Cheat Codes: NOTE: You need to press and hold down the
TAB key
before entering the codes!
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 <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.