Console commands (AA Manual)

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This page is a blatant copy of this wiki article. As in the article above, the credit to the authors is below the body of the article.

Useful Commands

    AGPHUD < 0 | 1 > - Hides/shows the HUD
    Exit - Exits to desktop
    Quit - Exits to desktop
    Relaunch - Exits to desktop
    Flush - Flushes all caches and relights (This does not fix server lag. This is only for your local system.)
    SetRES WxHxD - Sets the resolution and color depth. Ex: SetRes 800x600x32
    NetSpeed xxxx - Sets netspeed to different setting
    LANSpeed xxxx - Sets LANSpeed to different setting. Default is 20000, you should not change this.
    Open xx.xx.xx.xx - Join a server via IP
    Open xx.xx.xx.xx?Password=xxxxx - Join a password protected sever via IP, where xxxxx is the password.
    PlayerList - Will display all players in a server, as well as their player slot. This is useful to start a votekick on someone with weird characters in their name.
    ReasonList - Provides the 5 reasons for a votekick.
          These are the 5 reasons to initiate a Votekick:
          1 Player is idle
          2 Player is intentionally violating ROE
          3 Player has used foul language
          4 Player is spamming chat
          5 Player is camping
    VoteKick < Name | # > < reason # > - Starts a votekick on the specified player. You can either put in their exact player name or their player number. Ex: VoteKick Player 1 would start a votekick against "Player" for being idle.
    Reconnect - Reconnect to the server.
    Disconnect - Disconnect from the server.
    ToggleFullScreen - Toggle windowed/full-screen mode
    Suicide - Kills yourself.
    Shake <#> - Makes the screen shake for the number of seconds specified, where <#> is the number of seconds.
    SwitchTeam - Select to join the opposite team without having to bring down the F3 menu.
    SetSensitivity <#> - Sets mouse sensitivity to <#>
    SetSmoothingStrength <#> - Sets mouse smoothing strength to this number
    SetSmoothingMode < 0 | 1 > - Turns on or off the two smoothing variables. Not related to 'Reduce Mouse Lag'
    Keybinding <key> - Shows the keybind for that particular key.
    Stat FPS - Displays the frames per second
    Stat Net - Displays connection information
    SetConsoleWidth <#> - Set to 99 for longer messages in the console</key>


    Note: This feature is not yet supported or completed and is included for evaluation purposes only.
          TrackIRHelp - Displays TrackIR information and commands.
          TrackIRDisableViewTracking - disables Track IR (tm) view tracking
          TrackIREnableViewTracking - enables Track IR (tm) view tracking
          TrackIRSetKey <movement> <value> - sets movement activation level for bound actions
          TrackIRSetViewKey <key> - sets activation key for view tracking</key></value></movement>

System Diagnostics

    MEMStat - Shows Windows memory usage
    Stat All - Shows all stats
    Stat Audio - Shows audio stats
    Stat Game - Shows game stats
    Stat Hardware - Shows hardware stats
    Stat Render - Shows rendering stats
    Stat Karma - Shows Karma stats
    Stat None - Removes all stats from screen
    ConfigHash - Displays configuration info
    DumpCache - Dumps the memory cache contents (This does not fix server lag. This is only for your local system.)
    GetColorDepth - Displays the maximum color depth supported by your hardware
    GetCurrentColorDepth - Displays your current color depth
    GetCurrentRES - Displays your current screen resolution
    GetRES - Displays your current screen resolution and color depth
    GetCurrentTickRate - Displays your current tick rate
    GetMaxTickRate - Displays the maximum allowed tick rate
    Obj Classes - Displays a list of object classes
    Obj Garbage - Collects and purges objects no longer in use
    Obj Hash - Displays object hashing statistics
    Obj Linkers - Displays a list of active linkers
    Obj List - Displays a summary of memory usage

Single Player Commands

    MPCheat BehindView < 1 | 0 > - 3rd person view on/off
    FreeCamera < 1 | 0 > - For 3rd person view, independently rotating view on/off.
    Fly - To fly
    Ghost - To fly through objects
    God - God mode
    Phil - God mode
    Entropy - God Mode
    FOV <#> - Changes field of view (90 is default)
    PlayersOnly - Toggles freezing effects (Ex: muzzle flash, grenades)
    Slomo <#> - To change time rate (1 is default)
    SetSpeed <#> - To change player speed (1 is default)
    SetJumpz <#> - To change player jump (325 is default)
    Walk - Returns you back to the ground. Counters fly/ghost
    DeathStalker - Toggle unlimited ammo on/off
    SetCameraDist(#) - Set camera distance
    CheatView <X> - See what actor X's view is
    Changesize <#> - Change players size (1 is default)
    ViewSelf - Target Camera on player
    WpnRecoil - Toggle recoil on/off
    Judas - Toggle perfect accuracy
    Teleport - Teleports your player to the place on the map you are looking. Doesn't go through the fog and don't look up high unless you have god mode enabled, or want to die.
    SwitchLevel <mapname> - Goes to the map specified
    FreezeFrame <#> -Freezes the frame after X amount of seconds
    LockCamera - Detaches the player from the camera. The camera sits where the player was last looking and the player is free to roam
    SetGravity <#> - positive # for antigravity, negative # for standard gravity. -1000 is default
    ViewBots - Views from the next summoned character
    ViewClass <class> - Goes to the specified class of character
    KillPawns - Removes all practice dummies</class></mapname></X>

Weapons & MPCheats

These only work in servers that have cheats enabled or while offline. These servers will show (Cheats) in the top right corner next to version number. Command: MPCheat Class <X> or MPCheat ChangeClass <X> or MPCheat SilentClass <X> (does not transmit to other players) where <X> is one of the following classes:</X></X></X></X> Note: Detailed information on each weapon can be found at the America's Army Game Manual Wiki. US Weapons:

    R - M16A2 Assault Rifle
    G - M16A2 / M203 Grenade Launcher
    AR - M249 Squad Automatic Weapon (SAW)
    M - M4A1 Carbine
    M4M - M4 SOPMOD
    M4A1Auto - Ranger M4A1
    MA - Ranger M4A1
    SF - M4 SOPMOD
    D - M4 SOPMOD with AGP-DB14 Door Breaching Charge.
    S24 - M24 SWS
    S - M82A1 SAMR
    S82 - M82A1 SAMR
    SPR - MK 12 MOD 0 Special Purpose Rifle (SPR)
    M9 - M9 Beretta Pistol
    AT4 - M136 AT4 Light Anti-Tank Weapon
    J - Javelin Anti-tank Missile
    BDM - M141 Bunker Defeat Munition (BDM)

Foreign Weapons:

    AK - AK-47 Assault Rifle
    GP - AK-47 / GP30 Grenade Launcher
    AK74SU - AKS-74U
    RPK - RPK
    SVD - Dragunov SVD
    MOS - Mosin-Nagant
    V - VSS Vintorez
    RPG - RPG-7
    RPG9 - PG-7VR Tandem Warhead RPG

Other Classes:

    SL - Squad Leader
    FT - Fireteam Leader
    RCT - Recruit (no weapons)
    PSO - PSO


    MPCheat Binoc 1 - Get regular binoculars
    MPCheat Binoc 2 - Get Radio Tower binoculars
    MPCheat Binoc 3 - Get Special Forces binoculars.
    MPCheat Binoc 4 - Get Newtonian binoculars.
    MPCheat FreeCamera < 1 | 0 > - 3rd person view, independently rotating camera on/off
    MPCheat BehindView < 1 | 0 > - 3rd person view, dependently rotating camera on/off
    MPCheat God - Enable God mode
    MPCheat Ghost - Enable ghost mode
    MPCheat NVG - Get night vision goggles
    MPCheat Walk - Puts you back on the ground, counters fly/ghost
    MPCheat Medic - Get medic patches
    MPCheat Medic <#> - To get the specified number of medic patches (max is 255)
    MPCheat ParamsAmmo < 1 | 0 > - Unlimited ammo on/off
    MPCheat FOV <#> - Change field of view (90 is default)
    MPCheat Slomo <#> - Change the speed of the game (1 is default)

Open Maps Offline

Command: Open <mapname> where <mapname> is one of the maps listed below:</mapname></mapname> Infantry Missions

    Border - Border
    Bridge - Bridge Crossing
    Bridge_SE - Bridge Crossing Second Edition
    Tunnel - Collapsed Tunnel
    HQ_Raid - Headquarters Raid
    Insurgent_Camp - Insurgent Camp (Note: You must download this map via DCDS)
    Mountain_Pass - Mountain Pass
    Mountain_Pass_se - Mountain Pass Second Edition
    Mout_Mckenna - MOUT McKenna
    Pipeline - Pipeline
    River_Basin - River Basin
    Urban_Assault - Urban Assault

Airborne Missions:

    FLS - FLS Assault
    JRTC_Farm - JRTC FARP Raid

Ranger Missions:

    Mountain_Ambush - Mountain Ambush
    Swamp_Raid - Swamp Raid
    Radio_Tower - Radio Tower
    Weapons_Cache -Weapons Cache
    Weapons_Cache_SE - Weapons Cache SE
    Woodland_Outpost - Woodland Outpost
    Dusk - Dusk
    Interdiction - Interdiction (Co-op Map)
    Steamroller - Steamroller (Note: You must download this map via DCDS)

Special Forces:

    Pipeline_SF - Special Forces Pipeline
    SFArctic - Special Forces Arctic
    SFBlizzard - Special Forces Blizzard
    SFCourtyard - Special Forces Courtyard
    SFCsar - Special Forces Combat Search and Rescue
    SFDockside - Special Forces Dockside (Note: You must download this map via DCDS)
    SFExtraction - Special Forces Extraction
    SFHospital - Special Forces Hospital
    SFPCR - Special Forces PCR (Precious Cargo Recovery)
    SFRecon - Special Forces Recon
    SFSandstorm - Special Forces Sandstorm
    SFVillage - Special Forces Village
    SFOasis - Special Forces Oasis
    SFTaiga - Special Forces Taiga
    SFWaterTreatment - Special Forces Water Treatment
    SFSnakeplain - Special Forces Snakeplain (Co-op Map)

Official User Created Missions:

    SMU_GH_RiverVillage - River Village
    SMU_GH_SFFloodgate - Special Forces Floodgate
    SMU_GH_SFOldTown - Special Forces Old Town
    SMU_GH_SFRefinery - Special Forces Refinery

Training Maps

    Leavenworth (Note: There are lots of Easter Eggs in the other cells)

User Created Maps:

    In order to play user created maps, first you must place the .aao map file in your Maps folder. By default, it is located at: C:\Program Files\America's Army\Maps
    Once the .aao map file is in the maps folder, write down the exact file name. This is what you will use as the <mapname> as shown above. If the file name is CustomMap1.aao, I would use the command Open CustomMap1.aao</mapname>

Summon Characters

Note: You can only summon characters on multiplayer maps in single player mode. You can not spawn them in training maps.

    SummonNPCSoldier - Summons a frozen soldier in front of you.
    KillPawns - Removes all dead and living soldiers.
    Controlling Summoned Characters:
    After summoning one (or more) characters, type Avatar AGP_Characters.NPC_Soldier. Once you hit enter you will go to the other body. You can see your other body standing there. Use FreeCamera < 1 | 0 > and BehindView < 1 | 0 > to see a good view of your body. If you have more then one pawn use Avatar AGP_Characters.NPC_Soldier again and it will switch you between them. To get back to your original body use the Avatar AGP_Characters.AGP_character (as long as he isn't dead).

Binding Keys

Binding Keys with User.ini

    Note: The following topic requires editing of the User.ini file. The default location for this file is: C:\Program Files\America's Army\System\User.ini.
    Important: First copy and paste the User.ini file to your desktop or another location to have a back up in case you make any changes you don't want. You can set the commands for each key to almost anything you want, but some commands cannot be used together (Ex: Fire and any other command).
          The key you are binding is shown first. The command is written after the equals sign. Here are a few examples:
          When 7 is pressed, an NPCSoldier will spawn.
          2=Grenade Frag | TeamSay Throwing A Grenade! Take Cover!
          When 2 is pressed, you will take out a frag grenade, and say to your team "Throwing A Grenade! Take Cover!"

Binding Keys In-Game

          Hit ~ to bring down console.
          bind <key> <command></command></key>
          bind X Say Good Job
          Your X key is now bound (in the User.ini file) to Say Good Job. You can, of course, rebind it to something else at any time. It will replace the old bind you had there if any.

Binding Many Keys With a Text File

          Eventually, you may find that you have more bindings then keys, especially if you make map-specific binds. In order to get around this problem, you can load binds with a text file. In your user.ini file you would have:
          <key>=exec FILENAME.txt</key>
          Within FILENAME.txt would look like the following:
                bind <key> <command>
                bind <key> <command>
                bind <key> <command></command></key></command></key></command></key>
          User.ini Example:
                X=exec FILENAME.txt
          Within FILENAME.txt would look like the following:
                bind Y Say Hello world
                bind Z Say Hi there
          When you load the game, hitting Y will do nothing. But if you hit your X key, it will bind Y to say Hello World. Using multiple .txt files, you can swap large numbers of binds in and out of your User.ini file.
          Note: You can modify your User.ini file directly to create individual binds, without the file swapping method described above. Open it up in a text editor, such as Notepad, find the keys you want to change, modify them how you want. Then save the file and open America's Army.
          Note: When importing binds from a text file the "|", which allows you to put multiple commands on a single bind, does not work properly. Many people avoid this limitation by taking advantage of aliases. Make sure you do not use an .ini file for the text files, as they will not work. It has to be a .txt file.

Binding Commo Messages & Actions

Proper Format

    <key>=Commo<list> | CommoSendMessage <X> where <list> is radio, shout, whisper, squad, or hand and <X> is 1 through 32
    Note: The | character is used to separate commands. This makes it possible for one key to execute multiple commands at the same time.</X></list></X></list></key>
    K=CommoHand | CommoSendMessage 6
    Now for your own:
    <key>=CommoHand | CommoSendMessage 1
    Problem with the above bind is that it leaves the commo mode in CommoHand.</key>
    <key>=CommoHand | CommoSendMessage 1 | CommoRadio
    With this there is a problem as well. Now it leaves the Radio menu open and you have to hit a key to close it.</key>
    Proper fix:
    <key>=CommoHand | CommoSendMessage 1 | CommoRadio | CommoSendMessage 99
    This works correctly by sending a fake CommoSendMessage to CommoRadio.</key>

Commo List [a8b]

    Each of CommoWhisper, CommoShout, CommoRadio, and CommoGlobal has an associated chat mode. You can bind these to keys using:
          <key>=CommoWhisper | Talk
          <key>=CommoShout | Talk
          <key>=CommoRadio | Talk
          <key>=CommoGlobal | Talk</key></key></key></key>
    For use with CommoSendMessage <#> where <#> is a number listed below:
    Hand signals
          1 - Move out
          2 - Stop
          3 - Get down
          4 - Look this way
          5 - Ready
          6 - Double time
          8 - Affirm
          9 - Negative</key>
    Squad Commands
    Note: These ONLY work when you are the squad leader.
          1 - Squad, form up!
          2 - Squad, spread out!
          3 - Fall back! Fall back!
          4 - Squad, Open fire
          5 - Squad, Cease fire
          6 - Squad, Hold this position
          7 - Squad, Report in
          8 - Squad, Silence! Silence!
          9 - Squad, Operate as a unit
          10 - There's no I in team
          11 - That may be your way, but it's not the army way
          12 - What are you doing solider?
          13 - Hit the dirt!
          14 - Stay down
          15 - Grandma was slow but she was old
          16 - That don't make no sense at all
          17 - Good job soldier!
          18 - Great job team!</key>
          1 - Move out
          2 - Stop
          3 - Cover me
          4 - Enemy spotted
          5 - Take cover
          6 - Enemy down
          7 - Area secure
          8 - Roger
          9 - Negative
          10 - Up
          11 - Down
          12 - Left
          13 - Right
          14 - North
          15 - South
          16 - East
          17 - West
          18 - Hooah
          19 - Sniper
          20 - Frag'em
          21 - Smoke'em
          22 - Flash'em
          23 - Grenade
          24 - Ready
          25 - I'm hit
          26 - Get the door
          27 - Check your flanks
          28 - Psst - Whisper; Frag Out - Shout; Silent Beep - Radio
          31 - Stop so I can Treat You
          32 - Medic! [Position]</key></key></key>


    Some of the following actions can be used with each other, or with Comm messages.
    M=CallMedic | ReportIn
    When "M" is pressed, you will shout for a medic and report in your position.
    K=Teamsay Smoking! Get ready to move! | GrenadeSmoke
    When "K" is pressed, you will tell your team "Smoking! Get ready to move!" and also take out a smoke grenade.
          Action - Open doors, take objectives, etc
          AGPMainMenu - AA main menu
          AltFire - Alternate fire mode
          Binoculars - Select binoculars if you have them in your inventory
          Brightness - Changes screen brightness
          CallMedic - Player yells "Medic" if injured
          CommoCycle - Cycles through commos
          CommoGlobal - Global (seen by all players if alive (only seen by dead players if you are dead))
          CommoHand - Hand signal commos
          CommoMenuToggle - Will probably cycle through commos next version (currently does nothing)
          CommoRadio - Radio commos
          CommoShout - Shout commos (heard by all within range)
          CommoSquad - Squad commos
          CommoWhisper - Whisper commos (heard by all within range)
          Console - Pull up the console
          Contrast - Changes monitor contrast
          Crawl - Same functionality as Crouch
          Crawling - Prone/Standing toggle
          Crosshair - Change crosshair
          Crouch - When pressed it will only go to crouched, repressing while crouched causes no stance change. Unlike the Crouching command, which when double pressed, will cause you to stand.
          Crouching - Crouch/Standing toggle
          DecreaseRange - Decreases the range on weapons with adjustable sights
          DemolitionItem - Select a door breacher if have one in your inventory
          FastMove - Toggle run/walk
          Fire - Fire Weapon
          FixJam - Fix jammed weapon
          Flush - Flushes graphics, useful for low end systems
          ForceReload - 'Forces' a reload.
          FreeLook - Free look
          Gamma - Changes monitor gamma
          GrenadeIncendiary - Select an incendiary grenade if you one them in your inventory
          GrenadeFlash - Select a flash grenade if you have one in your inventory
          GrenadeFrag - Select a fragmentation grenade if you have one in your inventory
          GrenadeSmoke - Select a smoke grenade if you have one in your inventory
          IncreaseRange - Increases the range on weapons with adjustable sights
          Jump - Jump
          LeanLeft - Lean/roll left
          LeanRight - Lean/roll right
          LeftRail - Activate mod on the left rail
          LookDown - Moves aimpoint down
          LookUp - Moves aimpoint up
          MoveBackward - Move backwards
          MoveForward - Move forwards
          NV - Night vision goggles
          Pause - Pauses single player game
          PlayerList - Shows list of players
          Quit - Exit America's Army
          Reload - Reload weapon
          ReportIn - Reports in your current location to team
          Resolution - Change screen resolution
          Reasonlist - Shows reasons for kicking a player
          RightRail - Activate mod on the right rail
          Say - Prompts for text message
          SelectClass - Shows the weapons selection screen
          SelectTeam - Shows the team selection screen
          SetIndex 0 - Changes M4 Mod set to number 1
          SetIndex 1 - Changes M4 Mod set to number 2
          SetIndex 2 - Changes M4 Mod set to number 3
          SetIndex 3 - Changes M4 Mod set to number 4
          SetIndex 4 - Changes M4 Mod set to number 5
          SetSquadTarget - Sets squad objective
          Shot - Takes a Screenshot (saved as *.bmp in America's Army/ScreenShots directory)
          ShowObjectives - Shows mission objectives
          ShowScores - Shows scores and most teammates/opponents
          Sprint - Makes you start sprinting if you are moving already
          Stand - Same functionality as Crouch
          Strafe - Set strafe mode on/off
          StrafeLeft - Strafe left
          StrafeRight - Strafe right
          Suicide - Kill yourself
          SupportedFire - Switch to supported fire/grenade mode (M249, M24, M82, M203, GP30, M4M with bipod, RPK only)
          Suppressor - Puts the suppressor on the modified M4A1
          SwapHands - Shoulder/unshoulder weapon
          Talk - Prompts for text message
          TeamSay - Prompts for text message that only your team sees
          TeamTalk - Prompts for text message that only your team sees
          ThrowWeapon - Drops weapon to ground
          TurnLeft - Turns aimpoint left
          TurnRight - Turns aimpoint right
          Turn180 - Turns character 180 degrees around
          UseJoyStick - Enable JoySticks
          Votekick - Initiate/add a vote to a votekick
          ZeroRange - Zeros the range on weapons with adjustable sights
          Zoom - Brings up sights/scope

Demo Recording

Note: Demos record chat going on in the server, your weapon, and your HUD.

    DemoRec <filename> - Records the demo
    DemoPlay <filename> - Plays back the demo file
    StopDemo - Stops the recording</filename></filename>

Weapon Mods

Note: The following topics require editing of the WeaponMods.ini file. The default location for this file is: C:\Program Files\America's Army\System\WeaponMods.ini.

M4A1 Weapon Mods

    First you need to go to the Record Brief tab on the America's Army main menu. Then click the M4A1 Mods tab at the top. You can have up to 5 sets of mods. Only the available mods are shown. If you feel like editing the WeaponMods.ini file, you can use the information below. Make sure there are no extra spaces at the ends of the lines after pasting the text. There may be one extra space on each line at the end after pasting that you need to delete.
          Mods Available:
          It works like Slot_<SLOT>_(<INDEX>)=<MOD> where <SLOT> is the mod slot, <INDEX> is the index of the set of mods and <MOD> is one of the listed mods. Mods only work on some slots, like the M203 and the Harris Bipod work on slot 4 and no others. To change from one index of the gun to another use SetIndex <X> where <X> is an index to use that set of mods, then use MPCheat Class M4M to get the modified M4 with the new index settings put on it.</X></X></MOD></INDEX></SLOT></MOD></INDEX></SLOT>
          Slot_0=Top Rail
          Slot_1=Front Rail
          Slot_2=Left Rail
          Slot_3=Right Rail
          Slot_4=Bottom Rail

Changing the Weapon Mod Set Names

          There will be info in between the IndexName(#)=SetName for the mods on each set. Some will be bunched together if there are more than one set with the same mods. You just need to rename the parts where it says Set #. You can put this in your WeaponMods.ini file.
          IndexName(4)=All Rounder
          This will change the names of the selections on the Weapon Mods menu in game to Basic, Sniper, Grenades, Flares and All Rounder, or you can change them to whatever you want.

AK74-SU Weapon Mods

          You can open up the WeaponMods.ini file and change the CurrentWeapon line for this.
          You can get the AK74-SU if you mod the WeaponMods.ini file with the information below. You can have both the AK74-SU and M4A1 mods in the same file. Just use SetWeapon AGP_Inventory.Weapon_AK74SU_Rifle to switch to the AK74-SU, and SetWeapon AGP_Inventory.Weapon_M4A1_Rifle_Mod to switch back to the M4A1 Mod. Use Class SF to get the mods. After switching from the AK to the M4, or vise-versa, you need to use Class SF again. Make sure there are no extra spaces at the ends of the lines after pasting the text. There may be one extra space on each line at the end after pasting that you need to delete.
          IndexName(0)=Set 1
          IndexName(1)=Set 2
          IndexName(2)=Set 3
          IndexName(3)=Set 4
          IndexName(4)=Set 5
          Slot_0=Top Rail
          Slot_1=Front Rail
          Slot_2=Left Rail
          Slot_3=Right Rail
          Slot_4=Bottom Rail
          Mods Available:

Other Weapon Mods

          You can put other weapons in the WeaponMods.ini file. The only other weapons modable are the SPR and VSS Vintorez. They only have one setup.
          You can also put other weapons so when you use Class SF you start with it. You don't have to have the mod stuff with it. Here is how the shotgun used to work:
          It's basically just the code you use to summon, but you put AGP_Inventory.Weapon_<weapon>_<weaponname></weaponname></weapon>

Using "Aliases" in User.ini

    X is the number of the alias.
    You can have 40 of them (0-39), the game uses a default of 32 (0-31) aliases by itself, but you can lower it to only 11 without affecting anything by using the list below:
          Aliases[0]=(Command="Button bFire | Fire",Alias="Fire")
          Aliases[1]=(Command="Button bAltFire | AltFire",Alias="AltFire")
          Aliases[2]=(Command="Axis aBaseY Speed=+300.0",Alias="MoveForward")
          Aliases[3]=(Command="Axis aBaseY Speed=-300.0",Alias="MoveBackward")
          Aliases[4]=(Command="Axis aStrafe Speed=-300.0",Alias="StrafeLeft")
          Aliases[5]=(Command="Axis aStrafe Speed=+300.0",Alias="StrafeRight")
          Aliases[6]=(Command="Jump | Axis aUp Speed=+300.0",Alias="Jump")
          Aliases[7]=(Command="Button bAction | Action",Alias="Action")
          Aliases[8]=(Command="Button bLeanRight | LeanRight",Alias="LeanRight")
          Aliases[9]=(Command="Button bLeanLeft | LeanLeft",Alias="LeanLeft")
          Aliases[10]=(Command="Button bSprint | Sprint",Alias="Sprint")
    Y are the commands that are done when the Alias is triggered, it is the same as what goes after the "=" for the normal binds
    Z is the name of the alias. When you bind a key to Z, the command Y will happen.
          Aliases[32]=(Command="ReportIn | CommoSendMessage 3",Alias="CoverMe")
          This is Alias number 32.
          To trigger it you type: CoverMe
          When you press enter this is what will happen: ReportIn | CommoSendMessage 3

Admin Commands

Note: Many of the commands found in this section can now be found in the "Admin Command Post" (F12) , and is much easily used that way.

    Open xx.xx.xx.xx?Password=AdminPassword - Join a server as admin. Replace the x's with the I.P. address.
    Admin A_SwitchTeam < playername> | playerID > - Switches the team of the specified player (either from Assault to Defense, or vice-versa.) The team switch happens at the beginning of the next round. This is merely a request to change the team of the named player. Other mitigating factors may prevent this player's team from actually changing the next round.
    Admin A_Open <mapname> OR Admin A_Map <mapname> OR Admin Switch <mapname> - Opens the specified map. These commands can all be used interchangeably.</mapname></mapname></mapname>
    Admin RestartMap - Restarts the current map.
    Admin Ban [ <playername>] [<time(w|h|d|m)>] [ <IP> | <MAC> ] - Bans the specified player from the server for the amount of time specified, w=weeks, m=minutes, h=hours, d=days</MAC></IP></time(w|h|d|m)></playername>
    Admin Kickban [ <playername> | <playerID> ] - Kicks the specified player from the server, and then adds his IP address to the banlist file.</playerID></playername>
    Admin Kick [ <playername> | <playerID> ] - Kicks the specified player from the server.</playerID></playername>
    Admin Say <message> - Uses the chat to message players, in Red where everybody can read it.</message>
    Admin Spectate [ <playername |=""><playerID> ] - To spectate a player.</playerID></playername>
    Admin PB_SV_Say Say <message> - Uses PB to send an admin message to the players. Notice the two spaces after say; it must have them or the first word won't display. The message will appear like this: Punkbuster Client: ADMIN: <text></text></message>
    Admin Message <message> - This is similar to admin say, except that the message is delivered in big text to the middle of the screen. Everyone receives the message.</message>
    Admin Mute [ <playername> | <player id=""> | all ] - Mutes the chat specified player. This is a server mute and no players can see what he types. This doesn't affect other Admins or SuperUsers. playername | player ID: mutes the specified player. all: mutes everyone on the server. Using it again unmutes the specified player or all.</player></playername>
    Admin DeathMessages [ 1 | on | 0 | off ] - Turns death and damage messages off for all players. 1/on: Turns messages on. 0/off: Turns messages off. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bDeathMessages.
    Admin Score [ 1 | on | 0 | off | round | match ] - Turns the scoreboard on and off. Scoreboard can be displayed at the end of a round, end of a match, or never. Note that certain UI changes mean that even with the scoreboard disabled, players can still (currently) switch to the scoreboard from the weapon selection screen. 1/on: Turns the scoreboard on. 0/off: Turns the scoreboard off. round: Shows scoreboard at end of round only. match: Shows scoreboard at end of match only. When score mode "round" or "match" are specified, the score will be displayed at the appropriate time. The client can then hit ESC to close the score screen, or can wait until the beginning of the next round at which time the score screen will automatically be closed. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is ScoreMode and the possible values are: SSM_On, SSM_Off, SSM_Round, and SSM_Match.
    Admin MOTD [ self | all | <text> ] - Sets or displays the message of the day. self: displays message of the day to admin only. all: Displays message of the day to all players. text: The text string to set as the message of the day. We currently have 4 MOTD lines that can be set in ArmyOps.ini. These lines are displayed when a client logs into a server (if they are not blank.) Using the admin motd command to set the MOTD only sets the first line of the MOTD (in the ini file, it's called MOTDLine1). Similarly, when the self or all parameters are specified, only MOTDLine1 will be displayed. All four lines will still be displayed when a client logs into a server for the first time (provided they aren't blank.)</text>
    Admin ROEKickTimer [ 1 | on | 0 | off ] - Turns on or off the ROE kick timer at the beginning of the round. 1/on: Turns the ROE kick timer on. 0/off: Turns the ROE kick timer off. Note that entering this command has an immediate effect (i.e. the server doesn't wait until the start of the next round to use the new value). When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKickTimer.
    Admin ROEKickick [ 1 | on | 0 | off ] - Turns on or off the ROE kick functionality for players exceeding max ROE. 1/on: Turns on ROE kick. 0/off: Turns off ROE kick. The effect of this command is immediate. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKick.
    Admin ROEKickDead [ 1 | on | 0 | off] - If enabled, instead of a player being kicked for an ROE penalty, they will be killed. 1/on: Turns ROE kick dead feature on. 0/off: Turns ROE kick dead feature off. The damage type used to kill the offending player is suicide, so to other players it may seem like the culprit killed himself. However, the player gaining the ROE sees a specific message telling him he is being killed due to ROE. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKickDeath.
    Admin PB_SV_ [ enable | disable ] - Enable enables punkbuster for the server, disable disables punkbuster for the server.
    Admin PB_SV_GameAuth [ 0 | 1 ] - Enables or disables authorization for a server. 0 stops pb from kicking even with auth off.
    Admin Quit - Disconnects you from the server and also shuts down the server you are currently admining.

Admin Forceclass

          (See topic #4. "Weapons & MPCheats" for the complete class list.)
          Admin ForceClass <playername |="" playerid=""> <class> - Changes the class of the specified player.
                Admin ForceClass 43 AR
                Admin ForceClass CrazyGuy01 R</class></playername>
          Admin Forceclass * <class> - Forces the class of everyone in the server.</class>
                Admin ForceClass * R
                Admin ForceClass * AR
          Create Your Own Forceclass Files:
                This is if you want to make your own forceclass files. You basically have some text files, with names such g.txt, ar.txt, s.txt, etc. In the files you would have a list like this:
                Admin ForceClass 0 G
                Admin ForceClass 1 G
                Admin ForceClass 2 G
                Admin ForceClass 3 G
                Admin ForceClass 4 G
                After one is made up to 1000 (1000 is a good number as you probably won't have a 1000 different people join or reconnect before the server crashes or you reset it), just use Notepad's Replace... command in the Edit menu and change the class with a different one.
                To use them type exec class.txt in the console while you are logged in as admin, and you change class to the one you want.
          Premade Forceclass Files:
                Take all of these .txt files and put them in your America's Army System Folder (C:/Program Files/America's Army/System).
                While you are in-game and logged in as an admin, type in the console exec class.txt
                The class that is forced will be equal to whatever the file is named, and each is named for what the forceclass is.
                Note: Right Click->Save As to save these files to your hard drive.
                Single Gun Files
                AK-47 Assault Rifle
                M249 Squad Automatic Weapon (SAW)
                M16A2 / M203 Grenade Launcher
                AK-47 / GP30 Grenade Launcher
                M4A1 Carbine
                M4A1 Automatic
                M4 SOPMOD
                M16A2 Assault Rifle
                Recruit (No Weapons)
                M82A1 SAMR
                M24 SWS
                Dragunov SVD
                M136 AT4 Light Anti-Tank Weapon - Only goes to 20
                M9 Beretta Pistol - Only goes to 20
                Ranger M4A1 - Only goes to 20
                RPG-7 - Only goes to 20
                M4 SOPMOD - Only goes to 20
                MK 12 MOD 0 Special Purpose Rifle (SPR) - Only goes to 20
                VSS Vintorez - Only goes to 20
                Random Guns - (These only go to 20)
                Random AR/RPK
                Random G/GP
                Random R/RCT
                Random Sniper (M24, M82, MOS, SVD)
                Combination of the Random Guns Files
                Here is a second version:
                Read the ReadMe to see what each one does.
                Note: The Files above will work servers that have had less than 1000 people join. Every time someone joins whether it was someone already on or not adds another number. If you use these after 1000 people have joined the server, the people whose player numbers are after 1000 will not get their class forced.
          Forceclass Programs:
                AASF Admin Generator
                AA Random Gun Generator

PunkBuster Commands

PB Tasks

          pb_sv_task <start-seconds> <optional-run-every-seconds> - This allows server admins to set a task starting from a specified time in seconds and then running again every x seconds there after. If no re-run value is specified then the task is only run once. This feature is not limited to PB functions and can run in-game functions as well. You may use more than one task if you like. Example:</optional-run-every-seconds></start-seconds>
          pb_sv_task 10 300 say ^3Visit us at
          pb_sv_task 15 305 say ^5Email server admins: [email protected]
          pb_sv_task 700 "pb_sv_bindsrch com_maxfps"
          pb_sv_task 700 "pb_sv_bindsrch m_pitch"
          This will spam your two messages on screen and re run them at the specified times. The last two will run a bind-cvar check once only.
          pb_sv_tlist - Shows what tasks you have running and shows you what slot number each task is assigned to.
          pb_sv_taskdel <slot#> - Deletes a task in your list of tasks by slot number. This is useful in keeping multiple tasks from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of tasks to make sure you start off clear. Example:</slot#>
          pb_sv_TaskDel 1
          pb_sv_TaskDel 2
          pb_sv_TaskDel 3
          pb_sv_TaskDel 4

Name Management

          pb_sv_badname <grace-seconds> <filter> - This command will allow you to filter out certain text in names, then give the player x seconds to change the name before being removed from the server. Here are some examples:</filter></grace-seconds>
          pb_sv_badname 30 www.
          pb_sv_badname 30 .com
          pb_sv_badname 30 UnnamedPlayer
          pb_sv_badname 30 ogc
          pb_sv_badname 30 noskill
          pb_sv_badname 30 noname
          The first two lines prevent people from using your severs to advertise web sites. The others are just suggested filters and can be adjusted to your preferences. They are all set to give the player 30 seconds of warnings before they are removed from the server.
          pb_sv_badnamelist - Lists all the bad names in your check list and shows you each lines assigned slot number.
          pb_sv_badnameDel <slot#> - Deletes a name in your list of bad names by slot number. This is useful in keeping multiple bad names from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of bad names to make sure you start off clear.</slot#>
          pb_sv_badnameDel 1
          pb_sv_badnameDel 2
          pb_sv_badnameDel 3
          pb_sv_badnameDel 4
          pb_sv_badnameDel 5
          pb_sv_badnameDel 6
          pb_sv_badname 30 www.
          pb_sv_badname 30 .com
          pb_sv_badname 30 UnnamedPlayer
          pb_sv_badname 30 ogc
          pb_sv_badname 30 noskill
          pb_sv_badname 30 noname
          pb_sv_changePeriod 10 - Amount of seconds allowed between name changes, prevents name spamming.
          pb_sv_changeMax 5 - Number of total allowed name changes per session.
          pb_sv_dupNameGrace 20 - Amount of time (in seconds) that a duplicate name has to be changed before that player is removed from the server. This ensures that all players on the server have a unique name.
          pb_sv_extChar 0 - Control of extended characters in names (characters and symbols that can not be produced from a single key stroke.) 0 to disallow such names. 1 to allow these names.
          pb_sv_emptyname 0 - Control the option of a an empty name (no name at all). 0 will not allow an empty string to be returned for a name value. 1 will allow an empty string.
          pb_sv_minName 1 - Dictates the minimum amount of actual characters a players name must have to be allowed on the server. This will double check the above pb_sv_emptyname 0 to make sure a player doesn't enter ^7^7 as a name (which satisfies the pb_sv_emptyname 0 but still returns an empty string to the console.) Set this to one to make sure that a player has at least one standard character in their name. 

GUID (Globally Unique Identifier) Settings

          Pb_sv_noguidgrace 30 - Number of seconds that a player with no guid is kicked (0 - 300) We recommend giving players 30 seconds or so in case of slow communication rate with the master auth server.
          pb_sv_updategrace 300 - Number of seconds that a player with a "no updated status" has to update before being kicked (300 - 600)
          pb_sv_guidrelax 7 - This setting was added to server version 1.011 to set options for the locked-down guid system. This setting is cumulative based on adding the values for the conditions desired: 1=UNKN Guid, 2=WRONGIP Guid, 4=DUPLICATE Guids. The current default for this setting is 7 (1+2+4) which means that PB will not kick (relax kicking) for any of the three cases. We recommend kicking for at least UNKN guids. Below are the possible combinations:
          0= Kick for UNKN guid, wrong ip guid and duplicate guid.
          1= Kick for wrong ip guid and duplicate guid.
          2= Kick for UNKN guid, and duplicate guid.
          3= Kick for duplicate guid.
          4= Kick for UNKN guid and wrong ip guid.
          5= Kick for wrong ip guid.
          6= Kick for UNKN guid
          7= Don't kick for UNKN guid, wrong ip guid and duplicate guid.
          These values are bitmapped and work like the games FLAGS system, but since they are used to "relax" or disable instead of enable, they are reversed in the sense that you don't add up the numbers but rather subtract them.

Automatic Kicking

          pb_sv_CQC 1 - This allows admins to turn off / on the feature that shows players why they were kicked (bad name, cvar violation, hook, no guid, etc.) We recommend leaving this ON, so people can see why they were kicked. 1 is ON and 0 is OFF.
          pb_sv_KickLen 10 - When kicked from the server for a violation (bad name, cvar violation, hook, no guid, etc.) this is the time (in minutes) that person must wait before they can re-join the server.

Manual Screen Shots

          To manually take a screen shot, in game from your console of all players, the command is:
          To manually take a screen shot of a specific player, get all the players slot numbers by doing a pb_sv_plist [enter] and when you get the slot number of the person you want to take a screen shot of ( lets say its player number 4 ) type:
          pb_sv_getss 4

Automatic Screen Shots

          To set up your server to take automatic screen shots, you will need to use and understand the following commands in your pbsv.cfg.
          pb_sv_autoss 1 - This setting tells your PB enabled server whether it should retrieve screen shots automatically. Setting to 1 will turn the auto screen shot capture ON and setting it to 0 will turn it OFF. The default is OFF.
          pb_sv_autossfrom 60 - This is the MINIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting to take another one. The default is 60 seconds. Remember that taking screen shots from every player every 60 seconds will rack up a nice number of screen shots in your PB's screen shots folder and use plenty of system resources, sometimes resulting in lag. If there are 10 players on your server and the map lasts 10 minutes, you will be getting 100 screen shots per map. Be careful with this setting. Some recommended settings and samples will be presented at the end of this page.
          pb_sv_autossto 1200 - This is the MAXIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting to take another one. The default is 1200 ( 20 minutes. ) Some recommended settings and samples will be presented at the end of this page.
          pb_sv_ssfloor 1 PB - screen shots are taken and then saved numerically. This is the "starting" number that PB will use to name screen shots. Default is 1.
          pb_sv_ssceiling 100 - This is the highest number PB screen shots will be saved. After screen shot #100, PB will over write the screen shots starting at your pb_sv_ssfloor setting. Default is 100 but this could easily be reached in a few hours. Some recommended settings and samples will be presented at the end of this page.
          pb_sv_ssdelay 0 - Each player will have to wait a random amount of seconds ( up to the number of this setting ) before actually sending the screen shot after the request has been made. This *may* help reduce lag, as all players don't have to send their shots and then get processed and written at the same time, rather they get done randomly within the time frame set. On the other hand, it may cause more lag ( lets say set to 5 ) from screen shots being sent and processed over a longer period of time ( processing 20 players over a 5 second period, rather than an instantaneous "glitch" from all 20 being done at the same time.) Default is 0 which means there is no delay and all shots are taken at the same time.
          pb_sv_sspath "" - This is where PB will send the screen shots and the helper html files. The default is "" ( empty ) and need not be specified if you want to keep the shots stored in the default PB screen shots folder.
          pb_sv_ssheight 240 - The height in pixels of the screen shot. 240 is the default and the recommended value to maintain a good size while keeping file size and cpu usage at an acceptable level.
          pb_sv_sswidth 320 - The width in pixels of the screen shot. 320 is the default and the recommended value to maintain a good size while keeping file size and cpu usage at an acceptable level.
          pb_sv_ssSrate 1 - The sample rate ( quality ) of the shot captured. If set to "2" then only every second pixel is taken ( both horizontally and vertically. ) If set to "4" then only every fourth pixel is taken. This reduces file size and cpu usage but significantly reduces the picture quality as well, making it hard to prove those "close calls." Default is 1 and is recommended.
          pb_sv_ssxpct 50 - Percentage ACROSS the screen where the center of the screen shot should be captured from. Default is 50 and is recommended to keep the screen shots centered.
          pb_sv_ssypct 50 - Percentage DOWN the screen where the center of the screen shot should be captured from. Default is 50 and is recommended to keep the screen shots centered.

CVAR Checks

          (Checking of .ini files for variables)
          pb_sv_cvar "[section] [Cvar_name]" [IN/OUT/INCLUDE/EXCLUDE] [P1] [OptionalP2]
          To find the section go in Armyops.ini and User.ini and when you find a variable you want to add scroll up till you find something like [Engine.Something] or [<>.<>] That is what the section will be. Now once you have that go back down the specific line you want to check.. this is what Cvar_name will be. Where you see IN/OUT/INCLUDE/EXCLUDE is what kind of variable it is.
          If the variable is a number, you will most likely use IN or OUT.
          If the variable is something like True/False, you will most likely use INCLUDE or EXCLUDE.
          [P1] is what you will be looking for or not looking for.
          If __ is specified:
          IN -- [P1] will be the number you want it to be equal to, or if [P2] is defined you want the number to be inside P1 to P2, if only P1 is specified, that number MUST equal P1.
          OUT -- Basically the opposite of IN. If only [P1] is specified, the number must NEVER equal P1, if P1 and P2 are specified, it can't be inside P1-P2.
          INCLUDE -- [P1] Will be the only variable that needs to be specified. If P1 is ex. 'True' then that variable must be True to play on your server.
          EXCLUDE -- Again the opposite of INCLUDE except [P1], you can't have that in it for you to play on that server.
          IN - pb_sv_cvar Engine.PlayerInput MouseSenitivity IN 1 4
          IN - pb_sv_cvar Engine.Controller Handedness IN 1
          OUT - pb_sv_cvar Engine.PlayerInput MouseSenitivity OUT 5 9
          INCLUDE - pb_sv_cvar Engine.PlayerController bMessageBeep INCLUDE True
          EXCLUDE - pb_sv_cvar Engine.PlayerController bMessageBeep EXCLUDE False
          pb_sv_cvarempty - Gets rid of all cvar checks.
          Anything that was admin pb_sv_ and list in it, and you expected something to come back will not work.. PB server commands will not echo anything.
          Ex. pb_sv_badnamelist


          pb_ver - tells the PunkBuster version
          pb_load - load a script of PunkBuster commands (untested)
          pb_plist - list of all players on the server and their "PunkBuster status" (Unsure of what this means)
          pb_power - list of all players on the server and the different PB status' then pb_plist
          pb_kick # - # is the number of a player. Use "pb_power" or "pb_plist" to find the number. It needs 10 people to kick (vote) the player off the server for about 2-5 mins. The votes only count for one round like the regular kick.
          pb_myguid - the "unique identifier" PunkBuster has assigned you for this server.
          pb_sslog - controls whether any ScreenShots taken of you are logged to the System/pb/scrnshot directory. Default is 1 (yes).
          pb_sssave - controls whether additional information is saved whenever you are investigated. Default is 0 (no).
          pb_msgprefix - The prefix before any punkbuster messages. Default is "PunkBuster Client". You could change it to "PB Client", for example. (On ET you can apparently change the color, but I don't know how to do this in AA.)
          pb_system - apparently you can change this (from 0 to 1 or vice versa) if you are having lockup problems
          pb_lan - setting defaults to 0; when set to 1, PB will behave as though it has no internet access
          pb_webupdate - command adds the PBWEB functionality directly into the PB client; PBWEB should no longer be required to manually update PB clients; PunkBuster will automatically issue this command when necessary to auto-update during gameplay before going into distress mode
          pb_sv_maxConUpdates - setting defaults to 12; PB Server will not send updates to more than this number of clients simultaneously in an effort to cut down on update timeouts after a recent PB update
          pb_sv_homepath - command to display PB's home path
          pb_sv_specname <playername> - Spectates the specified player</playername>
          pb_sv_update - Attempts a PunkBuster server update.
          pb_sv_rcon - If you have server admin on a specific server and want extra admin privalges, you can use PB Rcon.
          This works with PB Power so you will need to know how to do that also. When under admin issue the command:
          admin pb_sv_rcon [min PB power points needed] [Server command] min PB power points needed is where when you give power, you needed that number they're min. to be able to run that command. For server command you can put specific commands <pb_sv_badname, pb_sv_specname..=""> or if you trust your Power and Rcon people you can do pb_sv_ and they will be able to run all pb_sv_ commands on PB server from in the game. This does not execute regular in game commands.</pb_sv_badname,>
          pb_sv_kick [PB slot number] [minutes] [Displayed reason] || Optional: [Private Reason]
          "Ex. admin pb_sv_kick 4 25 No advertising other clans please."
          pb_sv_ban [PB slot number] [Displayed reason] || [Private Reason]
          To empty that ban list, or any other time bans, etc. on the server type..
          pb_sv_banmask [IP Mask]
          Ban a whole mask.
          Ex. admin pb_sv_banmask 152.65.
          No asterisks go in for wildcards. Just the dot and stop there.
          pb_security 0/1 - Can be used to alleviate the *WARNING*: PunkBuster Reports PB Server Running Old Version error (use 0 if u are receiving that error). pb_writecfg can be used 2 write a change the punkbuster configuration so it is autoloaded.
          pb_sleep 20-500 Can be used to set the number of milliseconds between pb scans. 500 to reduce lag caused by frequent scans. 20 to increase lag by more frequent scans, though I don't know why anyone would even use a higher number.

PB Power

    This is all about the PunkBuster Player Power System, a system similar to votekick. The only thing different about is certain people can have more weight to a votekick than others. The cool thing is that certain players on their own server can be designated "Deputy" allowing them to remove players from their server (and ban them for 5 minutes[default]).
    To do this:
    1) Log in as admin
    2) Type in the console pb_power and retrieve the player's slot number you wish to make a deputy.
    3) Type in the console admin pb_sv_power XX 100 where XX=desired deputy player's slot number.
    Nothing will come up in the console if done correctly.
    It's good to do another pb_power to check that the right person got the correct votekick power.
    Then, as that player (in the game), he can easily kick people without logging out and then re-logging in as admin.
    Also, if a Deputy with 100 is in the server, players cannot kick other players with the pb_kick command, even those with enough points to kick, example being if someone has 10 power, and to kick someone (by default anywho) is 0/10, that player cannot kick. Once the deputy (with 100) has left the server, that player can kick.
    To do this:
          1) Open console
          2) type pb_power and retrieve desired player's slot number
          3) type into console pb_kick XX where XX=kicked player's slot number
    The player will be kicked from the server and will be banned for 5 minutes(default). This is usually good enough to keep the undesirables from ruining the game for your other players. They will typically get tired of waiting and go play somewhere else instead of waiting that long just to irritate you again.The "deputy's" weighted kick will last until the server is rebooted.
    The kick does not cause any honor loss to the player who is kicked. The message they get when being punted is a little misleading in that you might think he is loosing 100 experience points for being kicked, but actually that 100 refers to the 100 points of "deputy weight" that the kicker had.
    The pb_sv_powerdef # setting is used to set the number of power points allocated to players who are not in the local
    PB Player Power database
    Use the pb_sv_powermin # setting to specify the number of power points required to be applied to a given player before that player is removed from the game. The pb_sv_powerkicklen # setting holds the number of minutes that players must wait before being allowed to rejoin when removed via this facility. To completely disable this facility, set pb_sv_powerkicklen to 0. 

Cool / Weird / Useful Things To Do

Practise 203 Shots

    To practise 203 shots, first bind a key to ViewClass Projectile, then shoot a 203 and press the key you set to viewclass projectile. It will make the camera follow the 203. Press the key again to go back to your character. You can also use ViewClass AGP_WeaponPickup to make the camera switch to thrown grenades.

Shout Frag Out without Throwing a Grenade

    <key>=CommoShout | CommoSendMessage 28 | CommoRadio | CommoSendMessage 99
    Allows you to shout Frag Out! without throwing a grenade.</key>

Healing Yourself

    If you are shot by the AI soldier in single, you can heal yourself by summoning a person and then avataring into them. Use MPCheat Medic then walk over to your other body and heal it. After healing use Avatar AGP_Characters.AGP_Character to get back into your other body.

Different Soldier Weapons

    You can give the opfor different weapons by summoning one, and then avataring into the soldier, and then using Class <X> to get a different weapon. Use Avatar AGP_Characters.AGP_Character then the soldier will come to life on their own. When they become alive they get a crossbreed with the weapon that you gave them and the AK that they start with. An example is that if you give them the Shotgun. It has a magazine and is auto with 30 rounds instead of 7 shells in single fire.</X>


    If you summon some soldiers then do avatar into them then avatar back to your other body and you aim at the person they will have the tag of your name.

Coming Back to Life (sort of)

    If you are killed by AI (you can do this before you are killed just incase you die and don't have any other guys summoned) then you can use the avatar command and go into another soldier. Avatar into them and it's like you have a new life. Each soldier that you summon is kind of like one life. If you are close to the AI when you avatar to the other body either kill it right away or use KillPawns to get rid of it (and all other summoned soldiers).

Flying From AI Fire

    When you summon a soldier and he starts shooting at you jump around a bit. If you are hit in the air you go flying back until you hit something. If you don't have god on, you will most likely die.

Reduced Mouse Sensitivity

    First, copy these aliases into empty aliases in your User.ini file located in your Americas Army\System folder. You might need to renumber them so they go from 1 at the top to 39 at the bottom.
    Aliases[34]=(Command="bind MouseX xs1 | onrelease bind MouseX xs2",Alias="MouseSlowX")
    Aliases[35]=(Command="bind MouseY ys1 | onrelease bind MouseY ys2",Alias="MouseSlowY")
    Aliases[36]=(Command="Count bXAxis | Axis aMouseX Speed=1.0",Alias="xs1")
    Aliases[37]=(Command="Count bXAxis | Axis aMouseX Speed=4.0",Alias="xs2")
    Aliases[38]=(Command="Count bYAxis | Axis aMousey Speed=1.0",Alias="ys1")
    Aliases[39]=(Command="Count bYAxis | Axis aMousey Speed=4.0",Alias="ys2")
    Next, bind a key to MouseSlowX and MouseSlowY. Example: Tab=MouseSlowX | MouseSlow Y
    You can change the sensitivity for your fast speed and your slow speed by changing the numbers. So say you want a 8 sensitivity on your fast speed you would change both the 4's to 8's. The 1's are for your slow sensitivity.


    This bind allows you to roll firing, reload, and fix jamming all in one key. The GREAT disadvantage to this bind is that Jumping, or falling off of uneven surfaces WILL cause you to begin to clear a non-existent jam IF (and only if) you are firing while you jump or fall off a surface. There is another way if you turn off the Auto-Zoom, info below.
    The bind:
    <key>=button bfire | fire | fixjam | reload</key>
    In the event that you come to the end of a clip, your gun will reload the next time you hit fire. If at any time your gun becomes jammed, the next time you hit fire it will clear the jam. Pretty sweet. If you turn of the Auto-Zoom Function however, you should actually use TWO fire keys, one for 'CQB' or what I call 'Twitch' firing, and one for Accurate fire. The reasoning here is twofold: One it allows the actual binds to be brought to full bear with no ill effects, and second you should ALWAYS have a keyboard bound fire key in order to increase overall accuracy (no slight movement due to mouse clicking).
    So for MY setup I have the following:
    rightmouse=button bfire | fire | zoom | fixjam | reload
    <key>=button bfire | fire | fixjam | reload</key>
    In all situations where your iron sights are up use your keyboard fire key (in my case X key) and then any time you are moving while firing or in a non-iron sight engagement use your left mouse button. Trust me, you will get used to this type of firing very quickly, and it will feel very natural after no more than 2 weeks. While you are in CQB and on the move if you press jump and fire, or fall off a surface and fire you will now enter a quick zoom that will immediately go back down. This is tons better than having a fixjam and really has no effect on your speed or movement.
    Disclaimer: You don't necessarily need 2 different fire keys, but in all my experience it is an excellent method of increasing your overall accuracy while your sights are up. If you opt for just one fire key, I would say go for the command string including zoom. Overall it will always perform in CQB or moving battles, but not when you are stationary... but when you are stationary it typically isn't as crucial to have such a bind. My suggestion is that with the default key layout you simply alter the CTRL key from fire to 'button bfire | fire | fixjam | reload'. Also if you disable the autozoom feature than the Zoom | altfire WILL NOT always work correctly and may cause you to change your weapon fire mode on the move.

Grenade Zoom

    This bind doesn't zoom when you have a grenade selected. Rather it allows you to pop the pin off of a grenade WITH THE SAME KEY as you zoom. This means you can easily bind your right mouse button so that you can zoom with it, but also cook grenades with it:
    <key>=zoom | button baltfire | altfire </key>

Sensitivity Switching

    This bind allows you to bind a mouse sensitivity switch to actions that you perform. For example you can bind a high sensitivity to your crouch key, and a low sensitivity to your prone key. This allows you to better handle the recoil of the weapon across many positions while retaining all properties and magnitudes of the recoil... It basically makes it more comfortable for you to control.
    key=crawling | setsensitivity 4
    key=crouching | setsensitivity 5
    key=sprint | setsensitivity 6
    Obviously this could be used with other actions, but the greatest benefit seems to be with controlling recoil. For instance you could theoretically decrease the mouse sensitivity while you have a 203 armed in order to get better precision.

Fire, ReportIn, CallMedic, Fixjam, and Reload combo button

    Aliases[0]=(Command="Button bFire | Fire | reportin | callmedic | fixjam | reload",Alias="Fire")
    Every time you fire it will report your position. Calling for a medic only works if you are wounded, so if you get into a fire fight (works best if you don't blind fire) it will report your position, and if you take a hit while firing it will start calling for a medic while reporting in. If your weapon jams it will automatically fix it and if you run out of ammo it will automatically reload (just like the other useful bind). It only reports when you hit the fire button. So in 3 round burst mode it will report once every 3 rounds. In full auto it would only report for the initial trigger squeeze, so if you take a hit or feel you need to report in again let off the trigger and then start firing again.

One Key Sprint

    <key>=MoveForward | Sprint
    Allows you to start to sprint with only one key.</key>

_fish_'s Innovation In Sniping Technology

    First, there's the user.ini aliases
    Aliases[32]=(Command="zoom | exec revert.txt",Alias="Restore")
    Aliases[33]=(Command="Zoom | exec aim.txt",Alias="Aim")
    Next, there's all the buttons I had to screw with for this to work
    Next, I will paste all of revert.txt feel free to copy this directly into a text document and save it as file revert.txt it should work if you do. Also remember that you don't actually have to type in .txt if setting the file format to be saved as to .txt because it will be added automatically by notepad or whatever you are using.
    bind MouseWheelDown grenadefrag
    bind MouseWheelUp Aim
    bind MiddleMouse action
    bind Space Jump
    bind A decreaserange
    bind Q increaserange
    bind Z zerorange
    setsensitivity 3
    Next comes aim.txt same deal, copy and paste all of it and save and it should work just fine.
    bind MouseWheelDown decreaserange
    bind MouseWheelUp increaserange
    bind MiddleMouse zerorange
    bind Space Restore
    setsensitivity 0.5
    Now lets look at the beauty of what exactly it is that happens when you use this. When you are not aiming your rifle in any way, mouse wheel down will put out a frag. This is very useful for when you're in one of those sudden battle situations, you can quickly just whip out a frag and throw it at them. Also, if you want to heal somebody or activate an item of any sort, just hit the middle mouse button. This also works to the advantage of the user because it's at such easy access and it also leaves one more key open on the keyboard. But when you want to aim, things get ALOT better! Say you have the M24 or another sniper rifle. You scroll up to bring up your sights, tuh dah! Everything has changed! The sensitivity of your mouse is dropped to 1/6th of what it was. This means extremely precise shots. Meanwhile, if you are using an AT-4 or RPG you still get that increase in accuracy but at the same time all the features for changing the zero of your sight is set to your finger tips. When you are zoomed you don't need to: jump, activate an item, or pull out a frag grenade. All you need the ability to aim that weapon at the target and hit them accurately the first time.
    That is what this new set will allow you to do:
    As a lot of you know, there has been much advice toward lowering your sensitivity when aiming for the expert marksman at M16 range. The downside to this was of course that it would remain. And if you find yourself in the actual combat situation you are going to be horribly handicapped with this low turn rate, but the massive advantages to be gained from such a system were easily noticed. It is much easier to hit your targets. Now you get the incredible accuracy of having a lowered sensitivity and the sight adjustments at your fingertips while at the same time you don't have to sacrifice any of your combat ability. Because lowering your sights causes your sensitivity to go back up to 3, you can still turn and dodge as fast as the other guy. Earlier systems providing almost the same advantages of this system did arise, but as you can clearly see above in the other bind it requires that you hold down the button for the lowered sensitivity. The newly mapped settings require NO holding of a button what so ever! The changing of the sensitivity is caused by raising and lowering your sights, not by pushing, holding, or releasing a button. This means that that finger is still open to use the various features of the gun.
    Problems noted with the key mappings:
    Though I am VERY happy with this system and expect to get much better shot groupings with it I do have my concerns. I was debugging the system to make sure all the keys were remapped correctly, and I noticed that when scrolling up to raise sights before the weapon is able to be scoped or aimed or while having an item that is unable to be scoped or aimed that the rebinds of the keys will still take place. I thought of this before actually writing the scripts the first time and tried to avoid it by putting the .txt file execution after the initial zoom of the weapon, hoping that if the weapon isn't zoomed then it wont move onto the next part of the alias. This is not the case. This problem is easily solved by hitting the space bar twice. If you have the weapon lowered or not fully prepped before trying to raise the sights and scroll the mouse wheel up, I suggest giving the mouse wheel a good spin up-wards then hitting space bar to reset all the keys and try it again. This is really the ONLY problem with the key mappings and it's not even worth considering a dismissing flaw.

Obsolete Commands

Important: All commands after this line no longer work.

    Make Offline OPFOR Alive
    First summon some soldiers with SummonNPCSoldier. You can have one or many. Type Walk to make them come alive. They will yell in opforian then pull out an AK47. AFter giving them life move away quickly because they will shoot at you. Enable god mode with God so they can't kill you. Note: If you spawn too many and then make them come to life your game will slow down a lot or almost completely stop. If this happens use KillPawns to remove them.
    Summon Items
    Summon AGP_Characters.NPC_MedInstructor - Medic instructor
    Summon AGP_Characters.NPC_Nurse - Nurse
    Summon AGP_Characters.NPC_SpecialForces - Special Forces
    Summon AGP_Characters.NPC_MedStudent - Medical Student
    Summon AGP_Characters.NPC_Student - Student
    Summon AGP_Characters.NPC_DrillInstructor - Drill Instructor
    Summon AGP_Characters.NPC_Ambient - Some guy
    Summon AGP_Characters.NPC_Soldier - Soldier
    Summon AGP_Characters.NPC_Civilian - Civilian
    Summon AGP_Characters.NPC_Doctor - Doctor
    Summon AGP_Characters.NPC_FlightCrew - Flight Crew
    Summon AGP_Characters.NPC_TowerObserver - Jump Tower Observer
    Summon AGP_Characters.NPC_TowerObserverFemale - Female Jump Tower Observer
    Summon AGP_Characters.NPC_AirborneSoldier - Airborne Soldier
    Summon AGP_Characters.NPC_AirborneInstructor - Airborne Instructor
    Summon AGP_Characters.NPC_virtualGeorge - Some guy
    Summon AGP_Characters.AGP_Character - default character (You)
    Summon AGP_Characters.NPC_Actionable - A guy that doesn't walk or do anything yet
    Summon AGP_Characters.NPC_Ambient - Same character as actionable, doesn't walk
    Summon AGP_Characters.NPC_EEGuard - Escape and Evade Gaurd. (this character moves around randomly and looks around. The face part isn't exactly aligned, but it's still pretty cool. He has a weird colored sphere rotating around him. Don't shoot him, it will crash the game.
    Summon AGP_Inventory.PickupW_M16A2_Rifle - M16 Rifle
    Summon AGP_Inventory.PickupW_GP30_Gren - GP30 Grenadier
    Summon AGP_Inventory.PickupW_M82_Sniper - M82 Sniper Rifle
    Summon AGP_Inventory.PickupW_RPK_SAW - RPK SAW
    Summon AGP_Inventory.PickupW_M4A1_Auto_Rifle - M4A1 Rifle
    Summon AGP_Inventory.PickupW_M249_SAW - M249 SAW
    Summon AGP_Inventory.PickupW_M24_Sniper - M24 Sniper Rifle
    Summon AGP_Inventory.PickupW_M203_Gren - M203 Grenader
    Summon AGP_Inventory.PickupW_AK74su_Rifle - AK74 Rifle
    Summon AGP_Inventory.PickupW_AK47_Rifle - Ak47 Rifle
    Summon AGP_Inventory.PickupW_MosinNagant_Sniper - Mosin Nagent Sniper Rifle
    Summon AGP_Inventory.PickupW_SVD_Sniper - Dragonuv Sniper Rifle
    Summon AGP_Inventory.PickupW_AT4_Rocket - AT4 Rocket Launcher
    Summon AGP_Inventory.PickupW_RPG7_Rocket - RPG7 Rocket Launcher
    Summon AGP_Inventory.PickupW_M870_Shotgun - Shotgun
    Summon AGP_Inventory.PickupW_M9_Pistol - M9 Pistol
    Summon AGP_Inventory.PickupW_SPR_Sniper - SPR Sniper Rifle
    Summon AGP_Inventory.PickupW_Vintorez_Sniper - Vintorez Sniper Rifle
    Summon AGP_Inventory.Pickup_Headphones - Headphones (very weird, can drop to get rid of it, but doesn't show it being dropped)
    Summon AGP_Inventory.PickupT_M67_Frag - Frag Grenade
    Summon AGP_Inventory.PickupT_M83_Smoke - Smoke Grenade
    Summon AGP_Inventory.PickupT_M84_Stun - Flash Grenade
    Summon AGP_Inventory.PickupT_M14_Incendiary - Incendiary Grenade
    Summon AGP_Inventory.PickupT_MILES_Grenade - Miles Frag Grenade
    Summon AGP_Inventory.PickupT_RGD5_Frag - Enemy Frag Grenade
    Summon AGP_Inventory.PickupT_PDM_Mine - PDM Mine
    Summon AGP_Inventory.PickupT_DoorBreacher_Demo - Door Breacher
    Summon AGP_Inventory.PickupT_M583_Flare - Flare Grenade (buggy, spawns as Incendiary grenade, picks up into your smoke category, and works like invisible smoke grenade)
    Summon AGP_Inventory.PickupT_pom_2s - Very buggy, looks like a cylinder when spawned, when thrown opens up like a flower.
    Summon AGP_Inventory.PickupAmmo_40mm_1_Gren - 40 mm Grenade
    Summon AGP_Inventory.PickupAmmo_556mm_20_Mag - M16 Training Ammo
    Summon AGP_Inventory.PickupAmmo_556mm_30_Mag - M4/16 ammo
    Summon AGP_Inventory.PickupAmmo_556mm_200_Belt - M249 ammo
    Summon AGP_Inventory.PickupAmmo_762mm_100_Drum - RPK ammo
    Summon AGP_Inventory.pickupammo_545mm_30_mag - AK47/AK74 ammo
    Summon AGP_Inventory.PickupAmmo_762mm_5_Rounds - M24/MOS ammo
    Summon AGP_Inventory.PickupAmmo_127mm_10 - M82/SVD ammo
    Summon AGP_Inventory.PickupAmmo_30mm_1_gren - GP30 ammo
    Summon AGP_Inventory.PickupAmmo_RPG7_PG7B - RPG ammo
    Summon AGP_Inventory.PickupAmmo_12gauge_7_rounds - Shotgun ammo
    Summon AGP_Inventory.PickupAmmo_9x19mm_15_mag - M9 ammo
    Summon AGP_Objects.AGP_PalmTree - Palm Tree
    Summon AGP_Objects.AGP_RangeFlag - Flag
    Summon AGP_Effects.Fx_Exp_BigFire - A large fire
    Summon AGP_Effects.Fx_Exp_MediumFire - A medium fire
    Summon AGP_Effects.Fx_Exp_SmallFire - A small fire
    Summon AGP_Effects.Fx_Exp_Incendiary - Incendiary Explosion
    Summon AGP_Effects.Fx_Exp_IncendiaryFire - Fire created by Incendiary
    Summon AGP_Effects.Fx_Exp_MediumBlackFire - Medium fire with black smoke
    Summon AGP_Effects.Fx_Exp_Smoke - Black smoke without fire
    Summon AGP_Effects.Fx_Exp_TireExplosion - Some type of explosion?
    Summon AGP_Effects.Fx_Exp_VehicleDeath - Appears to be what will happen when a vehicle is destoryed when added into the game
    Summon AGP_Effects.CyanTracerEmitter - :D
    Summon AGP_Effects.M83SmokeEmitter - Same effect as throwing a Smoke Grenade, except it goes on forever
    Summon AGP_Effects.RPG7MuzzleFlash - Backfire effect of RPG?
    Summon AGP_Effects.BDMMuzzleFlash - Backfire effect of BDM
    Summon AGP_Effects.Aux_Em_CompMonitor - Appears to be what happens when you shoot a computer ingame.
    Summon AGP_Effects.Aux_Em_FlareSmokeTrail - Smoke with sparks coming out of it
    Summon AGP_Effects.Aux_Em_GlassPane - Glass breaking
    Summon AGP_Effects.Aux_Em_GlassPane2 - Same as above, more glass
    Summon AGP_Effects.Aux_Em_GP30Smoke - Smoke from a GP30
    Summon AGP_Effects.Aux_Em_Mortar - Have no clue what this is, but I like where its going. :P
    Summon AGP_Effects.Aux_Em_PG7Bsmoke - Looks like a GP30 Trail
    Summon AGP_Effects.Aux_Light_ExpLightB - Light of RPG being shot?
    Summon AGP_Effects.Aux_Light_Signal - Some type of glowing light
    Summon AGP_Effects.Em_Bt_BDMexplosion - explosion from a BDM
    Summon AGP_Effects.Em_Bt_Cloth - these next 5 appear to be what happens when you either shoot or walk on these surfaces
    Summon AGP_Effects.Em_Bt_Concrete
    Summon AGP_Effects.Em_Bt_Dirt
    Summon AGP_Effects.Em_Bt_DirtChunk
    Summon AGP_Effects.Em_Bt_DirtSquib
    Summon AGP_Effects.Em_Bt_Door_Breach_Explosion - explosion from a door breacher
    Summon AGP_Effects.Em_Bt_Electronics - same as door_breach_explosion
    Summon AGP_Effects.Em_Bt_Flashbang - Flashbang explosion
    Summon AGP_Effects.Em_Bt_Glass
    Summon AGP_Effects.Em_Bt_Grass
    Summon AGP_Effects.Em_Bt_GrenExplosion - appears to be some type of grenade explosion, or at least the old one.
    Summon AGP_Effects.Em_Bt_GrenExplosionB - this mixed with the first one, appears to look like a grenade.
    Summon AGP_Effects.Em_Bt_Liquid
    Summon AGP_Effects.Em_Bt_Metal
    Summon AGP_Effects.Em_Bt_PG7Bexplosion - PG7B Explosion
    Summon AGP_Effects.Em_Bt_Plaster
    Summon AGP_Effects.Em_Bt_Sand
    Summon AGP_Effects.Em_Bt_Snow
    Summon AGP_Effects.Em_Bt_Sile
    Summon AGP_Effects.Em_Bt_Wood

Other Commands

    SkinTonePref - =< None | Light | Medium | Dark >
    Class B - Shotgun
    Walk - Still counters the Fly/Ghost commands, but no longer brings NPC's to life
    GrenadePDM - Select a PDM Mine from your inventory
    BehindView < 1 | 0 > - For 3rd person on/off
    SetWeapon - Used to change the weapon used as SF
    Preferences - Allows you to see various settings. Do not try to edit Aliases, only keybinds. Sometimes makes the game crash.
    Stat Anim - Shows where animations come from.
    Rend PerBone - Adds wireframe to the characters body kind of, not sure exactly, see it with behindview or freecamera
    Rend Skin - Toggles skin. Doesn't render enemies, only renders teammates that have helmets and the bullets that they have in their gun's chamber
    Show Fog - To turn off fog
    Show Coronas - To turn off lights
    Show Particles - To turn off particles (i.e. smoke)
    Show Projectors - To turn off damage skins, shadows, etc
    Show Radii - To show hit radii for grenades
    Show Sky - To turn off sky
    Show StaticMeshes - To turn off objects
    Show Terrain - To turn off terrain
    Debug Crash - Test crashes the game with an error
    [color=#000000]Debug EatMEM - Tests memory allocation until full (completely freezes your computer)
    Debug GPF - Test crashes the game with a general protection fault error
    Debug Recurse - Test crashes the game by infinite recursion
    Sockets - Displays a list of sockets in use
    Report -
    Invisible - Toggle Invisibility
    WinMatch - Tells the game to act like you've won
    Watch Karma Ragdoll Again on an Already Dead NPC
    Open a single player map and summon a soldier. Type Walk. Kill it however you like. Now either bind walk or type walk and keep hitting up and enter in the console. You can now see the how karma will react in different ways to the type of way you killed the soldier.
    RMode <#> - Changes the texture/model viewing modes, where <#> is 1 through 9
    1) Wireframe
    2) Blue Surfaces, Zone/Portal mode
    3) Pastel Surfaces, Texture Usage Mode (this only shows texture usage on BSP geometry)
    4) White Surfaces, BSP Cuts Mode
    5) Standard, Dynamic Light Mode (this is the normal in game mode)
    6) More Intense, Textured Mode
    7) No Textures, Lighting Only Mode
    8) Solarized, Depth Complexity Mode
    9) Much More Intense, More Textured Mode[/color]

Special thanks to -}MoS{-Evndude, for being the original creator of the Commands and Keybinding thread. Also thanks to the following, for contributing to this thread: Quote: Devil_Man, {4077}MrBunnie, DavidCR125, gabbo, RG_Punisher_, the RPE clan,, CGDSaTx, J0hnGalt, [OA]The Saint, -=BRC=-Tippis, R4G3, General Confufion, [njG]ColeusRattus, FireBuzzard, -MoD-Smoke_em, AtonalPanic, GEN. HAMMOND, Ranger 51, {AwG}JAW, -=UEO=--Sky_Lord-, M203, J-axx, TSO-NoVa, Child of Q, [NH]MainEvent, Thisistname83, inos, =sfs=JohnDoe, {TfC[R]}FluffyBunny, {3CR}commie, {WP}_Gedron, CappyR[Ancients], 60Gnr, ncsu1, _fish_, }T{MM_Snuffy, _][Ghost][_, [DC]flameshad0w, Dog_Soldier_Reecy, Master_Ghost_Knight, (EGI)fanatic4, and Z3rk.