Halo 1 & 2 for PC
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Subject: The ULTIMATE List of Halo Console Commands
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  • last post: 01.01.0001 12:00 AM PDT

The following is a complete list of Halo PC Console Commands. However, not all of them are server console commands. Server commands will have the sv_ prefix. Some of these commands you might be familiar with. Some are completely new. Some will make you say "wt- is that???" Alot of these are rarely used, but I am listing them for reference. They are usually used to execute diffrent tasks that could not be excecuted via other ways such as menus and stuff. I am not liable for what these commands do, as I myself do not know what most of them do. If they are wrong, please contact me. They are listed in Alphabetical Order.

WARNING: VERY VERY LONG

#
DirectInputCreate
King
Oddball
Race
Slayer

A
activate_nav_point_flag
activate_nav_point_object
activate_team_nav_point_flag
activate_team_nav_point_object
actor_type
actor_variant
ai_actors
ai_allegiance
ai_allegiance_broken
ai_allegiance_remove
ai_allow_charge
ai_allow_dormant
ai_attach
ai_attach_free
ai_attach_units
ai_attack
ai_automatic_migration_target
ai_berserk
ai_braindead
ai_braindead_by_unit
ai_command_list
ai_command_list_advance
ai_command_list_advance_by_unit
ai_command_list_by_unit
ai_command_list_status
ai_conversation
ai_conversation_advance
ai_conversation_line
ai_conversation_status
ai_conversation_stop
ai_debug_ballistic_lineoffire_freeze
ai_debug_blind
ai_debug_communication_focus
ai_debug_communication_focus_enable
ai_debug_communication_ignore
ai_debug_communication_random_disabled
ai_debug_communication_suppress
ai_debug_communication_timeout_disabled
ai_debug_communication_unit_repeat_disabled
ai_debug_deaf
ai_debug_disable_wounded_sounds
ai_debug_evaluate_all_positions
ai_debug_fast_los
ai_debug_flee_always
ai_debug_force_all_active
ai_debug_force_crouch
ai_debug_force_vocalizations
ai_debug_ignore_player
ai_debug_invisible_player
ai_debug_oversteer_disable
ai_debug_path
ai_debug_path_accept_radius
ai_debug_path_attractor
ai_debug_path_attractor_radius
ai_debug_path_attractor_weight
ai_debug_path_disable_obstacle_avoidance
ai_debug_path_disable_smoothing
ai_debug_path_end_freeze
ai_debug_path_flood
ai_debug_path_maximum_radius
ai_debug_path_start_freeze
ai_debug_sound_point_set
ai_debug_speak
ai_debug_speak_list
ai_debug_teleport_to
ai_debug_vocalize
ai_default_state
ai_defend
ai_deselect
ai_detach
ai_detach_units
ai_dialogue_triggers
ai_disregard
ai_erase
ai_erase_all
ai_exit_vehicle
ai_fix_actor_variants
ai_fix_defending_guard_firing_positions
ai_follow_distance
ai_follow_target_ai
ai_follow_target_disable
ai_follow_target_players
ai_follow_target_unit
ai_force_active
ai_force_active_by_unit
ai_free
ai_free_units
ai_go_to_vehicle
ai_go_to_vehicle_override
ai_going_to_vehicle
ai_grenades
ai_is_attacking
ai_kill
ai_kill_silent
ai_lines
ai_link_activation
ai_living_count
ai_living_fraction
ai_look_at_object
ai_magically_see_encounter
ai_magically_see_players
ai_magically_see_unit
ai_magically_see_units
ai_maneuver
ai_maneuver_enable
ai_migrate
ai_migrate_and_speak
ai_migrate_by_unit
ai_nonswarm_count
ai_place
ai_playfight
ai_prefer_target
ai_print_acknowledgement
ai_print_allegiance
ai_print_automatic_migration
ai_print_bsp_transition
ai_print_command_lists
ai_print_communication
ai_print_communication_player
ai_print_conversations
ai_print_damage_modifiers
ai_print_evaluation_statistics
ai_print_killing_sprees
ai_print_lost_speech
ai_print_major_upgrade
ai_print_migration
ai_print_oversteer
ai_print_placement
ai_print_pursuit_checks
ai_print_respawn
ai_print_rule_values
ai_print_rules
ai_print_scripting
ai_print_secondary_looking
ai_print_speech
ai_print_speech_timers
ai_print_surprise
ai_print_uncovering
ai_print_unfinished_paths
ai_print_vocalizations
ai_profile_disable
ai_profile_random
ai_reconnect
ai_render
ai_render_activation
ai_render_active_cover_seeking
ai_render_aiming_validity
ai_render_aiming_vectors
ai_render_all_actors
ai_render_audibility
ai_render_ballistic_lineoffire
ai_render_burst_geometry
ai_render_charge_decisions
ai_render_control
ai_render_current_state
ai_render_danger_zones
ai_render_detailed_state
ai_render_dialogue_variants
ai_render_emotions
ai_render_encounter_activeregion
ai_render_evaluations
ai_render_firing_positions
ai_render_grenade_decisions
ai_render_gun_positions
ai_render_idle_look
ai_render_inactive_actors
ai_render_lineoffire
ai_render_lineoffire_crouching
ai_render_lineofsight
ai_render_melee_check
ai_render_paths
ai_render_paths_avoidance_obstacles
ai_render_paths_avoidance_search
ai_render_paths_avoidance_segment
ai_render_paths_avoided
ai_render_paths_current
ai_render_paths_destination
ai_render_paths_failed
ai_render_paths_nodes
ai_render_paths_nodes_all
ai_render_paths_nodes_closest
ai_render_paths_nodes_costs
ai_render_paths_nodes_polygons
ai_render_paths_raw
ai_render_paths_selected_only
ai_render_paths_smoothed
ai_render_player_aiming_blocked
ai_render_player_ratings
ai_render_postcombat
ai_render_projectile_aiming
ai_render_props
ai_render_props_no_friends
ai_render_props_target_weight
ai_render_props_unopposable
ai_render_props_unreachable
ai_render_props_web
ai_render_pursuit
ai_render_recent_damage
ai_render_secondary_looking
ai_render_shooting
ai_render_spatial_effects
ai_render_speech
ai_render_states
ai_render_support_surfaces
ai_render_targets
ai_render_targets_last_visible
ai_render_teams
ai_render_threats
ai_render_trigger
ai_render_vector_avoidance
ai_render_vector_avoidance_avoid_t
ai_render_vector_avoidance_clear_time
ai_render_vector_avoidance_intermediate
ai_render_vector_avoidance_objects
ai_render_vector_avoidance_rays
ai_render_vector_avoidance_sense_t
ai_render_vector_avoidance_weights
ai_render_vehicle_avoidance
ai_render_vehicles_enterable
ai_render_vision_cones
ai_render_vitality
ai_renew
ai_retreat
ai_select
ai_set_blind
ai_set_current_state
ai_set_deaf
ai_set_respawn
ai_set_return_state
ai_set_team
ai_show
ai_show_actors
ai_show_line_of_sight
ai_show_paths
ai_show_prop_types
ai_show_sound_distance
ai_show_stats
ai_show_swarms
ai_spawn_actor
ai_status
ai_stop_looking
ai_strength
ai_swarm_count
ai_teleport_to_starting_location
ai_teleport_to_starting_location_if_unsupported
ai_timer_expire
ai_timer_start
ai_try_to_fight
ai_try_to_fight_nothing
ai_try_to_fight_player
ai_vehicle_encounter
ai_vehicle_enterable_actor_type
ai_vehicle_enterable_actors
ai_vehicle_enterable_disable
ai_vehicle_enterable_distance
ai_vehicle_enterable_team
allow_client_side_weapon_projectiles
allow_out_of_sync

[Edited on 8/12/2006]

  • 08.12.2006 3:58 PM PDT
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B
beavercreek
begin
begin_random
bind
biped_incremental_rate
bloodgulch
boardingaction
boolean
bottom_left
bottom_right
braking
breakable_surfaces
breakable_surfaces_enable
breakable_surfaces_reset

C
checkpoint_load
checkpoint_save
chillout
cinematic_abort
cinematic_screen_effect_set_convolution
cinematic_screen_effect_set_filter
cinematic_screen_effect_set_filter_desaturation_tint
cinematic_screen_effect_set_video
cinematic_screen_effect_start
cinematic_screen_effect_stop
cinematic_set_near_clip_distance
cinematic_set_title
cinematic_set_title_delayed
cinematic_show_letterbox
cinematic_skip_start_internal
cinematic_skip_stop_internal
cinematic_start
cinematic_stop
cinematic_suppress_bsp_object_creation
client_log_destination
closing
collision_debug
collision_debug_features
collision_debug_flag_back_facing_surfaces
collision_debug_flag_front_facing_surfaces
collision_debug_flag_ignore_breakable_surfaces
collision_debug_flag_ignore_invisible_surfaces
collision_debug_flag_ignore_two_sided_surfaces
collision_debug_flag_media
collision_debug_flag_objects
collision_debug_flag_objects_bipeds
collision_debug_flag_objects_controls
collision_debug_flag_objects_equipment
collision_debug_flag_objects_light_fixtures
collision_debug_flag_objects_machines
collision_debug_flag_objects_placeholders
collision_debug_flag_objects_projectiles
collision_debug_flag_objects_scenery
collision_debug_flag_objects_vehicles
collision_debug_flag_objects_weapons
collision_debug_flag_skip_passthrough_bipeds
collision_debug_flag_structure
collision_debug_flag_try_to_keep_location_valid
collision_debug_flag_use_vehicle_physics
collision_debug_height
collision_debug_length
collision_debug_phantom_bsp
collision_debug_point_x
collision_debug_point_y
collision_debug_point_z
collision_debug_repeat
collision_debug_spray
collision_debug_vector_i
collision_debug_vector_j
collision_debug_vector_k
collision_debug_width
collision_log_detailed
collision_log_extended
collision_log_render
collision_log_time
collision_log_totals_only
cond
config_one_control
connect
console_dump_to_file
continuous
controls_enable_crouch
controls_enable_doubled_spin
controls_swap_doubled_spin_state
controls_swapped
conversation
core_load
core_load_at_startup
core_load_name
core_load_name_at_startup
core_save
core_save_name
cosine
crash
custom_animation
custom_animation_list
cutscene_camera_point
cutscene_flag
cutscene_recording
cutscene_title

  • 08.12.2006 4:00 PM PDT
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D
damage_effect
damage_new
damage_object
damnation
data_array_header
deactivate_nav_point_flag
deactivate_nav_point_object
deactivate_team_nav_point_flag
deactivate_team_nav_point_object
debug_bink
debug_biped_limp_body_disable
debug_biped_physics
debug_biped_skip_collision
debug_biped_skip_update
debug_bsp
debug_camera
debug_camera_load
debug_camera_save
debug_collision_skip_objects
debug_collision_skip_vectors
debug_damage
debug_damage_taken
debug_decals
debug_detail_objects
debug_effects_nonviolent
debug_fog_planes
debug_framerate
debug_frustum
debug_game_save
debug_inactive_objects
debug_input
debug_input_target
debug_leaf_index
debug_leaf_portal_index
debug_leaf_portals
debug_lights
debug_looping_sound
debug_material_effects
debug_memory
debug_memory_by_file
debug_memory_for_file
debug_motion_sensor_draw_all_units
debug_no_drawing
debug_no_frustum_clip
debug_object_garbage_collection
debug_object_lights
debug_objects
debug_objects_biped_autoaim_pills
debug_objects_biped_messages
debug_objects_biped_physics_pills
debug_objects_bounding_spheres
debug_objects_collision_models
debug_objects_devices
debug_objects_equipment_messages
debug_objects_names
debug_objects_pathfinding_spheres
debug_objects_physics
debug_objects_position_velocity
debug_objects_projectile_messages
debug_objects_root_node
debug_objects_unit_mouth_apeture
debug_objects_unit_seats
debug_objects_unit_vectors
debug_objects_vehicle_messages
debug_objects_vehicle_powered_mass_points
debug_objects_weapon_messages
debug_obstacle_path
debug_obstacle_path_goal_point_x
debug_obstacle_path_goal_point_y
debug_obstacle_path_goal_surface_index
debug_obstacle_path_on_failure
debug_obstacle_path_start_point_x
debug_obstacle_path_start_point_y
debug_obstacle_path_start_surface_index
debug_permanent_decals
debug_physics_disable_penetration_freeze
debug_player
debug_player_color
debug_player_teleport
debug_point_physics
debug_portals
debug_recording
debug_recording_newlines
debug_render_freeze
debug_score
debug_scripting
debug_sound
debug_sound_cache
debug_sound_cache_graph
debug_sound_channels
debug_sound_channels_detail
debug_sound_environment
debug_sound_hardware
debug_sounds_distances
debug_sounds_enable
debug_sounds_wet
debug_sprites
debug_structure
debug_tags
debug_texture_cache
debug_trigger_volumes
debug_unit_all_animations
debug_unit_animations
debug_unit_illumination
dedicated
delete_save_game_files
developer_mode
device
device_get_position
device_get_power
device_group
device_group_change_only_once_more_set
device_group_get
device_group_set
device_group_set_immediate
device_name
device_one_sided_set
device_operates_automatically_set
device_set_never_appears_locked
device_set_position
device_set_position_immediate
device_set_power
director_camera_switch_fast
director_camera_switching
disconnect
display_framerate
display_precache_progress
display_scenario_help
dormant

E
early
effect_new
effect_new_on_object_marker
effects_corpse_nonviolent
enable_hud_help_flash
equipment_incremental_rate
error_modal
error_overflow_suppression
error_suppress_all

F
fade_in
fade_out
false
fast_setup_network_server
flashlight
force_all_player_views_to_default_player
fraglimit
framerate_lock
framerate_throttle
freeze_flying_camera

  • 08.12.2006 4:03 PM PDT
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G
game_all_quiet
game_classic
game_difficulty
game_difficulty_get
game_difficulty_get_real
game_difficulty_set
game_flags
game_is_cooperative
game_lost
game_revert
game_reverted
game_safe_to_save
game_safe_to_speak
game_save
game_save_cancel
game_save_no_timeout
game_save_totally_unsafe
game_saving
game_skip_ticks
game_speed
game_time
game_variant
game_won
gametype
gamevariant
gamever
garbage_collect_now
get_digital_forward_throttle
get_digital_pitch_increment
get_digital_strafe_throttle
get_digital_yaw_increment
get_gamepad_forward_threshold
get_gamepad_pitch_scale
get_gamepad_strafe_threshold
get_gamepad_yaw_scale
get_mouse_forward_threshold
get_mouse_pitch_scale
get_mouse_strafe_threshold
get_mouse_yaw_scale
get_pitch_rate
get_yaw_rate
global_connection_dont_timeout

H
hammer_begin
hammer_stop
hangemhigh
help
hostname
hovering
hs_globals_block
hs_references_block
hs_scripts_block
hs_source_data_definition
hs_source_files_block
hs_string_data_definition
hs_syntax_data_definition
hud_blink_health
hud_blink_motion_sensor
hud_blink_shield
hud_clear_messages
hud_corner
hud_filter
hud_get_timer_ticks
hud_help_flash_restart
hud_message
hud_set_help_text
hud_set_objective_text
hud_set_timer_position
hud_set_timer_time
hud_set_timer_warning_time
hud_show_crosshair
hud_show_health
hud_show_motion_sensor
hud_show_shield

I[/i]
icefields
incident
input_activate_joy
input_deactivate_joy
input_find_default
input_find_joystick
input_get_joy_count
input_is_joy_active
input_show_joystick_info
inspect
int64

[b]J

jitter
joystick
joystickaxis
joystickpov

K
keyboard
keyboard_buffer_overflow

L
late
leaf_to_leaf_latency
list_count
list_get
local_player_log_level
local_player_update_rate
local_player_vehicle_update_rate
log_server_player_update_history
longest
looping_sound
loud_dialog_hack

  • 08.12.2006 4:06 PM PDT
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M
magic_melee_attack
magic_seat_name
map_name
map_reset
mapname
maxplayers
message_metrics_clear
message_metrics_dump
model_animation_bull$#!%0
model_animation_bull$#!%1
model_animation_bull$#!%2
model_animation_bull$#!%3
model_animation_compression
model_animation_data_compressed_size
model_animation_data_compression_savings_in_bytes
model_animation_data_compression_savings_in_bytes_at_import
model_animation_data_compression_savings_in_percent
model_animation_data_uncompressed_size
mouse
mouse_acceleration
mouseaxis
moving
multiplayer_map_name

N
navpoint
ne_allocerror
ne_dnserror
ne_noerror
ne_socketerror
net_bandwidth
net_graph_clear
net_graph_enabled
net_graph_period
net_graph_show
network_client_dump
network_connect_timeout
network_server_dump
noise
nr_deadbeatpartner
nr_inittimeout
nr_success
nr_unknownerror
ns_canceled
ns_connectping
ns_finished
ns_initack
ns_initsent
numeric_countdown_timer_get
numeric_countdown_timer_restart
numeric_countdown_timer_set
numeric_countdown_timer_stop
numplayers

O
object
object_beautify
object_can_take_damage
object_cannot_take_damage
object_create
object_create_anew
object_create_anew_containing
object_create_containing
object_definition
object_destroy
object_destroy_all
object_destroy_containing
object_light_ambient_base
object_light_ambient_scale
object_light_interpolate
object_light_secondary_scale
object_list
object_name
object_prediction
object_pvs_activate
object_pvs_clear
object_pvs_set_camera
object_pvs_set_object
object_set_collideable
object_set_facing
object_set_melee_attack_inhibited
object_set_permutation
object_set_ranged_attack_inhibited
object_set_scale
object_set_shield
object_teleport
object_type_predict
objects_attach
objects_can_see_flag
objects_can_see_object
objects_delete_by_definition
objects_detach
objects_dump_memory
objects_predict
occupied
oddball_baseline_rate
opening
overcharged
overheated
overheating
overlays

P
packet_header
pad3
pad3_scale
passthrough
password
pause_hud_timer
ping
play_update_history
playback
player0_joystick_set_is_normal
player0_look_invert_pitch
player0_look_pitch_is_inverted
player_action_test_accept
player_action_test_action
player_action_test_back
player_action_test_grenade_trigger
player_action_test_jump
player_action_test_look_relative_all_directions
player_action_test_look_relative_down
player_action_test_look_relative_left
player_action_test_look_relative_right
player_action_test_look_relative_up
player_action_test_move_relative_all_directions
player_action_test_primary_trigger
player_action_test_reset
player_action_test_zoom
player_add_equipment
player_autoaim
player_camera_control
player_effect_set_max_rotation
player_effect_set_max_translation
player_effect_set_max_vibrate
player_effect_start
player_effect_stop
player_enable_input
player_flags
player_magnetism
player_spawn_count
players_unzoom_all
posing
position
power
print
print_binds
prisoner
profile_activate
profile_deactivate
profile_display
profile_dump
profile_dump_frames
profile_dump_lost_frames
profile_graph
profile_graph_toggle
profile_load
profile_reset
profile_service_clear_timers
profile_service_dump_timers
profile_timebase_ticks
profile_unlock_solo_levels
projectile_incremental_rate
putput

Q
quit

  • 08.12.2006 4:08 PM PDT
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R
random_range
rasterizer_DXTC_noise
rasterizer_active_camouflage
rasterizer_active_camouflage_multipass
rasterizer_bump_mapping
rasterizer_d3dlight_attenuation0
rasterizer_d3dlight_attenuation1
rasterizer_d3dlight_attenuation2
rasterizer_d3dlight_falloff
rasterizer_d3dlight_phi
rasterizer_d3dlight_theta
rasterizer_debug_geometry
rasterizer_debug_geometry_multipass
rasterizer_debug_meter_shader
rasterizer_debug_model_lod
rasterizer_debug_model_vertices
rasterizer_debug_transparents
rasterizer_decals_flush
rasterizer_detail_objects
rasterizer_detail_objects_offset_multiplier
rasterizer_draw_first_person_weapon_first
rasterizer_dynamic_lit_geometry
rasterizer_dynamic_screen_geometry
rasterizer_dynamic_unlit_geometry
rasterizer_effects_level
rasterizer_environment
rasterizer_environment_alpha_testing
rasterizer_environment_decals
rasterizer_environment_diffuse_lights
rasterizer_environment_diffuse_textures
rasterizer_environment_fog
rasterizer_environment_fog_screen
rasterizer_environment_lightmaps
rasterizer_environment_reflection_lightmap_mask
rasterizer_environment_reflection_mirrors
rasterizer_environment_reflections
rasterizer_environment_shadows
rasterizer_environment_specular_lightmaps
rasterizer_environment_specular_lights
rasterizer_environment_specular_mask
rasterizer_environment_transparents
rasterizer_far_clip_distance
rasterizer_filthy_decal_fog_hack
rasterizer_first_person_weapon_far_clip_distance
rasterizer_first_person_weapon_near_clip_distance
rasterizer_fixed_function_ambient
rasterizer_floating_point_zbuffer
rasterizer_fog_atmosphere
rasterizer_fog_plane
rasterizer_fps
rasterizer_fps_accumulate
rasterizer_frame_bounds_bottom
rasterizer_frame_bounds_left
rasterizer_frame_bounds_right
rasterizer_frame_bounds_top
rasterizer_frame_drop_ms
rasterizer_framerate_stabilization
rasterizer_framerate_throttle
rasterizer_hud_motion_sensor
rasterizer_lens_flares
rasterizer_lens_flares_occlusion
rasterizer_lens_flares_occlusion_debug
rasterizer_lightmap_ambient
rasterizer_lightmap_mode
rasterizer_lightmaps_filtering
rasterizer_lightmaps_incident_radiosity
rasterizer_lights_reset_for_new_map
rasterizer_mode
rasterizer_model_ambient_reflection_tint
rasterizer_model_lighting_ambient
rasterizer_model_transparents
rasterizer_models
rasterizer_near_clip_distance
rasterizer_plasma_energy
rasterizer_profile_log
rasterizer_profile_objectlock_time
rasterizer_profile_print_locks
rasterizer_ray_of_buddha
rasterizer_refresh_rate
rasterizer_safe_frame_bounds
rasterizer_screen_effects
rasterizer_screen_flashes
rasterizer_secondary_render_target_debug
rasterizer_shadows_convolution
rasterizer_shadows_debug
rasterizer_smart
rasterizer_soft_filter
rasterizer_splitscreen_VB_optimization
rasterizer_stats
rasterizer_stencil_mask
rasterizer_transparent_pixel_counter
rasterizer_water
rasterizer_water_mipmapping
rasterizer_wireframe
rasterizer_zbias
rasterizer_zoffset
rasterizer_zsprites
ratrace
real
real_random_range
recording_kill
recording_play
recording_play_and_delete
recording_play_and_hover
recording_time
recover_saved_games_hack
reflection
remote_player_action_baseline_update_rate
remote_player_action_update_rate
remote_player_log_level
remote_player_position_baseline_update_rate
remote_player_position_update_rate
remote_player_vehicle_baseline_update_rate
remote_player_vehicle_update_rate
render_contrails
render_effects
render_lights
render_model_index_counts
render_model_markers
render_model_no_geometry
render_model_nodes
render_model_vertex_counts
render_particles
render_psystems
render_shadows
render_wsystems
rider_ejection
roll
run_game_scripts


S
savegame
scenery
scenery_animation_start
scenery_animation_start_at_frame
scenery_get_animation_time
scenery_name
score
screenshot_count
screenshot_size
screenshots
script
script_doc
script_recompile
script_screen_effect_set_value
set_digital_forward_throttle
set_digital_pitch_increment
set_digital_strafe_throttle
set_digital_yaw_increment
set_gamepad_forward_threshold
set_gamepad_pitch_scale
set_gamepad_strafe_threshold
set_gamepad_yaw_scale
set_gamma
set_mouse_forward_threshold
set_mouse_pitch_scale
set_mouse_strafe_threshold
set_mouse_yaw_scale
set_pitch_rate
set_yaw_rate
short
should_play_multiplayer_hit_sound
show_hud
show_hud_help_text
show_hud_timer
show_player_update_stats
sidewinder
sleep_until
slide
slow_server_startup_safety_zone_in_seconds
sound
sound_cache_dump_to_file
sound_cache_flush
sound_cache_size
sound_class_set_gain
sound_eax_enabled
sound_enable
sound_enable_eax
sound_enable_hardware
sound_gain_under_dialog
sound_get_effects_gain
sound_get_gain
sound_get_master_gain
sound_get_music_gain
sound_get_supplementary_buffers
sound_impulse_predict
sound_impulse_start
sound_impulse_stop
sound_impulse_time
sound_looping_predict
sound_looping_set_alternate
sound_looping_set_scale
sound_looping_start
sound_looping_stop
sound_obstruction_ratio
sound_set_effects_gain
sound_set_env
sound_set_factor
sound_set_gain
sound_set_master_gain
sound_set_music_gain
sound_set_rolloff
sound_set_supplementary_buffers
source
spark
speed_hack_detection
speed_hack_log_level
starting_profile
startup
static
steering
string
structure_bsp_index
structure_lens_flares_place
structures_use_pvs_for_vs
stun_enable
sv_ban
sv_banlist
sv_end_game
sv_kick
sv_map
sv_map_next
sv_map_restart
sv_mapcycle
sv_mapcycle_add
sv_mapcycle_begin
sv_mapcycle_del
sv_mapcycle_save
sv_mapcycle_timeout
sv_maxplayers
sv_name
sv_parameters_dump
sv_parameters_reload
sv_password
sv_players
sv_public
sv_status
sv_unban
switch_bsp
syntax_node

T
savegame
scenery
scenery_animation_start
scenery_animation_start_at_frame
scenery_get_animation_time
scenery_name
score
screenshot_count
screenshot_size
screenshots
script
script_doc
script_recompile
script_screen_effect_set_value
set_digital_forward_throttle
set_digital_pitch_increment
set_digital_strafe_throttle
set_digital_yaw_increment
set_gamepad_forward_threshold
set_gamepad_pitch_scale
set_gamepad_strafe_threshold
set_gamepad_yaw_scale
set_gamma
set_mouse_forward_threshold
set_mouse_pitch_scale
set_mouse_strafe_threshold
set_mouse_yaw_scale
set_pitch_rate
set_yaw_rate
short
should_play_multiplayer_hit_sound
show_hud
show_hud_help_text
show_hud_timer
show_player_update_stats
sidewinder
sleep_until
slide
slow_server_startup_safety_zone_in_seconds
sound
sound_cache_dump_to_file
sound_cache_flush
sound_cache_size
sound_class_set_gain
sound_eax_enabled
sound_enable
sound_enable_eax
sound_enable_hardware
sound_gain_under_dialog
sound_get_effects_gain
sound_get_gain
sound_get_master_gain
sound_get_music_gain
sound_get_supplementary_buffers
sound_impulse_predict
sound_impulse_start
sound_impulse_stop
sound_impulse_time
sound_looping_predict
sound_looping_set_alternate
sound_looping_set_scale
sound_looping_start
sound_looping_stop
sound_obstruction_ratio
sound_set_effects_gain
sound_set_env
sound_set_factor
sound_set_gain
sound_set_master_gain
sound_set_music_gain
sound_set_rolloff
sound_set_supplementary_buffers
source
spark
speed_hack_detection
speed_hack_log_level
starting_profile
startup
static
steering
string
structure_bsp_index
structure_lens_flares_place
structures_use_pvs_for_vs
stun_enable
sv_ban
sv_banlist
sv_end_game
sv_kick
sv_map
sv_map_next
sv_map_restart
sv_mapcycle
sv_mapcycle_add
sv_mapcycle_begin
sv_mapcycle_del
sv_mapcycle_save
sv_mapcycle_timeout
sv_maxplayers
sv_name
sv_parameters_dump
sv_parameters_reload
sv_password
sv_players
sv_public
sv_status
sv_unban
switch_bsp
syntax_node

[Edited on 8/12/2006]

  • 08.12.2006 4:09 PM PDT
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........................................

  • 08.12.2006 4:11 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

T
team
teamplay
temporary_hud
terminal_render
texture_cache_flush
texture_cache_graph
texture_cache_list
texture_cache_size
the_main_menu
thread_sleep
throttle
time_code_reset
time_code_show
time_code_start
top_left
top_right
track_remote_player_position_updates
transport_dumping
trigger_volume
true

U
ui_widget_show_path
unbind
unit_aim_without_turning
unit_can_blink
unit_close
unit_custom_animation_at_frame
unit_doesnt_drop_items
unit_enter_vehicle
unit_exit_vehicle
unit_get_current_flashlight_state
unit_get_custom_animation_time
unit_get_health
unit_get_shield
unit_get_total_grenade_count
unit_has_weapon
unit_has_weapon_readied
unit_impervious
unit_is_playing_custom_animation
unit_kill
unit_kill_silent
unit_name
unit_open
unit_set_current_vitality
unit_set_desired_flashlight_state
unit_set_emotion
unit_set_emotion_animation
unit_set_enterable_by_player
unit_set_maximum_vitality
unit_set_seat
unit_solo_player_integrated_night_vision_is_active
unit_stop_custom_animation
unit_suspended
units_set_current_vitality
units_set_desired_flashlight_state
units_set_maximum_vitality
unoccupied
unparsed
use_new_vehicle_update_scheme
use_super_remote_players_action_update
user0
user1
user2
user3
user4
user5
user6
user7
user8
user9

  • 08.12.2006 4:11 PM PDT
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Copy and paste much?

  • 08.12.2006 4:12 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

V
vehicle_driver
vehicle_gunner
vehicle_hover
vehicle_incremental_rate
vehicle_load_magic
vehicle_name
vehicle_riders
vehicle_test_seat
vehicle_test_seat_list
vehicle_unload
version
void
volume_teleport_players_not_inside
volume_test_object
volume_test_objects
volume_test_objects_all

WXYZ
wake
wander
weapon
weapon_incremental_rate
weapon_name
weather
widget_memory_pool
wizard
xdemo
zero

I hope this post helps!

-Widowmaker

  • 08.12.2006 4:13 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

'Bout time you finished.....


STICKY!

  • 08.12.2006 4:15 PM PDT

lol

Posted by: darekster2ongame
Copy and paste much?


Beat me too it!

  • 08.12.2006 4:20 PM PDT

I wonder if the Wolf thinks the Moon listens when he howls at it.

WOW you know how to copy and paste!!!

  • 08.12.2006 4:42 PM PDT

Posted by: Ryukage
What? Play a game? FOR FUN???
This concept of fun confuses and infuriates me!

Indeed. Go Widow!
I say that this be stickyed!

Also, whats Ray_of_budda supposed to be?

  • 08.12.2006 5:05 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

S
SS
S
T
TT
T
I
II
I
C
CC
C
K
KK
K
Y
YY
Y
!!!!!!!!!!!!!!

  • 08.12.2006 5:10 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

I really don't get most of these commands, what in the hell are we supposed to use them for if we don't know what they do. I mean some of 'em, you might be able to make out, but woah they're confusing.

Anyways, good find. Do you use some of them, btw?

  • 08.12.2006 5:17 PM PDT

You forgot some, you forgot the Alldev commands, and the flycam commands, and...and...and.......................

  • 08.12.2006 5:19 PM PDT

This is gunna sound stupid but how/where do you type the commands?

  • 08.12.2006 5:41 PM PDT
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Sticky!

  • 08.12.2006 5:55 PM PDT

you type the commands in console

  • 08.12.2006 5:56 PM PDT
  •  | 
  • Exalted Heroic Member
  • gamertag: [none]
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Google to find out how to turn on console. Then push `, which is to the left of 1, or on some keyboards you need to hold shift for ~.

Is this just for halo pc? halo ce console commands are useful for testing like
debug_camera_save and
debug_camera_load
cheat_deathless_player 1
cheat_bottomless_clip 1

etc.

  • 08.12.2006 5:57 PM PDT

I wonder if the Wolf thinks the Moon listens when he howls at it.

Posted by: The Slayer
This is gunna sound stupid but how/where do you type the commands?
roflmfao

  • 08.12.2006 5:58 PM PDT
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Posted by: Apoc the stunter
Posted by: The Slayer
This is gunna sound stupid but how/where do you type the commands?
roflmfao


Well, I don't wanna laugh, but I seriously am.

*ROFL*

Ok, I'm done. But as the guy above me by 2 posts said, enable the console, then press the tilde key (~). Type in your command and you're good to go.

  • 08.12.2006 6:02 PM PDT

Thanks you jerks haha I know its funny!

  • 08.12.2006 6:21 PM PDT

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