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Unreal

ALLAMMO - Gives you 999 ammo for all of your guns.
FLY - Lets you fly around.
GHOST - Lets you walk through walls.
WALK - Returns you to walking mode if you are flying or ghosting.
GOD - Makes you invulnerable to all attacks.
INVISIBLE - Turns you invisible.
KILLPAWNS - Kills all monsters.
WALK - Turns off "GHOST" or "FLY".
SLOMO # - Slows or speeds up the game. 1.0 is normal.
SUMMON - Lets you add a weapon or an item to the world. For example:
SUMMON EIGHTBALL
SUMMON FLAKCANNON
SUMMON NALI
SUMMON DISPERSIONPISTOL
SUMMON AUTOMAG
SUMMON STINGER
SUMMON ASMD
SUMMON RAZORJACK
SUMMON GESBIORIFLE
SUMMON RIFLE
SUMMON MINIGUN
SUMMON SKAARJWARRIOR
SUMMON HEALTH
SUMMON SUPERHEALTH
SUMMON FLASHLIGHT
SUMMON SEARCHLIGHT
SUMMON ARMOR
SUMMON JUMPBOOT
SUMMON TRANSLATOR
SUMMON AMPLIFIER

PLAYERSONLY - Freezes time. Press again to resume time passage.
OPEN MAPNAME - Jump to any map, just enter the name like OPEN DIG.
BEHINDVIEW 1 - Puts you in Tomb Raider style view.
BEHINDVIEW 0 - Resets this.
FLUSH - If you start getting weird garbage graphics on wall textures or creatures, type this to fix it.

Map list:
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 : 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 : 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 : Broadcast a message to other players in the game.
SLOMO : Sets the game speed, 1.0 is normal.
SUMMON : Spawns an actor of the specified class (for example, SUMMON UNREALI.BRUTE) in front of the player.
SWITCHCOOPLEVEL : 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 : Causes the server (or local machine, in a single-player game) to switch to a new level.

Console configuration commands
GET
Gets a configurable class parameter. 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. 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 may be in memory, and may have modified values of , and they don't affect the value returned by "GET".

SET
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 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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