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# EntropicLqd/UT2003ConWIP

See also UT console (though we don't know if all the UT commands still work)

allweapons
  Gives you every weapon.
cdtrack <number>
  Plays the specified CD track <number>.
confighash
  Displays configuration information.
debug crash
  Test crashes the game with an appError
debug eatmem
  Tests memory allocation until full.
debug gpf
  Test crashes the game with a GPF error
debug recurse
  Test crashes the game by infinite recursion.
demoplay <demoname>[?loop|?timedemo]
  Plays the specified demo (replace the '<demoname>' with the name of the demo). During playback, pressing Fire will cycle between the players in the game and a free spectator camera. Pressing Alt-fire will switch between first and 3rd person. If ?loop is added the demo will be played in an infinite loop until the demostop command is entered. If ?timedemo is added instead the demo will be played as fast as possible and the average fps is dumped to the console at the end of the demo. If a demo is recorded at a higher framerate than your computer is able to play it back, the demo will play in slow motion
demorec <demoname>
  Records a demo using the name you specify (change '<demoname>' to the name you wish to use)
dumpcache
  Display the memory cache's, GCache contents
editactor class=<classname>
  During game play, edits the properties of the nearest actor belonging to that class. Cool for debugging.
editactor name=<objectname>
  During game play, edits the properties of the object with a given name (such as xPawn1 – you might have to run UT2003 with the `-makenames` switch to tell the engine to give dynamically spawned objects unique names). Cool for debugging.
editdefault class=<class name>
  Displays an editable property sheet for the class with the given <class name>
editobj <object name>
  Displays an editable property sheet for the object with the given <object name>
flush
  Flushes all caches and also relights
freecamera <1|0>
  Allows you to rotate the camera around the player while in third person mode (0 switches it off).
gamma <number>
  Changes the gamma level to the specified <number>.
getcurrenttickrate
  Displays your current tick rate.
getmaxtickrate
  Displays the maximum allowed tick rate.
getsystemlanguage
  Returns a string of the system language (abbreviated result, such as "DE" for German language).
kdraw foo
  Draw different karma stuff, where foo is one of ...
  - collision: show collision used by karma (spheres for wheels, sphyls making up ragdolls etc) Sure you should use spheres for wheels? - Legal
  - com: show centre of mass as purple star
  - triangles: show triangles (eith normals) currently considered by karma collision
  - joints: show joints with limits
  - contacts: show karma contact position and penetration
killbots
  Removes all bots.
loaded
  Gives you full ammo, full armour and full adrenaline
mem stat
  Displays Windows memory statistics.
musicorder <number>
  Change to a certain track in the song (0=ambient, 1=action, 2=suspense).
obj classes
  Displays a list of object classes.
obj garbage
  Collects and purges objects no longer in use.
obj hash
  Displays object hashing statistics.
obj linkers
  Displays a list of active linkers
pausesounds
  Pauses all sounds.
playersonly
  Removes all bots.
preferences
  Opens the Advanced settings.
quit
  Quits the game.
relaunch
  Flushes the engine and relaunches the executable.
report
  Copies a report of the currently played game to the clipboard.
setsensitivity <number>
  Sets the mouse sensitivity to the specified <number>
show collision
  displays [collision model]?s and BlockingVolumes.
showdebug
  Shows debug information on the HUD. See Debugging Techniques for more information.
showhud
  Turns the hud on/off.
sockets
  Displays a list of in use sockets.
stat <something>
  Toggles statistics of <something>:
  - anim: toggles animation statistics display
  - audio: Toggles ON/OFF audio statistics.
  - default: Resets all displays to default visibility
  - fps: Toggles ON/OFF frames per second statistics.
  - game: Toggles ON/OFF game statistics.
  - hardware: Toggles ON/OFF hardware statistics.
  - histograp: toggles histograph statistics display
  - ligh: toggles dynamic light statistics display
  - matinee: toggles matinee statistics display
  - net: Toggles ON/OFF net statistics.
  - none: Switches all statistics OFF.
  - render: Displays rendering statistics.
  - reset: same as DEFAULT
  - xboxmem: toggles XBox memory statistics display
stopdemo
  Stops the demo from recording
summon <object>
  Summons an Object during a single player game. E.g.:
  - AdrenalinePickup
  - BulldogRocket
  - BulldogTire
  - HealthPack
  - MiniHealthPack
  - SuperHealthPack
  - RedeemerWarhead
  - Xeffects.TankVictim
  - Xeffects.NewIonEffect
  - Xeffects.Shark
  - XPickups.UDamagePack
  - XPickups.ShieldPack
  - XPickups.SuperShieldPack
  - XWeapons.AssaultRifle
  - XWeapons.BioGlob
  - XWeapons.BioRifle
  - XWeapons.FlakCannon
  - XWeapons.FlakChunk
  - XWeapons.FlakShell
  - XWeapons.Grenade
  - XWeapons.IonCannon
  - XWeapons.LinkGun
  - XWeapons.MiniGun
  - XWeapons.RedeemerProjectile
  - XWeapons.RocketLauncher
  - XWeapons.ShieldGun
  - XWeapons.ShockRifle
  - XWeapons.SniperRifle
  - XWeapons.SuperShockRiflePickup
  - XWeapons.TransBeacon
  - Vehicles.Bulldog
    - If you summon the bulldog, it will immediatly explode, so this is invalid
    - Bjørn: Just make sure you a ghost first, by typing the 'ghost' command.
switchlevel <level>
  Switches to the specified <level>
switchteam
  Switches the player's team.
teamsay <text>
  Displays the <text> you specify in team chat. The following commands will display information about yourself in teamsay when added to a bind:
  - %h = current health
  - %s = current armor
  - %w = current weapon
  - %a = current adrenaline
  - %l = current location
unpausesounds
  Un-pauses all sounds.

## External links

- Evolution maintains this list of purely scripted console commands: http://www.unrealadmin.org/modules.php?name=Sections&op=viewarticle&artid=6
- useful aliases: http://www.clanspunk.org/ut2003/aliases.php

Foxpaw: Does flush really flush ALL caches? If so, could you then use flush and save a map in UnrealEd, then load that map to see the updated changes? I understood that this could not been done normally because the maps were cached when you played them.

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