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Text Commands

In addition to the buttons on the Empower HUD, all of the HUD’s features are accessible via traditional text commands.  These are triggered in one of two ways:

  • By typing your word of power followed by a command
  • By typing a slash followed by your casting channel (defaults to 5) followed by a command

Spellcasting Text Commands

  • Spellcasting is achieved by specifying the spell and optional target (if a target is required you will be prompted with a menu)
  • Partial target names can be specified – if more than one match is found, you will be prompted with a dialog to select your target
  • The shorthand target “me” can be specified to cast spells on yourself
  • The shorthand target “camcast” can be specified to cast spells on the object your camera is focused on (beware transparent prim intervening)
  • The shorthand target “campos” can be specified to rez an invisible object at your camera position and cast on it

e.g.
magick glow
magick glow me
magick glow jo blo
/5 glow
/5 glow me
/5 glow jo
/5 glow blo
/5 glow joseph bloggs

Dispelling (Cancelling spells)

Spells can be cancelled using the “dispell” command.  e.g.
dispell (dispells all spells in current sim)
/5 dispell glow (dispells the glow spell from all targets in the current sim)
/5 dispell glow jo blo (dispells the glow spell from Joseph Bloggs)
/5 dispell jo blo (dispells all spells from Joseph Bloggs)

  • “Dispell” is one of only three commands which do not require the word of power or casting channel
  • Dispelling will work throughout the region you are in, even if you have moved away from the spell, or it away from you

Text commands for changing HUD variables

HUD variables can be changed with the “var” command.  The following variables are available:

  • animation (e.g. /5 var animation off) – Toggles whether an animation will accompany your spell casting
  • animnum (e.g. /5 var animnum 0 or /5 var animnum #ArmsWide) – Specifies the inventory number of the animation to be used for spell casting
  • sound (e.g. /5 var sound off) – Toggles whether a sound will accompany your spell casting
  • soundnum (e.g. /5 var soundnum 0 or /5 var soundnum #Bells) – Specifies the inventory number of the sound to be used for spell casting
  • particles (e.g. /5 particles off) – Toggles whether your particle relay will be activated during spell casting
  • spellposetime (e.g. /5 var spellposetime 3) – Specifies the amount of time for which animations, particles and sounds will be active when casting
  • spellfx (e.g. /5 var spellfx off) – When set to On, spells will perform extra start up visuals.  Turn off to activate spells faster
  • dispanim (e.g. /5 var dispanim off) – Toggles whether an animation will accompany dispelling
  • dispanimnum (e.g. /5 var dispanimnum 0 or /5 var animnum #WaveLeftHand) – Specifies the inventory number of the animation to be used for dispelling
  • dispsound (e.g. /5 var dispsound off) – Toggles whether a sound will accompany dispelling
  • dispsoundnum (e.g. /5 var dispsoundnum 0 or /5 var dispsoundnum #DispellWhoosh) – Specifies the inventory number of the sound to be used for dispelling
  • disppart (e.g. /5 var disppart off) – Toggles whether your particle relay will be activated during dispelling
  • dispposetime (e.g. /5 var dispposetime 1) – Specifies the amount of time for which animations, sounds and particles will be active when dispelling
  • messages (e.g. /5 var messages off) – Toggles whether messages will be displayed during spell casting and dispelling
  • stealth (e.g. /5 var stealth on) – Toggles stealth mode (sounds & animations & messages & particles are all disabled during casting, dispelling and teleporting)
  • castingchannel (e.g. /5 var castingchannel 8 ) – Specifies the channel used for spell commands
  • spellchannel (e.g. /5 var spellchannel 8593113) – Specifies the channel on which spell parameters will be passed.  ONLY CHANGE THE SPELLCHANNEL IF IT INTERFERES WITH OTHER ATTACHMENTS)
  • tp (e.g. /5 var tp #Fae) – Specifies the type of teleport object (TPType) used by the Teleport, GroundTP,  Join, Invite etc. spells
  • tpep (e.g. /5 var tpep on) – Specifies whether portal TPTypes will generate a presence at their destination (endpoint).  If permtp and tpep are both set to on, the endpoint will be two way, allowing travel back to the origin
  • tptypep (e.g. /5 var tptypep #Sparkle3) – Specifies the particle effect used by the selected TPType (see tp var above)
  • tptypeps (e.g. /5 var tptypeps <1,1,1>) – Specifies the starting colour of the TPType particles
  • tptypepe (e.g. /5 var tptypepe <1,1,1>) – Specifies the ending colour of the TPType particles
  • permtp (e.g. /5 var permtp on) – Specifies whether the next portal generated will be permanent (can only be closed by the ClosePortal command)
  • fallprotect (e.g. /5 var fallprotect off) – Toggles the fallprotect feature (auto-casting of a platform when you are falling)
  • flightassist (e.g. /5 var flightassist off) – Toggles flight assist on/off
  • speed (e.g. /5 var speed 1) – Specifies the speed for your flight assist
  • flightparticles (e.g. /5 var flightparticles off) – Toggles whether your particle relay will be activated when flying
  • dash (e.g. /5 var dash off) – Toggles the dash feature (activated by triple tapping the forward key)
  • dashparticles (e.g. /5 var dashparticles off) – Toggles whether your particle relay will be activated when dashing
  • scantype (e.g. /5 var scantype #Avatar or /5 scantype #Object) – Specifies whether to scan for avatars or objects as targets and for display on radar
  • weaponry (e.g. /5 var weaponry on) – Specifies whether the Empower weaponry is active when in mouselook mode
  • ammo (e.g. /5 var ammo 0 or /5 var ammo #Lightning) – Specifies the ammunition to fire when in mouselook mode
  • ammopush (e.g. /5 var ammopush on) – Specifies whether ammunition will push on impact
  • ammopart (e.g. /5 var ammopart on) – Specifies whether mouselook based ammunition will generate particles on impact
  • firespeed (e.g. /5 var firespeed 80) – Specifies the speed at which your ammunition is fired
  • firesound (e.g. /5 var firesound off) – Specifies whether your ammunition is accompanied by sounds when fired
  • firesoundnum (e.g. /5 var firesoundnum 0 or /5 var firesoundnum #WeaponBoom) – Specifies the sound to use when firing in mouselook
  • fireanim (e.g. /5 var fireanim off) – Specifies whether to animate your avatar when firing in mouselook mode
  • fireanimnum (e.g. /5 var fireanimnum 0 or /5 var fireanimnum #RightHandThrow) – Specifies the animation to use when firing in mouselook
  • firepart (e.g. /5 var firepart off) – Specifies whether to generate particles via the particle relay when firing in mouselook
  • firetime – (e.g. /5 var firetime 3) – Specifies the amount of time for which animations, particles and sounds will be active when firing mouselook based weaponry
  • hitdetect (e.g. /5 var hitdetect on) – Specifies whether to report collisions with scripted and/or physical objects
  • combatsys (e.g. /5 var combatsys #None) – Specifies which combat system your spells and weaponry should be compatible with
  • damage (e.g. /5 var damage 50) – Specifies the amount of damage to inflict with Linden or MetaLife combat systems
  • firedelay (e.g. /5 var firedelay 1600) – Specifies the time (in ms) to delay between rapid fire.  Important for legal combat in some systems
  • combatdetect (e.g. /5 var combatdetect on) – Specifies whether to automatically detect and match combat systems when attacked
  • hidemode (e.g. /5 var hidemode 0) – Specifies how the HUD should hide when the top bar is clicked
  • retaliate (e.g. /5 var retaliate on) – Enable automatic retaliation (weapons fire) at avatars whose objects hit you
  • movelock (e.g. /5 var movelock on) – Enable movement lock
  • balanced (e.g. /5 var balanced on) – Balanced combat introduces a delay when firing weaponry, proportional to the level of damage done
  • hudsize (e.g. /5 var hudsize 100) – Specifies what percentage of base size to resize the HUD to
  • rezdist (e.g. /5 var rezdist 150) – Specifies how far from the spellcaster certain items (e.g. teleporters) should be rezzed
  • shock (e.g. /5 var shock on) – Specifies whether to attempt to push colliding avatars and physical objects
  • theme (e.g. /5 var theme #Light) – Specifies what theme (#Light, #Dark, #Mer or #Dragon) should be applied to theme-sensitive spells such as Shield, FallProtect
  • tmpdash (e.g. /5 var tmpdash on) – Specifies whether the next cursor key movement should be a dash
  • tpanim (e.g. /5 var tpanim off) – Toggles whether an animation will be played when you teleport
  • tpanimnum (e.g. /5 var tpanimnum #TPFloat) – Specifies the inventory number of the animation to be played on teleporting
  • tpeffect (e.g. /5 var tpeffect off) – Specifies whether particles will be activated when teleporting
  • tpparticles (e.g. /5 var tpparticles #BluePop) – Specifies the particle effect to be activated when teleporting
  • tppstart (e.g. /5 var tppstart <1,1,1>) – Specifies the starting colour of the teleport particle effect
  • tppend (e.g. /5 var tppend <1,1,1>) – Specifies the ending colour of the teleport particle effect
  • tpeffecttime (e.g. /5 var tpeffecttime 3) – Specifies how long animations, sounds and particles will be active when teleporting
  • tpprim (e.g. /5 var tpprim off or /5 var tpprim on) – Specifies whether to rez a prim teleport effect when teleporting
  • tpprimnum (e.g. /5 var tpprimnum #Circle) – Specifies the inventory number of the TP Prim effect to be rezzed when teleporting
  • tpsound (e.g. /5 var tpsound on) – Specifies whether to play a sound when teleporting
  • tpsoundnum (e.g. /5 var tpsoundnum #Bells) – Specifies the sound to play when teleporting
  • wandcastfx (e.g. /5 var wandcastfx on) – Specifies whether to activate wand particles when casting
  • wandidlefx (e.g. /5 var wandidlefx on) – Specifies whether the wand should “drip” particles when idle
  • wandhandle (e.g. /5 var wandhandle on) – Specifies whether wand config commands apply to the handle
  • wandinlay (e.g. /5 var wandinlay on) – Specifies whether wand config commands apply to the inlay
  • wandparticles (e.g. /5 var wandparticles on) – Specifies whether wand config commands apply to particles
  • wandsetting (e.g. /5 var wandsetting on) – Specifies whether wand config commands apply to the wand setting
  • wandshaft (e.g. /5 var wandshaft on) – Specifies whether wand config commands apply to the shaft
  • wandtip (e.g. /5 var wandtip on) – Specifies whether wand config commands apply to the tip
  • castp (e.g. /5 var castp #Sparkle1) – Specifies the static casting particle effect
  • castpstart (e.g. /5 var castpstart <1,1,1>) – Specifies the starting colour of the static casting particle effect
  • castpend (e.g. /5 var castpend <1,1,1>) – Specifies the ending colour of the static casting particle effect
  • targp (e.g. /5 var targp #Sparkle1) – Specifies the targeted casting particle effect
  • targpstart (e.g. /5 var targpstart <1,1,1>) – Specifies the starting colour of the targeted casting particle effect
  • targpend (e.g. /5 var targpend <1,1,1>) – Specifies the ending colour of the targeted casting particle effect
  • spellpstart (e.g. /5 var spellpstart <1,1,1>) – Specifies the starting colour of spell specific particle effects
  • spellpend (e.g. /5 var spellpend <1,1,1>) – Specifies the ending colour of spell specific particle effects
  • msglevel (e.g. /5 var msglevel 3) – Specifies the level of messages which the HUD will produce.
    This variable is a bitmask, which means its value is produced by adding (bitwise ORing) together any of the following values:

    • 1 – Normal Operating Messages
    • 2 – Startup Messages (on attach/wear)
    • 4 – Informational Messages (e.g. can’t rez – searching for nearby rez locations)
    • 8 – Verbose messages during update
    • 16 – Debug messages
    • 32 – Reserved for future use
    • 64 – HitDetect reports collision with owner’s objects
  • shieldvisible (e.g. /5 var shieldvisible on) – Specifies whether the shield will remain visible when the target sits on it
  • shieldbounced (e.g. /5 var shieldbounced on) – Instructs the shield to “bounce” (jump up to 4000m)
  • shieldsayhits (e.g. /5 var shieldsayhits on) – Instructs the shield to report collisions
  • shieldretal (e.g. /5 var shieldretal on) – Instructs the shield to fire at avatars whose objects collide with it
  • shieldrepel (e.g. /5 var shieldrepel on) – Instructs the shield to repel colliding objects and avatars
  • shieldoffset (e.g. /5 var shieldoffset on) – Instructs the shield whether or not to operate in “offset” mode, which makes you appear somewhere you are not
  • shieldphased (e.g. /5 var shieldphased on) – Instructs the shield whether or not to operate in “phased” mode, which makes you appear where you are not
  • shieldanim (e.g. /5 var shieldanim #Walk) – Instructs the shield which animation to use when you are moving
  • shieldautofly (e.g. /5 var shieldautofly on) – Instructs the shield whether to trigger “flight” mode when you are not near the ground (turn off to “walk” in skyboxes)
  • shieldphtm (e.g. /5 var shieldphtm on) – Makes shield phantom before being sat upon.  Removes minimal protection provided by having a prim around you, but allows you to walk without being in the shield
  • shieldsp (e.g. /5 var shieldsp 5) – Sets shield movement speed
  • shieldxl (e.g. /5 var shieldxl on) – When on, shield will accelerate the longer you are moving
  • shieldcolour (e.g. /5 var shieldcolour <1,1,1>) – Specifies the colour of the shield when cast
  • manamode (e.g. /5 var manamode on) – Specifies whether the HUD will display and use mana when casting spells
  • dispnames (e.g. /5 var dispnames on) – Specifies whether the HUD utilises display names (on) or legacy names (off)
  • chatwarn (e.g. /5 var chatwarn off) – Specifies whether the HUD will warn of avatars coming in/out of chat range (20m)
  • chkrelay (e.g. /5 var chkrelay on) – Specifies whether the HUD will check for a particle relay and offer one if needed
  • tmptheme (e.g. /5 var tmptheme #Dark;megiddo) – Specifies a theme override for a spell provided on a command chain (following a semicolon)
  • camcast (e.g. /5 var camcast on) – Change default targeting to be based on what your camera is looking at.  Beware transparent prims.  Can be overridden by specifying target on command line casting

Selecting Pre-configured Settings

You can select any option available from the Settings menu using the “settings MENU-NAME” command:
e.g. /5 settings Defaults-AllDefaults

Special Commands

You can play an internal HUD sound by using the play command
e.g. /5 play Bells

You can start/stop an internal HUD animation by using the EMStartAnim and EMStopAnim commands

e.g. for a quick and dirty version of “Vanish” in no-rez areas:

/5 emstartanim UndGnd
/5 emstopanim UndGnd