Commands
2,637 on public2,637 commands
Command
Default Value
playerboat.sailpositioninfluence
0 - 1playerboat.setsailsopen
(Generated) Opens all sails on the player boat directly in front of the calling admin player; admin-only dev command Action
playerboat.sink
(Generated) Instantly kills the player boat directly in front of the calling admin player; admin-only dev command Action
playerboat.usedestructiblewreckstability
playerboat.velocitymax
player.cinematic_gesture
Action
player.cinematic_play
Action
player.cinematic_stop
Action
player.clearhostile
Clear your hostile flag Action
player.copyrotation
Action
player.createskull
(Generated) Creates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player's inventory Action
player.createtrophy
(Generated) Creates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testing Action
player.dismount
(Generated) Forces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only Action
player.dropbackpackondeath
(Generated) When enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on deathplayer.dropbackpackondowned
(Generated) When enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recoveryplayer.fillwater
<fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking at Action
player.gesture_radius
(Generated) Forces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2...] Action
player.gesture_radius_notme
(Generated) Same as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided list Action
player.gotosleep
(Generated) Forces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots Action
playerhelicopter.insidedecayminutes
How long before a player helicopter loses all its health while indoorsplayerhelicopter.outsidedecayminutes
How long before a player helicopter loses all its health while outsideplayer.infiniteammo
(Generated) When enabled, the local player has unlimited ammo and never needs to reload; intended for testing and cinematic use onlyplayerinventory.directionaldropenabled
(Generated) When enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only dropsplayerinventory.forcebirthday
(Generated) When enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testingplayer.keepteaondeath
(Generated) When enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lostplayer.markhostile
(Generated) Marks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour Action
player.mount
Action
player.printpresence
(Generated) Prints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying Action
player.printstats
(Generated) Prints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy Action
player.ragdoll
optional param {player} Action
player.ragdollall
ragdolls Action
player.ragdollallbutme
ragdolls everyone except player Action
player.ragdollother
Ragdolls a player you're looking at Action
player.reloadweapons
(Generated) Fully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo Action
player.resetmissions
Resets the saved missions progress of the given player Action
player.resetmissions_all
Resets the saved missions progress of all player states on this server (online and offline players). Must be entered as "resetmissions_all Y" to execute. Action
player.resetstate
Resets the PlayerState of the given player Action
player.stopgesture_radius
(Generated) Cancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics Action
player.swapseat
(Generated) Moves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only Action
player.tickrate_cl
player.tickrate_sv
player.trigger_wildlife_trap
(Generated) Admin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing Action
player.unloadweapons
(Generated) Empties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour Action
player.wakeup
(Generated) Wakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only Action
player.wakeupall
(Generated) Wakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe Action
player.woundforever
Whether the crawling state expirespolarbear.population
Population active on the server, per square kmpool.clear_assets
(Generated) Clears all cached entries from the asset pool matching the optional name filter Action
pool.clear_memory
(Generated) Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected Action
pool.clear_prefabs
(Generated) Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools Action
pool.debug
(Generated) When enabled, logs additional diagnostic information about pool hits, misses, and spills to the consolepool.enabled
(Generated) When enabled, this system is globally active; disable to deactivate the system for the current sessionpool.export_prefabs
(Generated) Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count Action
pool.fill_prefabs
(Generated) Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override Action
pool.mode
(Generated) When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutterpool.prewarm
(Generated) When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutterpool.print_arraypool
(Generated) Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats Action
pool.print_assets
(Generated) Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity Action
pool.print_memory
(Generated) Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json Action
pool.print_prefabs
(Generated) Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json Action