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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