Console commands
Every function the Blam engine inside Halo Campaign Evolved will accept at its console, with the signature it expects and whether this build still carries the code behind it. Read from the function table in the shipped simulation DLL, not from an older Halo.
- Functions
- 1,551
- Work in this build
- 1,127
- Compiled out
- 424
- Globals
- 260 · 43 live
Search console commands
Type part of a name: player_, teleport, cheat
By family
Names share a prefix with the system they belong to. Each family is one page, with every function anchored.
- AI172 · 14 out
ai_activity_abort · ai_activity_set · ai_actor_dialogue_effect_enable · ai_actor_dialogue_enable
- Units94 · 2 out
unit_action_test_accept · unit_action_test_action · unit_action_test_back · unit_action_test_cancel
- Command scripts87
cs_abort_on_alert · cs_abort_on_combat_status · cs_abort_on_damage · cs_abort_on_vehicle_exit
- Players85 · 9 out
player_action_test_accept · player_action_test_action · player_action_test_back · player_action_test_cancel
- Objects83 · 2 out
object_at_marker · object_buckling_magnitude_get · object_can_take_damage · object_cannot_die
- Cinematics80 · 3 out
cinematic_camera_set_easing_in · cinematic_camera_set_easing_out · cinematic_clips_destroy · cinematic_clips_initialize_for_shot
- Game state66 · 32 out
game_all_players_active · game_all_quiet · game_award_level_complete_achievements · game_can_use_flashlights
- Script language62
- · != · * · /
- Firefight54
survival_increment_elite_score · survival_increment_human_score · survival_mode_ammo_crates_enable · survival_mode_award_hero_medal
- HUD52 · 2 out
chud_bonus_round_set_timer · chud_bonus_round_show_timer · chud_bonus_round_start_timer · chud_breadcrumbs_track_flag
- Debugging44 · 40 out
debug_scripting · debug_scripting_globals · debug_scripting_variable · debug_scripting_variable_all
- Networking40 · 40 out
Nothing in this family runs.
- Sound39 · 10 out
sound_class_enable_ducker · sound_class_set_gain · sound_class_set_gain_db · sound_disable_acoustic_palette
- Events27 · 27 out
Nothing in this family runs.
- Objectives26
objectives_hud_clear · objectives_hud_finish · objectives_hud_finish_string · objectives_hud_finish_up_to
- Camera25 · 2 out
camera_clear_look_at_target · camera_control · camera_pan · camera_set
- Rendering23 · 6 out
render_autoexposure_enable · render_autoexposure_instant · render_cinematic_motion_blur · render_depth_of_field
- Devices19
device_animate_overlay · device_animate_position · device_closes_automatically_set · device_get_position
- Vehicles16
vehicle_auto_turret · vehicle_count_bipeds_killed · vehicle_driver · vehicle_flip
- UI screens15 · 15 out
Nothing in this family runs.
- Mantini15
mantini_add_cell_to_runtime_squad · mantini_add_runtime_point_to_set · mantini_add_runtime_point_to_set_from_camera · mantini_add_starting_location_to_squad
- Multiplayer15 · 3 out
mp_active_player_count_by_team · mp_ai_allegiance · mp_allegiance · mp_game_won
- Controllers14 · 14 out
Nothing in this family runs.
- Saved films13 · 11 out
saved_film_set_playback_game_speed · saved_film_set_repro_mode
- Simulation12 · 10 out
simulation_profiler_detail_level · simulation_profiler_enable_downstream_processing
- Tags12 · 7 out
tag_file_set_backend · tag_is_active · tag_load_force · tag_reload_force
- Flocks11
flock_create · flock_definition_set · flock_delete · flock_destination_copy_position
- Havok physics11 · 11 out
Nothing in this family runs.
- Performance10
performance_begin · performance_get_actor · performance_get_actor_by_index · performance_get_actor_count
- Core9 · 6 out
core_load · core_load_name · core_save_name
- Scenery9
scenery_animation_idle · scenery_animation_start · scenery_animation_start_at_frame · scenery_animation_start_at_frame_loop
- Submit9
submit_incident · submit_incident_with_cause_campaign_team · submit_incident_with_cause_player · submit_incident_with_cause_player_and_effect_player
- Thespian9
thespian_fake_task_transition · thespian_folder_activate · thespian_folder_deactivate · thespian_performance_activate
- Volumes9
volume_return_objects · volume_return_objects_by_campaign_type · volume_return_objects_by_type · volume_teleport_players_not_inside
- Damage8 · 2 out
damage_new · damage_object · damage_object_effect · damage_objects
- Dumps8 · 4 out
dump_active_resources · dump_active_zone_tags · dump_cinematics_script · dump_designer_zone
- Effects8
effect_new · effect_new_at_ai_point · effect_new_at_point_set_point · effect_new_on_ground
- Determinism7 · 7 out
Nothing in this family runs.
- Incidents7 · 7 out
Nothing in this family runs.
- UI7 · 7 out
Nothing in this family runs.
- Animation6 · 6 out
Nothing in this family runs.
- Auto6 · 6 out
Nothing in this family runs.
- Campaign6
campaign_metagame_award_points · campaign_metagame_award_skull · campaign_metagame_enabled · campaign_metagame_get_player_score
- Scenario6 · 2 out
scenario_content_status_force_clear · scenario_content_status_force_content · scenario_content_status_force_local · scenario_content_status_reload
- achievement5 · 4 out
achievement_grant_to_player
- Cheats5 · 5 out
Nothing in this family runs.
- Custom5
custom_animation · custom_animation_list · custom_animation_loop · custom_animation_relative
- Errors5 · 5 out
Nothing in this family runs.
- Interpolators5
interpolator_dump · interpolator_dump_all · interpolator_start · interpolator_stop
- Map5 · 4 out
map_reset
- Director4 · 4 out
Nothing in this family runs.
- Drop4 · 4 out
Nothing in this family runs.
- Fades4
fade_in · fade_in_for_player · fade_out · fade_out_for_player
- Editor flags4 · 4 out
Nothing in this family runs.
- Main loop4 · 4 out
Nothing in this family runs.
- Physics4
physics_constants_reset · physics_disable_character_ground_adhesion_forces · physics_set_gravity · physics_set_velocity_frame
- Visibility4 · 1 out
pvs_clear · pvs_set_camera · pvs_set_object
- Shaders4 · 4 out
Nothing in this family runs.
- Skulls4
skull_affects_players · skull_any_enabled · skull_enable · skull_enabled
- Meteorite additions8 · 8 out
Nothing in this family runs.
- Console7 · 6 out
help
- Everything else134 · 64 out
actor_from_performance · add_recycling_volume · add_recycling_volume_by_type · airstrike_enable
- Globals260 · 217 no storage
game_speed · cheat_deathless_player · console_pauses_game
Running them
The game ships the console but nothing feeds it. The MJOLNIRBlamConsole mod in the code-mod set wires the Unreal console to it: type a name with its arguments and the engine compiles and runs the line on its simulation thread. A bare name needs no punctuation; a nested expression takes the blam prefix.
ai_enabled = true (boolean) player_teleport player0 my_flag fade_out 0 0 0 30 blam (unit_get_health (player0)) = 1.000000 (real) help object_ every name containing "object_"
Answers show on screen and on the UE4SS console. A function marked compiled out is accepted and does nothing: the release build replaced its body with a shared stub, and every cheat_* is among them. A global marked no storage reads as zero and ignores writes.
How the mod works, and what it took to find the console: The Blam console.
Where this comes from
The simulation DLL carries the engine's function table: 1,695 slots, one per overload, each with a name, typed parameters, a return type and the address of its evaluator. The mjolnir console command reads that table and the globals array out of the PE image, and marks the slots whose evaluator is the shared stub. The help strings are the one thing the table no longer has: the release build nulled every one, so the descriptions here are written by hand and cover 84 functions so far.
Where a function is called by the shipped campaign scripts, the page says how often and with how many arguments. That is observed usage, recovered from the compiled scripts, not a declaration.