游戏精英
 
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用的是论坛上发得高压英文版,在X:Risendataini下的keyboard_and_console,所有秘籍均为nell,要自己用键盘按键代替,未测试!!注意红字!!控制台打开按CTRL+F!
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9 y7 l; p1 @2 p5 Q ?;Assigned console commands
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2 x' _- c; F& G4 x% }4 @;(audio.fAmbientVolume) (null) sets the ambient volume
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;(audio.fEffectVolume) (null) sets the effect volume
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;(audio.fMasterVolume) (null) sets the master volume 0 ~- A! |- v& Q& I
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;(audio.fMusicVolume) (null) sets the music volume . h9 @! B: ?7 B" |1 P
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;(audio.fVoiceVolume) (null) sets the voice volume ' `$ J- S" h. s ]& x' I% b/ k
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;(caps.DisableAlphaRendering) (null) 8 i8 L* z C' j
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;(caps.DisableModuleRendering) (null)
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;(caps.DisableStencilTesting) (null)
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;(caps.EnableDynamicVisualsRendering) (null) 8 [! ]) F, G, _
+ g( s" p3 }! c! A+ G6 U4 ~$ m;(caps.EnableLightMaps) (null)
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;(caps.EnableObjectVPTHCCulling) (null)
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( `- X( n; c! a9 o- q7 |;(caps.EnableOcclusionCulling) (null) 0 n/ l2 w" q% e# z3 j, e% b
$ R; M+ z. s3 w+ N0 j6 X;(caps.EnableStaticVisualsRendering) (null) 3 j; w, U; G! |
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;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range 1 B* [) J3 R7 m0 j/ z* s
- B0 L9 u$ F% [3 F1 W/ h; o. S;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange 4 i5 K4 I" v5 L& b% x
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;(caps.FarClippingPlane) (null) changes far clipping plane 9 u! y* Y v+ F
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;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh + R5 V" W9 p/ @" o
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;(caps.GlobalVisualLoDFactor) (null) Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines
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;(caps.OCCheckThreshold) (null)
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+ E/ u4 V$ `' T;(caps.OCPixelOverdrawThreshold) (null)
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- d% j9 v" i" X: M;(caps.RenderDebug) (null) toggles rendering of entity debug infos
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;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold
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( M9 O6 Q3 ? }( }& F1 j1 \;(compile navigation) (null) (re-)compiles the navigation scene! 9 Q- t( z4 ^5 g9 Q
; d; h6 [; L" `2 W( x1 X5 q C+ U9 Q* I;(console.font) (null) defines the font of the output window - Z: J7 {0 m! `, v. c' b
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;(console.dimy) (null) defines the y height of the console in pixel (default 250)
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- d" g5 U f" e, j% V;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width)
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;(console.posy) (null) defines the y pos of the console in pixel (default 0)
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;(console.posx) (null) defines the x pos of the console in pixel (default:0)
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;(console.filterlevel) (null) defines the spy filter level (default 5)
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4 ^( k7 T5 n& p* Y1 y;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000) 8 d& _. m# T# M6 a& e, j! M, Q3 p
2 g/ \' J& t. \ \, d+ I;(colorscheme) (null) choose next color scheme - Z4 ~; X- T' D' d' Z- `
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;(control) Control Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+F)7 r; t1 O/ N; U! |+ u
, B4 ]/ j( K. }/ G4 z. |7 b% t+ m/ O;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview
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& i/ M0 ~ I% i. N2 _5 T6 u;(DebugShowMem) (null) shows memory output in zspy and traceview
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% y5 U" S6 T8 \ Y9 j+ H: g K6 [+ {1 s;(defeat) (null) something you should not use! # b+ B7 c* S3 h
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;(DisablePrefetcher) (null) Disables prefetcher " Y9 f* R% Z5 d5 o+ K
4 M, b3 j$ J% D# @* s3 p$ y/ e4 j;(dispose) (null) disposes items from the inventory
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3 E& L; [( Y) v) [& G& [+ [;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)
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7 {4 B$ f& Q- ~; Q;(edit) OnConsoleCommand edits the current entity
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7 T$ w( E# J5 Q! |' _# i" s5 w% u;(EnablePrefetcher) (null) Enable prefetcher , U+ `' a) T8 ^6 M% P- z
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;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A) 3 K% m8 [) m5 Y. v" K' b) P! ]1 G$ ?
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;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1) & y% Y9 Q8 n: f% Z# j
9 q7 z: G2 z n: t, H- x/ t;(game.Chat()) IRC Chat start an irc chat session
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2 T- F2 r# g* @+ F2 P) ?. ?;(game.ForceCrash) (null) guess what! : s, N" p) r0 T2 O$ V& f, `
\; C& d6 ?5 @: k8 r;(game.ForceFloatException) (null) causes a floating point exception!
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;(game.SetTime) (null) Sets the World Time ' l! A" {" F; z* a4 w
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;(game.ShowVersion) (null) prints out the current game version 8 v0 _, ?9 V% o* a; m& y
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;(game.WatchFPS) (null) opens a statistic control with fps output
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& X8 O `3 ]0 C9 e;(god) (null) something you should not use! 9 g# I1 ~0 V/ N. @) |
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;(goto) (null) beams player and camera to the given entity
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;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP)
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6 [' V" z4 z2 R2 m5 `;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
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; U! Z8 N% C$ m- V- |& H' S;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L)
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6 U8 B" l6 d, I' Y) F7 ]" R;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode / ] I# `. S8 X, _4 \7 J1 T. z
: D: ]& H/ _; @# N M+ n: ];(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode
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;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode ( {% L- U; x& Z( Y% K- _5 T
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;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode 5 g9 U8 n9 T' V: s
, d4 I6 \8 f; w* ~! r4 N5 _; |;(PhysicFPS) (null) steps the physicscene at [n] fps
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;(physics.dToggleActorAxes) Actor Axes Toggles the visualization of the axes of the physic actors $ F3 c7 P6 Q1 J- P# e) q- p& _
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;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors & I8 A# X# Z0 @
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;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors
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5 V9 v( {6 C6 N6 j2 M+ H! O;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]
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;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0) 1 o/ o0 M9 D; p9 I7 [/ s( P
- d f( y# }( P) Y! O5 q- k, W;(version) (null) prints the engine version
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! b+ {. J0 M2 O9 M;(quit) (null) closes the application's window ; f, ~3 [: P5 H8 o; z% H0 B( N
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;(history) (null) prints the history of entered commands 6 c) A1 p3 `% [" Z5 ~
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;(help) (null) prints a help line for each command
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% L' R1 n- ]2 |0 X+ x, e/ Z;(clear) (null) clears the console output # i. C3 t9 h5 {; O1 e( t5 g7 T
* K% m% J' G4 u# K+ Q) Z) b;(give) (null) places an instance of the given item in the player's inventory * x4 ]) m+ ]) c j
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;(idkfa) (null) something you should not use! ' M9 L0 _3 i' S' q+ m0 h& d. h5 M1 G- P
# K. w) [* l/ d) ~4 w;(invisibility) (null) something you should not use!
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;(kill) (null) something you should not use! % l( E, P, T( Q+ |) d: \; C/ J
2 v+ l0 Q* C, [& {) U# y3 d W) E;(music.bEnableAutoUpdate) (null) enables or disables automatic updates
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8 y) _4 k% E+ o7 ?( e- Y5 z+ x8 u;(music.bEnableTriggers) (null) enables or disables accepting triggers
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;(music.sDayTime) (null) sets the daytime
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;(music.sLocation) (null) sets the location 7 Q) `1 W3 Q' G/ s8 A8 n
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;(music.sSituation) (null) sets the situation
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;(physics.dToggleBodyMassAxes) Body Mass Axes Toggles the visualization of the mass-axes of the bodies of the physic actors & N4 ~" y; b; X( O
' Y4 d0 r6 ~6 r; j;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R) 5 p) v1 I. y7 W$ [6 t0 k
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;(physics.dToggleStatistics) Toggle Status Shows some physics debug output
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! u) S. \' d: v& p' O;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H)
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;(Remotedebugger) (null) starts a remote debugging session on the target machine [localhost], if nothing entered
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;(show position) (null) display the current camera position
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' E# g4 R w# D0 X;(spawn) (null) spawns an instance of the given entity name
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;(spy.AddComment) (null) adds a comment line in the spy * T2 w* i' b, s$ T, [5 c
+ G u3 \5 c6 x# N;(teach) (null) teaches the specified spell(s) and/or skill(s)
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: j, n% a1 l* O$ g* G3 ~;(timer.fTimeScale) (null) sets the time scale value (default: 1.0) : x* Y, |9 V' k: l) V, G, n
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;(toggle memdebug) (null) tests the memory for corruptions (SLOW!) d; r5 h- A, B, e
, s" S# @* @- } o, g. P% q, p;(trigger) (null) triggers the given entity or the focus/editor entity if no name given % u; V+ k0 F5 N6 F: E% V5 C
: b9 d r( `6 n% p5 i( g8 x7 \0 Y! X;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given
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;(view.dShowEvents()) View Events visualizes all relevant event psets
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;(view.dShowLabels()) View Labels visualizes all relevant label psets
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;(view.dShowLights()) View Lights visualizes all relevant light psets
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1 J0 V/ \- d X6 U- m7 Q;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N)
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;(watch) Watch Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+W)
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;(world.ToggleFolder) (null) enables or disables the given sector-folder - q: q7 X v4 s1 X" M3 n
6 ~' F b$ u; o* y;(world.ToggleSector) (null) enables or disables the given sector |
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