind rightarrow "avc odisco me on 2"
bind kp_ins "avc odisco me on 3"
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