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#Halo

8/12/2006 11:58:05 PM
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The ULTIMATE List of Halo Console Commands

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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#Halo #HaloPC

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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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  • No.

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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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