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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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;Assigned console commands
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;(audio.fAmbientVolume) (null) sets the ambient volume 5 h: g" M# L8 Y# _# G
" p% ]. }+ ?. Q# J8 O _8 p;(audio.fEffectVolume) (null) sets the effect volume 5 w1 H- K. K s; C3 e. H
' |) D5 w; Q* O;(audio.fMasterVolume) (null) sets the master volume
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;(audio.fMusicVolume) (null) sets the music volume
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;(audio.fVoiceVolume) (null) sets the voice volume r c( h! o1 ~' E
$ q+ X7 I U$ C p! S0 W+ O;(caps.DisableAlphaRendering) (null)
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;(caps.DisableModuleRendering) (null) ) A9 F. E3 ?& {2 [
3 t" r8 h: F5 ~$ Y+ `! u! L E;(caps.DisableStencilTesting) (null) . e7 F- d' d& U/ m) G @" s) B( |
1 @5 f( f& p6 L/ `2 g;(caps.EnableDynamicVisualsRendering) (null)
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2 _; _, T0 d; b0 ?/ p;(caps.EnableLightMaps) (null)
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;(caps.EnableObjectVPTHCCulling) (null) 7 a% u- Q0 Q5 A* j
% y1 _ M, ^5 G+ b7 p+ H' q;(caps.EnableOcclusionCulling) (null) ) Y4 ?; ^5 D" m5 ?: ]
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;(caps.EnableStaticVisualsRendering) (null) + u2 @6 p: F0 r4 y* X# N4 [
: g0 c& T* ]% U" y4 R;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range M+ O7 X' z$ z( \
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;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange * q( k4 T. D- T! C9 c6 `) V0 c
& t& G# F9 u2 |: O& @;(caps.FarClippingPlane) (null) changes far clipping plane
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, K: H1 s" m, M7 u# o5 U) g, [) R/ \;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh
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; {# S/ l" [5 D- t- u i;(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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5 h, o- U) [! ~9 Z;(caps.OCCheckThreshold) (null) : Z y g3 F$ q
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;(caps.OCPixelOverdrawThreshold) (null)
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;(caps.RenderDebug) (null) toggles rendering of entity debug infos : B* J. b" _& B: i
: P6 N8 B, H$ A' P; G/ G+ J;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold
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;(compile navigation) (null) (re-)compiles the navigation scene!
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7 F) ^/ P, g$ b+ {& a6 S;(console.font) (null) defines the font of the output window
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4 O0 S8 g/ I* @" G9 f4 @;(console.dimy) (null) defines the y height of the console in pixel (default 250)
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;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width) : ^ j- ^6 P5 ~! f% j
6 H! ^0 Y1 o; b. \& e( J;(console.posy) (null) defines the y pos of the console in pixel (default 0) 7 f- I# r! H, g1 G" a: F- D
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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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;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000)
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9 D3 m7 l$ r* T3 M) R$ b) ?;(colorscheme) (null) choose next color scheme
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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)
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: ]5 c8 d& F9 I5 R$ T9 i1 |2 t! Z2 u;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview % `7 h' `9 ^/ y: T; M
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;(DebugShowMem) (null) shows memory output in zspy and traceview , ~! j9 w5 U/ Q5 k: T
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' B8 g# T6 B7 \. G;(DisablePrefetcher) (null) Disables prefetcher 7 M7 m o; B7 B! D7 `
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;(dispose) (null) disposes items from the inventory
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% o4 ~6 D6 e1 ^* H, X;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)
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;(edit) OnConsoleCommand edits the current entity
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;(EnablePrefetcher) (null) Enable prefetcher
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;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A)
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;(fullhealth) (null) something you should not use! . R$ z; ]% v% H
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;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1)
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;(game.Chat()) IRC Chat start an irc chat session
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, q# F3 E1 l" |0 R9 X( Q;(game.ForceCrash) (null) guess what!
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;(game.ForceFloatException) (null) causes a floating point exception! 8 g3 c! `; C4 P: T; _
0 k! K( \1 `' c# H;(game.SetTime) (null) Sets the World Time 6 H. c. U. E8 S+ ]
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;(game.ShowVersion) (null) prints out the current game version : w" w( P, u9 m# u; x, |. P7 `
, F1 c4 A. Y m3 v3 {: m1 S2 T;(game.WatchFPS) (null) opens a statistic control with fps output
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;(god) (null) something you should not use!
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) }. ^6 ` U! N;(goto) (null) beams player and camera to the given entity
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. w5 r n7 W1 x: ?2 ?% G;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP)
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;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
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$ x' k- Z. c X+ C# C7 x, O8 S6 e;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L)
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, \! ?$ t: @; V) \4 [ d;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
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; a- g! [, Z2 l3 G8 f;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode
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5 E, E1 L H: x0 P9 \;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode
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. h7 F7 ~' T$ L% M) d( H;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
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0 Z- a) m" B3 @2 X) |* j6 \" G;(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
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, `/ G7 P" y( U8 K, Y;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors # m. F' x/ m# [/ @7 @" U
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;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors; r/ a! g' [ L; V6 w- M; H, v# R
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;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]
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( D0 \$ P9 X7 J;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0)
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;(version) (null) prints the engine version
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* b. h, r; o- J; L;(quit) (null) closes the application's window ' Q# `8 N8 ^: b
8 W6 l: w) |# P0 x;(history) (null) prints the history of entered commands
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: l# n- ^3 Y3 F- y3 K;(help) (null) prints a help line for each command 0 f( |- w" c O0 S6 Z
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;(clear) (null) clears the console output 1 Q* a; C8 P$ f, l$ C' Q
. u- f E1 X; [; T;(give) (null) places an instance of the given item in the player's inventory 7 d" ]2 E$ b# l$ z( s4 U& B% ?1 g
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;(idkfa) (null) something you should not use!
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;(invisibility) (null) something you should not use!
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;(kill) (null) something you should not use!
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3 D1 y" D8 F" Y- j$ r! h, ~0 A;(music.bEnableAutoUpdate) (null) enables or disables automatic updates
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;(music.bEnableTriggers) (null) enables or disables accepting triggers
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0 B0 A- ~2 B- S3 R6 @# l;(music.sDayTime) (null) sets the daytime
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# H D* Z3 K7 {, D. c;(music.sLocation) (null) sets the location
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~/ J4 ~0 @/ Y;(music.sSituation) (null) sets the situation
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: L i; d/ d8 J# H+ |' s4 b# r1 };(physics.dToggleBodyMassAxes) Body Mass Axes Toggles the visualization of the mass-axes of the bodies of the physic actors / a1 b1 m* u' A% R0 a
/ c$ I) O; \0 f( P! }( C, w5 G;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R) 3 L6 Y9 U( P# v# k: w/ t' k6 ?
& S4 l: l0 t+ @% i2 L;(physics.dToggleStatistics) Toggle Status Shows some physics debug output
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;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H) ; w# o! d6 b* c! I
2 H* @1 v# w# e) ^) \. ];(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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$ ?% Y) I( o' e% |3 q; }8 H, S;(spawn) (null) spawns an instance of the given entity name ( p% b, |# j7 _7 e' _: P6 C8 b
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;(spy.AddComment) (null) adds a comment line in the spy
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;(teach) (null) teaches the specified spell(s) and/or skill(s) # H) V4 l; Y$ }+ O9 i
, Q0 M* U0 @7 W" \& a7 c1 k;(timer.fTimeScale) (null) sets the time scale value (default: 1.0) - u" |+ g' O3 A; F! {
; b" O; }5 V; o+ `$ w/ _;(toggle memdebug) (null) tests the memory for corruptions (SLOW!)
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3 b1 R& a/ G$ l;(trigger) (null) triggers the given entity or the focus/editor entity if no name given
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! c3 d# F; Z+ n7 Y;(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 + ] x, C' B1 z+ d* x
1 J8 S# ~# Z; F# L: l;(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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;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N) * K; J; R' T5 K/ ?2 P
- w. L# p) P6 F/ M0 \+ ~0 l* O5 F;(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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3 a9 W4 M ?8 M& |0 A0 v;(world.ToggleFolder) (null) enables or disables the given sector-folder " c4 _" i6 R1 @4 o' j- h
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;(world.ToggleSector) (null) enables or disables the given sector |
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