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View Full Version : What the? a new cheat



Warningshot3
July 19th, 2007, 11:58 PM
I dont know if this is old but while messing around i found some cheats.

cheat_chevy
cheat_controller
cheat_omnipotent
cheat_reflexive_damage_effects
cheat_valhalla

I have other commands that i didnt see in the hs_doc.txt.

debug_game_save
game_time_statistics
game_speed
game_paused
e3
enable_pathfinding_generation_xbox
debug_player
debug_menu_enabled
run_game_scripts
debug_recording_newlines
debug_recording
taco_salad

lots more but ill stop for now untill someone wants me to post them all.
camera_fov_scale

Kornman00
July 20th, 2007, 12:04 AM
you can't use them in game, so it doesn't really matter.

Con
July 20th, 2007, 12:30 AM
cheat_valhalla?

what the christ.

megaxp
July 20th, 2007, 12:32 AM
LOL????
OPEN CONSOLE??

legionaire45
July 20th, 2007, 12:45 AM
heh, "E3"

BobtheGreatII
July 20th, 2007, 12:51 AM
So um, care to explain what some of these cheats do?

Warningshot3
July 20th, 2007, 12:54 AM
So um, care to explain what some of these cheats do?

I dont know, they cant be used in game and they do nothing in Sapien.

Tweek
July 20th, 2007, 07:15 AM
the omniptent would be god-mode.
the valhalla would propably be used to load up the Valhalla map when they were working on it, and the Halo3 engine wasnt able to accept it yet.
E3 was propably used to load up the original E3 map wel all know so well.

they all kinda speak for themselves to be honest.

Warningshot3
July 20th, 2007, 10:33 PM
maybe someone will find something usefull in here.

force_crash_uploads
disable_progress_screen
halt_on_stack_overflow
allow_sound_cache_file_editing
lruv_lirp_enabled
font_cache_status
data_mine_delete_uploaded_zip_files
unit_animation_report_missing_animations
force_player_walking
data_mine_debug_menu_interval
data_mine_player_update_interval
editor_strip_dialogue_sounds
always_dirty_structure_objects
check_system_heap
debug_tag_dependencies
banshee_cruising_throttle
banshee_finger_off_stick_deceleration_factor
banshee_strafe_boost_scale_factor
banshee_full_gravity_speed
banshee_zero_gravity_speed
banshee_roll_trick_duration
banshee_loop_trick_duration
banshee_maximum_trick_frequency
e3
override_player_character_type
enable_controller_flag_drop
render_comment_flags_look_at
render_comment_flags_text
render_comment_flags
g_logon_task_override_result_code
g_override_logon_task
global_playtest_mode
catch_exceptions
debug_menu_enabled
bitmap_downsample
default_scenario_ai_type
display_disk_usage
display_verbose_disk_usage
biped_meter_display
vehicle_status_display
run_game_scripts
cinematic_letterbox_style
debug_recording_newlines
debug_recording
director_camera_switch_fast
geometry_cache_debug_display
geometry_cache_never_block
geometry_cache_block_warning
geometry_cache_status
geometry_cache_list
geometry_cache_graph
generate_prediction_scripts
debug_resource_predition
texture_cache_dynamic_low_detail_texture
texture_cache_lod_bias
texture_cache_block_warning
texture_cache_usage
texture_cache_status
texture_cache_force_high_detail
texture_cache_force_medium_detail
texture_cache_force_low_detail
texture_cache_list
texture_cache_graph
texture_cache_show_mipmap_bias
display_vibration_status_lines
debug_players
debug_player_teleport
game_engine_debug_statborg
player_training_disable
player_training_debug
debug_material_default_effects
debug_material_effects
debug_collision_object_payload_collision
debug_collision_skip_vectors
debug_collision_skip_objects
debug_collision_skip_instanced_geometry
debug_biped_throttle
debug_biped_landing
debug_lightmap_sampling
debug_light_passes
debug_lights
debug_object_lights
debug_colonies_change
debug_colonies_spread
debug_colonies_spore_desires
debug_colonies_spore_pods
debug_colonies_spores
debug_colonies_cells
debug_colonies
colonies_time_scale
colonies
debug_decals
debug_fog_planes
debug_cluster_index
debug_leaf_connection_index
debug_leaf1_index
debug_leaf0_index
debug_vector_palette
debug_permanent_decals
debug_input
debug_bsp
debug_structure_surface_references
debug_instanced_geometry_collision_geometry
debug_instanced_geometry_vertex_counts
debug_instanced_geometry_names
debug_instanced_geometry_bounding_spheres
debug_instanced_geometry
debug_structure_automatic
debug_structure
debug_player
debug_tangent_space
debug_camera
enable_pathfinding_generation_xbox
collision_debug_ignore_object_index
collision_debug_height
collision_debug_width
collision_debug_length
collision_debug_vector_k
collision_debug_vector_j
collision_debug_vector_i
collision_debug_point_z
collision_debug_point_y
collision_debug_point_x
collision_debug_repeat
collision_debug_flag_try_to_keep_location_valid
collision_debug_flag_allow_early_out
collision_debug_flag_ignore_breakable_surfaces
collision_debug_flag_ignore_invisible_surfaces
collision_debug_flag_ignore_two_sided_surfaces
collision_debug_flag_back_facing_surfaces
collision_debug_flag_front_facing_surfaces
collision_debug_flag_ignore_passthrough_bipeds
collision_debug_flag_ignore_dead_bipeds
collision_debug_flag_ignore_cinematic_objects
collision_debug_flag_ignore_nonpathfindable_object s
collision_debug_flag_ignore_child_objects
collision_debug_flag_objects_creatures
collision_debug_flag_objects_crates
collision_debug_flag_objects_sound_scenery
collision_debug_flag_objects_light_fixtures
collision_debug_flag_objects_controls
collision_debug_flag_objects_machines
collision_debug_flag_objects_scenery
collision_debug_flag_objects_projectiles
collision_debug_flag_objects_garbage
collision_debug_flag_objects_equipment
collision_debug_flag_objects_weapons
collision_debug_flag_objects_vehicles
collision_debug_flag_objects_bipeds
collision_debug_flag_objects
collision_debug_flag_instanced_geometry
collision_debug_flag_media
collision_debug_flag_structure
collision_debug_flags
collision_debug_phantom_bsp
collision_debug_features
collision_debug_spray

thats not even half of the commands i found.

TeeKup
July 20th, 2007, 10:42 PM
Well no shit.

Halo 2 I think has over 3 million lines of sound commands.....or is that codes....its been a while since I watched the bonus DVD.

Warningshot3
July 20th, 2007, 10:52 PM
and here is the rest. 3 million sound commands? go watch it again. on that dvd one guy was in FP mode with a Plasma rifle useing a mouse in sapien.

debug_point_physics
debug_trigger_volumes
debug_scripting
debug_damage_radius
debug_damage_verbose
debug_player_damage
debug_damage
render_model_skinning_disable
render_model_no_geometry
render_model_markers
render_model_cost
render_model_geometry_usage
render_model_texture_usage
render_model_collision_surface_counts
render_model_collision_vertex_counts
render_model_triangle_counts
render_model_names
render_model_vertex_counts
render_model_point_counts
render_model_nodes
debug_objects_player_only
debug_objects_object
debug_objects_disable_node_animation
debug_objects_force_render_time_node_processing
debug_objects_force_awake
debug_objects_ignore_node_masks
debug_objects_sentinel_physics_ignore_lag
debug_objects_disable_relaxation
debug_objects_freeze_ragdolls
debug_objects_animation_times
debug_objects_active_nodes
debug_objects_sound_spheres
debug_objects_type_mask
debug_objects_garbage
debug_objects_machines
debug_objects_devices
debug_objects_unit_pathfinding_surface
debug_objects_movement_mode
debug_objects_ground_plane
debug_objects_physics_control_node
debug_objects_biped_autoaim_pills
debug_objects_unit_camera
debug_objects_unit_acceleration
debug_objects_unit_emotion
debug_objects_unit_lipsync_verbose
debug_objects_unit_lipsync
debug_objects_unit_state
debug_objects_unit_firing
debug_objects_unit_mouth_apeture
debug_objects_unit_seats
debug_objects_unit_vectors
debug_objects_node_bounds
debug_objects_profile_times
debug_objects_pathfinding
debug_objects_model_targets
debug_objects_functions
debug_objects_indices
debug_objects_full_names
debug_objects_names
debug_objects_physics_models
debug_objects_mass
debug_objects_vehicle_physics
debug_objects_constraints
debug_objects_contact_points
debug_objects_early_movers
debug_objects_collision_models
debug_objects_render_models
debug_objects_dynamic_render_bounding_spheres
debug_objects_bounding_spheres
debug_objects_root_node
debug_objects_origin
debug_objects_position_velocity
debug_objects
error_geometry_lightmap_lights
error_geometry_tangent_space
error_geometry_draw_names
visibility_merge_working_portals
visibility_perform_final_checks
visibility_dont_use_precomputed_lights
visibility_debug_allow_part_mopp
visibility_debug_dof
visibility_debug_light_cluster_intersections_mode
visibility_debug_light_cluster_intersections
visibility_debug_subcluster_lighting_text_list
visibility_debug_subcluster_cycle
visibility_debug_subcluster_lighting
visibility_debug_portals_cluster_index
visibility_debug_portals
visibility_debug_region_volumes_cluster_index
visibility_debug_region_volumes_by_cluster_index
visibility_debug_volume_intersections
visibility_debug_region_volumes
visibility_debug_working_portals
visibility_debug_region_projections
debug_light_suppressor
render_light_suppressor_enabled
render_lights_specular_fade_disable
render_light_restrict_by_light_index
render_default_lighting_automatic
render_default_lighting_at_console
render_default_lighting
render_light_traversal
render_debug_use_sorted_cache
debug_pvs_activation
debug_pvs_render_all
debug_pvs
debug_inactive_objects
texture_camera_scale
texture_camera_view
render_weather_enable
render_water_enable
debug_light_probes
render_dyanmic_objects_sh
render_submit_profile
render_debug_particles
render_debug_locations
render_debug_emitters
g_shader_and_mipmap_lod_scale
shader_submit_record_globals_active_verbose
shader_submit_record_globals_active
render_debug_simple_shader
render_debug_single_shader
render_debug_toggle_default_lightmaps_texaccum
render_debug_set_pix_profile_mode
render_debug_no_sapien_textures
render_debug_infinite_framerate
render_debug_fake_lightprobes
render_debug_object_lighting_refresh
render_debug_object_lighting
render_debug_cloth
render_disable_screen_effects_not_first_person
render_debug_lightmap_shadows
render_shadow_force_self_shadow
render_debug_decorators
render_debug_decorator_group_visibility
render_debug_decorator_octree
render_debug_decorator_visibility
render_submit_transparent
render_submit_opaque
render_particles_render_bounding_sphere
render_particles_use_visibility
render_old_dof
render_decorators
render_wsystems
render_psystems
render_particles
render_contrails
render_colonies
render_decals
render_lens_flares
render_patchy_fog
render_fog
render_sky
render_instanced_geometry
render_objects
render_environment
profile_fastcap_profile_buffer_size_bytes
profile_interval_dump_suppression_timeout
profile_interval_dump_threshold
profile_interval_dump
profile_dump_one_frame
profile_rasterizer
profile_summary
profile_list_count
profile_list
profile_graph_speed
profile_graph_zoom
profile_graph
profile_enable
havok_memory_always_system
havok_cleanup_inactive_agents
physics_debug
havok_play_biped_impact_effects
havok_play_impact_effects
collision_damage_debug
impacts_debug
havok_back_step_penetration_depth
havok_display_stats
havok_enable_sweep_shapes
havok_enable_back_stepping
havok_weld_environment
havok_jumping_beans
havok_shape_radius
havok_environment_type
havok_debug_mode
havok_collision_tolerance
collision_log_time
collision_log_totals_only
collision_log_extended
collision_log_detailed
collision_log_render
light_local_basis
object_light_secondary_rotation
object_light_secondary_exclusion_cone_upper_bound
object_light_secondary_exclusion_cone_lower_bound
object_light_primary_exclusion_cone_upper_bound
object_light_primary_exclusion_cone_lower_bound
object_light_secondary_brightness
object_light_primary_brightness
object_light_ambient_brightness
object_light_new
object_light_accuracy_exponent
object_light_accuracy_upper_bound
object_light_accuracy_lower_bound
object_light_interpolate
object_light_secondary_direction_lerp
object_light_secondary_scale
object_light_ambient_scale
object_light_ambient_base
debug_sound_environment
debug_sound_stabbed
use_dynamic_object_obstruction
debug_sound_impulse_spam
debug_sound_impulse_time
debug_sound_channel_overflow
debug_sound_environment_parameters
background_sound_meter_display
debug_sound_reference_counts
debug_sound_listeners
debug_speaker_output_rms
debug_speaker_output_peak
sound_cache_graph
debug_sound_reverb
debug_sound_channels
debug_looping_sound
debug_sound
debug_sound_cache
enable_pc_sound
sound_global_room_gain
debug_effects_play_distances
debug_effects_allocation
effects_enable
debug_effects_locations
debug_effects_nonviolent
effects_corpse_nonviolent
debug_simulate_gamepad
cheat_chevy
cheat_controller
cheat_omnipotent
cheat_medusa
cheat_reflexive_damage_effects
cheat_super_jump
cheat_bump_possession
cheat_bottomless_clip
cheat_infinite_ammo
cheat_jetpack
cheat_valhalla
cheat_deathless_player
enable_player_transitions
enable_flight_noise
enable_animation_influenced_flight
enable_eye_tracking
enable_analog_movement
debug_model_groups_merge_everything
debug_model_groups_merge_nothing
debug_boarding_force_enemy
debug_player_melee_attack
debug_unit_active_camo_frequency_modulator_bias
debug_unit_active_camo_frequency_modulator
debug_unit_illumination
debug_unit_animations
debug_unit_all_animations
player_rotation_scale
disable_player_rotation
allow_all_sounds_on_player
debug_object_dump_log
debug_object_garbage_collection
log_precache_progress
display_precache_progress
debug_structure_sampling
debug_detail_objects
recover_saved_games_hack
debug_game_save
game_time_statistics
game_time_lock
game_speed
game_paused
debug_camera_projection
debug_no_frustum_clip
lightmap_pointsample
suppress_upload_debug
async_record_statistics
async_display_statistics
ssc_e3_clip_scale
rasterizer_transparent_pixel_counter
rasterizer_frame_dump
g11
g10
g9
g8
g7
g6
g5
g4
g3
g2
g1
g0
f5
f4
f3
f2
f1
f0
anisotropic_binormal
taco_salad
pad_thai
pad3_scale
pad3
pad4
ssc_environment_env_map_enabled
ssc_objects_env_map_enabled
ssc_shader_profile_layer
ssc_shader_profile_mode
ssc_radiosity_hack_shadow
ssc_radiosity_hack
ssc_pop_fix_factor
ssc_pop_fix
ssc_env_malice
ssc_env_voltex
ssc_env_brev
ssc_env_zge
ssc_bump_mode_debug
ssc_bump_aniso
ssc_bump_mode
ssc_stencil_mode
ssc_texture_mode
ssc_texture_specular
ssc_texture_diffuse
ssc_light_specular_enable
ssc_light_specular_mask_flags
ssc_light_specular_shadow
ssc_light_specular
ssc_light_diffuse_n_dot_l
ssc_light_diffuse_mask_flags
ssc_light_diffuse_shadow
ssc_light_diffuse
ssc_light_n_dot_e_mask
ssc_light_gel
ssc_ambient_envmap
ssc_ambient_diffuse_radiosity
ssc_ambient_diffuse_bump
ssc_ambient_diffuse
ssc_overbright
ssc_subcluster_all_visible
ssc_subcluster_optimization
ssc_subcluster_freeze
ssc_subcluster_debug
ssc_isq_point_debug
ssc_isq_sse
ssc_isq
ssc_dsq_vis
ssc_dsq
ssc_single_pass_vol
ssc_back_projection
ssc_carmack_reverse
ssc_carmack_optimization
ssc_shadow_cyborg
ssc_shadow_multi_region
ssc_shadow_debug_cluster
ssc_shadow_mode
ssc_shadow_view
ssc_shadow
ssc_multisample_enable
ssc_force_legacy
ssc_scissor_enable
ssc_lightmap_force_non_bumped
ssc_lightmap_shadow_carmack_optimization
ssc_lightmap_shadow_extrusion
ssc_lightmap_shadow_darkening
ssc_lightmap_control
ssc_lightmaps
ssc_viewport_scale
ssc_debug_edges
ssc_debug_hulls
ssc_debug_text_mode
ssc_debug_lights_gel
ssc_debug_lights
ssc_debug
rasterizer_debug_fog_geometry
rasterizer_light_offset
rasterizer_light_volume_perspective_midpoints
rasterizer_light_volume_debug
rz_slope
rz_0
rz_amount
rz_gradient_index
rz_mode
rasterizer_fog_planar_care
rasterizer_force_specular
rasterizer_fog_planar_separate_enabled
rasterizer_patchy_fog_force_100_percent
rasterizer_patchy_fog_alpha_modulate
rasterizer_tessellation_scale
rasterizer_first_person_w_scale
rasterizer_decorator_accuracy_max
rasterizer_decorator_accuracy_min
rasterizer_solid_color_mode
rasterizer_fog_atmospheric_auto_blend
rasterizer_linear_gradients
rasterizer_line_width
rasterizer_new_submission_interface
rasterizer_lightmap_shadow_cutoff_scale
rasterizer_lightmap_shadow_falloff_scale
rasterizer_LMO_specular
rasterizer_LMO_indirect
rasterizer_LMO_direct
rasterizer_LMO_ambient
colorbars
rasterizer_depth_of_field_far_filter_max_factor
rasterizer_depth_of_field_far_filter_box_factor
rasterizer_depth_of_field_near_filter_max_factor
rasterizer_depth_of_field_near_filter_box_factor
rasterizer_selfibloomination_is_fogged
rasterizer_selfibloomination_to_bloom_amount
rasterizer_selfibloomination_scale
rasterizer_bloom_default_threshold
rasterizer_vision_scan_speed
rasterizer_vision_scan_scale
rasterizer_vision_noise_scale
rasterizer_vision_jitter_scale
rasterizer_vision_distance
rasterizer_dynamic_gamma_debug
rasterizer_dynamic_gamma_bloom_scale
rasterizer_dynamic_gamma_light_threshold
rasterizer_dynamic_gamma_dark_threshold
rasterizer_dynamic_gamma_contrast_adjust_dt
rasterizer_dynamic_gamma_light_adjust_dt
rasterizer_dynamic_gamma_dark_adjust_dt
rasterizer_dynamic_gamma_light_clamp
rasterizer_dynamic_gamma_dark_clamp
rasterizer_dynamic_gamma_bias
rasterizer_dynamic_gamma_mode
rasterizer_artist_profile
rasterizer_shadow_buffer_lod_samples_light_bias_sc ale
rasterizer_shadow_buffer_lod_samples_area_scale
rasterizer_shadow_buffer_lod_resolution_minimum
rasterizer_shadow_buffer_lod_resolution_light_bias _scale
rasterizer_shadow_buffer_lod_resolution_area_scale
rasterizer_shadow_buffer_debug
rasterizer_shadow_buffer_cinematic_debug
rasterizer_shadow_buffer_blur
rasterizer_shadow_buffer_env_z_slope
rasterizer_shadow_buffer_env_z_offset
rasterizer_shadow_buffer_z_slope
rasterizer_shadow_buffer_z_offset
rasterizer_shadow_buffer_use_offsets
rasterizer_busywork
rasterizer_tiny
rasterizer_profile_objectlock_time
rasterizer_profile_print_locks
rasterizer_markers_enabled
rasterizer_counters_enabled
rasterizer_splitscreen_VB_optimization
rasterizer_filthy_decal_fog_hack
rasterizer_zsprites
rasterizer_safe_frame_bounds
rasterizer_decal_debug_draw_grid
rasterizer_decal_z_geometry_offset
rasterizer_decal_z_slopescale
rasterizer_decal_z_offset
rasterizer_decal_z_offset_slopescale_enabled
rasterizer_decal_z_bias
rasterizer_decal_flush_on_create
rasterizer_detail_objects_offset_multiplier
rasterizer_profile_log
rasterizer_DXTC_noise
rasterizer_screen_effects
rasterizer_screen_flashes
rasterizer_ray_of_buddha
rasterizer_lens_flares_occluded_by_active_camo
rasterizer_lens_flares_occlusion_debug
rasterizer_lens_flares_occlusion
rasterizer_active_camouflage_multipass
rasterizer_active_camouflage
rasterizer_water_mipmapping
rasterizer_shadows_debug
rasterizer_shadows_convolution
rasterizer_environment_specular_mask
rasterizer_environment_alpha_testing
rasterizer_bump_mapping
rasterizer_fog_plane
rasterizer_fog_atmosphere
rasterizer_debug_geometry_multipass
rasterizer_debug_geometry
rasterizer_detail_objects
rasterizer_hud_motion_sensor
rasterizer_dynamic_screen_geometry
rasterizer_dynamic_lit_geometry
rasterizer_dynamic_unlit_geometry
rasterizer_lens_flares_dof_region
rasterizer_lens_flares
rasterizer_water
rasterizer_decals
rasterizer_environment
rasterizer_stencil_mask
rasterizer_draw_first_person_weapon_first
rasterizer_model_transparents
rasterizer_models
rasterizer_debug_meter_shader
rasterizer_debug_transparents
rasterizer_debug_model_lod
rasterizer_karma_events_detailed
rasterizer_karma_events
rasterizer_smart
rasterizer_sort_force_order
rasterizer_sort_force_layer
rasterizer_sort
rasterizer_shader_submit_force_extern_refresh
rasterizer_shader_submit_unified_super_safe
rasterizer_shader_submit_unified_safe
rasterizer_shader_submit_unified
rasterizer_shaders
rasterizer_gamma_power
rasterizer_wireframe
rasterizer_mode
rasterizer_stats
rasterizer_soft_display_filter
rasterizer_flicker_filter
rasterizer_vblank_interval
rasterizer_frame_bounds_bottom
rasterizer_frame_bounds_top
rasterizer_frame_bounds_right
rasterizer_frame_bounds_left
rasterizer_wbuffer_clip_enable
rasterizer_far_clip_nudge
rasterizer_far_clip_distance
rasterizer_near_clip_distance
camera_fov_scale
console_dump_to_debug_display
console_dump_to_file
terminal_render
debug_physical_memory
framerate_stabilization
framerate_use_system_time
framerate_debug
framerate_infinite
console_pauses_game
console_status_string_render
display_frame_deltas
display_framerate
debug_load_panic_to_main_menu
debug_render_horizontal_splitscreen
debug_render_freeze
debug_force_all_player_views_to_default_player
debug_no_drawing

et_cg
July 21st, 2007, 12:25 AM
Well no shit.

Halo 2 I think has over 3 million lines of sound commands.....or is that codes....its been a while since I watched the bonus DVD.


Code.

By the way, that's not even half of it.

If you'd like to see all of it, just type "script_doc" in sapien, and it will output a file called, "hs_doc" in your editing kits directory.

Warningshot3
July 21st, 2007, 12:52 AM
Code.

By the way, that's not even half of it.

If you'd like to see all of it, just type "script_doc" in sapien, and it will output a file called, "hs_doc" in your editing kits directory.

yea i know about "script_doc" but the commands i just posted wasnt found in the output doc.

IPBJT!
July 21st, 2007, 12:57 AM
taco_salad
O_o wtf would that one do?

Warningshot3
July 21st, 2007, 01:12 AM
O_o wtf would that one do?

I would like to know also. "help taco_salad" didnt give me any thing.

But right now im interested in "game_start scenarios\multi\example\example" and what it does other than compile the tags, i think its used for playing the lv in sapien but i might be wrong.

et_cg
July 21st, 2007, 01:28 AM
The command you are interested in would be more useful if the game was compiled with the command and debug features available.

TeeKup
July 21st, 2007, 10:42 AM
Code.

By the way, that's not even half of it.

If you'd like to see all of it, just type "script_doc" in sapien, and it will output a file called, "hs_doc" in your editing kits directory.

Ah. I think I'm going to watch the DVD tonight to refresh myself. :x

PenGuin1362
July 21st, 2007, 11:13 AM
i really wish they gave us the e3 demo :(