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TheNet:Kick(userid)--Ìß³öÓû§IDΪ¡°userid¡±µÄÍæ¼Ò TheNet:Ban(userid)--½ûÖ¹Óû§IDΪ¡°userid¡±µÄÍæ¼Ò¼ÓÈë c_save()--Á¢¼´±£´æµ±Ç°ÊÀ½ç£¨Ò»°ã»áÔÚÿÌìÔçÉÏ×Ô¶¯±£´æ£©

c_reset(true|false)--trueɾ³ýµ±Ç°ÊÀ½ç²¢Ð½¨Ò»¸öȫеÄÊÀ½ç£»falseÖØмÓÔص±Ç°ÊÀ½ç¡£ c_shutdown(true|false)--true±£´æ²¢¹Ø±Õµ±Ç°ÊÀ½ç£»false²»±£´æÖ±½Ó¹Ø±Õµ±Ç°ÊÀ½ç

TheNet:SetAllowIncomingConnections(true|false)--trueÔÊÐíËûÈ˼ÓÈ룻false×èÖ¹ÈκÎÈ˼ÓÈë¡£ TheNet:SetAllowIncomingConnections(false) TheNet:SetAllowIncomingConnections(true) -console -lan -player 6 ÖØÐÂÉú³ÉÊÀ½ç

c_regenerateworld() ²âÊÔģʽ c_testruins() ³¬¼¶ÉϵÛģʽ c_supergodmode()

-------------------¶¨Î»---------------------------- GetPlayer().Transform:SetPosition(22,0,33)

µØͼȫ¿ª£ºµÚÒ»´ÎÊäÈë minimap=TheSim:FindFirstEntityWithTag(\µÚ¶þ´Î´ò¿ªµØͼÊäÈ룺

minimap=TheSim:FindFirstEntityWithTag(\minimap.MiniMap:ShowArea(0, 0, 0, 10000) c_listplayers()

-lan -console -player 10

c_announce(\´ó¼Ò¼ÇºÃ·¿¼äÃû£¬»Øһϵµ\

c_announce(\ÿÁ÷ÄêÀëÉËÿÌáÐÑÄ㣺¿¨£¿°ÑСµØͼ¹ØÁË°É¡£¡£\

c_announce(\Ç×ÃÇ£¬ÖØÆôһϣ¬Óеãbug,·âÁËÄÇÈËÖ®ºó£¬ÎÒÒ²½ø²»È¥ÁË\c_announce(\²»ÔçÁË£¬ÐÖµÜÃǶ¼Ë¯¾õ°É£¬·þÎñÆ÷Òª¹ØÁË£¬Íí°²\

c_announce(\ÿÁ÷ÄêÀëÉËÿÌáÐÑÄ㣺¸´»îÃÜÂë#LNCS,ÖØÐÂÑ¡ÈËÃÜÂë#LNLS£¬ÏÈ°´uÈ»ºóÊäÈëÃÜÂë·½¿É\

c_give(\c_give(\¸´»îËùÓÐÈË:

for k,v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end °ÑËùÓÐÈ˾ۼ¯ÔÚÒ»Æ𣺠c_gatherplayers()

´«Ë͵½ÈÎÒâ×ø±ê£ºÀý×Ó´«Ë͵½£¨64.008,81.882£© GetPlayer().Transform:SetPosition(64.008,0,81.882)

GetPlayer().Transform:SetPosition(101,0,112) GetPlayer().Transform:SetPosition(73,0,145)

minimap=TheSim:FindFirstEntityWithTag(\

minimap.MiniMap:ShowArea(0,0,0,10000)

ȫͼÏÔʾ

GetWorld().minimap.minimap:showarea(0,0,0,10000) c_give(\ //½ð×Ó c_give(\ //6×éʯͷ c_give(\ //6×éľͷ

c_give(\ //îûǽ c_give(\ //ľͷ

c_give(\ //Ô¶¹Å¼À̳ c_give(\ //±©·çµØ½Ñ c_give(\£¬40) c_give(\

c_give(\ //Éþ×Ópapyrus

c_give(\ //zhi c_give(\ ÏÄÏó±Ç c_give(\ ש¿é c_give(\ ÖëÍø

c_give(\ ¿´ÆÕ˹±³°ü c_give(\ ÖÖ×Ó c_give(\ ±ã±ã c_give(\

c_give(\ ³ÝÂÖ c_give(\c_give(\c_give(\c_give(\c_give(\

×î´óÉúÃüÖµ£º

GetPlayer().components.health:SetMaxHealth(300) ------------------------------------------------------------- GetPlayer().Transform:SetPosition(-1,-1,-1) ×Ô¶¯»ØѪ

GetPlayer().components.health:StartRegen(30,10) ¼¢¶öÉÏÏÞ£º

GetPlayer().components.hunger:SetMax(500) ÉèÖÃsunÉÏÏÞ

GetPlayer().components.sanity:SetMax(1000) »ðµÄÉ˺¦ÎªÁ㣺

GetPlayer().components.health.fire_damage_scale=0 ---------ÁÀÈâ¼Ü------------- c_give(\

c_give(\c_give(\----------Ç¿ÐÄÕë--------- healingsalve

c_give(\c_give(\----------ÖíÎÑ--------------- c_give(\c_give(\c_give(\resurrectionstatue

-----------½¨¼ÒÖ²Îï-------- dug_grass£¨³¤²Ý´Ø£©

dug_sapling£¨¿ÉÖÖµÄÊ÷Ã磩

dug_berrybush£¨¿ÉÖֵĹûÊ÷´Ô£© c_give(\c_give(\c_give(\

c_give(\c_give(\c_give(\

c_give(\c_give(\

±©·çµØ½Ñ5ge

cutstone

c_give(\

c_give(\c_give(\

c_give(\

minimap=TheSim:FindFirstEntityWithTag(\GetWorld().minimap.MiniMap:ShowArea(0,0,0,10000) c_give(\c_give(\c_give(\

c_give(\c_give(\c_give(\c_give(\c_give(\c_give(\c_give(\

GetPlayer().components.health:SetMaxHealth(300) GetPlayer().components.health:StartRegen(30,10) GetPlayer().components.hunger:SetMax(350) GetPlayer().components.sanity:SetMax(400) c_give(\

GetPlayer().components.health:SetMaxHealth(9999) GetPlayer().components.health:StartRegen(50,10) GetPlayer().components.hunger:SetMax(3500) GetPlayer().components.sanity:SetMax(4000)

c_give(\c_give(\c_give(\

c_give(\c_give(\c_give(\c_give(\c_give(\c_give(\c_give(\c_give(\

c_give(\

µÆÁý²Ýµ¥¶äµÄ:flower_cave Ë«¶ä:flower_cave_double Èý¶ä:flower_cave_triple

--------------------ÒÔÏÂΪ¸÷¸öº¯ÊýÔ­ÐÍ£¬Ê¹ÓÃʱֻÐèÒªÊäÈ뺯Êý±ÈÈçc_save()-----------------

----------------ÊÀ½çº°»°------------------------------------- -- Show server announcements:

-- To send a one time announcement: c_announce(msg)

-- To repeat a periodic announcement: c_announce(msg, interval)

-- To cancel a periodic announcement: c_announce() c_announce(\´ó¼Ò¼ÇºÃ·¿¼äÃû£¬»Øһϵµ\----------------»Ø¹ö---------------------------

-- Roll back *count* number of saves (default 1) function c_rollback(count) c_rollback(1)

----------------±£´æ---------------------------- function c_save()

----------------Ë¢ÎïÆ·------------------------------- -- Spawn At Cursor and select the new ent

-- Has a gimpy short name so it's easier to type from the console function c_spawn(prefab, count)

----------------¹Ø±Õ·þÎñÆ÷£¨ÊÇ·ñ±£´æ£©--------------------------------

-- Shutdown the application, optionally close with out saving (saves by default) function c_shutdown(save)

----------------ÖØÆô·þÎñÆ÷£¨ÊÇ·ñ±£´æ£©--------------------------------

-- Restart the server, optionally save before restarting (does not save by default) function c_reset(save)

----------------ÖØÐÂÉú³ÉÊÀ½ç--------------------------------

-- Permanently delete the game world, rengerates a new world afterwords function c_regenerateworld()

----------------Ô¶³ÌÖ´ÐÐluaÃüÁî-------------------------------- -- Remotely execute a lua string function c_remote( fnstr )

----------------ʹһ¸öÍæ¼ÒÖØпªÊ¼½øÈëÑ¡È˽׶Î-------------------------------- -- Despawn a player, returning to character select screen function c_despawn(player)

----------------c_despawn helper-------------------------------- -- c_despawn helper

local function dodespawn(player)

----------------Áгöµ±Ç°»îÔ¾Óû§-------------------------------- -- Return a listing of currently active players function c_listplayers()

----------------ÓëÉÏÒ»¸öÃüÁî¸Ð¾õûÓÐʲôÇø±ð-------------------------------- -- Return a listing of AllPlayers table function c_listallplayers()

-----------------»ñÈ¡Ñ¡ÔñµÄÎïÆ·-------------------------------

-- Get the currently selected entity, so it can be modified etc. -- Has a gimpy short name so it's easier to type from the console function c_sel()

function c_select(inst) -----------------¹â±êÏ´òÓ¡¡£¡£¡£------------------------------- -- Print the (visual) tile under the cursor

function c_tile()

-----------------Ó¦Óó¡¾°½Å±¾À´Ñ¡ÔñºÍÔËÐÐËü¡£------------------------------- -- Apply a scenario script to the selection and run it. function c_doscenario(scenario)

-----------------¸Ä±äµ¥Î»ÉúÃüÖµ------------------------------- -- Some helper shortcut functions function c_sel_health() function c_sethealth(n)

function c_setminhealth(n) ×îСÉúÃüÖµ function c_setsanity(n) ÄÔ²ÐÖµ c_sethunger(n) ¼¢¶öÖµ function c_setbeaverness(n)

function c_setmoisture(n) ʪ¶È function c_settemperature(n) ζÈ

-----------------ÔËÐÐÖÐÖ±Á¬------------------------------- -- Work in progress direct connect code.

-- Currently, to join an online server you must authenticate first. -- In the future this authentication will be taken care of for you. function c_connect( ip, port, password )

-----------------ÔÚ±³°üÖзÅÈëÎïÆ·------------------------------- -- Put an item(s) in the player's inventory function c_give(prefab, count)

-----------------δ֪------------------------------- function c_mat(recname) function c_pos(inst) function c_printpos(inst)

function c_teleport(x, y, z, inst)

-----------------Òƶ¯ÃüÁî------------------------------- function c_move(inst) function c_goto(dest, inst) δ֪

function c_inst(guid) ÁоÙ

function c_list(prefab) function c_listtag(tag)

²éÕÒÏÂÒ»¸ö

function c_findnext(prefab, radius, inst)

------------------ÉϵÛģʽ------------------------------ function c_godmode()

------------------------------------------------

-------------------³¬¼¶ÉϵÛģʽ----------------------------- function c_supergodmode()

-------------------²éÕÒ-----------------------------

function c_find(prefab, radius, inst) function c_findtag(tag, radius, inst)

δ֪ÃüÁî

function c_gonext(name)

δ֪ÃüÁî

function c_printtextureinfo( filename ) function c_simphase(phase)

function c_anim(animname, loop) function c_light(c1, c2, c3)

function c_spawn_ds(prefab, scenario) function c_countprefabs(prefab, noprint) function c_counttagged(tag, noprint)

---------------¼ÆËãËùÓÐÎïÆ·ÊýÁ¿--------------------------------- function c_countallprefabs()

---------------¼ÓËÙ¼¸±¶--------------------------------- function c_speedmult(multiplier) c_speedmult(1.5) c_speedmult(1.3) c_speedmult(3)

----------------ʵÑéģʽ-------------------------------- function c_testruins()

ConsoleCommandPlayer().components.builder:UnlockRecipesForTech({SCIENCE = 2, MAGIC = 2})

c_give(\ c_give(\ c_give(\ c_give(\ c_give(\ c_give(\ c_give(\ c_give(\ c_give(\

c_give(\ c_give(\ c_give(\ c_give(\ c_give(\ c_give(\end

δ֪

function c_teststate(state)

-----------------×÷Õ½×°±¸------------------------------- function c_combatgear()

-----------------×÷սģÄâÆ÷------------------------------- function c_combatsimulator(prefab, count) -----------------ת´¢------------------------------- function c_dump()

-----------------ÏÔʾµ±Ç°Ëù´¦¼¾½Ú------------------------------- function c_dumpseasons() Àý×Ó£º

c_dumpseasons()

[04:48:05]: ConsoleInput: \[04:48:05]: spring 14 -> 6 days (70 %) cycle --------------´òÓ¡ÊÀ½çÐÅÏ¢---------------------- function c_dumpworldstate()

Àý×Ó

[04:49:27]: ConsoleInput: \[04:49:27]:

[04:49:27]: //======================== DUMPING WORLD STATE ===================== ===\\\\

[04:49:27]: summerlength 15 [04:49:27]: seasonprogress 0.7 [04:49:27]: elapseddaysinseason 14 [04:49:27]: isfullmoon false

[04:49:27]: moisture 1552.6871337891 [04:49:27]: springlength 20 [04:49:27]: moonphase threequarter [04:49:27]: precipitationrate 0 [04:49:27]: iswet false

[04:49:27]: winterlength 15 [04:49:27]: iswinter false [04:49:27]: issummer false

[04:49:27]: moistureceil 3359.3188476563 [04:49:27]: isday false

[04:49:27]: remainingdaysinseason 6 [04:49:27]: isnight false [04:49:27]: isdusk true [04:49:27]: isspring true [04:49:27]: isautumn false [04:49:27]: issnowing false [04:49:27]: snowlevel 0

[04:49:27]: issnowcovered false

[04:49:27]: autumnlength 20 [04:49:27]: phase dusk

[04:49:27]: temperature 38.151284629022 [04:49:27]: wetness 14.76150894165 [04:49:27]: pop 0.36728030875334 [04:49:27]: season spring [04:49:27]: israining false

[04:49:27]: time 0.79473068118095 [04:49:27]: cycles 49

[04:49:27]: precipitation none

[04:49:27]: timeinphase 0.95938441412789

[04:49:27]: \\\\================================================================== ===//

------------Òþ²Ø------------------- function c_makeinvisible()

---------------------------------- ×÷ÓÃδ֪

function c_selectnext(name) ÒÔÏÂÓ¦¸ÃÊÇÕÙ»½boss ÕÙ»½Â¹µÄÂíÌãÉù

function c_summondeerclops() ÕÙ»½ÐܵÂ

function c_summonbearger()

-------------¾Û¼¯¶ÓÔ±--------------- function c_gatherplayers()

local x,y,z = ConsoleWorldPosition():Get() for k,v in pairs(AllPlayers) do

v.Transform:SetPosition(x,y,z) end end

------------¼ÓËÙ---------------- function c_speedup()

TheSim:SetTimeScale(TheSim:GetTimeScale() *10) print(\end

-------------Ìø¹ý¶àÉÙÌì---------------------

function c_skip(num) num = num or 1

LongUpdate(TUNING.TOTAL_DAY_TIME * num) end

----------------ͶƱ----------------------- function c_togglevotekick()

TheWorld.net.components.voter:ToggleVoteKick() end

---------------µØÃæÀàÐÍ-------------------- function c_groundtype()

local index, table = ConsoleCommandPlayer():GetCurrentTileType() print(\

for k,v in pairs(table) do print(k,v) end end

-------------ËÑË÷---------------------- function c_searchprefabs(str)

ÀýÈç

c_searchprefabs(\

[04:57:55]: ConsoleInput: \[04:57:55]: Found 10 matches: [04:57:55]: log

[04:57:55]: yellowgem

[04:57:55]: maxwellphonograph [04:57:55]: livinglog

[04:57:55]: glommerwings

[04:57:55]: deerclopswarning_lvl1 [04:57:55]: deerclopswarning_lvl4 [04:57:55]: deerclopswarning_lvl3 [04:57:55]: deerclopswarning_lvl2 [04:57:55]: teleportato_ring

---------------Ëø¶¨½¡¿µ--------------------

function c_maintainhealth(player, percent)

player = player or ConsoleCommandPlayer() if player.debug_maintainhealthtask ~= nil then player.debug_maintainhealthtask:Cancel() end

player.debug_maintainhealthtask = player:DoPeriodicTask(3, inst.components.health:SetPercent(percent or 1) end) end

----------------Ëø¶¨san-------------------

function c_maintainsanity(player, percent)

player = player or ConsoleCommandPlayer() if player.debug_maintainsanitytask ~= nil then player.debug_maintainsanitytask:Cancel() end

player.debug_maintainsanitytask = player:DoPeriodicTask(3, inst.components.sanity:SetPercent(percent or 1) end)

function(inst)

function(inst)

end

----------------Ëø¶¨¼¢¶ö-------------------

function c_maintainhunger(player, percent)

player = player or ConsoleCommandPlayer() if player.debug_maintainhungertask ~= nil then player.debug_maintainhungertask:Cancel() end

player.debug_maintainhungertask = player:DoPeriodicTask(3, inst.components.hunger:SetPercent(percent or 1) end) end

---------------Ëø¶¨Î¶È--------------------

function c_maintaintemperature(player, temp) player = player or ConsoleCommandPlayer() if player.debug_maintaintemptask ~= nil then player.debug_maintaintemptask:Cancel() end

player.debug_maintaintemptask = player:DoPeriodicTask(3, inst.components.temperature:SetTemperature(temp or 25) end) end

---------------Ëø¶¨Êª¶È--------------------

function c_maintainmoisture(player, percent) player = player or ConsoleCommandPlayer()

if player.debug_maintainmoisturetask ~= nil then player.debug_maintainmoisturetask:Cancel() end

player.debug_maintainmoisturetask = player:DoPeriodicTask(3, inst.components.moisture:SetPercent(percent or 0) end) end

--------------Ëø¶¨ÒÔÉÏËùÓÐ---------------------

-- Use this instead of godmode if you still want to see deltas and things function c_maintainall(player)

player = player or ConsoleCommandPlayer() c_maintainhealth(player) c_maintainsanity(player) c_maintainhunger(player)

c_maintaintemperature(player) c_maintainmoisture(player) end

c_maintainall()

------------È¡ÏûËø¶¨----------------------- function c_cancelmaintaintasks(player)

player = player or ConsoleCommandPlayer() if player.debug_maintainhealthtask ~= nil then player.debug_maintainhealthtask:Cancel()

function(inst)

function(inst)

function(inst)

player.debug_maintainhealthtask = nil end

if player.debug_maintainsanitytask ~= nil then player.debug_maintainsanitytask:Cancel() player.debug_maintainsanitytask = nil end

if player.debug_maintainhungertask ~= nil then player.debug_maintainhungertask:Cancel() player.debug_maintainhungertask = nil end

if player.debug_maintaintemptask ~= nil then player.debug_maintaintemptask:Cancel() player.debug_maintaintemptask = nil end

if player.debug_maintainmoisturetask ~= nil then player.debug_maintainmoisturetask:Cancel() player.debug_maintainmoisturetask = nil end end

-------------δ֪---------------------- function c_removeallwithtags(...)

for k,ent in pairs(Ents) do for i,tag in ipairs(arg) do if ent:HasTag(tag) then ent:Remove() break end end end end

----------------------------------- ----------------------------------- ----------------------------------- Get a certain player AllPlayers[number]

AllPlayers[1] will get ThePlayer if you are the host. Other players should have numbers as shown on the scoreboard (In certain situations, the number may be wrong. You can be more precise by using c_listallplayers() first to see the username and character for each player number.). Most of ThePlayer commands can be used with AllPlayers[number] instead of ThePlayer.

Apply a command to all players

for k,v in pairs(AllPlayers) do command end

Replace command with another command, using \

\

Move another player

c_move(AllPlayers[number])

Moves the player to the cursor position. c_move(AllPlayers[1]) Kill a player

AllPlayers[number]:PushEvent('death') Kills the player.

Resurrect a player

AllPlayers[number]:PushEvent('respawnfromghost') Resurrects the player.

AllPlayers[number]:PushEvent('respawnfromghost') Teleport to a player

c_goto(AllPlayers[number])

Teleports you to to the player corresponding to the player number from c_listallplayers().

Return a player to character select c_despawn(AllPlayers[number])

Note that this will delete their items, so it is recommended that you kill them first to drop their items.

World commandsEdit Teleport to Prefab c_gonext(\

After pressing enter, it teleports you to the first numerical instance of the named prefab. If multiple iterations of the prefab exist, a list of the entity numbers will be displayed in the console log, and each subsequent execution of the same command will transport the player from entity to entity in the order they were generated in the world.

Delete Item Under Mouse

TheInput:GetWorldEntityUnderMouse():Remove() c_select() c_sel():Remove()

After pressing enter, it deletes the item under your mouse. Use the second command on dedicated servers, the first command will not work.

Reveal Map

TheWorld.minimap.MiniMap:ShowArea(0,0,0,10000)

Note that this is a local command, but will not work if you are a client.

Skip day

?TheWorld:PushEvent(\

Skips the current day. Change the value to skip more days or parts of days (e.g. 16*30*4.5 to skip 4.5 days) WARNING: Too big values may freeze the game. (Depending on computer speed)

Skip time

TheWorld.net.components.clock:OnUpdate(16*30*x)

Skips the current day. Change x to skip more days or parts of days (e.g. 16*30*4.5 to skip 4.5 days) WARNING: Too big values may freeze the game. (Depending on computer speed)

Skip time units and update LongUpdate(X)

Skips X time units and performs the \

Note: There are 30 time units per segment. To skip a whole day one can either use LongUpdate(480) or use multiplicative values such as LongUpdate(X*16*30) or LongUpdate(X*TUNING.TOTAL_DAY_TIME), with X=days to skip.

Skip phase

TheWorld:PushEvent(\Skips the current phase.

Set segments

TheWorld:PushEvent(\

Sets amount of segments. Errors if x + y + z adds up to over 16. Note that this will get reset the next day. Example:

TheWorld:PushEvent(\

Very long day, very short dusk and night (one segment for dusk and one for night)

Set season segments

?TheWorld:PushEvent(\{summer={day=sx,dusk=sy,night=sz}, winter={day=wx,dusk=wy,night=wz}})

Sets amount of segments. Errors if x + y + z adds up to over 16. Unlike setclocksegs, this is permanent. Example:

TheWorld:PushEvent(\{summer={day=14,dusk=1,night=1}, winter={day=13,dusk=1,night=2}})

Very long day, very short dusk and night (one segment for dusk and one for night), with a slightly longer night in winter.

Set season lengths

TheWorld:PushEvent(\

Sets the lengths of the seasons. {summer=20, winter=15} is the default, while {summer=50,

winter=10} would be long summer.

Start Summer

TheWorld:PushEvent(\Start summer

Start Winter

TheWorld:PushEvent(\Start winter

When the RoG DLC is added, the additional commands will likely be TheWorld:PushEvent(\\and TheWorld:PushEvent(\\

Start Rain

TheWorld:PushEvent(\Start rain.

Stop Rain

TheWorld:PushEvent(\Stop rain. This also includes Frog Rain.

Do Lightning Strike

TheWorld:PushEvent(\Lightning strike on mouse cursor. Will hit lightning rod instead if there is one near

Meteor Strike

c_spawn(\

Meteor strike on mouse cursor. Spawns different kind of rocks randomly.

Measure Distance

print(math.sqrt(ThePlayer:GetDistanceSqToInst(TheInput:GetWorldEntityUnderMouse())))

Prints the distance between player and object under mouse to the console log (displayed with Ctrl + L by default).

Network/Server CommandsEdit Kick/Ban a player TheNet:Kick(userid) TheNet:Ban(userid)

Note that this can be accomplished more easily through the scoreboard. The userid can be obtained from the AllPlayers table. Once you've found the number of the player you want to kick (as shown above in the Other Player Commands section), you can use AllPlayers[#].userid. So, for example, with player 2, TheNet:Kick(AllPlayers[2].userid).

Connect to a server

c_connect(\

If connecting conventionally doesn't work, it is possible to connect directly to an IP address. By default, the port is 10999. If there is no password, you can leave that part out: c_connect(\

Reload the world c_reset( true / false )

true will save the world before reloading it, false will reload without saving. This command may crash your game if you are a client (unless you send it as a remote command).

Regenerate the world c_regenerateworld()

Regenerates specified items in a world.

Save the server c_save()

Forces the server to save immediately (servers normally autosave whenever night finishes).

Shut down the server c_shutdown( true / false)

true will save the game, false will exit without saving. c_shutdown() is the same as c_shutdown(true).

Roll back the server c_rollback(count)

Rolls back a server by the given number of saves. c_rollback() will roll it back by one, while c_rollback(3) will roll it back three.

Enable/Disable new player joining

TheNet:SetAllowIncomingConnections( true / false )

Setting it to true is the default behavior (people can join). Setting it to false prevents anyone from joining.

Make a server announcement (for dedicated server console) c_announce(\

This allows you to announce server shutdowns/restarts so players do not just get disconnected without warning.

Miscellaneous CommandsEdit Clear the morgue

ErasePersistentString(\

Clears the morgue. Requires closing and reopening the game for changes to be seen.

Categories:

Gameplay Add category Showing 25 most recent 79 comments

As a reminder, please read the rules before posting. Being cordial and do not post any comments discussing illegal copies of the games. Try to avoid replying to comments older than 2 weeks. ----------------------------------- -----------------------------------

Make all players invincible(no damage to sanity, hunger or health):

for k,v in pairs(AllPlayers) do v.components.health:SetInvincible(true) end

Make all players vulnerable again:

for k,v in pairs(AllPlayers) do v.components.health:SetInvincible(false) end

Set all players hunber to 100%:

for k,v in pairs(AllPlayers) do v.components.hunger:SetPercent(1) end

Set all players sanity to 100%:

for k,v in pairs(AllPlayers) do v.components.sanity:SetPercent(1) end

Set all players health to 100%:

for k,v in pairs(AllPlayers) do v.components.health:SetPercent(1) end

Move all players to the cursor:

for k,v in pairs(AllPlayers) do c_move(v) end

Respawn all players:

for k, v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

Set health max to specific value(1000 in the example):

for k,v in pairs(AllPlayers) do v.components.health:SetMaxHealth(1000) end ----------------------------------- ----------------------------------- ----------------------------------- -----------------------------------

:PushEvent('respawnfromghost')

ËùÓÐÈËÖØÉú

for k,v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

for k,v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

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