Cheat Codes

 The cheat codes are entered by pressing the ~ key, then typing any of
 the following:

 ALLAMMO - Gives 999 ammo for all guns
 FLY - Lets you fly
 GHOST - Lets you walk through walls
 WALK - Returns to walk mode if you are in fly or ghost mode
 GOD - Makes you invulnerable to all attacks
 SUMMON - Lets you add a weapon or item to the world. For example:

    * SUMMON EIGHTBALL
    * SUMMON FLAKCANNON
    * SUMMON NALI
    * 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 to normal view
 FLUSH - If you start getting weird garbage graphics on wall textures or
 creatures, type this

 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.


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