Unreal Tournament Console Commands

Updated by Michiel Hendriks, more toys for v3323. Previously updated by Chris Linder to include additional information. Original author was Martin Actor (UdnStaff?). Then put here for future user reference.

Overview

To use console commands, bring up the console and type them in. Console commands may be executed from within the game, from within the editor, or if the game has been started using the -server switch, from the server's console. They can do various things from resetting the engine to setting particular actor's variables.

Lists of commands can also be stored in text files in the system directory and executed by typing "exec filename " at the console.

Command List

The following is a list of engine supported console commands

General Purpose

  • CANCEL - tells the engine to cancel an in progress connection attempt

  • DISCONNECT - disconnects the client from the current game/server

  • EXIT - tells the engine to shutdown and close the application

  • MAP - alias for START

  • OPEN - tells the engine to open a map by the name of the string that comes immediately after

  • QUIT - same as EXIT

  • RECONNECT - reconnects the client to the current game/server

  • SERVERTRAVEL - travels the client to the server by the name/address of the string that comes immediately after

  • START - similar to OPEN, difference is it does a TRAVEL_Absolute instead of TRAVEL_Partial

Debugging

  • CONFIGHASH - displays configuration information

  • DEBUG - is used to simulate various errors with the following parameters identifying which

    • CRASH - tells the engine to simulate a fatal crash

    • EATMEM - tells the engine to simulate eating up all available system memory

    • GPF - tells the engine to simulate a general protection fault

    • RECURSE - tells the engine to simulate a runaway recursion or loop

    • SLEEP - sleep for a couple seconds

  • DIR - displays all used directories and files

  • DUMPCACHE - displays objects in cache and their cache attribute

  • DUMPNATIVES - displays all native functions

  • FLUSH - tells the engine to flush all engine caches

  • MEM - displays allocated memory information

  • MEMSTAT - displays memory usage information

  • NAMECOUNT - return the number of registered names

  • OBJ - is used in conjunction with the following parameters

    • CLASSES - displays a list of all loaded classes

    • DEPENDENCIES - displays a list of dependencies upon a specific package as passed by a string parameter

      • PACKAGE=

    • DUMP - Dump all variable values for the specified object, supports specifying categories to hide or show (hide=movement, collision)

      • [class] - plain name or CLASS= or NAME=

      • HIDE=

      • SHOW= - comma separated list

    • GARBAGE - forces a garbage collection sweep

    • HASH - displays a count of how many objects have hashes

    • LINKERS - iterates through Gob Loaders and displays info about their linkers

    • LIST - displays a list of objects of a class, from a package, or inside a package. The following parameters can be given in any combination

      • CLASS= - the string value is the class of object to find

      • INSIDE= - the string value is the name of the package to look in for objects

      • PACKAGE= - the string value is the name of the package to list objects which have an outer of

    • MARK - tells the engine to iterate through all objects and set their marked flag

    • MARKCHECK - displays a list of objects that aren't marked

    • REFMAP - show a reference map for the given class

      • [class] - plain name or CLASS= or NAME=

      • DEPTH= - optional depth

    • REFS - takes two parameters which identify a class and name of an object, then displays all objects that reference it

      • CLASS=

      • NAME=

    • VFHASH - lists how many hashes are in each object's VfHash table

  • REPORT - prints a little report about the current game

  • RESETPROFILE - resets internal stat counter variables (ticks, calls, and cycles)

  • STAT - is used in conjunction with the following parameters to toggle on/off statistic displaying

    • ALL - toggles on all statistics display

    • ANIM - toggles on/off animation statistics display

    • AUDIO - toggles on/off audio statistics display

    • DEFAULT - resets most statistic display flags to not display anything

    • FPS - toggles on/off frames per second display

    • GAME - toggles on/off game statistics display

    • HARDWARE - toggles on/off hardware statistics display

    • HISTOGRAPH -

    • HISTOGRAPH - toggles on/off histograph statistics display

    • LIGHT -

    • MATINEE - toggles on/off matinee statistics display

    • NET - toggles on/off (inter)net(work) statistics display

    • NONE - toggles off all statistics display

    • RENDER - toggles on/off rendering statistics display

    • RESET - same as DEFAULT

    • XBOXMEM - toggles on/off XBox memory statistics display

  • SUPPRESS [tag] - suppress messages

  • UNSUPPRESS [tag] - unsuppress messages

Display

  • BRIGHTNESS - modifies the screen brightness. Takes a parameter value for setting the brightness or can take a parameter of '+' to increase it. If no parameters are passed, brightness is set to 0.5

  • CONTRAST - works the same as BRIGHTNESS, only affects the contrast level

  • ENDFULLSCREEN - end fullscreen mode

  • GAMMA - works the same as BRIGHTNESS, only affects the gamma level

  • GETCOLORDEPTHS - returns 32

  • GETCURRENTCOLORDEPTH - return color depth

  • GETCURRENTRENDERDEVICE - returns the current render device

  • GETCURRENTRES - return the current resolution

  • ISFULLSCREEN - return true or false

  • SETRES [height]x[width]x[depth][w|f] - changes the resolution (w = windowed; f = fullscreen) for example: 800x600x32f

  • SUPPORTEDRESOLUTION - return 1 if this mode is supported (all parameters are required)

    • BITDEPTH=

    • HEIGHT=

    • WIDTH=

  • TEMPSETRES - same as setres but the change is not saved

  • TOGGLEFULLSCREEN - toggle fullscreen

Rendering

  • CINEMATICS - toggle cinematics mode (black bars)

  • CINEMATICSRATIO [value] - set the size of the black bars

  • D3DRESOURCES - show d3d resources summary

    • ALL - show more detailed information

  • DUMPRESOURCEHASH - dumps D3D resource hash table

  • FIRSTCOLOREDMIP [value] - sets the first colored mip or 255 if none provided (D3D)

  • FIXEDFPS [value] - sets a fixed FPS

  • FIXEDVISIBILITY - toggle fixed visiblity, with fixed visibility the visibility will no longer be updated when moving around

  • HIDEACTORS - hide all actors

  • NEARCLIP [value] - sets the near clipping plane

  • REND - render various items (only for clients)

    • BLEND

    • BONE

    • BOUND

    • COLLISION

    • DEFAULT

    • NORMALS

    • RESET

    • SKIN

  • RENDEREMULATE - rendering emulation

    • GF1

    • GF2

    • XBOX

  • RMODE [value] - set the render mode

  • SHOW - toggle display of various items (only for clients)

    • ACTORINFO

    • ACTORS

    • BSP

    • COLLISION

    • CORONAS

    • FALLBACKMATERIALS

    • FLUID

    • FOG

    • PARTICLES

    • RADII

    • SKY

    • STATICMESHES

    • TERRAIN

    • VOLUMES

  • SHOWACTORS - show all actors

  • SHOWALL - show all actors (set bhidden to false)

  • TEXSTATS - dump texture stats

  • TOGGLEREFRAST - toggle software rasterizer

Karma

  • KDEBUGCONTACTS - toggle logging of karma contacts

  • KDRAW - toggle drawing of various Karma elements

    • COLLISION - karma collision geometry in green wireframe.

    • COM - the canter of mass of Karma-simulated Actors

    • CONTACTS - active contacts indicating position, penetration and normal.

    • JOINTS - joints including limits

    • ORIGIN

    • REPULSORS

    • SAFETIME

    • TRIANGLES - all terrain/bsp triangles being considered by Karma collision

    • WHEEL

  • KNOTRICOLL - toggle triangle collision calculation with the level

  • KSAFETIME [0/1] - sets the usage of Karma Safe-Time

  • KSTEP -

  • KSTOP - stop karma evolution

Movie\Demo recording

More information about this can be found in the Demo Recording document.

  • DEMOPLAY - play a demo

  • DEMOREC - record a demo

  • DUMPFRAMES - create a screenshot for every frame

    • START

    • STOP

  • RECORDMOVIE - record a movie of the current game

    • START

    • STOP

  • SHOT - create a screenshot

  • STOPDEMO - stop demo playback\recording

Sounds

  • AUDIO FLUSH TRUE - flush all sound buffers

  • CHECKSOUNDPLAYING - returns 1 if a sound is playing, otherwise 0

  • GETDURATION [handle] - returns the duration of the sound with said [handle]

  • PAUSESOUNDS - iterates through all sound sources and sets their paused flag

  • ROLLOFF - sets the sound RollOff value to the value of the string parameter

  • SETTEMPMUSICVOLUME - set the music volume (but don't save it)

  • SOUND_REBOOT - restart the sound driver

  • STOPSOUNDS - stop all non-streaming sounds

  • UNPAUSESOUNDS - iterates through all sound sources and unsets their paused flag

  • WEAPONRADIUS - sets a default sound radius to the value of the string parameter

Networking

  • CRACKURL - breaks down passed URL to the engine for the map/game and displays all parameters

  • GETCURRENTTICKRATE - displays the current tick rate

  • GETLOSS - current packet loss

  • GETMAXTICKRATE - displays the max allowed tick rate

  • GETPING - get the current ping

  • INJECT [cmd] - inject [cmd] to the server, [cmd] has special meanings

  • NETSPEED - set the netspeed

Miscellaneous

  • GET [class] [property] - returns the default value of a class property

  • GETALL [class] [property] - returns the value property for all instantiated classes

  • GETSYSTEMLANGUAGE - return the system language

  • GSPYLITE - tells the engine to run GameSpy Lite executable

  • GTIME - displays the value of GTime

  • POKE [class] [object] [property] [value] - poke class property

  • PREFERENCES - show preferences window

  • RELAUNCH - flushes the engine and then relaunch the executable

  • SAVEGAME - tells the engine to save the current game state. See SavingAndLoadingGames for more info.

  • SAY - GUI server only

  • SET - this one is the most powerful of them all. It takes as the first parameter string a class name, the second string a variable name, and the third string, a value. All objects of the given class (including subclasses) will have the given variable set to the given value. For example "set Pawn CollisionRadius 200" will make all pawns have a collision radius of 200. (See PawnTricksAndTips for more details). In v3323 the set command has limited functionality when using online, this is to limit cheating.

  • SETMOUSE x y - warp mouse to X,Y

  • TTS [text] - feed [text] to the Text To Speech engine

Older Version Below ---------------------------------------->

Based on the Unreal 1 console commands document.

Audience: Advanced Users, Server Administrators, Programmers.
Info Last Updated:08/21/2000
Page Last Updated:09/27/2007

Introduction

This is a list of console commands and command line options, most of which are valid for the current version of the UT demo. The upcoming version of the demo will add a few of the new ones. The cheat codes will be changed for the full version of UT.

UnrealTournament.exe Command Line Parameters

-changevideoBring up the video card selection menu-conflictsShow objects of different classes whose names conflict.-logRuns with the log window initially visible.-noddrawDisables DirectDraw support.-nodsoundDisables DirectSound support.-nogcDisables garbage collection.-nohardDisables 3d hardware support.-nok6Disable AMD K6-3D support.-nologDon't show log window.-nokniDisables KNI (Pentium III) support-nommxDisables MMX support.-nosoundDisables sound.-nowarnDisables warning message boxes on the screen.-profileWhen C++ is compiled with DO_SLOW_GUARD=1, generates an UnrealScript function profile using the timings in the most recently played level only.-safeRuns Unreal in "safe mode", avoiding loading any device drivers which could crash if there are hardware/driver problems.-serverRuns as a dedicated server. See ucc server-silentRun silently, with no log window, and no display of error messages. Critical errors just cause the engine to exit silently.INI=inifilenameSpecify the .ini file to use for configuration. Normally UnrealTournament.ini.USERINI=userinifilenameSpecify the .ini file to use for user-specific configuration. Normally User.iniLOG=logfilenameUses the specified log file instead of UnrealTournament.log. Useful when running multiple copies on the same machine.MULTIHOME=12.34.56.78Sets the "home" ip address (in numerical format) which Unreal Tournament will bind to, for a machine with multiple IP addresses.PORT=numSets the UDP port number for the Internet server.READINI=inifilenameSets the .ini file for reading only (not for writing); overrides the INI= option.

Ucc.exe Command Line Parameters

UCC.exe is the command line UnrealTournament launcher. It launches a number of "commandlets". ucc help will give you a list of available commandlets.

Ucc make

-hRebuilds all .u files from their source .uc files and generate a C++ header for each package.-nobindDon't treat UnrealScript/C++ binding errors as critical, for rebuilding scripts and avoiding the chicken-and-egg binding problem.-strictTreat all script warnings as critical errors; useful for tracking down the call stack when debugging scripts.

Ucc server

Usage: ucc server URL [parameters]
Most of the parameters valid for unrealtournament.exe are valid for ucc server.
The URL parameter is usually just a map name, but can include a number of options:

  • ?alladmin - give all players administration access

  • ?game= -specify the game class

  • ?mutator= - specify a list of mutator classes (comma separated)

UnrealScript Console Commands

General console commands

MENUCMD <menu> <menuitem>Perform an UnrealTournament menu item. For example, MENUCMD 1 0 brings up the Unreal Tournament server browserSAY <message string>Broadcast a message to other players in the game.SETNAME <newname>Change your name (works in network play too).SUICIDECommit SuicideTEAMSAY <message string>Broadcast a message to your teammates.

Practice session console commands/cheats. Most of these will change.

ADDBOTS <number>Adds more bots to the game.ALLAMMOGives you all the ammo for your current weapons.FLYFly around (instead of walking). See WALK.GHOSTFly around and go through walls (see WALK).GODMakes you invincible.KILLALL <class name>Kills all actors of a certain class, for example "KILLALL WARHEADLAUNCHER".KILLPAWNSKills all botsPLAYERSONLYPauses all non-player actors in the game. Cool for debugging scripts, taking screenshots.SLOMO <number>Sets the game speed, 1.0 is normal.SUMMON <class name>Spawns an actor of the specified class (for example, SUMMON BOTPACK.WARHEADLAUNCHER) in front of the player.VIEWCLASS <class name>Cycle through actors of this class, viewing from their locaton. eg VIEWCLASS BOTWALKWalk around normally (see FLY, GHOST).

Admin console commands. Some of the above practice session cheats are available in network play when you're logged in as an administrator.

ADMIN <command>Perform a console command on the server's consoleADMIN SERVERTRAVEL <new level URL>Causes the server to switch to a new level.ADMIN SET UWeb.Webserver bEnabled TrueEnable the remote admin webserver (requires a level change to take effect)ADMIN SET UWeb.Webserver bEnabled FalseDisable the remote admin webserver (requires a level change to take effect)ADMINLOGIN passwordLogin as an administratorADMINLOGOUTDrop administrator accessKICK <playername>Kick a playerKICKBAN <playername>Kick a player and ban his/her IP. You'll need to edit your ini file or use the WWW remote admin to unban their IP

C++ Console Commands

These only work on the local machine.

BRIGHTNESSCycle through 10 screen brightness values.CANCELCancels an "open" command in progress that is trying to connect to a network server.CDTRACK numPlay the specified CD track.CPUSPEED=#Identify your CPU speed, useful for machines which don't autodetect their speed properly. For example, CPUSPEED=266.DEMOPLAY <filename>
[?noframecap]
[?timebased]
[?3rdperson]Play a recorded demo. noframecap plays the demo back as fast as possible. This option is assumed if timedemo 1 is enabled. timebased gives a smoother playback if the playback machine is significantly slower than the recording machine. 3rdperson lets you fly around a first person demo as a spectator. eg demoplay mydemo?3rdperson?timebasedDEMOREC <filename>Record a demo to <filename>DISCONNECTDisconnect from the current serverENDFULLSCREENGo back to playing in a window.EXEC filenameExecute the console commands in the filename, default is in the System directory.EXITExit the game..FLUSHFlush all caches. Regenerates all lighting, 3d hardware textures, etc. Can be useful to clear texture corruption due to 3D hardware driver bugsFOV angleSet the field of view, for example "FOV 90" for 90 degrees.GETCOLORDEPTHSGet a list of color depths supported by your 3D hardwareGETCURRENTCOLORDEPTHGet the current color depth (16 or 32)GETCURRENTRESGet the current resolutionGETRESGet a list of available resolutionsHIDEACTORSHide actors during game play.JUMPTO x y zIn UnrealEd, move the viewport to a certain X,Y,Z location, useful in conjunction with tester reports generated with the REPORT command.MUSICORDER numChange to a certain track in the song (0=ambient, 1=action, 2=suspense).NETSPEED numberChange your desired network data rate. Use 2600 for modem, 5000 for ISDN, 20000 for Cable/ADSL/LANOPEN urlOpens a local map (eg "dm-turbine.unr") or an Internet server (eg "200.0.1.16" or "unreal.epicgames.com").s_occfactorA3D 2.0 occlusion factors_maxnodedistA3D 2.0 maximum node distances_reflect 0 or 1A3D 2.0 reflectionss_occlude 0 or 1A3D 2.0 occlusionss_wavetracing 0 or 1A3D 2.0 Wavetracings_refgainA3D 2.0 reflection gains_refdelayA3D 2.0 reflection delays_maxpolyA3D 2.0 maximum number of polygonss_maxreflectpolyA3D 2.0 maximum number of reflection polygonss_polysmallA3D 2.0 smallest polygon sizes_polylargeA3D 2.0 large polygon sizes_a3dsourcesA3D 2.0 SourcesSETRES WxHxDSet the resolution and color depth. eg SetRes 800x600x32SERVERTRAVEL urlChange levels from the UnrealTournament Server console window.STOPDEMOStop recording or playing back a demo.PREFERENCESDisplays the Advanced Options window.RECONNECTReconnect to the current/previous serverSHOTTake a screenshot and save it in the System directory with a consecutive name like Shot0001.bmp.TOGGLEFULLSCREENToggles fullscreen mode on and off.TYPETypes text on the console.

Also see the Mesh LOD document for Mesh LOD console commands.

Statistics

STAT ACTORShows various statistics.STAT CACHESTAT CLIPSTAT FILTERSTAT FPSShow frame time in millisecondsSTAT GAMESTAT GLOBALShows useful performance timings in millisecondsSTAT HARDWARESTAT ILLUMSTAT LIGHTSTAT MESHSTAT NETShow network performance statistics including ping, packet loss, bytes/secondSTAT POLYCSTAT POLYVSTAT REJECTSTAT OCCLUSIONSTAT SOFTSTAT SPANSTAT ZONE

Debugging

DEBUG CRASHTest crashing the game by appError.DEBUG EATMEMTest allocating memory until it fills up.DEBUG GPFTest a general protection fault.DEBUG RECURSETest crash by infinite recursion.DUMPCACHEDisplay the contents of the memory cache GCache.DUMPNATIVESDisplay a list of unused native function ids.EDITACTOR CLASS=classnameDuring game play, edits the properties of the nearest actor belonging to that class. Cool for debugging.GET <classname> <variable>Gets the default value for a variable in a classMARKMark all objects that are in memory (for garbage collection debugging in conjunction with MARKCHECK).MARKCHECKDisplay a list of all unmarked objects that are in memory (for garbage collection debugging in conjunction with MARK).MEMList memory usage; only works when Unreal is compiled with the memory-tracking option (it's usually not).MEMSTATShow Windows overall memory statistics.OBJ CLASSESPrints a list of all loaded classes.OBJ DEPENDENCIES PACKAGE=pkgname EXCLUDE1=otherpackage EXCLUDE2=otherpackage...Show package dependenciesOBJ GARBAGECollect and purge garbage ("garbage" means objects which are no longer in use).OBJ HASHShow object hashing statistics.OBJ LINKERSShow a list of active linkers (each linker is responsible for loading objects from a package file).OBJ LIST CLASS=objectclass INSIDE=insideclassList all objects belonging to the class and residing inside the specified object. If the class isn't specified, lists ALL objects. If the inside object isn't specified, shows 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=objectnameShow 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.REPORTCopies 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.RMODESet the rendering mode. 0-9.SET <class> <variable> <value>Sets the specified property of the specified class with the specified valueSHOWACTORSShows actors during gameplay.SOCKETSIn network play, shows a list of network sockets (UNetConnection's) in use.URL urlnameIn network play, parses a URL and displays its components.

Unreal Tournament Key Bindings

In the Unreal Tournament key bindings (type PREFERENCES to bring up Advanced Options / Advanced / Raw Key Bindings), you can associate console commands and other special input commands with key presses and releases. In the text box next to a key name, you can type in one or more console commands, separated by the "|" character. For example, to bind the "S" key to the "Jump" alias, type this:

Jump

That causes the "Jump" alias to be executed when th user presses the "S" key. For another example, if you want to bind a chat message to a key, use this:

Say "Come get some!"

In addition, you can bind multiple actions to a keypress like this, to make the "S" key both jump and say a message.

Jump | Say "Come get some!"

You can also bind an action to the release of a key by using the OnRelease keyword. For example, you can make the "S" key fire when it's released:

OnRelease Fire

Or you can make the key jump when pressed, and fire when released:

Jump | OnRelease Fire

Keys can be bound to any of the following kinds of things:

  • Any console command in the above lists.

  • Any key alias (explained below).

  • Any special input command.

"Special input command" refers to console commands which only make sense in conjunction with the press or release of a key, or the movement of the mouse or joystick along an axis. The special input commands are:

  • BUTTON <UnrealScript boolean variable name>, for example "BUTTON bFire": Maps a button to an UnrealScript variable stored in the Pawn class or any subclass. This tells the input system to automatically set the variable to True when the key is held down, and False when it's not pressed. For example, the Pawn script looks at bFire to tell whether the fire button is being held. The setting of bFire is not some hardcoded behavior of the engine, rather it is propagated into UnrealScript code by the input system, as a result of binding a key to "BUTTON bFire".

  • TOGGLE <UnrealScript boolean variable name>, for example "TOGGLE bLook": Like the BUTTON command, but simply tells the input system to toggle the boolean variable's value when the key is pressed.

  • AXIS <UnrealScript floating point variable name> <SPEED=some number>, for example "Axis aStrafe Speed=-300.0". Maps an analog input axis movement to an UnrealScript variable, scaling it by some factor. The current axis keys listed in the Advanced Options menu are: MouseX, MouseY, MouseW (Intellimouse wheel), JoyX, JoyY, JoyZ, JoyR (joystick rudder), JoyU, JoyV (joystick alternate axis for example the Panther XL trackball). Supported PlayerPawn axes are aBaseX, aBaseY (base movements which are translated to rotating, strafing, looking, and forward movement based on context), aMouseX, aMouseY, aForward, aTurn, aStrafe, aUp (not used), aLookUp, aExtra0-aExtra4 (not used). To see how the game code processes movement, see the PlayerPawn class's PlayerInput and PlayerTick functions.

In addition to the Advance Options menu, you can also bind keys from the console using the following command:

SET INPUT <keyname> <binding>

For example:

SET INPUT X Fire
SET INPUT Enter Fire

Unreal Tournament Key Aliases

Key aliases are listed in Advanced Options / Advanced / Input Aliases. Aliases provide a convenient way to map one word (for example, "Jump") to a complex series of console commands that carry out a particular action. For example, the "Fire" alias is defined as: "Fire | Button bFire". This has the effect of calling the UnrealScript "PlayerPawn.Fire" function (aliases are not recursive), and then causing the input button bJump to be set to True as long as the key is held.

Based on the Unreal 1 console commands document.

Audience: Advanced Users, Server Administrators, Programmers.
Info Last Updated:08/21/2000
Page Last Updated:09/27/2007

Introduction

This is a list of console commands and command line options, most of which are valid for the current version of the UT demo. The upcoming version of the demo will add a few of the new ones. The cheat codes will be changed for the full version of UT.

UnrealTournament.exe Command Line Parameters

-changevideoBring up the video card selection menu-conflictsShow objects of different classes whose names conflict.-logRuns with the log window initially visible.-noddrawDisables DirectDraw support.-nodsoundDisables DirectSound support.-nogcDisables garbage collection.-nohardDisables 3d hardware support.-nok6Disable AMD K6-3D support.-nologDon't show log window.-nokniDisables KNI (Pentium III) support-nommxDisables MMX support.-nosoundDisables sound.-nowarnDisables warning message boxes on the screen.-profileWhen C++ is compiled with DO_SLOW_GUARD=1, generates an UnrealScript function profile using the timings in the most recently played level only.-safeRuns Unreal in "safe mode", avoiding loading any device drivers which could crash if there are hardware/driver problems.-serverRuns as a dedicated server. See ucc server-silentRun silently, with no log window, and no display of error messages. Critical errors just cause the engine to exit silently.INI=inifilenameSpecify the .ini file to use for configuration. Normally UnrealTournament.ini.USERINI=userinifilenameSpecify the .ini file to use for user-specific configuration. Normally User.iniLOG=logfilenameUses the specified log file instead of UnrealTournament.log. Useful when running multiple copies on the same machine.MULTIHOME=12.34.56.78Sets the "home" ip address (in numerical format) which Unreal Tournament will bind to, for a machine with multiple IP addresses.PORT=numSets the UDP port number for the Internet server.READINI=inifilenameSets the .ini file for reading only (not for writing); overrides the INI= option.

Ucc.exe Command Line Parameters

UCC.exe is the command line UnrealTournament launcher. It launches a number of "commandlets". ucc help will give you a list of available commandlets.

Ucc make

-hRebuilds all .u files from their source .uc files and generate a C++ header for each package.-nobindDon't treat UnrealScript/C++ binding errors as critical, for rebuilding scripts and avoiding the chicken-and-egg binding problem.-strictTreat all script warnings as critical errors; useful for tracking down the call stack when debugging scripts.

Ucc server

Usage: ucc server URL [parameters]
Most of the parameters valid for unrealtournament.exe are valid for ucc server.
The URL parameter is usually just a map name, but can include a number of options:

  • ?alladmin - give all players administration access

  • ?game= -specify the game class

  • ?mutator= - specify a list of mutator classes (comma separated)

UnrealScript Console Commands

General console commands

MENUCMD <menu> <menuitem>Perform an UnrealTournament menu item. For example, MENUCMD 1 0 brings up the Unreal Tournament server browserSAY <message string>Broadcast a message to other players in the game.SETNAME <newname>Change your name (works in network play too).SUICIDECommit SuicideTEAMSAY <message string>Broadcast a message to your teammates.

Practice session console commands/cheats. Most of these will change.

ADDBOTS <number>Adds more bots to the game.ALLAMMOGives you all the ammo for your current weapons.FLYFly around (instead of walking). See WALK.GHOSTFly around and go through walls (see WALK).GODMakes you invincible.KILLALL <class name>Kills all actors of a certain class, for example "KILLALL WARHEADLAUNCHER".KILLPAWNSKills all botsPLAYERSONLYPauses all non-player actors in the game. Cool for debugging scripts, taking screenshots.SLOMO <number>Sets the game speed, 1.0 is normal.SUMMON <class name>Spawns an actor of the specified class (for example, SUMMON BOTPACK.WARHEADLAUNCHER) in front of the player.VIEWCLASS <class name>Cycle through actors of this class, viewing from their locaton. eg VIEWCLASS BOTWALKWalk around normally (see FLY, GHOST).

Admin console commands. Some of the above practice session cheats are available in network play when you're logged in as an administrator.

ADMIN <command>Perform a console command on the server's consoleADMIN SERVERTRAVEL <new level URL>Causes the server to switch to a new level.ADMIN SET UWeb.Webserver bEnabled TrueEnable the remote admin webserver (requires a level change to take effect)ADMIN SET UWeb.Webserver bEnabled FalseDisable the remote admin webserver (requires a level change to take effect)ADMINLOGIN passwordLogin as an administratorADMINLOGOUTDrop administrator accessKICK <playername>Kick a playerKICKBAN <playername>Kick a player and ban his/her IP. You'll need to edit your ini file or use the WWW remote admin to unban their IP

C++ Console Commands

These only work on the local machine.

BRIGHTNESSCycle through 10 screen brightness values.CANCELCancels an "open" command in progress that is trying to connect to a network server.CDTRACK numPlay the specified CD track.CPUSPEED=#Identify your CPU speed, useful for machines which don't autodetect their speed properly. For example, CPUSPEED=266.DEMOPLAY <filename>
[?noframecap]
[?timebased]
[?3rdperson]Play a recorded demo. noframecap plays the demo back as fast as possible. This option is assumed if timedemo 1 is enabled. timebased gives a smoother playback if the playback machine is significantly slower than the recording machine. 3rdperson lets you fly around a first person demo as a spectator. eg demoplay mydemo?3rdperson?timebasedDEMOREC <filename>Record a demo to <filename>DISCONNECTDisconnect from the current serverENDFULLSCREENGo back to playing in a window.EXEC filenameExecute the console commands in the filename, default is in the System directory.EXITExit the game..FLUSHFlush all caches. Regenerates all lighting, 3d hardware textures, etc. Can be useful to clear texture corruption due to 3D hardware driver bugsFOV angleSet the field of view, for example "FOV 90" for 90 degrees.GETCOLORDEPTHSGet a list of color depths supported by your 3D hardwareGETCURRENTCOLORDEPTHGet the current color depth (16 or 32)GETCURRENTRESGet the current resolutionGETRESGet a list of available resolutionsHIDEACTORSHide actors during game play.JUMPTO x y zIn UnrealEd, move the viewport to a certain X,Y,Z location, useful in conjunction with tester reports generated with the REPORT command.MUSICORDER numChange to a certain track in the song (0=ambient, 1=action, 2=suspense).NETSPEED numberChange your desired network data rate. Use 2600 for modem, 5000 for ISDN, 20000 for Cable/ADSL/LANOPEN urlOpens a local map (eg "dm-turbine.unr") or an Internet server (eg "200.0.1.16" or "unreal.epicgames.com").s_occfactorA3D 2.0 occlusion factors_maxnodedistA3D 2.0 maximum node distances_reflect 0 or 1A3D 2.0 reflectionss_occlude 0 or 1A3D 2.0 occlusionss_wavetracing 0 or 1A3D 2.0 Wavetracings_refgainA3D 2.0 reflection gains_refdelayA3D 2.0 reflection delays_maxpolyA3D 2.0 maximum number of polygonss_maxreflectpolyA3D 2.0 maximum number of reflection polygonss_polysmallA3D 2.0 smallest polygon sizes_polylargeA3D 2.0 large polygon sizes_a3dsourcesA3D 2.0 SourcesSETRES WxHxDSet the resolution and color depth. eg SetRes 800x600x32SERVERTRAVEL urlChange levels from the UnrealTournament Server console window.STOPDEMOStop recording or playing back a demo.PREFERENCESDisplays the Advanced Options window.RECONNECTReconnect to the current/previous serverSHOTTake a screenshot and save it in the System directory with a consecutive name like Shot0001.bmp.TOGGLEFULLSCREENToggles fullscreen mode on and off.TYPETypes text on the console.

Also see the Mesh LOD document for Mesh LOD console commands.

Statistics

STAT ACTORShows various statistics.STAT CACHESTAT CLIPSTAT FILTERSTAT FPSShow frame time in millisecondsSTAT GAMESTAT GLOBALShows useful performance timings in millisecondsSTAT HARDWARESTAT ILLUMSTAT LIGHTSTAT MESHSTAT NETShow network performance statistics including ping, packet loss, bytes/secondSTAT POLYCSTAT POLYVSTAT REJECTSTAT OCCLUSIONSTAT SOFTSTAT SPANSTAT ZONE

Debugging

DEBUG CRASHTest crashing the game by appError.DEBUG EATMEMTest allocating memory until it fills up.DEBUG GPFTest a general protection fault.DEBUG RECURSETest crash by infinite recursion.DUMPCACHEDisplay the contents of the memory cache GCache.DUMPNATIVESDisplay a list of unused native function ids.EDITACTOR CLASS=classnameDuring game play, edits the properties of the nearest actor belonging to that class. Cool for debugging.GET <classname> <variable>Gets the default value for a variable in a classMARKMark all objects that are in memory (for garbage collection debugging in conjunction with MARKCHECK).MARKCHECKDisplay a list of all unmarked objects that are in memory (for garbage collection debugging in conjunction with MARK).MEMList memory usage; only works when Unreal is compiled with the memory-tracking option (it's usually not).MEMSTATShow Windows overall memory statistics.OBJ CLASSESPrints a list of all loaded classes.OBJ DEPENDENCIES PACKAGE=pkgname EXCLUDE1=otherpackage EXCLUDE2=otherpackage...Show package dependenciesOBJ GARBAGECollect and purge garbage ("garbage" means objects which are no longer in use).OBJ HASHShow object hashing statistics.OBJ LINKERSShow a list of active linkers (each linker is responsible for loading objects from a package file).OBJ LIST CLASS=objectclass INSIDE=insideclassList all objects belonging to the class and residing inside the specified object. If the class isn't specified, lists ALL objects. If the inside object isn't specified, shows 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=objectnameShow 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.REPORTCopies 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.RMODESet the rendering mode. 0-9.SET <class> <variable> <value>Sets the specified property of the specified class with the specified valueSHOWACTORSShows actors during gameplay.SOCKETSIn network play, shows a list of network sockets (UNetConnection's) in use.URL urlnameIn network play, parses a URL and displays its components.

Unreal Tournament Key Bindings

In the Unreal Tournament key bindings (type PREFERENCES to bring up Advanced Options / Advanced / Raw Key Bindings), you can associate console commands and other special input commands with key presses and releases. In the text box next to a key name, you can type in one or more console commands, separated by the "|" character. For example, to bind the "S" key to the "Jump" alias, type this:

Jump

That causes the "Jump" alias to be executed when th user presses the "S" key. For another example, if you want to bind a chat message to a key, use this:

Say "Come get some!"

In addition, you can bind multiple actions to a keypress like this, to make the "S" key both jump and say a message.

Jump | Say "Come get some!"

You can also bind an action to the release of a key by using the OnRelease keyword. For example, you can make the "S" key fire when it's released:

OnRelease Fire

Or you can make the key jump when pressed, and fire when released:

Jump | OnRelease Fire

Keys can be bound to any of the following kinds of things:

  • Any console command in the above lists.

  • Any key alias (explained below).

  • Any special input command.

"Special input command" refers to console commands which only make sense in conjunction with the press or release of a key, or the movement of the mouse or joystick along an axis. The special input commands are:

  • BUTTON <UnrealScript boolean variable name>, for example "BUTTON bFire": Maps a button to an UnrealScript variable stored in the Pawn class or any subclass. This tells the input system to automatically set the variable to True when the key is held down, and False when it's not pressed. For example, the Pawn script looks at bFire to tell whether the fire button is being held. The setting of bFire is not some hardcoded behavior of the engine, rather it is propagated into UnrealScript code by the input system, as a result of binding a key to "BUTTON bFire".

  • TOGGLE <UnrealScript boolean variable name>, for example "TOGGLE bLook": Like the BUTTON command, but simply tells the input system to toggle the boolean variable's value when the key is pressed.

  • AXIS <UnrealScript floating point variable name> <SPEED=some number>, for example "Axis aStrafe Speed=-300.0". Maps an analog input axis movement to an UnrealScript variable, scaling it by some factor. The current axis keys listed in the Advanced Options menu are: MouseX, MouseY, MouseW (Intellimouse wheel), JoyX, JoyY, JoyZ, JoyR (joystick rudder), JoyU, JoyV (joystick alternate axis for example the Panther XL trackball). Supported PlayerPawn axes are aBaseX, aBaseY (base movements which are translated to rotating, strafing, looking, and forward movement based on context), aMouseX, aMouseY, aForward, aTurn, aStrafe, aUp (not used), aLookUp, aExtra0-aExtra4 (not used). To see how the game code processes movement, see the PlayerPawn class's PlayerInput and PlayerTick functions.

In addition to the Advance Options menu, you can also bind keys from the console using the following command:

SET INPUT <keyname> <binding>

For example:

SET INPUT X Fire
SET INPUT Enter Fire

Unreal Tournament Key Aliases

Key aliases are listed in Advanced Options / Advanced / Input Aliases. Aliases provide a convenient way to map one word (for example, "Jump") to a complex series of console commands that carry out a particular action. For example, the "Fire" alias is defined as: "Fire | Button bFire". This has the effect of calling the UnrealScript "PlayerPawn.Fire" function (aliases are not recursive), and then causing the input button bJump to be set to True as long as the key is held.

If you or anyone you know wants to go through all this and fix the formating, please use the contact for and help me do so.

Original archive found here.
https://web.archive.org/web/20120507022539/http://www.xantaz.net/Help-Articles/Unreal-Tournament-Console-Commands.php#old

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