Mastering FiveM Client Console Commands: A Guide to Server Connection and Debugging

For those diving deep into the world of FiveM server development, resource creation, or even just troubleshooting game issues, the client console is an indispensable tool. This guide will explore the essential client console commands, providing you with the knowledge to enhance your FiveM experience. While directly pinpointing a server IP might seem like a primary goal, understanding these commands offers a more comprehensive approach to server interaction and issue resolution, indirectly touching upon the methods one might use to find and connect to FiveM servers, sometimes referred to in searches like “How To Find Ip Address Of Fivem Server Cfx.re-ip-finder”.

This article will delve into both user-level and developer-level commands, explaining their functionalities and practical applications. Whether you’re looking to fine-tune your settings, monitor performance, or debug resource problems, mastering these commands will significantly improve your FiveM proficiency.

User Commands: Your Gateway to Client Control

User commands are accessible to everyone via the client console, opened by pressing F8 in-game. These commands are your first line of interaction with the FiveM client, offering control over connections, settings, and basic debugging information.

Connecting and Disconnecting

  • connect [IP address:port or URL or cfx.re/join/code]: This is your primary command for joining FiveM servers. It allows you to connect using various methods:

    • IP Address and Port: The most direct method. You’ll need the server’s IP address and port number, often provided on server lists or communities. Example: connect 127.0.0.1:30120.
    • URLs: Connect via a website link if the server is configured to support it. Example: connect "https://fivem.net/".
    • cfx.re/join Codes: Utilize unique server identifiers for easy connection, often found on server listings. Example: connect cfx.re/join/e23ywr.
  • disconnect: When you’re ready to leave a server, this command gracefully disconnects you and returns you to the main menu.

Customizing Controls

  • bind [input] [command]: Take control of your gameplay by binding specific commands to keyboard keys or other inputs. This allows for quick execution of actions.

    • Example: bind keyboard F9 "say hi; wait 250; say bye" – This binds the F9 key to send “hi” then “bye” in chat with a short delay.
  • rbind [input] [command]: Similar to bind, but this command only works if the specified resource is active on the server. This is useful for resource-specific keybindings.

  • unbind [input]: Remove any bindings associated with a particular input, restoring its default function.

    • Example: unbind keyboard F9 – Removes the binding from the F9 key.

Performance Monitoring

  • cl_drawfps [0 or 1]: Toggle the Frames Per Second (FPS) counter in the corner of your screen. cl_drawfps 1 enables it, cl_drawfps 0 disables it. Monitoring FPS helps you understand your game’s performance and identify potential issues.

  • cl_drawperf [0 or 1]: Provides a more detailed performance overlay, displaying crucial metrics:

    Name (Units) Description
    FPS Frames Per Second: The number of frames rendered per second, indicating visual smoothness.
    Ping (ms) The round trip time for network packets to and from the server, reflecting network latency.
    PL (%) Packet Loss: The percentage of network packets that fail to reach their destination, impacting connection stability.
    CPU Usage (%) The percentage of your CPU’s processing power being used by the game client.
    GPU Usage (%) The percentage of your GPU’s processing power being used by the game client.
    GPU Temp (°C) The temperature of your graphics card in Celsius, useful for monitoring system health.

    Usage is similar to cl_drawfps: cl_drawperf 1 to enable and cl_drawperf 0 to disable.

Exiting the Client

  • quit: Forcefully closes the FiveM client immediately.

  • quit [reason]: Closes the client and sends a quit reason to the server. This can be helpful for server administrators to understand client disconnections.

Game and Level Control

  • loadlevel [level name]: Starts a local single-player game and loads the specified map. This is useful for testing maps or exploring different game environments.

    • Examples: loadlevel gta5, loadlevel rdr3, loadlevel blank-map.
  • storymode: Launches FiveM in story mode, allowing you to play the single-player campaign.

Audio Adjustments

  • profile_sfxVolume [value]: Sets the sound effects volume. The value ranges from 0 (silent) upwards, with 10 representing 100% volume. You can even go above 10, but be cautious with very high values.

  • profile_musicVolume [value]: Adjusts the music volume in single-player modes.

  • profile_musicVolumeInMp [value]: Controls the music volume when connected to a multiplayer server.

Developer Commands: Unlocking Advanced Features

Developer commands offer deeper insights and control, but they require enabling developer mode. This is a security measure to prevent accidental misuse of powerful commands in production environments.

Developer mode can be activated in two main ways:

  1. Launch Argument: Start the FiveM client with the +set moo 31337 argument. This is typically done by modifying the shortcut you use to launch FiveM.
  2. Non-Production Channel: Switch to a Beta or Latest update channel in the FiveM settings. Be aware that these channels might be less stable and could lead to unexpected issues.

Once developer mode is enabled, you gain access to a range of commands designed for debugging, resource monitoring, and advanced client manipulation.

Command and Variable Listing

  • cmdlist: A fundamental command for developers. It lists all registered commands on the client (or server, if used there). It also displays variables set using set, sets, and seta commands, providing a comprehensive overview of the command landscape.

Console Output Control

  • con_miniconChannels [channel patterns]: Display specific console messages directly on your game screen, without needing to constantly open the full console. This is incredibly useful for real-time monitoring of specific events or resource outputs.

    • Channel names are the colored tags next to console messages (e.g., script:banking).

    • Filters use full matches by default, but * acts as a wildcard for partial matches.

    • Multiple patterns can be combined with spaces or +.

    • Examples:

      • con_miniconChannels * – Show all console messages.
      • con_miniconChannels script:* – Show messages from all resources.
      • con_miniconChannels script:banking script:racing – Show messages from the banking and racing resources.

Developer Logging and GUI

  • developer [0 or 1]: Enables extra developer-specific logging. Generally not needed for regular users, but might be requested by developers for specific debugging scenarios.

  • devgui_cmd [display text] [command]: Adds a custom command button to the developer GUI, which appears above the console. This allows for quick access to frequently used commands.

    • Example: devgui_cmd "Launch/MP/Disconnect" "disconnect" – Adds a button labeled “Disconnect” that executes the disconnect command.
  • devgui_convar [display text] [convar name]: Adds a convar (console variable) to the developer GUI, allowing you to monitor and adjust its value directly.

    • Example: devgui_convar "Game/SFX Volume" profile_sfxVolume – Adds a control to adjust the SFX volume.

Level Loading Alias

  • invoke-levelload [level name]: An alternative way to use the loadlevel command. See the loadlevel command description for usage details.

Access Control List (ACL) Inspection

  • list_aces: Lists all Access Control Entries (ACEs), which define permissions for different principals (users, groups, etc.) to access objects (commands, resources, etc.). This is crucial for understanding server security and permission setups. Example output:

    builtin.everyone -> command.freecam = ALLOW
    group.admin -> command.testbed = DENY
  • list_principals: Lists all principals defined in the system and their inheritance relationships. Example output:

    identifier.steam:110000111111111

    This shows that identifier.steam:110000111111111 is a principal in the system.

Local Resource Management

  • localGame [resource name]: Loads a local resource from the usermaps:/resources/[name] directory in single-player mode. This is vital for developing and testing resources locally. You’ll need to create the resource directory and an fxmanifest.lua file for your resource to function.

  • localRestart: Restarts the currently loaded localGame resource, applying any code changes you’ve made.

Model and Texture Viewing

  • modelviewer [optional model name]: Opens a graphical interface for loading and viewing TXDs (textures) and drawables (3D models). This is a powerful tool for asset preview and debugging.

Network Object Inspection

  • net_printOwner [network object ID]: Prints the owner of a specific network object ID. Useful for debugging network ownership issues.

  • net_showCommands: Internal developer tool, generally not for regular users unless specifically instructed to use it for debugging.

  • net_showDrilldown: Internal developer tool, similar to net_showCommands.

  • net_showTime: Internal developer tool for logging state-awareness data, typically not for general use.

Network Event Logging

  • netEventLog [0 or 1]: Enables a real-time display of all network event traffic, showing incoming and outgoing events, their names, direction (Server -> Client, Client -> Server), and data size. Essential for network debugging and understanding event flow.

Network Statistics and Graphing

  • net_statsFile [filename.csv]: Records detailed network metrics to a CSV file in your FiveM application data directory. This file can be analyzed to understand network performance over time.

    • Example: net_statsFile metrics.csv
  • netgraph [0 or 1]: Displays a real-time network graph and basic network statistics:

    Field Name Description
    ping Round trip time to the server (network latency).
    in Packets received per second.
    in (bytes) Bytes received per second.
    out Packets sent per second.
    out (bytes) Bytes sent per second.
    rt Routing packets received/sent.
    rd Routing packet delay.
  • netobjviewer [0 or 1]: Shows a list of network objects and nodes being synchronized, particularly when game state awareness is enabled. Useful for understanding network synchronization.

  • netobjviewer_syncLog: Used for diagnosing discrepancies in game state synchronization. Primarily for internal debugging.

NUI Developer Tools

  • nui_devtools: Opens the NUI (Non-UI) developer tools window directly from the game process. NUI is used for in-game interfaces built with web technologies. These tools are invaluable for debugging NUI resources.

OneSync Logging

  • onesync_logFile [filename.log]: Saves client-side logs from the OneSync game state awareness subsystem. These logs can become very large, so use this command sparingly and for targeted debugging.
    • Example: onesync_logFile "1s_today.log"; wait 5000; onesync_logfile "" – Starts logging to “1s_today.log” for 5 seconds.

Rendering Control

  • r_disableRendering [0 or 1]: Used for internal tooling and not generally useful for regular users. Cannot be toggled at runtime.

Resource Monitoring

  • resmon: Opens the Resource Monitor, a graphical tool that displays CPU and memory usage for each running resource. Essential for identifying performance bottlenecks caused by specific resources.

Cache Management

  • save_gta_cache [resource name]: Saves cache data for a resource to the CitizenFX AppData directory. This is designed for resources with large amounts of map or collision files to accelerate loading times for players. The cache file needs to be included in the resource manifest (fxmanifest.lua).

    files { 'your_resource_name_cache_y.dat' }

Security Debugging

  • se_debug [0 or 1]: Enables verbose logging for security features like ACL (Access Control Lists). Useful for troubleshooting permission issues and understanding access control decisions. Example output:

    TEST ACL [system.console -> command.resmon] ACE [system.console command] -> ALLOW
    TEST ACL [system.console -> command.resmon] -> ALLOW

Variable Manipulation

  • set [variable name] [value]: Sets a client-side variable. These variables are temporary and are not saved across sessions.

    • Example: set animal snail
  • seta [variable name] [value]: Sets an archived client-side variable. These variables are saved in fivem.cfg (or redm.cfg) and persist across game sessions.

    • Example: seta food escargot

Streaming Debugging

  • strdbg [0 or 1]: Provides information about what the GTA streamer is currently loading. Helps identify streaming issues, especially if the world stops loading correctly.

  • strlist: Opens a graphical interface showing all entries registered in the GTA streamer and their current status.

  • strmem: Displays streaming memory usage broken down by asset type and provides a global overview. Useful for optimizing resource streaming and memory management.

Scaleform Debugging (FiveM Only)

  • game_enableScaleformDebugLog [0 or 1]: Enables debug logging for Scaleform, which is used for the game’s UI. This command is specific to FiveM and not supported on RedM. Log types include HUD_TYPE, SCRIPT_TYPE, GENERIC_TYPE, and others. Example log output:

    [HUD_TYPE] Removing Stream Component: 0,6
    [HUD_TYPE] SHOW_NEXT_STATIC_LOADINGSCREEN()
    [HUD_TYPE] fadeInBlackOverlay(): 1
    [HUD_TYPE] Creating Stream Component: 0,~BLIP_INFO_ICON~ If you're strapped for cash, why not visit one of the many gas stations, liquor stores or 24/7 supermarkets around Los Santos?,false,6
    [HUD_TYPE] SET_STREAM_COMPONENT creation time: 0

Game Logic Toggles

These commands toggle specific game logic behaviors. They can often be replicated from the server using setr.

  • game_enableFlyThroughWindscreen [0 or 1]: Toggles whether peds should fly through windshields in crashes.

  • game_enablePlayerJumpRagdollControl [0 or 1]: Toggles ragdoll activation on jump (Jump Key + R), similar to single-player.

  • game_enablePlayerRagdollOnCollision [0 or 1]: Toggles native ragdoll activation on collision.

Access Control Testing

  • test_ace [principal] [object]: Tests if a specific principal (e.g., a user or group) is allowed or denied access to a given object (e.g., a command or resource). Useful for verifying ACL configurations.
    • Example: test_ace group.admin command.adminstuff – Checks if the group.admin principal has access to the command.adminstuff object.

Conclusion

Mastering the FiveM client console commands is a significant step towards becoming a proficient FiveM developer, server administrator, or even just a knowledgeable player. From basic connection commands to advanced debugging tools, the console offers a wealth of functionality. While the initial search might be focused on “how to find ip address of fivem server cfx.re-ip-finder”, understanding these commands empowers you to not only connect to servers but also to diagnose issues, optimize performance, and delve deeper into the technical aspects of the FiveM platform. Explore these commands, experiment, and unlock the full potential of your FiveM client.

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *