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 [i]rarely[/i] 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.
[b]WARNING: VERY VERY LONG[/b]
[b][u]#[/u][/b]
DirectInputCreate
King
Oddball
Race
Slayer
[b][u]A[/u][/b]
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]
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I copied it. It's 27 kb, very impressive. It would be helpful if you got the arguments, strings, every component, and exactly what it does....but that would probably be about 300kb (lot of text) Oh, and Zeph,are you on AIM? It's stuntzmicro. P.S:unit_kill (#) will not work server admin or not. You must have the argument. Sticky sure, because I wouldn't want this to end up on the 27th page the forum. And where is the source of all this infomation? I'm a nerd too, I map and mod and stuff, but the cool parts that I'm ten.
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Wow, some of the replies are quite ignorant, but I didn't expect anything less. Thanks Widow for doing this, I will be copying this for my own reference. For those who do know what this is for, it is nice to have. How about we get this on OUR website my pistol packing buddy? Peace.
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Not Really :P
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How many stars are there in the universe? Cause that's what your IQ would need to be to understand [i]exactly[/i] what all the commands do.
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PWNT! My head hurts. So, logically, I am NOT a nerd. Hey, everyone, post your IQ! -EDIT- Sorry, forgot the LOL! [Edited on 8/14/2006]
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[quote][b]Posted by:[/b] Zeph Oh yeah, I am definately a nerd since I know how to make single player levels for Halo. Deadly, you dont understand any of it, because it's missing 2/3rds of itself. Kim, you wont be able to try any of the commands out by simply entering them as they are. For all you guys wanting this stickied, if it looked more like: [quote](sleep_until
[ ]) pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified. (sleep_until false 5) (wake
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