ALLAMMO - Gives you 999
ammo for all of your guns.
FLY - Lets you fly around.
GHOST - Lets you walk through walls.
WALK - Returns you to walking mode if you are flying or
ghosting.
GOD - Makes you invulnerable to all attacks.
INVISIBLE - Turns you invisible.
KILLPAWNS - Kills all monsters.
WALK - Turns off "GHOST" or "FLY".
SLOMO # - Slows or speeds up the game. 1.0 is normal.
SUMMON - Lets you add a weapon or an item to the world.
For example:
SUMMON EIGHTBALL
SUMMON FLAKCANNON
SUMMON NALI
SUMMON DISPERSIONPISTOL
SUMMON AUTOMAG
SUMMON STINGER
SUMMON ASMD
SUMMON RAZORJACK
SUMMON GESBIORIFLE
SUMMON RIFLE
SUMMON MINIGUN
SUMMON SKAARJWARRIOR
SUMMON HEALTH
SUMMON SUPERHEALTH
SUMMON FLASHLIGHT
SUMMON SEARCHLIGHT
SUMMON ARMOR
SUMMON JUMPBOOT
SUMMON TRANSLATOR
SUMMON AMPLIFIER
PLAYERSONLY - Freezes time. Press again to resume time
passage.
OPEN MAPNAME - Jump to any map, just enter the name like
OPEN DIG.
BEHINDVIEW 1 - Puts you in Tomb Raider style view.
BEHINDVIEW 0 - Resets this.
FLUSH - If you start getting weird garbage graphics on
wall textures or creatures, type this to fix it.
Map List: Map Name:
Castle (intro movie)
Vortex Rikers
NyLeve's Falls
Rrajigar Mine
Depths of Rrajigar
Sacred Passage
Chizra-Nali Water God
The Ceremonial Chambers
Dark Arena
Harobed Village
Terraniux Underground
Terraniux
Noork's Elbow
Temple of Vandora
The Trench
ISV-KRAN deck 4
ISV-KRAN decks 3 & 2
ISVDECK1
Spirevillage
The Sunspire
Gateway To Na Pali
Na Pali Haven
Outpost 3J
Velora Pass
Bluff Eversmoking
Dasa Mountain Pass
Cellars at Dasa Pass
Serpent Canyon
Nali Castle
Demonlord's Lair
Demon Crater
MotherShip Basement
MotherShip Lab
MotherShip Core
Skaarj Generator
Illumination
The Darkening
The Source Antechamber
The Source
Ending Sequence (movie) File Name:
Unreal
Vortex2
NyLeve
Dig
Dug
Passage
Chizra
Ceremony
Dark
Harobed
TerraLift
Terraniux
Noork
Ruins
Trench
IsvKran4
IsvKran32
IsvDeck1
SpireVillage
TheSunspire
SkyCaves
SkyTown
SkyBase
VeloraEnd
Bluff
DasaPass
DasaCellars
NaliBoat
NaliC
NaliLord
DCrater
ExtremeBeg
ExtremeLab
ExtremeCore
ExtremeGen
ExtremeDGen
ExtremeDark
ExtremeEnd
QueenEnd
endgame
Deathmatch Maps:
DKNightOp
DMARIZA
DMCURSE
DmDeathFan
DmDeck16
DMElsinore
DMfith
DmHealPod
DmMorbias
DmRadikus
DmTundra
Unreal Console Commands - Audience: Advanced Users,
Server Administrators, Programmers.
Command Line Parameters:
profile: When C++ is compiled with DO_SLOW_GUARD=1,
generates an UnrealScript function profile using the
timings in the most recently played level only.
nosound: Disables sound.
nodsound: Disables DirectSound support.
noddraw: Disables DirectDraw support.
nohard: Disables 3d hardware support.
log: Runs with the log window initially visible.
firstrun: Re-asks the "First Run" questions in Unreal.
nologwin: Don't output to log window, useful for
debugging when printing so many log messages that
performance is slowed down by window updates.
conflicts: Show objects of different classes whose names
conflict.
nok6: Disable AMD K6-3D support.
nommx: Disables MMX support.
noreplace: Don't automatically replace textures, sounds,
and music if they are not found.
make: Rebuilds all .u files from their source .uc files.
make -h: Rebuilds all .u files from their source .uc
files and generate a C++ header for each package.
editor: Runs Unreal for editing.
server: Runs as a dedicated server.
strict: Treat all script warnings as critical errors;
useful for tracking down the call stack when debugging
scripts.
nobind: Don't treat UnrealScript/C++ binding errors as
critical, for rebuilding scripts and avoiding the
chicken-and-egg binding problem.
showdep: Causes script compiler to log dependency
information when recompiling scripts.
nogc: Disables garbage collection.
alladmin: Enable all players administrative access to
the server.
LOG=logfilename: Uses the specified log file instead of
Unreal.log. Useful when running multiple copies on the
same machine.
INI=inifilename: Sets the .ini file to use for
configuration, normally Unreal.ini.
READINI=inifilename: Sets the .ini file for reading only
(not for writing); overrides the INI= option.
PORT=num: Sets the UDP port number for the Internet
server.
MULTIHOME=12.34.56.78: Sets the "home" ip address (in
numerical format) for Unreal of a machine with multiple
network cards.
C++ Console Commands (Only works on the local machine)
BRIGHTNESS: Cycle through 10 screen brightness values.
CHAT: Brings up a prompt to type chat text.
CANCEL: Cancels an "open" command in progress that is
trying to connect to a network server.
CDTRACK num: Play the specified CD track.
CONSOLE FULL: Make the console fullscreen.
CONSOLE HIDE: Hide the console.
CONSOLE SHOW: Show the console.
DEBUG CRASH: Test crashing the game by appError.
DEBUG EATMEM: Test allocating memory until it fills up.
DEBUG GPF: Test a general protection fault.
DEBUG RECURSE: Test crash by infinite recursion.
DUMPCACHE: Display the contents of the memory cache
GCache.
DUMPINTRINSICS: Display a list of unused intrinsic
function ids.
EDITACTOR CLASS=classname: During game play, edits the
properties of the nearest actor belonging to that class.
Cool for debugging.
ENDFULLSCREEN: Go back to playing in a window.
EXEC filename: Execute the console commands in the
filename, default is in the System directory.
EXIT: Exit the program.
FLUSH: Flush all caches. Regenerates all lighting, 3d
hardware textures, etc.
HIDEACTORS: Hide actors during game play.
JUMPTO x y z: In UnrealEd, move the viewport to a
certain X,Y,Z location, useful in conjunction with
tester reports generated with the REPORT command.
LOADGAME num: Load a game in position 0-9.
MARK: Mark all objects that are in memory (for garbage
collection debugging in conjunction with MARKCHECK).
MARKCHECK: Display a list of all unmarked objects that
are in memory (for garbage collection debugging in
conjunction with MARK).
MEM: List memory usage; only works when Unreal is
compiled with the memory-tracking option (it's usually
not).
MEMSTAT: Show Windows overall memory statistics.
MUSICORDER num: Change to a certain track in the song
(0=ambient, 1=action, 2=suspense).
OBJ CLASSES: Prints a list of all loaded classes.
OBJ DEPENDENCIES PACKAGE=pkgname EXCLUDE1=otherpackage
EXCLUDE2=otherpackage...: !!
OBJ GARBAGE: Collect and purge garbage ("garbage" means
objects which are no longer in use).
OBJ HASH: Show object hashing statistics.
OBJ LIST CLASS=objectclass: List all objects belonging
to the class (if the class isn't specified, lists ALL
objects). Gives a summary of memory usage. This is very
useful during game play for figuring out how much memory
is being used. In UnrealEd, this statistic isn't useful
because a huge amount of extra stuff is loaded which
might not be used by your map.
OBJ REFS CLASS=objectclass NAME=objectname: Show a list
of objects which reference the object you specify. When
trimming memory usage, this is useful for figuring out
why some object is being loaded.
OPEN url: Opens a local map (i.e. "unreal.unr") or an
Internet server (i.e. "200.0.1.16" or "unreal.epicgames.com").
PREFERENCES: Displays the preferences in a window.
REPORT: Copies a report of the current gameplay
situation to the clipboard. You can then paste the
resulting text into an email program, Notepad, etc.
Extremely useful for beta testers, because it dumps the
player's X,Y,Z location, the difficulty level, etc.
RMODE: Set the rendering mode. 0-9.
SAVEGAME num: Save the game in a specified position,
0-9.
SHOT: Take a screenshot and save it in the System
directory with a consecutive name like Shot0001.bmp.
SHOWACTORS: Shows actors during gameplay.
SOCKETS: In network play, shows a list of network
sockets (UNetConnection's) in use.
STAT ACTOR: Shows various statistics.
STAT CACHE
STAT CLIP
STAT FILTER
STAT FPS
STAT GAME
STAT GLOBAL
STAT HARDWARE
STAT ILLUM
STAT LIGHT
STAT MESH
STAT POLYC
STAT POLYV
STAT REJECT
STAT OCCLUSION
STAT SOFT
STAT SPAN
STAT ZONE
TOGGLEFULLSCREEN: Toggles fullscreen mode on and off.
TYPE: Types text on the console.
URL urlname: In network play, parses a URL and displays
its components.
VIEWUP: Sizes the view up.
VIEWDOWN: Sizes the view down.
UnrealScript console commands (Can be used by remote
administrators)
ADDBOTS <number>: Adds more bots to the game.
ALLAMMO: Gives you all the ammo for your current
weapons.
GOD: Makes you invincible.
INVISIBLE: Makes you invisible.
KILLALL <class name>: Kills all actors of a certain
class, for example "KILLALL UNREALI.BRUTE".
KILLPAWNS: Kills all monsters.
PLAYERSONLY: Pauses all non-player actors in the game.
Cool for debugging scripts, taking screenshots.
SAY <message string>: Broadcast a message to other
players in the game.
SLOMO <number>: Sets the game speed, 1.0 is normal.
SUMMON <class name>: Spawns an actor of the specified
class (for example, SUMMON UNREALI.BRUTE) in front of
the player.
SWITCHCOOPLEVEL <new level URL>: Causes the server (or
local machine, in a single-player game) to switch to a
new level with coop-style weapon carrying between
levels.
SWITCHLEVEL <new level URL>: Causes the server (or local
machine, in a single-player game) to switch to a new
level.
Console configuration commands
GET <classname> <variablename>
Gets a configurable class parameter. <classname> may be
a partial classname, such as "playerpawn", or a
qualified classname such as "engine.playerpawn". The
class must be loaded in memory, otherwise GET returns an
empty string. <variablename> must be the name of a
variable that is designated as configurable (either in
UnrealScript using the "config" keyword or in C++ using
CPF_Config). This returns the value of the configured
variable, converted to a string. The value returned by
GET reflects the class's default value (for scripted
classes, this is the default value that was set for the
class using its property sheet). At any time, zero or
more instances of objects belonging to <classname> may
be in memory, and may have modified values of <variablename>,
and they don't affect the value returned by "GET".
SET <classname> <variablename> <value>
Sets the default value of a class's variable. If the
class is designated as configurable (using the "config"
keyword in UnrealScript or CLASS_Config in C++), and so
is the variable, this function updates the Unreal.ini
file to reflect the new default value. If any instances
of objects belonging to <classname> are in memory, all
of those objects are updated. When an object's config
variables are updated, they are notified as follows:
The object's PreEditChange() function is called,
basically saying "Get ready to be modified!" The
object's configurable variables are updated with the
newly configured values. The object's PostEditChange()
function is called, saying "You've been modified, so
validate and update yourself".
This procedure enables objects to validate their
configurable properties and update themselves. For
example, the audio subsystem's PostEditChange() function
clamps the sound volume to a safe range of 0.0 - 1.0
(because the SET command enables users to set it to
ridiculous values) and then updates the actual volume of
the sound effects that are playing. |