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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!! U4 h; C) J4 s
, u% S5 e" ^& C( V5 |" l& Y3 D;Assigned console commands
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;(audio.fAmbientVolume) (null) sets the ambient volume
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;(audio.fEffectVolume) (null) sets the effect volume 0 i) v* ]! S8 h* m" I+ l% T
; t. b3 q/ |" i3 p& G! z8 {# U;(audio.fMasterVolume) (null) sets the master volume 9 q9 B2 _( @% N: C/ s1 z" j3 @
" I* U) u9 D4 v4 f+ [* o/ x# Q) W;(audio.fMusicVolume) (null) sets the music volume A2 P9 D4 G4 Y H4 o
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;(audio.fVoiceVolume) (null) sets the voice volume
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;(caps.DisableAlphaRendering) (null) . i8 ?: F/ _$ t
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;(caps.DisableModuleRendering) (null) 3 W7 b7 @7 ]5 ?5 f" O7 N" \6 L
7 b: c7 b5 h9 \1 O) b;(caps.DisableStencilTesting) (null) 0 b; V% l" Z' p! ]6 p! B) \1 }: L
( z" U' V/ t! m+ B) S* Q F) I;(caps.EnableDynamicVisualsRendering) (null) # P; t' f% T: c2 A+ U
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;(caps.EnableLightMaps) (null) 5 e9 p1 H% ?' U8 T
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;(caps.EnableObjectVPTHCCulling) (null) * N$ I; I% z0 r) T
4 Y" c8 L) p7 R1 R, a;(caps.EnableOcclusionCulling) (null)
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' R3 w* w t) @% z;(caps.EnableStaticVisualsRendering) (null) " \: t( a, N; j# n
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;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range 1 G( ^ x$ F: D& g; }+ @' @+ f$ Y
3 @, Y3 V; |. j- B& u" R;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange
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/ h" o- r% c+ ^+ \6 U;(caps.FarClippingPlane) (null) changes far clipping plane . _8 u. U6 S+ o/ `( v; ?: R
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;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh
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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- B9 W ?3 D j( S* W
- q2 G$ S9 s' J9 j: E6 c;(caps.OCCheckThreshold) (null)
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# A: q8 t7 w3 j! t c+ n# b;(caps.OCPixelOverdrawThreshold) (null)
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6 B8 K3 X/ {( D, Q* S* o) y;(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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;(compile navigation) (null) (re-)compiles the navigation scene! 5 t. Q$ @# D& k8 R& S! s
0 S! X% X; m7 C; ~- z5 }( D9 y/ V;(console.font) (null) defines the font of the output window 8 n& m. h2 b& E
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;(console.dimy) (null) defines the y height of the console in pixel (default 250) , x" E4 e/ j7 h+ c5 x- J' ]
7 o$ Z1 J2 i, a;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width)
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2 V, @' B9 N( d;(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) # }2 d3 A" b# y
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;(console.filterlevel) (null) defines the spy filter level (default 5) $ l, S6 [ n( @* y
5 ^/ b8 N" Y7 p7 `+ @8 w& U;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000) ) v7 d& h5 Q6 }. B$ o; H
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;(colorscheme) (null) choose next color scheme $ m: w3 I' B k* a; \6 r
) B+ L8 g1 K5 ^0 ?- k4 A;(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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;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview 8 r) f) o- \4 l6 ]" b* g" E" F; \
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;(DebugShowMem) (null) shows memory output in zspy and traceview
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+ H7 {: @2 w" X2 v0 g/ h' N;(defeat) (null) something you should not use!
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4 j, ~0 i9 s! l e/ p;(DisablePrefetcher) (null) Disables prefetcher # t- A+ v) c" ]2 @
; E3 m0 s; R% C& f2 U! x;(dispose) (null) disposes items from the inventory
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;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)
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6 M& r! W- X3 R, O$ r& H) j;(edit) OnConsoleCommand edits the current entity
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! Z( l5 g( a6 Y2 ^" Y;(EnablePrefetcher) (null) Enable prefetcher ! ^: \0 j t# ]7 P' N
2 q5 G8 }! b8 k' T% r;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A) # ]% w* U5 X' m! Q- R# ^
4 E, l$ {3 |: d% y% c' p X4 N- t;(fullhealth) (null) something you should not use!
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;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1)
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1 {& g. F# F8 s, Y/ b;(game.Chat()) IRC Chat start an irc chat session
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;(game.ForceCrash) (null) guess what! ' m4 q1 D. n7 T( w1 }% I
, o K# h! V V1 P; k1 t) v+ t;(game.ForceFloatException) (null) causes a floating point exception! " {. ]) u) N! X( @" A9 _; B5 B
3 N( |. I4 O; \;(game.SetTime) (null) Sets the World Time
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;(game.ShowVersion) (null) prints out the current game version
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;(game.WatchFPS) (null) opens a statistic control with fps output 0 Y" z4 b0 O: P/ V9 J2 B4 i' N
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;(god) (null) something you should not use! 4 z: p' R7 B2 b4 I8 ~
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;(goto) (null) beams player and camera to the given entity
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6 n$ z2 W2 M5 H, K/ h;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP) / Q0 M2 |$ I0 w( f% n% e
, {2 G. A! ?) r$ B# r1 ];(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I) 7 `+ X) }& J& S- m) K+ V: o
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;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L) 0 H+ y. p4 I! K- w
$ K* g1 B* c" J;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode , N6 u& Q, V; A0 d# l* \3 R
2 I L5 u7 y. D8 o R% F! k, j( R;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode + v5 N4 e0 {( z. P# D) g0 l
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;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode $ F1 V' O* k/ D; C9 r3 [. A7 z' d
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;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode 4 c7 K8 S8 e& i$ E. I5 M" c
7 b- f/ k! p. o d, F;(PhysicFPS) (null) steps the physicscene at [n] fps m& f1 n, z2 \8 j- R
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;(physics.dToggleActorAxes) Actor Axes Toggles the visualization of the axes of the physic actors 1 V' Y/ p* j! o8 C# a3 d
$ T( G: C! J6 R( K) t;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors
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;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors; }9 q& k# W" L; n$ V2 @3 b+ ^6 s6 f
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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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0 L0 J4 a3 o# g* l1 V1 h;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0) 7 j! M# B5 l% O. e
/ _ o! d/ _' j8 H4 b6 z+ @;(version) (null) prints the engine version
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;(quit) (null) closes the application's window
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;(history) (null) prints the history of entered commands 9 p" p4 T5 h- c
% {" h/ [5 R$ P+ g;(help) (null) prints a help line for each command
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- k7 E8 b+ f9 |# p1 q8 h0 Q;(clear) (null) clears the console output
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7 H% }) d2 O( v- A3 n! a# L' ~' H;(give) (null) places an instance of the given item in the player's inventory
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;(idkfa) (null) something you should not use!
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;(invisibility) (null) something you should not use! 7 Y6 ^, Z2 `* [* s u
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;(kill) (null) something you should not use!
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. E) t, p% T' G' R0 d% f;(music.bEnableAutoUpdate) (null) enables or disables automatic updates
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;(music.bEnableTriggers) (null) enables or disables accepting triggers + ^- M5 f% P, X( z/ W7 N5 L: b8 @
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;(music.sDayTime) (null) sets the daytime
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;(music.sLocation) (null) sets the location
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; F7 g9 Z0 L. P5 y+ J# }4 a$ ~;(music.sSituation) (null) sets the situation ' ?# o$ c1 ~) I" F* a/ J
8 h6 G8 \' r7 q% D+ P;(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) . a3 D ]* p# }1 L7 d4 ?, X( Q
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;(physics.dToggleStatistics) Toggle Status Shows some physics debug output ) m% A N0 h( P
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;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H) : `- d; q) u, p$ v
4 e) r. T) L' D7 j, o6 f5 f6 O;(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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;(spawn) (null) spawns an instance of the given entity name
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4 l( x$ W$ b k1 o# ]; M6 \5 t;(spy.AddComment) (null) adds a comment line in the spy ( M3 E* g# S! q" f3 y6 N. ^0 N
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;(teach) (null) teaches the specified spell(s) and/or skill(s)
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0 N7 Q' p4 I, B8 ?' ^0 C, v) _# S+ e;(timer.fTimeScale) (null) sets the time scale value (default: 1.0)
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;(toggle memdebug) (null) tests the memory for corruptions (SLOW!) ' y# j c% _+ @5 V8 Z
1 V; J6 `6 a; b# A7 H/ D* q. ?% h;(trigger) (null) triggers the given entity or the focus/editor entity if no name given + ~: a" ?! O+ O2 b+ n
5 i# w; h- h o- b, P;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given 7 ]0 [0 e2 i$ }* d o* w' y/ C5 o
& d8 B* ~' l% X ~: h% n s+ _5 `;(view.dShowEvents()) View Events visualizes all relevant event psets
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2 L! w8 }7 g% H& D1 ^;(view.dShowLabels()) View Labels visualizes all relevant label psets
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' Y0 r% }6 \( Q9 x- I- C- p, I;(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) 4 P* M @8 t6 D. W5 l3 R
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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). ~6 U/ j2 o* C' ]
9 I/ C" X) q+ C) s;(world.ToggleFolder) (null) enables or disables the given sector-folder
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2 ~& A q2 |& a2 e: R, g' s;(world.ToggleSector) (null) enables or disables the given sector |
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