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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!; T& v1 a6 r; S- ^
3 x/ E4 D+ D. s;Assigned console commands/ [; j5 [- m$ ]6 d7 B4 t; N: c
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9 c8 T% k8 e# @& }3 C6 Y7 J9 F) d( E;(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
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0 ` e d5 l7 N1 a3 ~# s* l$ A;(audio.fMusicVolume) (null) sets the music volume " C) t! ?+ i- p& F& l! n! G' J
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;(audio.fVoiceVolume) (null) sets the voice volume
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;(caps.DisableAlphaRendering) (null) 1 _/ t& t2 C5 B0 S0 t1 b" J0 G( u
; c% w# N- Z7 l) ^4 z# p$ K;(caps.DisableModuleRendering) (null) , ?) D$ u* m' k% z
) O% T* Z: P5 c9 v9 {5 H0 c5 Z;(caps.DisableStencilTesting) (null) 9 N$ }6 ~4 | ]2 t* F- |+ _+ k
: |6 E2 `: z/ N8 D+ l0 ^1 ~;(caps.EnableDynamicVisualsRendering) (null) , z/ v5 ]6 P7 o* p) Q5 z8 I$ ^
I! @/ L; k4 r3 c1 ^6 ^/ S;(caps.EnableLightMaps) (null)
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& o/ C" X3 t; A- I! D- b$ h;(caps.EnableObjectVPTHCCulling) (null)
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: f4 b7 j9 h* j6 j7 F;(caps.EnableOcclusionCulling) (null) 9 i1 y$ ^" ]* k) X( @6 [
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;(caps.EnableStaticVisualsRendering) (null)
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;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range 9 L- s( V- s) X g( r: R3 v7 ~
7 f; U4 s* Y+ z! l/ q8 ?) X2 O;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange ! _& X( u5 C1 r% ~: C+ g* L
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;(caps.FarClippingPlane) (null) changes far clipping plane + l4 h( o2 O+ W( z" M
' Z! D9 N7 k' }- c;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh ( V* `+ f8 q4 r
' P, w# w$ b7 v9 D! V9 V/ S;(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) $ |; M- b2 |8 E
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;(caps.OCPixelOverdrawThreshold) (null)
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; r9 k9 I& |1 n0 k% }) R* I;(caps.RenderDebug) (null) toggles rendering of entity debug infos 8 v, z+ D% W7 V5 x9 N0 u
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;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold( s9 I0 H. c7 m( O, {0 s
5 w- _% h0 x8 O$ M& R% {;(compile navigation) (null) (re-)compiles the navigation scene! 9 \% T/ f% n! k+ U7 z
: L: W+ S3 V7 r8 I: q;(console.font) (null) defines the font of the output window 0 `# P& C9 _3 T: h: E/ T" [
4 ?: B5 V* [+ F2 Q& a: e;(console.dimy) (null) defines the y height of the console in pixel (default 250)
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+ t+ ^% R3 \+ x' S2 r6 \8 y;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width) $ o* V$ s0 e. r/ T( e7 m& o
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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) 0 L$ A" q1 R, d: P
+ L' I; }) i# O. I! y' f;(console.filterlevel) (null) defines the spy filter level (default 5) , [5 @ e- |- V8 h
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;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000) ( }7 q9 V9 y7 c) A. w5 Z I
' a" J+ |+ _ o7 e) i;(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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2 f( H9 h" X. n. o;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview . f7 \+ {( _6 g+ X
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;(DebugShowMem) (null) shows memory output in zspy and traceview $ L }0 j9 ~2 v$ T4 R4 Q
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;(defeat) (null) something you should not use! 2 H" x4 e$ ^2 F1 n( _8 y
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;(DisablePrefetcher) (null) Disables prefetcher
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2 a$ t. E) V9 d1 v( Z- ^+ y;(dispose) (null) disposes items from the inventory ( t( I. l1 S0 Q4 K
2 q) Y' g$ B: B+ A;(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 # p0 ^3 Z; Z3 u
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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! ! L6 r) P1 y0 r7 ^
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;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1) ' y) w- Z5 P# l7 Z \% q: L M7 k
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;(game.Chat()) IRC Chat start an irc chat session - v$ C E* V; e/ v8 o
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;(game.ForceCrash) (null) guess what! 5 L$ i. z$ ^1 T4 I' {/ B
( }/ J* s* B* Q% t. v3 C;(game.ForceFloatException) (null) causes a floating point exception! % i+ d5 P! |: W9 v B6 y
R& Z+ J: `, a;(game.SetTime) (null) Sets the World Time
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;(game.ShowVersion) (null) prints out the current game version
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: ?1 `+ U3 V% [/ ^;(game.WatchFPS) (null) opens a statistic control with fps output 0 }- N3 L+ v# {+ u
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;(god) (null) something you should not use! ' Q' Q( C. W6 `9 B* z
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;(goto) (null) beams player and camera to the given entity
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4 |& m0 l+ \% }% U;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP)
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6 R- j3 f9 q( g; g2 a5 H( M;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
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: \7 l ?$ x+ L+ r6 U" L: k0 r2 V+ B;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L) E' u0 L8 B& W" j; e3 g4 R
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;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
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5 Y8 E( q! i2 [' s5 `! V7 @1 Z; V;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode + N0 |8 @: a& z
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;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode : ]& o5 X* O w, F c, F3 U& [% F
* h+ @6 X. Y7 S+ m;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
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$ U/ s9 w- F$ Z) C;(PhysicFPS) (null) steps the physicscene at [n] fps
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% O' ~$ S. _1 a( B' Y" O2 t/ ^- s;(physics.dToggleActorAxes) Actor Axes Toggles the visualization of the axes of the physic actors
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1 T( J' L" o0 A2 M( s# r: t6 p7 o;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors
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9 b( ^9 v: R9 S/ |' W3 r;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors
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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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& @% X8 U) q1 k; M- ]- K/ O;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0)
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" j4 Y: J% s+ \$ ~( s4 M2 N;(version) (null) prints the engine version . ]: q9 I( J1 I5 |
$ n* p# e: `% J& s C- };(quit) (null) closes the application's window % m& |( M! f5 V! K
, Z, e5 r) R2 j; J3 x1 d;(history) (null) prints the history of entered commands $ D3 k7 I* t9 o
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;(help) (null) prints a help line for each command
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;(clear) (null) clears the console output & s. H; |/ t% B6 W1 |# f3 o7 ]
; U' t6 R, h4 \;(give) (null) places an instance of the given item in the player's inventory + F4 ?4 l f+ b* v: \1 g5 ?9 U
* Z, L$ n; Z2 T;(idkfa) (null) something you should not use! * B& ^$ o# T0 A2 w" x3 h2 g) v
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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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* i: q. q$ D/ E;(music.bEnableAutoUpdate) (null) enables or disables automatic updates 3 Y) ^+ |% ]% w8 v4 g* T
! ^, X0 K" C1 G; |;(music.bEnableTriggers) (null) enables or disables accepting triggers 8 W M; O8 \6 T( X1 V
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;(music.sDayTime) (null) sets the daytime
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; \! \0 e, s# b# I, J;(music.sLocation) (null) sets the location 7 _2 ]7 |$ G; C$ g( M
+ b- c1 ]3 w" `# J' C5 u9 L$ X;(music.sSituation) (null) sets the situation
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0 n3 _6 ?0 q Q( o! R;(physics.dToggleBodyMassAxes) Body Mass Axes Toggles the visualization of the mass-axes of the bodies of the physic actors
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;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R) ! [/ _3 p2 F2 _' ?" w
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;(physics.dToggleStatistics) Toggle Status Shows some physics debug output . |4 e: q3 }: a3 }% V
1 i6 z. R) @3 W5 i) b;(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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" K; I. o0 Z1 { z( x( p5 q+ h;(spawn) (null) spawns an instance of the given entity name 8 c3 v: C T" w7 s/ v+ B1 j
* s" R+ t, D+ B: U0 X3 t% h7 P0 k1 ?;(spy.AddComment) (null) adds a comment line in the spy 7 q; _, ]" y! ^* Z8 s; s
7 Q. P, A( P) @$ x m" o;(teach) (null) teaches the specified spell(s) and/or skill(s)
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;(timer.fTimeScale) (null) sets the time scale value (default: 1.0)
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, h: P5 A# B+ y% {;(toggle memdebug) (null) tests the memory for corruptions (SLOW!) * A" e# ?+ F- F6 N' O2 f
7 c/ j' V% Z1 S! N* t;(trigger) (null) triggers the given entity or the focus/editor entity if no name given
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8 _% C* ?; J- A: v& m" R5 _# R( E;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given & s6 z* Z5 s* J
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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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4 ?4 Q4 @4 [& [1 p;(view.dShowLights()) View Lights visualizes all relevant light psets % C" L0 g* x8 I& U
" }! Y P* E' N2 C9 c6 ^8 `;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N) 4 N( Y) `- K, M7 X5 P: C
' m7 f8 O5 r3 @, _0 o- D;(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
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9 T! t8 l! T: u: q;(world.ToggleSector) (null) enables or disables the given sector |
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