Übersicht zu den wichtigsten Conole Befehlen von Unreal Tournament 1999©®
CONSOLE COMMANDS sind Anweisungen, die in der Console von
Unreal Tournament©® verwendet werden können. Die
Anweisungen sind unterteilt in:
1. UnrealScript Console Commands
1.1 General console commands:
Befehl |
Erläuterung |
MENUCMD <menu> <menuitem> |
Perform an UnrealTournament menu item. For example, MENUCMD 1 0
brings up the Unreal Tournament server browser |
SAY <message string> |
Broadcast a message to other players in the game. |
SETNAME <newname> |
Change your name (works in network play too). |
SUICIDE |
Commit Suicide |
TEAMSAY <message string> |
Broadcast a message to your teammates. |
1.2 Practice session console commands/cheats:
Befehl |
Erläuterung |
ADDBOTS <number> |
Adds more bots to the game |
ALLAMMO |
Gives you all the ammo for your current weapons. |
FLY |
Fly around (instead of walking). See WALK |
GHOST |
Fly around and go through walls (see WALK) |
GOD |
Makes you invincible |
KILLALL <class name> |
Kills all actors of a certain class, for example
"KILLALL WARHEADLAUNCHER". |
KILLPAWNS |
Kills all bots |
PLAYERSONLY |
Pauses 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 location.
eg VIEWCLASS BOT |
WALK |
Walk around normally (see FLY, GHOST) |
1.3 Admin console commands:
Einige der Anweisungen können auch in Online Spielen verwendet werden,
wenn man sls Administrator eingeloogt ist.
Befehl |
Erläuterung |
ADMIN <command> |
Perform a console command on the server's console |
ADMIN SERVERTRAVEL <new level URL> |
Causes the server to switch to a new level. |
ADMIN SET UWeb.Webserver bEnabled True |
Enable the remote admin webserver (requires a level change to take effect) |
ADMIN SET UWeb.Webserver bEnabled False |
Disable the remote admin webserver (requires a level change to take effect) |
ADMINLOGIN password |
Login as an administrator |
ADMINLOGOUT |
Drop administrator access |
KICK <playername> |
Kick a player |
KICKBAN <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 |
2. C++ Console Commands
2.1 These only work on the local machine:
BRIGHTNESS |
Cycle through 10 screen brightness values. |
CANCEL |
Cancels an "open" command in progress that is trying to connect to a network server. |
CDTRACK num |
Play 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?timebased |
DEMOREC <filename> |
Record a demo to <filename> |
DISCONNECT |
Disconnect from the current server |
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 game.. |
FLUSH |
Flush all caches. Regenerates all lighting, 3d hardware textures,
etc. Can be useful to clear texture corruption due to 3D hardware
driver bugs |
FOV angle |
Set the field of view, for example "FOV 90" for 90 degrees. |
GETCOLORDEPTHS |
Get a list of color depths supported by your 3D hardware |
GETCURRENTCOLORDEPTH |
Get the current color depth (16 or 32) |
GETCURRENTRES |
Get the current resolution |
GETRES |
Get a list of available resolutions |
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 |
MUSICORDER num |
Change to a certain track in the song (0=ambient, 1=action, 2=suspense) |
NETSPEED number |
Change your desired network data rate. Use 2600 for modem, 5000 for
ISDN, 20000 for Cable/ADSL/LAN |
OPEN url |
Opens a local map (eg "dm-turbine.unr") or an Internet server
(eg "200.0.1.16" or "unreal.epicgames.com") |
s_occfactor |
A3D 2.0 occlusion factor |
s_maxnodedist |
A3D 2.0 maximum node distance |
s_reflect 0 or 1 |
A3D 2.0 reflections |
s_occlude 0 or 1 |
A3D 2.0 occlusions |
s_wavetracing 0 or 1 |
A3D 2.0 Wavetracing |
s_refgain |
A3D 2.0 reflection gain |
s_refdelay |
A3D 2.0 reflection delay |
s_maxpoly |
A3D 2.0 maximum number of polygons |
s_maxreflectpoly |
A3D 2.0 maximum number of reflection polygons |
s_polysmall |
A3D 2.0 smallest polygon size |
s_polylarge |
A3D 2.0 large polygon size |
s_a3dsources |
A3D 2.0 Sources |
SETRES WxHxD |
Set the resolution and color depth. eg SetRes 800x600x32 |
SERVERTRAVEL url |
Change levels from the UnrealTournament Server console window |
STOPDEMO |
Stop recording or playing back a demo. |
PREFERENCES | >
Displays the Advanced Options window |
RECONNECT |
Reconnect to the current/previous server |
SHOT |
Take a screenshot and save it in the System directory with a
consecutive name like Shot0001.bmp. |
TOGGLEFULLSCREEN |
Toggles fullscreen mode on and off. |
TYPE |
Types text on the console |
2.2 Statistics:
STAT ACTOR |
Shows various statistics |
STAT CACHE |
|
STAT CLIP |
|
STAT FILTER |
|
STAT FPS |
Show frame time in milliseconds |
STAT GAME |
|
STAT GLOBAL |
Shows useful performance timings in milliseconds |
STAT HARDWARE |
|
STAT ILLUM |
|
STAT LIGHT |
|
STAT MESH |
|
STAT NET |
Show network performance statistics including ping, packet loss, bytes/second |
STAT POLYC |
|
STAT POLYV |
|
STAT REJECT |
|
STAT OCCLUSION |
|
STAT SOFT |
|
STAT SPAN |
|
STAT ZONE |
|
2.3 Debugging:
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. |
DUMPNATIVES |
Display a list of unused native function ids. |
EDITACTOR CLASS=<classname> |
During 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 class |
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 |
OBJ CLASSES |
Prints a list of all loaded classes. |
OBJ DEPENDENCIES
PACKAGE=pkgname
EXCLUDE1=otherpackage
EXCLUDE2=otherpackage... |
Show package dependencies |
OBJ GARBAGE |
Collect and purge garbage ("garbage" means objects which are no
longer in use) |
OBJ HASH |
Show object hashing statistics. |
OBJ LINKERS |
Show a list of active linkers (each linker is responsible for
loading objects from a package file) |
OBJ LIST CLASS=objectclass
INSIDE=insideclass |
List 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=<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 |
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. |
SET <class> <variable> <value> |
Sets the specified property of the specified class with the specified value |
SHOWACTORS |
Shows actors during gameplay |
SOCKETS |
In network play, shows a list of network sockets (UNetConnection\'s) in use |
URL <urlname> |
In network play, parses a URL and displays its components |
3. UnrealTournament.exe Command Line Parameters
-changevideo |
Bring up the video card selection menu |
-conflicts |
Show objects of different classes whose names conflict |
-log |
Runs with the log window initially visible |
-noddraw |
Disables DirectDraw support |
-nodsound |
Disables DirectSound support |
-nogc |
Disables garbage collection |
-nohard |
Disables 3d hardware support. |
-nok6 |
Disable AMD K6-3D support |
-nolog |
Don't show log window |
-nokni |
Disables KNI (Pentium III) support |
-nommx |
Disables MMX support |
-nosound |
Disables sound |
-nowarn |
Disables warning message boxes on the screen |
-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 |
-safe |
Runs Unreal in "safe mode", avoiding loading any device drivers
which could crash if there are hardware/driver problems |
-server |
Runs as a dedicated server. See ucc server |
-silent |
Run silently, with no log window, and no display of error messages.
Critical errors just cause the engine to exit silently |
INI=<inifilename> |
Specify the UnrealTournament.ini file to use for
configuration. Normally UnrealTournament.ini. |
USERINI=<userinifilename> |
Specify the User.ini file to use for user-specific
configuration. Normally User.ini |
LOG=<logfilename> |
Uses the specified log file instead of UnrealTournament.log. Useful
when running multiple copies on the same machine. |
MULTIHOME=<ip-adress> |
Sets the "home" ip address (in numerical format) which Unreal
Tournament will bind to, for a machine with multiple IP addresses. |
PORT=<num> |
Sets the UDP port number for the Internet server. |
READINI=<inifilename> |
Sets the .ini file for reading only (not for writing); overrides
the INI= option. |
4. UCC.exe Command Line Parameters
-h |
Rebuilds all .u files from their source .uc files and generate a
C++ header for each package |
-nobind |
Don\'t treat UnrealScript/C++ binding errors as critical, for
rebuilding scripts and avoiding the chicken-and-egg binding problem |
-strict |
Treat 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)
5. 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
6. 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.
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