Cheat Codes: |
Map Name: | File Name: |
| Castle (intro movie) | Unreal |
| Vortex Rikers | Vortex2 |
| NyLeve's Falls | NyLeve |
| Rrajigar Mine | Dig |
| Depths of Rrajigar | Dug |
| Sacred Passage | Passage |
| Chizra-Nali Water God | Chizra |
| The Ceremonial Chambers | Ceremony |
| Dark Arena | Dark |
| Harobed Village | Harobed |
| Terraniux Underground | TerraLift |
| Terraniux | Terraniux |
| Noork's Elbow | Noork |
| Temple of Vandora | Ruins |
| The Trench | Trench |
| ISV-KRAN deck 4 | IsvKran4 |
| ISV-KRAN decks 3 & 2 | IsvKran32 |
| ISVDECK1 | IsvDeck1 |
| Spirevillage | SpireVillage |
| The Sunspire | TheSunspire |
| Gateway To Na Pali | SkyCaves |
| Na Pali Haven | SkyTown |
| Outpost 3J | SkyBase |
| Velora Pass | VeloraEnd |
| Bluff Eversmoking | Bluff |
| Dasa Mountain Pass | DasaPass |
| Cellars at Dasa Pass | DasaCellars |
| Serpent Canyon | NaliBoat |
| Nali Castle | NaliC |
| Demonlord's Lair | NaliLord |
| Demon Crater | DCrater |
| MotherShip Basement | ExtremeBeg |
| MotherShip Lab | ExtremeLab |
| MotherShip Core | ExtremeCore |
| Skaarj Generator | ExtremeGen |
| Illumination | ExtremeDGen |
| The Darkening | ExtremeDark |
| The Source Antechamber | ExtremeEnd |
| The Source | QueenEnd |
| Ending Sequence (movie) | endgame |
Deathmatch Maps: |
| DKNightOp |
| DMARIZA |
| DMCURSE |
| DmDeathFan |
| DmDeck16 |
| DMElsinore |
| DMfith |
| DmHealPod |
| DmMorbias |
| DmRadikus |
| DmTundra |
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.
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