JavaScript is required to use Bungie.net

#Halo

8/12/2006 11:58:05 PM
53

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]
English
#Halo #HaloPC

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b][u]G[/u][/b] 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 [b][u]H[/u][/b] 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 [b][u]I[/i][/u] 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][u]J[/u][/b] jitter joystick joystickaxis joystickpov [b][u]K[/u][/b] keyboard keyboard_buffer_overflow [b][u]L[/u][/b] 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

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b][u]D[/u][/b] 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 [b][u]E[/u][/b] 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 [b][u]F[/u][/b] 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

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b][u]B[/b][/u] beavercreek begin begin_random bind biped_incremental_rate bloodgulch boardingaction boolean bottom_left bottom_right braking breakable_surfaces breakable_surfaces_enable breakable_surfaces_reset [b][u]C[/u][/b] 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

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon