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A few console commands

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  • A few console commands

    Ill sort list out later, don't feel like it atm. Anyways here's all the console commands i could find. You can do some pretty interesting stuff with some of these. For example : setbind j sendtoconsole say insert text here

    Admin.uc
    Admin( string CommandLine )
    KickBan( string S )
    Kick( string S )
    PlayerList()
    RestartMap()
    Switch( string URL )

    cheatmanager.uc
    ListDynamicActors()
    FreezeFrame(float delay)
    WriteToLog( string Param )
    KillViewedActor()
    Teleport()
    BugItGo( coerce float X, coerce float Y, coerce float Z, coerce int Pitch, coerce int Yaw, coerce int Roll )
    BugIt( optional string ScreenShotDescription )
    ChangeSize( float F )
    EndPath()
    Amphibious()
    Fly()
    Walk()
    Ghost()
    AllAmmo();
    God()
    AffectedByHitEffects()
    SloMo( float T )
    SetJumpZ( float F )
    SetGravity( float F )
    SetSpeed( float F )
    KillAll(class<actor> aClass)
    KillPawns()
    Avatar( name ClassName )
    Summon( string ClassName )
    GiveWeapon( String WeaponClassStr )
    PlayersOnly()
    RememberSpot()
    ViewSelf(optional bool bQuiet)
    ViewPlayer( string S )
    ViewActor( name ActorName)
    ViewFlag()
    ViewBot()
    ViewClass( class<actor> aClass )
    Loaded()
    AllWeapons()
    StreamLevelIn(name PackageName)
    OnlyLoadLevel(name PackageName)
    StreamLevelOut(name PackageName)
    ToggleDebugCamera()
    TestLevel()

    debugcameracontroller.uc
    SetFreezeRendering()
    MoreSpeed()
    NormalSpeed()

    gameinfo.uc

    KillBots();

    uisceneclient.uc
    ShowDockingStacks()
    ShowRenderBounds()
    ShowMenuStates()
    ToggleDebugInput( optional bool bEnable=!bEnableDebugInput )
    CreateMenu( class<UIScene> SceneClass, optional int PlayerIndex=INDEX_NONE )
    OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE )
    CloseMenu( name SceneName )
    ShowDataStoreField( string DataStoreMarkup )
    RefreshFormatting()
    ShowDataStores( optional bool bVerbose )
    ShowMenuProgression()

    gameviewportclient.uc
    DebugCreatePlayer(int ControllerId)
    SSSwapControllers()
    DebugRemovePlayer(int ControllerId)
    SetSplit( int mode )
    ShowTitleSafeArea()
    SetConsoleTarget(int PlayerIndex)

    Hud.uc
    ToggleHUD()
    ShowHUD()
    ShowScores()
    SetShowScores(bool bNewValue)
    ShowDebug(optional name DebugType)
    DebugType input values supported by base engine include "AI", "physics", "weapon", "net", "camera", and "collision"
    FXPlay(class<Pawn> aClass, string FXAnimPath)
    FXStop(class<Pawn> aClass)

    Input.uc

    SetBind(name BindName,string Command)

    inventorymanager.uc
    DumpWeaponStats()

    playercontroller.uc
    FOV(float F)
    Mutate(string MutateString)
    Say( string Msg )
    TeamSay( string Msg )
    Camera( name NewMode )
    Speech( name Type, int Index, string Callsign )
    RestartLevel()
    LocalTravel( string URL )
    QuickSave()
    QuickLoad()
    DebugPause()
    Pause()
    ShowMenu()
    UTrace()
    ThrowWeapon()
    PrevWeapon()
    NextWeapon()
    StartFire( optional byte FireModeNum )
    StopFire( optional byte FireModeNum )
    StartAltFire( optional Byte FireModeNum )
    StopAltFire( optional byte FireModeNum )
    Use()
    Suicide()
    SetName(coerce string S)
    SwitchTeam()
    ChangeTeam( optional string TeamName )
    SwitchLevel(string URL)
    ClearProgressMessages()
    SetProgressMessage( EProgressMessageType MessageType, string Message, optional string Title )
    SetProgressTime( float T )
    StartFire( optional byte FireModeNum )
    StartAltFire( optional byte FireModeNum )
    Jump();
    Suicide();
    StartFire( optional byte FireModeNum )
    StartFire( optional byte FireModeNum )
    ThrowWeapon() {}
    Use() {}
    StartFire( optional byte FireModeNum )
    ThrowWeapon()
    StartFire( optional byte FireModeNum )
    Use()
    Jump()
    CauseEvent(Name EventName)
    CE(Name EventName)
    ListConsoleEvents()
    ListCE()
    SaveClassConfig(coerce string className)
    SaveActorConfig(coerce Name actorName)
    ConsoleKey(name Key)
    SendToConsole(string Command)
    Disconnect()

    playerinput.uc
    bool InvertMouse()
    bool InvertTurn()
    SetSensitivity(Float F)
    Jump()
    SmartJump()
    ClearSmoothing()

    utteamgame.uc
    AddRedBots(int Num)
    AddBlueBots(int Num)

    Utteamhud.uc
    ToggleScoreDebug()

    UtVehicle.uc
    FixedView(string VisibleMeshes)
    EditUDmgFX(optional int Index)

    UtHoverboard.uc
    BackSpring(float LinSpring)
    BackDamp(float LinDamp)
    HandSpring(float LinSpring)
    HandDamp(float LinDamp)
    TestResetPhys()

    Utweaponpawn.uc
    FixedView(string VisibleMeshes)
    EditUDmgFX(optional int Index)

    Other
    SetRes 800x600

  • #2
    ok.now if you would just explain what each does, L O L

    Comment


    • #3
      try them out
      woooo viewbot/viewplayer
      it's like spectating in offline play, something many people need

      edit:
      addredbots/addbluebots ftw, 16 novice bots vs 1 player ftw

      edit2:
      this is fun:
      do listce in a map and you'll see a list of events you can trigger
      you can trigger an event with "ce <event>"

      you can trigger stuff like the avalance, or spawn tanks on kargo:
      [shot]http://i230.photobucket.com/albums/ee299/Ronnievdl/UT3/Tanktanktanktanktank.jpg[/shot]

      most ctf maps even have a walkthrough, as if it was a planned feature

      kargo also has a short vctf tutorial

      edit3:
      seems like they wanted a core damage node in downtown too (like in floodgate and powersurge)
      there is a core damage command in downtown

      edit4:
      same with darkwalkers
      [shot]http://i230.photobucket.com/albums/ee299/Ronnievdl/UT3/DarkWallker.jpg[/shot]

      Comment


      • #4
        tutorial??????????? Why didnt they ctually put it in the game then? I am going to have to check these out. And uh, I guess I was joiking before, many of them are self-explanatory but theres a few that are somewhat puzziling, you could trigger those and still dont get what they do thats why I asked

        Comment


        • #5
          btw the tutorials are from the single player campaign
          they are in DM-RisingSun, CTF-Reflection, vCTF-Kargo and WAR-MarketDistrict

          the flythroughs are unused though

          Comment


          • #6
            Hey maybe there's a command to change/delete/whatever the match timer?

            EDIT

            nevermind i got what i needed
            switchlevel dm-mymap?TimeLimit=0

            Comment


            • #7
              can someone give me a example of getting a custom weapon like the sentinel deployer?

              Comment


              • #8
                Originally posted by FoXtRoT View Post
                can someone give me a example of getting a custom weapon like the sentinel deployer?

                giveweapon utmutator_sentinel.utweap_sentineldeployer


                Better late then never...

                Oh yeah I've been using these a lot lately

                set UTGame DefaultInventory (class'UTWeap_Enforcer',class'UTWeap_ImpactHammer' ,class'UTJumpBoots')

                set UTJumpBoots Charges 16

                set postprocessvolume settings (bloom_scale=0.3, scene_desaturation=0.05, DOF_MaxNearBlurAmount=0.2, DOF_MaxFarBlurAmount=0.2)

                Comment


                • #9
                  Great work!
                  Very good list!
                  I often searched for a good list.

                  I will like supporting it, too
                  Maybe we could add some examples to some commands.
                  Summon( string ClassName ) - example: summon utgamecontent.utvehicle_manta_content


                  Greets

                  Comment


                  • #10
                    This is uber sick

                    Comment


                    • #11
                      anyone know how to get first person view with crosshairs in demo rec mode???

                      Comment


                      • #12
                        does SetName actually work?

                        Comment


                        • #13
                          Guys, one question:
                          Does UT3 support ingame changes of specific engine settings?
                          Example:
                          "UTEngine.ini -> DepthOfField=False" turns off the (buggy) juggernaut view on some maps:
                          [shot]http://img353.imageshack.us/img353/9748/screenshot00150ei4.jpg[/shot]

                          However, the game loses its color/bloom touch (a little bit).
                          (I'm talking about the bloom effects, the complete game seems to be darker.)
                          [shot]http://img91.imageshack.us/img91/1646/juggernautoffoe8.jpg[/shot][shot]http://img244.imageshack.us/img244/6035/juggernautonok1.jpg[/shot]

                          I don't like it very much (left) and I prefer the standard setting (right).

                          Isn't there a possibility to turn on/turn off "DepthOfField" directly in console?
                          Just typing "DepthOfField=False" or "DepthOfField=True" in console doesn't seem to work...

                          I guess the change is too deep and a game restart would be necessary, which is completey impossible for me.
                          (I want to change it ingame, right before taking the power-ups).

                          Greets

                          Comment

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