United Offensive console reference

This is the command manual. Console variables are documented separately in the complete United Offensive cvar reference table; cvar implementation flags do not replace the command documentation below.

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

Command

What to type

Where it works

Cheat-protected

What it does / why it may do nothing

+activate

bind <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+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 <key> "+scores"

Client; cgame loaded

No

Show the scoreboard and request a score refresh when stale.

+speed

bind <key> "+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 <key> "+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 <key> "+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 <ip-mask>

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 <client-number>

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 <player-name>

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 <key> [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 <type> [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 <seconds> [definition]

Client; cgame loaded

No

Starts a client-only shellshock for the requested number of seconds. With a definition name, first loads scripts/<name>.shock; otherwise it uses the currently loaded cg_shock_* settings.

cg_shellshock_load

cg_shellshock_load <name>

Client; cgame loaded

No

Loads scripts/<name>.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 <name>

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 <name> [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 <client-number>

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 <server-command ...>

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 <filename>

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 <server[:port]>

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 <size> <base> [water r0 g0 b0 r90 g90 b90 | fresnel n0 n1]

Client

Yes — sv_cheats; map loaded

Captures six TGA faces under env/<base>_*.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 <name[.dm_3]>

Client

No

Disconnects and plays demos/<name>.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 <map> [noautoexec]

Running/listen/dedicated server console or rcon

No

Loads the multiplayer BSP, executes <map>_<g_gametype>.cfg unless noautoexec is supplied, and forces sv_cheats to 1 after loading. Reloading the current map uses the warm restart path.

dir

dir <directory> [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 <player-name>

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 <filename[.cfg]>

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 <r> <g> <b> <alpha> <seconds>

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 <inflictor-client-number>

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 <filter>

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 <seconds>

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 <effect-file> [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 <client-number> <message-index>

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 <all|health|weapons|ammo|allammo|item-name> [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 <amount> adds to every weapon; any other text is looked up as an item name. all performs the combined branches.

globalservers

globalservers <master-number> <protocol> [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 <player-name|all>

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 <image-base> <fade-in-seconds> <hold-seconds> <fade-out-seconds>

Client

No

Shows two shaders named <image-base>1 and <image-base>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 <map> [noautoexec]

Running/listen/dedicated server console or rcon

No

Loads the multiplayer BSP, executes <map>_<g_gametype>.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 <sv_serverId> <script-menu-index> <response>

Client; cgame loaded

No

Internal menu-response form. The game module accepts mr <sv_serverId> <script-menu-index> <response>, 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 <server[:port]>

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 <sun-name>

Client; renderer initialized

Yes — sv_cheats

Loads scripts/<sun-name>.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 <sun-name>

Client; renderer initialized

No

Writes the current 20 sun cvars to scripts/<sun-name>.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 <world|smodels|sverts|sindexes|xmodels|xverts|xindexes> [...]

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 <server-command ...>

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 <ip-mask>

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 <cvar>

Client and dedicated server

No

restore the registered reset string.

say

say <message ...>

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: <message>. Empty messages are ignored.

say_squad

say_squad <message ...>

Connected client; consumed by a running game module

No

Send squad chat.

say_team

say_team <message ...>

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 <name>]

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 <name> uses the savegame capture path.

screenshotJPEG

screenshotJPEG [name|silent|levelshot|savegame <name>]

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 <cvar> <value ...>

Client and dedicated server

No

set a cvar through the ordinary protection checks.

seta

seta <cvar> <value>

Client and dedicated server

No

set it and add the archive flag.

setdrawfriend

setdrawfriend <integer>

Running/listen/dedicated server console or rcon

No

set matching scr_ and ui_ cvars.

setenv

setenv <name> [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 <integer>

Running/listen/dedicated server console or rcon

No

set matching scr_ and ui_ cvars.

setfromcvar

setfromcvar <target> <source>

Client and dedicated server

No

copy one cvar string to another.

setkillcam

setkillcam <integer>

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 <cvar> <value>

Client and dedicated server

No

set it and add the server-info flag.

setu

setu <cvar> <value>

Client and dedicated server

No

set it and add the user-info flag.

setviewpos

setviewpos <x> <y> <z> <yaw>

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 <filename[.cfg]>

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 <all|health|weapons|ammo|allammo> [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 <message-index>

Client; cgame loaded

No

send gc <crosshair-client> <order> 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-number> <message ...>

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: <message> only to an active numeric slot.

tell_target

tell_target <message ...>

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 <client-number>

Running/listen/dedicated server console or rcon

No

Temporarily ban a client slot.

tempBanUser

tempBanUser <player-name>

Running/listen/dedicated server console or rcon

No

Temporarily ban the named player’s user identity.

toggle

toggle <cvar> [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 <file>

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 <client-name>

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 <key>

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 <token ...>

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 <token>

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 <token>

Client; cgame loaded

No

Forwards exactly one token as a team vsay_team request. It is rejected for a non-intermission spectator.

vote

vote <yes|no>

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 <command token-pairs ...>

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 <cvar>

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 <slot-name|number>

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 <filename[.cfg]>

Client; Dedicated server console or rcon

No

Write archived cvars and bindings to the requested or default config file.

writedefaults

writedefaults <filename[.cfg]>

Client; Dedicated server console or rcon

No

Write reset/default cvar values to a config file.