United Offensive console reference ================================== .. meta:: :description: Complete user-facing STRICT_STOCK source-derived table of Call of Duty: United Offensive 1.51 console commands, syntax, availability, effects, and cheat gates. :keywords: call of duty, united offensive, cod uo, console commands, server commands, cheats, cgame This is the command manual. Console variables are documented separately in the complete :doc:`cvars` table; cvar implementation flags do not replace the command documentation below. .. toctree:: :hidden: cvars cmds How to use this page -------------------- Every stock command word found in the maintained ``STRICT_STOCK`` client, renderer, cgame, UI, server engine, and game-module dispatchers appears in the table below. Command names are case-insensitive. Angle brackets mark a required value; square brackets mark an optional value. Text such as ``[argument ...]`` may contain more than one token. The **Cheat-protected** column says yes only when that command's handler checks ``sv_cheats``. Other requirements—being connected, alive, outside intermission, running a server, or starting with ``developer`` enabled—are spelled out separately. Commands marked internal are included for completeness but are normally generated by the UI, cgame, or server rather than typed. The open-ended ``pb_*`` namespace is delegated to the external PunkBuster runtime. Stock source does not enumerate that runtime's individual commands, so this page does not invent a list for it. All stock commands ------------------ .. list-table:: :header-rows: 1 :widths: 14 22 22 15 49 * - Command - What to type - Where it works - Cheat-protected - What it does / why it may do nothing * - ``+activate`` - ``bind "+activate"`` - Client; gameplay input initialized - No - Begins the held action: use the object under the crosshair, or leave/use a mounted weapon or vehicle. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+attack`` - ``bind "+attack"`` - Client; gameplay input initialized - No - Begins the held action: fire the selected weapon. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+back`` - ``bind "+back"`` - Client; gameplay input initialized - No - Begins the held action: move backward. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+dropweapon`` - ``bind "+dropweapon"`` - Client; gameplay input initialized - No - Begins the held action: request a weapon drop. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+forward`` - ``bind "+forward"`` - Client; gameplay input initialized - No - Begins the held action: move forward. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+gostand`` - ``bind "+gostand"`` - Client; gameplay input initialized - No - Begins the held action: stand up; a second press inside ``cl_goStandJumpTime`` also jumps. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+leanleft`` - ``bind "+leanleft"`` - Client; gameplay input initialized - No - Begins the held action: lean left. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+leanright`` - ``bind "+leanright"`` - Client; gameplay input initialized - No - Begins the held action: lean right. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+left`` - ``bind "+left"`` - Client; gameplay input initialized - No - Begins the held action: turn left (or strafe while ``+strafe`` is held). Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+lookdown`` - ``bind "+lookdown"`` - Client; gameplay input initialized - No - Begins the held action: pitch the view down. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+lookup`` - ``bind "+lookup"`` - Client; gameplay input initialized - No - Begins the held action: pitch the view up. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+melee`` - ``bind "+melee"`` - Client; gameplay input initialized - No - Begins the held action: perform the melee action. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+mlook`` - ``bind "+mlook"`` - Client; gameplay input initialized - No - Begins the held action: enable mouse-look while held. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+movedown`` - ``bind "+movedown"`` - Client; gameplay input initialized - No - Begins the held action: hold the temporary lower-stance control. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+moveleft`` - ``bind "+moveleft"`` - Client; gameplay input initialized - No - Begins the held action: strafe left. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+moveright`` - ``bind "+moveright"`` - Client; gameplay input initialized - No - Begins the held action: strafe right. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+moveup`` - ``bind "+moveup"`` - Client; gameplay input initialized - No - Begins the held action: raise stance, or jump when already standing. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+prone`` - ``bind "+prone"`` - Client; gameplay input initialized - No - Begins the held action: hold the temporary prone control. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+reload`` - ``bind "+reload"`` - Client; gameplay input initialized - No - Begins the held action: reload the selected weapon. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+right`` - ``bind "+right"`` - Client; gameplay input initialized - No - Begins the held action: turn right (or strafe while ``+strafe`` is held). Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+scores`` - ``bind "+scores"`` - Client; cgame loaded - No - Show the scoreboard and request a score refresh when stale. * - ``+speed`` - ``bind "+speed"`` - Client; gameplay input initialized - No - Begins the held action: hold the run/walk modifier. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+sprint`` - ``bind "+sprint"`` - Client; gameplay input initialized - No - Begins the held action: sprint while held. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``+strafe`` - ``bind "+strafe"`` - Client; gameplay input initialized - No - Begins the held action: make turn keys strafe while held. Bind the ``+`` command; the key system supplies key/time arguments and generates the matching release command. * - ``-activate`` - ``-activate [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (use the object under the crosshair, or leave/use a mounted weapon or vehicle). Normally generated automatically when a key bound to ``+activate`` is released; do not bind this form separately. * - ``-attack`` - ``-attack [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (fire the selected weapon). Normally generated automatically when a key bound to ``+attack`` is released; do not bind this form separately. * - ``-back`` - ``-back [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (move backward). Normally generated automatically when a key bound to ``+back`` is released; do not bind this form separately. * - ``-dropweapon`` - ``-dropweapon [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (request a weapon drop). Normally generated automatically when a key bound to ``+dropweapon`` is released; do not bind this form separately. * - ``-forward`` - ``-forward [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (move forward). Normally generated automatically when a key bound to ``+forward`` is released; do not bind this form separately. * - ``-gostand`` - ``-gostand [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (stand up; a second press inside ``cl_goStandJumpTime`` also jumps). Normally generated automatically when a key bound to ``+gostand`` is released; do not bind this form separately. * - ``-leanleft`` - ``-leanleft [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (lean left). Normally generated automatically when a key bound to ``+leanleft`` is released; do not bind this form separately. * - ``-leanright`` - ``-leanright [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (lean right). Normally generated automatically when a key bound to ``+leanright`` is released; do not bind this form separately. * - ``-left`` - ``-left [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (turn left (or strafe while ``+strafe`` is held)). Normally generated automatically when a key bound to ``+left`` is released; do not bind this form separately. * - ``-lookdown`` - ``-lookdown [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (pitch the view down). Normally generated automatically when a key bound to ``+lookdown`` is released; do not bind this form separately. * - ``-lookup`` - ``-lookup [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (pitch the view up). Normally generated automatically when a key bound to ``+lookup`` is released; do not bind this form separately. * - ``-melee`` - ``-melee [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (perform the melee action). Normally generated automatically when a key bound to ``+melee`` is released; do not bind this form separately. * - ``-mlook`` - ``-mlook [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (enable mouse-look while held). Normally generated automatically when a key bound to ``+mlook`` is released; do not bind this form separately. * - ``-movedown`` - ``-movedown [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (hold the temporary lower-stance control). Normally generated automatically when a key bound to ``+movedown`` is released; do not bind this form separately. * - ``-moveleft`` - ``-moveleft [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (strafe left). Normally generated automatically when a key bound to ``+moveleft`` is released; do not bind this form separately. * - ``-moveright`` - ``-moveright [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (strafe right). Normally generated automatically when a key bound to ``+moveright`` is released; do not bind this form separately. * - ``-moveup`` - ``-moveup [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (raise stance, or jump when already standing). Normally generated automatically when a key bound to ``+moveup`` is released; do not bind this form separately. * - ``-prone`` - ``-prone [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (hold the temporary prone control). Normally generated automatically when a key bound to ``+prone`` is released; do not bind this form separately. * - ``-reload`` - ``-reload [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (reload the selected weapon). Normally generated automatically when a key bound to ``+reload`` is released; do not bind this form separately. * - ``-right`` - ``-right [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (turn right (or strafe while ``+strafe`` is held)). Normally generated automatically when a key bound to ``+right`` is released; do not bind this form separately. * - ``-scores`` - ``-scores [key-number [event-time]]`` - Client; cgame loaded - No - Hide the scoreboard and record its close time. * - ``-speed`` - ``-speed [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (hold the run/walk modifier). Normally generated automatically when a key bound to ``+speed`` is released; do not bind this form separately. * - ``-sprint`` - ``-sprint [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (sprint while held). Normally generated automatically when a key bound to ``+sprint`` is released; do not bind this form separately. * - ``-strafe`` - ``-strafe [key-number [event-time]]`` - Client; gameplay input initialized - No - Ends the held action (make turn keys strafe while held). Normally generated automatically when a key bound to ``+strafe`` is released; do not bind this form separately. * - ``addip`` - ``addip `` - Running game module; server console or rcon - No - Adds one address mask to the game module's IP-filter list and rewrites ``g_banIPs``. Omitted octets are wildcards (the parser builds a byte mask); invalid text is rejected. The list holds 1,024 filters. * - ``banClient`` - ``banClient `` - Running/listen/dedicated server console or rcon - No - Permanently bans the connected player in the numeric slot. Requires a running server; use ``status`` to find slots. The local listen-server host cannot be removed. * - ``banUser`` - ``banUser `` - Running/listen/dedicated server console or rcon - No - Permanently bans the connected player whose displayed or color-stripped name matches. Requires a running server. The local listen-server host cannot be removed. * - ``bind`` - ``bind [command ...]`` - Client; gameplay input initialized - No - With only a key, prints its current binding. With command text, replaces the binding. Quote multi-command bindings, for example ``bind F5 "say hello; +scores"``. * - ``bindlist`` - ``bindlist`` - Client; gameplay input initialized - No - List all non-empty key bindings. * - ``callvote`` - ``callvote [argument ...]`` - Connected client; consumed by a running game module - No - Starts a 30-second vote if voting and that vote type are enabled, no vote is active, and the caller is not a spectator. Stock types are ``map_restart``, ``map_rotate``, ``map``, ``g_gametype``, ``typemap``, ``kick``, ``clientkick``, ``tempBanUser``, ``tempBanClient``, ``drawfriend``, ``killcam``, and ``friendlyfire``. * - ``centerview`` - ``centerview`` - Client; gameplay input initialized - No - Resets view pitch to the centered angle relative to the current snapshot. It does not change yaw. * - ``cg_shellshock`` - ``cg_shellshock [definition]`` - Client; cgame loaded - No - Starts a client-only shellshock for the requested number of seconds. With a definition name, first loads ``scripts/.shock``; otherwise it uses the currently loaded ``cg_shock_*`` settings. * - ``cg_shellshock_load`` - ``cg_shellshock_load `` - Client; cgame loaded - No - Loads ``scripts/.shock`` into the client shellshock cvars. It prints an error and leaves the current settings unchanged if the file cannot be loaded. * - ``cg_shellshock_save`` - ``cg_shellshock_save `` - Client; cgame loaded - No - Writes the current shellshock cvar set under the supplied name. This is an authoring command, not a gameplay command. * - ``cinematic`` - ``cinematic [1|2|3]`` - Client - No - Starts a full-screen cinematic. The optional mode is selected by its first character: ``1`` holds the last frame, ``2`` loops, and ``3`` uses letterboxing. ``end.roq`` and ``demoend.roq`` are held automatically. * - ``clear`` - ``clear`` - Client - No - Blanks the client console's scrollback buffer and returns its display cursor to the bottom; it does not clear command history or cvars. * - ``clientinfo`` - ``clientinfo`` - Client - No - Prints the numeric client connection state, remembered server name, and the complete user-info cvar string. * - ``clientkick`` - ``clientkick `` - Running/listen/dedicated server console or rcon - No - Drops the connected player in the numeric slot. Requires a running server; use ``status`` to find the slot. The local listen-server host cannot be kicked. * - ``cmd`` - ``cmd `` - Client - No - Sends exactly the text after ``cmd`` as a reliable client command. It works only while fully active on a server and is disabled during demo playback. Normally used for server/game commands that would otherwise collide with a local command. * - ``cmdlist`` - ``cmdlist [filter]`` - Client and dedicated server - No - Prints every currently registered engine command and a count. The optional filter uses the engine wildcard filter, so ``cmdlist r_*`` lists renderer-style names. Direct UI/game-dispatch words are not necessarily registered and may not appear. * - ``condump`` - ``condump `` - Client - No - Writes all nonblank console scrollback lines to the virtual filesystem, trimming trailing spaces. It requires exactly one filename. * - ``configstrings`` - ``configstrings`` - Client - No - Prints the index and text of every nonempty configstring. It works only while the client is fully active on a server. * - ``connect`` - ``connect `` - Client - No - Stops sounds, closes any current connection/listen server, resolves the address, supplies port 28960 when omitted, validates the CD key for a non-local address, and starts the challenge handshake. * - ``crash`` - ``crash`` - Client/server; registered at startup only with ``developer`` nonzero - No - Developer test command that deliberately writes through a null pointer and crashes the process. It is registered only when ``developer`` was nonzero during engine initialization. * - ``cubemapShot`` - ``cubemapShot [water r0 g0 b0 r90 g90 b90 | fresnel n0 n1]`` - Client - Yes — ``sv_cheats``; map loaded - Captures six TGA faces under ``env/_*.tga``. Size must be a power of two from 4 through 1,024. It requires a loaded map and ``sv_cheats 1``; optional ``water`` colors or ``fresnel`` indices change generated face data. * - ``cvar_restart`` - ``cvar_restart`` - Client and dedicated server - No - Deletes user-created cvars and force-resets the others, except cvars marked init-only, read-only, or no-restart. This is broad state reset, not a renderer/server restart. * - ``cvardump`` - ``cvardump [filter]`` - Client and dedicated server - No - Writes cvar names, active values, and any latched values to console channel 0. Stock suppresses that channel unless ``logfile`` is nonzero; the optional wildcard filter limits printed rows but not the reported total. * - ``cvarlist`` - ``cvarlist [filter]`` - Client and dedicated server - No - Lists matching cvar names and values with compact flag letters, followed by total cvar and index counts. The optional argument is a wildcard filter. * - ``demo`` - ``demo `` - Client - No - Disconnects and plays ``demos/.dm_3``; the suffix may be supplied. A listen server cannot play a demo. Use ``timedemo 1`` before playback for the stock benchmark path. * - ``devmap`` - ``devmap [noautoexec]`` - Running/listen/dedicated server console or rcon - No - Loads the multiplayer BSP, executes ``_.cfg`` unless ``noautoexec`` is supplied, and forces ``sv_cheats`` to 1 after loading. Reloading the current map uses the warm restart path. * - ``dir`` - ``dir [extension]`` - Client and dedicated server - No - Lists files immediately inside a virtual filesystem directory. The optional extension is passed as the extension filter; it is not an OS-directory listing. * - ``disconnect`` - ``disconnect`` - Client - No - Stops a cinematic or disconnects the current remote session through the engine's normal cleanup path. When already disconnected or only showing a logo, it has no further effect. * - ``dumpuser`` - ``dumpuser `` - Running/listen/dedicated server console or rcon - No - Prints the full userinfo string for the connected player whose displayed or color-stripped name matches. Requires a running server. * - ``echo`` - ``echo [text ...]`` - Client and dedicated server - No - print its arguments. * - ``entitycount`` - ``entitycount`` - Connected client; consumed by running game module - Yes — ``sv_cheats``; not intermission - Prints ``level.num_entities`` to the server/game console. The client receives no formatted reply. It does nothing unless ``sv_cheats`` is enabled and the client is outside intermission. * - ``entitylist`` - ``entitylist`` - Running game module; server console or rcon - No - Lists each linked game entity with number, entity type, script classname (when present), and origin, followed by the number in use. Requires a running game module. * - ``error`` - ``error [drop]`` - Client/server; registered at startup only with ``developer`` nonzero - No - Developer test command. With no argument it raises a fatal engine error; with any argument it raises a recoverable drop error. Registered only when ``developer`` was nonzero during initialization. * - ``exec`` - ``exec `` - Client and dedicated server - No - Reads and inserts a config file at the front of the command buffer; ``.cfg`` is appended when absent. With ``sv_console_lockout`` active, the server also announces the file name, size, and checksum in chat. * - ``fade`` - ``fade `` - Client; cgame loaded - No - Starts the client screen/FOV fade using alpha 0–255 and an integer duration in seconds. Stock parses but discards the three RGB values, so the visible fade is always black. * - ``fdc`` - ``fdc `` - Connected client; consumed by running game module - No - Internal gameplay bookkeeping command: records the supplied client number as the issuing player's latest flame-damage inflictor and stamps the current level time. It requires exactly one numeric argument and is normally engine/game generated. * - ``fdir`` - ``fdir `` - Client and dedicated server - No - Recursively lists sorted virtual paths matching the engine wildcard filter and prints the match count. Example: ``fdir *mp_*.bsp``. * - ``follow`` - ``follow`` - Connected client; name-only stock registration, no game handler - No - Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no ``follow`` branch. Sending it to an unmodified server therefore produces no follow action. * - ``follownext`` - ``follownext`` - Connected client; consumed by a running game module - No - While outside intermission, cycles spectator/archive follow to the next eligible client, wrapping at the end of the client array. * - ``followprev`` - ``followprev`` - Connected client; consumed by a running game module - No - While outside intermission, cycles spectator/archive follow to the previous eligible client, wrapping at the beginning of the client array. * - ``freeze`` - ``freeze `` - Client/server; registered at startup only with ``developer`` nonzero - No - Developer test command that busy-waits for the requested number of seconds, freezing the process. Registered only when ``developer`` was nonzero during initialization. * - ``fs_openedList`` - ``fs_openedList`` - Client - No - Prints the names of PK3 archives currently opened by the client filesystem. * - ``fs_referencedList`` - ``fs_referencedList`` - Client - No - Prints the PK3 archives marked referenced for pure-server checksum negotiation. * - ``fullpath`` - ``fullpath`` - Client and dedicated server - No - Prints the virtual search path and open file handles. On the stock Windows client it filters disabled/wrong-language localized paths; on the dedicated Linux path it behaves like ``path``. * - ``fxRestart`` - ``fxRestart`` - Client; cgame loaded - No - Frees all active client effects and reinitializes the FX system so offline effect-file changes can be reloaded. * - ``fxSetTestPosition`` - ``fxSetTestPosition`` - Client; cgame loaded - No - Stores and prints a test origin 100 units in front of the current camera. ``fxTest`` uses this origin. * - ``fxTest`` - ``fxTest [repeat-seconds]`` - Client; cgame loaded - No - Registers and immediately plays the named effect at the stored test position. When a repeat interval is supplied it is converted from seconds to milliseconds for periodic replay; otherwise repetition is disabled. * - ``gameCompleteStatus`` - ``gameCompleteStatus`` - Running/listen/dedicated server console or rcon - No - Submit the server's game-complete status through the master-server path. * - ``gc`` - ``gc `` - Connected client; consumed by running game module - No - Sends one of seven fixed tactical messages to the target client and echoes it to the sender. Message indices are 0 through 6; invalid clients/indices are ignored. * - ``gfxinfo`` - ``gfxinfo`` - Client; renderer initialized - No - Print renderer/OpenGL configuration information. * - ``give`` - ``give [amount]`` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; alive; not intermission - Cheat command for a living player. ``health`` restores max health when amount is omitted; ``weapons`` grants every weapon; ``ammo`` fills owned weapons or adds to the current weapon; ``allammo `` adds to every weapon; any other text is looked up as an item name. ``all`` performs the combined branches. * - ``globalservers`` - ``globalservers [keywords ...]`` - Client - No - Clears/ages the global browser list and sends ``getservers`` to ``coduomaster.activision.com:20610``. The master-number token is required but this build always uses that single hostname; protocol and keywords are placed in the query. * - ``gocrouch`` - ``gocrouch`` - Client; gameplay input initialized - No - Enter crouch stance. * - ``god`` - ``god`` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; alive; not intermission - Toggle god mode for the issuing player. * - ``goprone`` - ``goprone`` - Client; gameplay input initialized - No - Enter prone stance. * - ``heartbeat`` - ``heartbeat`` - Running/listen/dedicated server console or rcon - No - Force the next master-server heartbeat immediately. * - ``imagelist`` - ``imagelist`` - Client; renderer initialized - No - List loaded renderer images. * - ``in_restart`` - ``in_restart`` - Client; Dedicated server console or rcon - No - Restart the input subsystem. * - ``jumptodemoend`` - ``jumptodemoend [bytes-to-leave]`` - Client - No - During demo playback, repeatedly reads demo messages until fewer than the requested trailing bytes remain. With no argument it uses zero. It does nothing outside demo playback. * - ``jumptonode`` - ``jumptonode`` - Connected client; name-only stock registration, no game handler - No - Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no ``jumptonode`` branch; it has no action on an unmodified server. * - ``kick`` - ``kick `` - Running/listen/dedicated server console or rcon - No - Drops the named player, or every non-host player when the exact argument is ``all``. Name matching accepts the displayed or color-stripped form. Requires a running server; the listen-server host is protected. * - ``kill`` - ``kill`` - Connected client; consumed by a running game module - No - Kills the issuing player as a suicide. It only acts while the player session is in the playing state and outside intermission; it is not cheat-protected. * - ``killcam`` - ``killcam [seconds]`` - Connected client; consumed by a running game module - No - Moves the issuing client into archive spectator mode for the requested duration. Values below 1 use the stock 20-second default. This is normally issued by game/UI flow, not as an everyday player command. * - ``killserver`` - ``killserver`` - Running/listen/dedicated server console or rcon - No - Shut down the running server with the server-killed reason. * - ``levelshot`` - ``levelshot`` - Connected client; name-only stock registration, no game handler - No - Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no ``levelshot`` branch. For renderer levelshots, the implemented form is ``screenshot levelshot``. * - ``listip`` - ``listip`` - Running game module; server console or rcon - No - Queues the ``g_banIPs`` cvar for display. Use it after ``addip`` or ``removeip`` to see the serialized filter list. * - ``loadhud`` - ``loadhud`` - Client; cgame loaded - No - Clears the cgame menu registry, reinitializes strings, and reloads ``ui_mp/hud.txt``. Intended for HUD authoring/debugging. * - ``localizeSoundAliasFiles`` - ``localizeSoundAliasFiles`` - Client - No - Authoring tool: copies the source StringEd subtitle file locally, scans ``soundaliases/*.csv``, updates localized subtitle records, and copies the final file back. It requires the source-data file to be writable. * - ``localservers`` - ``localservers`` - Client - No - Clears the local browser list and broadcasts ``getinfo xxx`` twice to UDP ports 28960–28963. * - ``logo`` - ``logo `` - Client - No - Shows two shaders named ``1`` and ``2`` as a full-screen logo, with the supplied fade/hold timings. It only starts from disconnected, logo, or cinematic state. * - ``lowerstance`` - ``lowerstance`` - Client; gameplay input initialized - No - Move down one stance level. * - ``map`` - ``map [noautoexec]`` - Running/listen/dedicated server console or rcon - No - Loads the multiplayer BSP, executes ``_.cfg`` unless ``noautoexec`` is supplied, and forces ``sv_cheats`` to 0 after loading. Reloading the current map uses the warm restart path. * - ``map_restart`` - ``map_restart`` - Running/listen/dedicated server console or rcon - No - Warm-restarts the current map/game VM, preserves the engine map load, advances the server id, runs three 100-ms warm-up frames, and reconnects active clients. It requires a running server. * - ``map_rotate`` - ``map_rotate`` - Running/listen/dedicated server console or rcon - No - Consumes ``sv_mapRotationCurrent`` (or reloads it from ``sv_mapRotation``) until a ``map`` directive is reached. Recognized directives are ``exec``, ``allow_jeeps``, ``allow_tanks``, ``gametype``, and ``map``; malformed rotations fall back to ``map_restart``. * - ``matchtimein`` - ``matchtimein`` - Connected client; consumed by a running game module - No - Ends the issuing team's active timeout early and starts the configured recovery countdown. The caller must be a playing member of the team that called the timeout. * - ``matchtimeout`` - ``matchtimeout`` - Connected client; consumed by a running game module - No - Pauses match time by setting ``timescale`` to zero when timeouts are enabled. The caller must be an active Allies/Axis player, no timeout/recovery may be active, and the team must have quota and time remaining. * - ``meminfo`` - ``meminfo`` - Client and dedicated server - No - Print hunk/zone memory allocation diagnostics. * - ``messagemode`` - ``messagemode`` - Client - No - Opens the client text-entry field in global-chat mode; submitting it sends ``say``. * - ``messagemode2`` - ``messagemode2`` - Client - No - Opens the client text-entry field in team-chat mode; submitting it sends ``say_team``. * - ``messagemode3`` - ``messagemode3`` - Client - No - Opens direct-message entry for the recently acquired crosshair client. If there is no valid recent target, it silently does nothing. * - ``messagesquad`` - ``messagesquad`` - Client - No - Opens the client text-entry field in squad-chat mode; submitting it sends ``say_squad``. * - ``midiinfo`` - ``midiinfo`` - Client - No - Prints whether MIDI input is enabled, the configured port/channel/device, and the detected WinMM MIDI devices; the selected device is marked with ``***``. * - ``modelist`` - ``modelist`` - Client; renderer initialized - No - List renderer video modes. * - ``mp_Purchase`` - ``mp_Purchase`` - Client; cgame loaded - No - Open the active-player weapon-mode purchase menu. * - ``mp_quickmap`` - ``mp_quickmap`` - Client; cgame loaded - No - Open the active-player quick-map menu. * - ``mp_QuickMessage`` - ``mp_QuickMessage`` - Client; cgame loaded - No - Open the active-player quick-message menu. * - ``mr`` - ``mr `` - Client; cgame loaded - No - Internal menu-response form. The game module accepts ``mr ``, resolves the menu configstring, then notifies the player entity's ``menuresponse`` script event. Bad forms notify with response ``bad``. * - ``net_dumpprofile`` - ``net_dumpprofile`` - Client and dedicated server - No - Prints the current network-profile statistics. If profiling is off it tells you to set ``net_profile`` first. * - ``net_restart`` - ``net_restart`` - Client - No - Reapplies the current client networking configuration, reopening or closing the networking subsystem as required. * - ``nextvehslot`` - ``nextvehslot`` - Connected client; consumed by running game module - No - Cycles to the next occupant slot only while the issuing player is alive and marked as occupying a vehicle. Normally sent by ``weapnext`` while mounted. * - ``noclip`` - ``noclip`` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; alive; not intermission - Toggle collision-free movement. * - ``notarget`` - ``notarget`` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; alive; not intermission - Toggle the issuing player's no-target entity flag. * - ``path`` - ``path`` - Client and dedicated server - No - Print the active filesystem search path. * - ``ping`` - ``ping `` - Client - No - Allocates a server-browser ping slot and sends the same connectionless ``getinfo`` probe used by the browser. Invalid addresses are silently ignored. * - ``prevvehslot`` - ``prevvehslot`` - Connected client; consumed by running game module - No - Cycles to the previous occupant slot only while the issuing player is alive and marked as occupying a vehicle. Normally sent by ``weapprev`` while mounted. * - ``quit`` - ``quit`` - Client; Dedicated server console or rcon - No - Shut down the engine and exit. * - ``r_loadsun`` - ``r_loadsun `` - Client; renderer initialized - Yes — ``sv_cheats`` - Loads ``scripts/.sun`` into the 20 sun cvars and applies them. The name must omit the extension and ``sv_cheats`` must be enabled. * - ``r_meminfo`` - ``r_meminfo`` - Client; renderer initialized - No - Print renderer memory statistics. * - ``r_savesun`` - ``r_savesun `` - Client; renderer initialized - No - Writes the current 20 sun cvars to ``scripts/.sun``. The supplied name must omit the extension. * - ``r_smc_flush`` - ``r_smc_flush`` - Client; renderer initialized - No - Flush the static-model cache. * - ``r_smc_stats`` - ``r_smc_stats`` - Client; renderer initialized - No - Print static-model-cache statistics. * - ``r_sunhelp`` - ``r_sunhelp`` - Client; renderer initialized - No - Print sun command help and the 20 sun-tuning cvars. * - ``r_vbo_refresh`` - ``r_vbo_refresh [...]`` - Client; renderer initialized - No - Rebuilds selected renderer VBO data for a loaded world when ARB vertex buffers are available. Multiple component names may be supplied; no names or an unknown name prints usage. * - ``r_vc_stats`` - ``r_vc_stats`` - Client; renderer initialized - No - Print vertex-cache statistics. * - ``raisestance`` - ``raisestance`` - Client; gameplay input initialized - No - Move up one stance level. * - ``rcon`` - ``rcon `` - Client - No - Sends a connectionless remote-console packet to the current server, or to ``rconAddress`` when disconnected. ``rconPassword`` must be set; an omitted port becomes 28960. Arguments containing spaces are quoted. * - ``reconnect`` - ``reconnect`` - Client - No - Reconnect to the remembered non-local server. * - ``record`` - ``record [name]`` - Client - No - Starts a network demo while fully active in a level. With no name, chooses the first unused ``demos/demo0000.dm_3`` through ``demo9999.dm_3``; with a name, writes that path. It refuses while already recording. * - ``removeip`` - ``removeip `` - Running game module; server console or rcon - No - Removes the exactly matching parsed IP mask from the game module filter list and rewrites ``g_banIPs``; prints whether a match was found. * - ``reset`` - ``reset `` - Client and dedicated server - No - restore the registered reset string. * - ``say`` - ``say `` - Client; Connected client; consumed by a running game module; Running/listen/dedicated server console or rcon - No - From a connected client, sends global game chat. From a dedicated server console, broadcasts ``console: ``. Empty messages are ignored. * - ``say_squad`` - ``say_squad `` - Connected client; consumed by a running game module - No - Send squad chat. * - ``say_team`` - ``say_team `` - Connected client; consumed by a running game module - No - Send team chat. * - ``score`` - ``score`` - Connected client; consumed by running game module - No - Request and return the issuing client's scoreboard data. * - ``screenshot`` - ``screenshot [name|silent|levelshot|savegame ]`` - Client; renderer initialized - No - Writes a TGA under ``screenshots/``. No argument auto-numbers; a single ordinary argument is the basename; ``silent`` auto-numbers without the success message; ``levelshot`` writes the levelshot form; ``savegame `` uses the savegame capture path. * - ``screenshotJPEG`` - ``screenshotJPEG [name|silent|levelshot|savegame ]`` - Client; renderer initialized - No - JPEG equivalent of ``screenshot`` with its own auto-number sequence and ``.jpg`` output. * - ``scriptUsage`` - ``scriptUsage`` - Running/listen/dedicated server console or rcon - No - Dump script thread/usage diagnostics. * - ``serverinfo`` - ``serverinfo`` - Running/listen/dedicated server console or rcon - No - Print the server-info cvar string. * - ``serverstatus`` - ``serverstatus [server[:port]]`` - Client - No - Sends a connectionless ``getstatus`` request and prints server settings plus player number, score, ping, and name when the reply arrives. With no address it uses the active non-demo server. * - ``set`` - ``set `` - Client and dedicated server - No - set a cvar through the ordinary protection checks. * - ``seta`` - ``seta `` - Client and dedicated server - No - set it and add the archive flag. * - ``setdrawfriend`` - ``setdrawfriend `` - Running/listen/dedicated server console or rcon - No - set matching ``scr_`` and ``ui_`` cvars. * - ``setenv`` - ``setenv [value ...]`` - Client - No - With only a name, prints the process environment value or ``undefined``. With value tokens, updates the process environment; stock joins multiword values with spaces and retains one trailing space. * - ``setfriendlyfire`` - ``setfriendlyfire `` - Running/listen/dedicated server console or rcon - No - set matching ``scr_`` and ``ui_`` cvars. * - ``setfromcvar`` - ``setfromcvar `` - Client and dedicated server - No - copy one cvar string to another. * - ``setkillcam`` - ``setkillcam `` - Running/listen/dedicated server console or rcon - No - set matching ``scr_`` and ``ui_`` cvars. * - ``setRecommended`` - ``setRecommended`` - Client - No - Re-runs the stock hardware-profile selection from ``configure_mp.csv``, reapplies archived recommended cvars, and queues a sound/video restart. * - ``sets`` - ``sets `` - Client and dedicated server - No - set it and add the server-info flag. * - ``setu`` - ``setu `` - Client and dedicated server - No - set it and add the user-info flag. * - ``setviewpos`` - ``setviewpos `` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; not intermission - teleport the player. * - ``shaderlist`` - ``shaderlist [sorted]`` - Client; renderer initialized - No - Lists renderer shaders in registration order. Any additional argument selects the renderer's sorted-shader table instead. * - ``showchecksum`` - ``showchecksum `` - Client and dedicated server - No - print the file size and block checksum. * - ``showip`` - ``showip`` - Client - No - Print the client's local network addresses. * - ``sizedown`` - ``sizedown`` - Client; cgame loaded - No - Decrease ``cg_viewsize`` by 10. * - ``sizeup`` - ``sizeup`` - Client; cgame loaded - No - Increase ``cg_viewsize`` by 10. * - ``snd_list`` - ``snd_list`` - Client - No - Prints streamed and memory-loaded menu/in-game sound files in separate sections, marking missing streamed files with ``FILE NOT FOUND``. It exists only while a client sound-alias bank is active. * - ``snd_restart`` - ``snd_restart`` - Client - No - Restart sound and video while retaining serialized sound state. * - ``startSingleplayer`` - ``startSingleplayer`` - Client - No - Launches ``CoDUOSP.exe`` and requests the multiplayer process to exit. This stock command is Windows-specific. * - ``stats`` - ``stats`` - Connected client; name-only stock registration, no game handler - No - Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no ``stats`` branch; it has no action on an unmodified server. * - ``status`` - ``status`` - Running/listen/dedicated server console or rcon - No - Prints the running map and one row per connected server client: slot, score, ping/state, GUID, name, last-message age, address, qport, and rate. * - ``stoprecord`` - ``stoprecord`` - Client - No - Stop the active demo recording and finalize its file. * - ``stringUsage`` - ``stringUsage`` - Running/listen/dedicated server console or rcon - No - Dump script string-memory tree diagnostics. * - ``systeminfo`` - ``systeminfo`` - Running/listen/dedicated server console or rcon - No - Print the system-info cvar string. * - ``take`` - ``take [amount]`` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; alive; not intermission - Cheat command for a living player. It can reduce health (never below 1), remove every weapon, clear/subtract current or all weapon ammunition, or perform all branches. Omitting the amount selects the command's clear/default behavior. * - ``tcmd`` - ``tcmd `` - Client; cgame loaded - No - send ``gc `` for a recent target. * - ``team`` - ``team`` - Connected client; name-only stock registration, no game handler - No - Registered on the client for completion/forwarding, but the stock UO game-module dispatcher has no ``team`` branch. Stock team selection is handled by UI/script flow rather than this command word. * - ``tell`` - ``tell `` - Client; Connected client; consumed by a running game module; Running/listen/dedicated server console or rcon - No - From a client, sends direct chat to a numeric client slot and echoes it to the sender. From a dedicated console, sends ``console: `` only to an active numeric slot. * - ``tell_target`` - ``tell_target `` - Client; cgame loaded - No - Sends the remaining text to the crosshair client acquired within the last second. It silently does nothing when that target is stale or absent. * - ``tempBanClient`` - ``tempBanClient `` - Running/listen/dedicated server console or rcon - No - Temporarily ban a client slot. * - ``tempBanUser`` - ``tempBanUser `` - Running/listen/dedicated server console or rcon - No - Temporarily ban the named player's user identity. * - ``toggle`` - ``toggle [value ...]`` - Client and dedicated server - No - With no value list, switches the cvar between numeric 0 and 1. With values, advances to the item after the exact current string, wrapping to the first; a value not in the list also selects the first. * - ``toggleconsole`` - ``toggleconsole`` - Client - No - Opens or closes the client console and clears the current input line. When ``con_restricted`` is nonzero, opening requires Shift; while disconnected, closing also queues the stock ``d1`` demo-loop command. * - ``togglecrouch`` - ``togglecrouch`` - Client; gameplay input initialized - No - Toggle crouch stance. * - ``toggleprone`` - ``toggleprone`` - Client; gameplay input initialized - No - Toggle prone stance. * - ``touchFile`` - ``touchFile `` - Client and dedicated server - No - open/touch a virtual file through the filesystem. * - ``trace_profile`` - ``trace_profile`` - Connected client; consumed by running game module - No - Internal empty stock game-module stub. It is accepted outside intermission but intentionally produces no output or state change. * - ``ufo`` - ``ufo`` - Connected client; consumed by a running game module - Yes — ``sv_cheats``; alive; not intermission - Toggle UFO movement mode. * - ``ui_cache`` - ``ui_cache`` - Client; UI loaded - No - Walks every loaded UI menu and pre-caches its referenced assets. Intended to avoid first-use asset loads during UI testing. * - ``ui_cdkey`` - ``ui_cdkey`` - Client; UI loaded - No - Consumes the command in the UI dispatcher but performs no additional handler call. It is an internal UI command word. * - ``ui_load`` - ``ui_load`` - Client; UI loaded - No - Reloads game-type and arena data plus the menu file named by ``ui_menuFiles`` (default ``ui_mp/menus.txt``), closes all menus, then reopens the previously focused named menu when possible. * - ``ui_report`` - ``ui_report`` - Client; UI loaded - No - Prints the UI string allocator's usage report. * - ``ui_test`` - ``ui_test`` - Client; UI loaded - No - Shows the post-game UI. Because of a stock return-value bug, the UI reports it unhandled afterward and the engine may also forward the already-executed word toward the server. * - ``unbanUser`` - ``unbanUser `` - Running/listen/dedicated server console or rcon - No - Removes the supplied client-name identity from the server authorization ban store. Despite the callback's usage text saying ``unban``, the registered command name is ``unbanUser``. * - ``unbind`` - ``unbind `` - Client; gameplay input initialized - No - clear one key binding. * - ``unbindall`` - ``unbindall`` - Client; gameplay input initialized - No - Clear every key binding. * - ``updatehunkusage`` - ``updatehunkusage`` - Client - No - Updates ``hunkusage.dat`` for the current map using the current hunk allocation. If the stored value already matches, it leaves the file untouched. * - ``updatescreen`` - ``updatescreen`` - Client - No - Forces one screen update only while client state is ``CA_LOADING``; in other states it does nothing. * - ``vid_restart`` - ``vid_restart`` - Client - No - Restarts renderer, UI, and cgame, preserving/restoring cgame state when possible and rechecking pure files. It is refused while a listen server is running. * - ``viewpos`` - ``viewpos`` - Client; cgame loaded - No - Print integer view origin and yaw/spin values. * - ``voice`` - ``voice `` - Connected client; consumed by a running game module - No - Passes the remaining text to the issuing player's ``vsay`` script notification. It is the server-side endpoint used by the client's low-level voice-command queue. * - ``VoiceChat`` - ``VoiceChat `` - Client; cgame loaded - No - Forwards the token as a global ``vsay`` request through the client command path. It is rejected for a non-intermission spectator; the stock non-team handler accepts any even total argument count but uses only the first token. * - ``VoiceTeamChat`` - ``VoiceTeamChat `` - Client; cgame loaded - No - Forwards exactly one token as a team ``vsay_team`` request. It is rejected for a non-intermission spectator. * - ``vote`` - ``vote `` - Connected client; consumed by a running game module - No - Casts a yes/no vote, or answers an active complaint prompt. It requires a vote in progress and rejects repeat votes and spectators. Stock reliably recognizes lowercase ``y``; because of its original second-byte bug, bare ``Y`` and bare ``1`` count as no. * - ``vsay`` - ``vsay `` - Client - No - Stages alternating voice-command token pairs. After 250 ms the client sends one pair as ``voice``; repeating the identical command rotates through its pairs. This is the low-level command used by voice menus. * - ``vstr`` - ``vstr `` - Client and dedicated server - No - insert the cvar's string as console commands. * - ``wait`` - ``wait [frames]`` - Client and dedicated server - No - Stops command-buffer execution for the requested number of frames; omission means one frame. Use it inside config command sequences, not as a real-time millisecond delay. * - ``weapalt`` - ``weapalt`` - Client; cgame loaded - No - Select the current weapon's alternate weapon when available. * - ``weapnext`` - ``weapnext`` - Client; cgame loaded - No - When the scoreboard is open, scrolls it upward. Otherwise selects the next held weapon after the cycle delay, or asks the server for the next vehicle slot while mounted. * - ``weaponslot`` - ``weaponslot `` - Client; cgame loaded - No - Selects the held weapon assigned to the named or numeric slot. It requires an active, non-following player and obeys the weapon-cycle delay; most vehicle positions reject it. * - ``weapprev`` - ``weapprev`` - Client; cgame loaded - No - When the scoreboard is open, scrolls it downward. Otherwise selects the previous held weapon after the cycle delay, or asks the server for the previous vehicle slot while mounted. * - ``where`` - ``where`` - Connected client; consumed by running game module - No - Print the issuing player's current origin. * - ``writeconfig`` - ``writeconfig `` - Client; Dedicated server console or rcon - No - Write archived cvars and bindings to the requested or default config file. * - ``writedefaults`` - ``writedefaults `` - Client; Dedicated server console or rcon - No - Write reset/default cvar values to a config file.