Console Commands PC

Date: December 21,2002                Author: CheatMan
CheatMan is back and better then ever.

Unreal console commands

 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

 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.

 UnReal Map List:

 Bluff
 Ceremony
 Chizra
 Dark
 Dasacellars
 Dasapass
 Dcrater
 Dig
 DKNightOp
 DMARIZA
 DMCURSE
 DmDeathFan
 DmDeck16
 DMElsinore
 DMfith
 DmHealPod
 DmMorbias
 DmRadikus
 DmTundra
 Dug
 Endgame
 Entry
 ExtremeLab
 ExtremeEnd
 ExtremeGen
 ExtremeBeg
 ExtremeCore
 ExtremeDark
 ExtremeDGen
 Gateway
 Harobed
 IsvDeck1
 IsvKran4
 IsvKran32
 NaliBoat
 NaliC
 NaliLord
 Noork
 NyLeve
 Passage
 QueenEnd
 Ruins
 SkyBase
 SkyCaves
 SkyTown
 SpireVillage
 TerraLift
 Terraniux
 TheSunspire
 Trench
 Unreal
 VeloraEnd
 Vortex2

 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 : 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 : 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 : Broadcast a message to other players in the game.
  SLOMO : Sets the game speed, 1.0 is normal.
  SUMMON : Spawns an actor of the specified class (for
  example, SUMMON UNREALI.BRUTE) in front of the player.
  SWITCHCOOPLEVEL : 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 : Causes the server (or local machine, in a
  single-player game) to switch to a new level.

  Console configuration commands

  GET
  Gets a configurable class parameter.  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.  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 may be in memory, and may have
  modified values of , and they don´t affect the value
  returned by "GET".

  SET
  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 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.