Console Commands - Guide for Unreal: Return to Napali: Mission pack
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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.



