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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6 ] ?/ x. q" o: B. N. e;Assigned console commands+ J+ g4 c- b6 d6 ^
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3 s7 [5 z# f0 Q0 I# z+ n/ q/ `$ x;(audio.fAmbientVolume) (null) sets the ambient volume 6 Y: e! D2 U# A Q1 K
( j3 B) b2 s8 \2 G* K;(audio.fEffectVolume) (null) sets the effect volume ) @ Q; [. x7 {5 V: i
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;(audio.fMasterVolume) (null) sets the master volume
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8 g6 }! w2 _* ]2 j; I p& w;(audio.fMusicVolume) (null) sets the music volume 0 Q; b+ N5 ]) J: [1 e& R
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;(audio.fVoiceVolume) (null) sets the voice volume
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;(caps.DisableAlphaRendering) (null)
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;(caps.DisableModuleRendering) (null) # Y7 e3 l3 T, @
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;(caps.DisableStencilTesting) (null)
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;(caps.EnableDynamicVisualsRendering) (null)
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8 J+ p1 E9 C1 e* y6 l- f;(caps.EnableLightMaps) (null) 7 N" L, ?+ N8 W5 q" |
% t" S. a- C' F I9 s5 Y, H;(caps.EnableObjectVPTHCCulling) (null) b3 f X" i7 R2 ~
1 p- |/ v- T/ s: C# E! K% L. c+ v- T;(caps.EnableOcclusionCulling) (null) * V8 k! r5 _& p& M: u. G
; g6 E) g+ Z, m& z" M& N6 t;(caps.EnableStaticVisualsRendering) (null)
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! z: Y1 s9 D5 k7 F1 j; a;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range
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;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange / z/ J3 f/ H, F& r1 t. u; M8 `
' p6 v% p D( m* a3 C;(caps.FarClippingPlane) (null) changes far clipping plane 3 y6 Z. V) u s0 s3 A2 t
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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; t" x. v$ y: H( Z5 n
6 n; M) s, H% ]. h6 `;(caps.OCCheckThreshold) (null) ! Z( t) T x$ Y( ^' L
1 V; d; h% w" l9 m0 D8 T;(caps.OCPixelOverdrawThreshold) (null)
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! V/ {) F! u9 ~;(caps.RenderDebug) (null) toggles rendering of entity debug infos 0 j% C8 q: {( P9 A8 [
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;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold _, ?/ R; ~/ l
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;(compile navigation) (null) (re-)compiles the navigation scene!
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$ P$ Y Q$ | Q* \7 l7 z;(console.font) (null) defines the font of the output window
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;(console.dimy) (null) defines the y height of the console in pixel (default 250) 0 H4 b* P& l" w' `, b* j: r
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;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width) 0 D& n/ s/ S2 z3 {) V/ Z
, d+ Q% R* s5 g;(console.posy) (null) defines the y pos of the console in pixel (default 0)
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6 n6 K U: E& Y% c;(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) b. }# @1 J. s' Z3 g* \
( C; O E1 j& x/ k* \7 N X;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000)
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;(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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' O+ u! z$ H+ i9 U$ P$ t;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview
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. g: [9 q/ l6 m) B# P- G/ G& `2 d;(DebugShowMem) (null) shows memory output in zspy and traceview ( V) a. R! E3 }- F' i
) B- K$ X' p+ J;(defeat) (null) something you should not use!
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( Y2 P2 A- ]3 d0 a( D2 B4 S;(DisablePrefetcher) (null) Disables prefetcher
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. d0 V9 ]. R! \$ w3 S;(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)/ s1 f$ }+ i9 U5 ? R' u
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;(edit) OnConsoleCommand edits the current entity : D9 \& O4 |/ }' ^1 t1 i
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;(EnablePrefetcher) (null) Enable prefetcher
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5 u1 X) d2 I3 p9 ^, t5 g' }% ^, E" \;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A) 8 L! J; x. j0 W" w3 g4 z" u$ z
. O' `; m/ c1 O6 x Z0 y* l;(fullhealth) (null) something you should not use! / {0 Y* w8 }0 P3 [" ?
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;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1)
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6 C; x) j& R, w8 L0 t* F$ r$ w;(game.Chat()) IRC Chat start an irc chat session - F* {4 l+ H6 Z& U! R
6 [+ ?' \+ `; R;(game.ForceCrash) (null) guess what! . X; ` L( f8 l
, @" Q" Y" W/ M) r;(game.ForceFloatException) (null) causes a floating point exception!
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;(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 + y; ^7 A# X3 x
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;(god) (null) something you should not use! f6 }# v* @# B4 Z* B
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;(goto) (null) beams player and camera to the given entity " k4 ]; @; U. W% B* p" |4 f
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;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP) ' h3 l9 h8 W/ ^7 B% `
" s+ b2 V; }6 k;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
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9 A3 T$ @) Y6 J3 ]* B;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L) " x' z) R9 W3 G0 q5 C2 i( `
4 ~) u5 b3 X& `! l( c+ |3 N0 C;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
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4 D x4 r$ x6 ~% }/ v G;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode % B1 v I- K. d7 x# B( [
" `' e, @2 Q2 m;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode
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;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
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$ \- X+ }6 T9 P, Q8 K;(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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3 e7 [; l# l/ f$ _" c) n;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors 5 v4 f7 u& E5 X5 }+ N3 T
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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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8 V" }* `# T' U;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]# G# f: {4 i1 o
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;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0)
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8 M# K3 y% [1 D8 O# P;(version) (null) prints the engine version - A3 g3 n0 P! g
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;(quit) (null) closes the application's window
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; r. H0 S+ P1 _: g% ]* ^' T;(history) (null) prints the history of entered commands
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7 n. X G8 I7 v: {4 K5 A$ y0 V;(help) (null) prints a help line for each command * Z5 o B8 u2 I' Z: {; @7 q' @: @
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;(clear) (null) clears the console output + @4 d* Z! L% k2 _% `1 }
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;(give) (null) places an instance of the given item in the player's inventory
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) h5 D) w9 @8 ~- u0 ?$ ~;(idkfa) (null) something you should not use!
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& K$ q9 ~: a; m;(invisibility) (null) something you should not use!
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;(kill) (null) something you should not use! 1 k( E6 b2 ^4 t5 V* u" s
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;(music.bEnableAutoUpdate) (null) enables or disables automatic updates 2 Q/ _/ R6 \ Z
5 g2 [4 l0 M6 z;(music.bEnableTriggers) (null) enables or disables accepting triggers ' W9 h4 @4 H2 h0 |) U% J
8 y6 |' G3 @+ |% [% u;(music.sDayTime) (null) sets the daytime 4 [5 o9 |) r4 u. n, z7 [
; \% t* T7 E, j;(music.sLocation) (null) sets the location
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;(music.sSituation) (null) sets the situation . C5 M9 a! J: Q) a& F
1 v* H# v( W" Z# I' z! F;(physics.dToggleBodyMassAxes) Body Mass Axes Toggles the visualization of the mass-axes of the bodies of the physic actors
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4 x2 k1 V4 b/ P8 X;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R) 4 F( p4 ?9 {( H7 n) S
: B2 m/ [- K$ N7 l4 b;(physics.dToggleStatistics) Toggle Status Shows some physics debug output
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6 x' q8 N w" Y' @/ X;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H) ( h$ ?# h7 c$ ^' ]
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;(Remotedebugger) (null) starts a remote debugging session on the target machine [localhost], if nothing entered3 N/ a3 N# M; x0 l, }$ U& d
2 e) Q0 O3 P& h" D! b;(show position) (null) display the current camera position % W8 E& Y" F4 g6 ?* f
; w0 w# P2 u: ?" w8 X, G1 M } i;(spawn) (null) spawns an instance of the given entity name C2 |: Q4 E2 b; M; l* R
& S/ X' V' X i0 |* V ]6 \;(spy.AddComment) (null) adds a comment line in the spy / [. U v m0 F3 y; E7 X* V' V
5 z2 Q; p3 q O; v [' M;(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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+ M' r: G M- P) h2 e. \* ?;(toggle memdebug) (null) tests the memory for corruptions (SLOW!) {4 ~% y' T7 m! c
( [5 O6 i) B% U N% i% O. {( E;(trigger) (null) triggers the given entity or the focus/editor entity if no name given
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;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given ) Q8 f5 V' o5 X+ l. B; x
6 T0 M1 @! L) ]8 x6 t/ M;(view.dShowEvents()) View Events visualizes all relevant event psets
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* {3 i* o9 {+ y# p7 C( R;(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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) P3 ~8 q2 z$ d7 k; R;(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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O( U ^; `1 A" ]) {9 F! p6 N;(world.ToggleFolder) (null) enables or disables the given sector-folder 2 u% Z7 a2 F9 F5 J% Z, x3 ]8 r
9 V+ H' g z# e6 q, t;(world.ToggleSector) (null) enables or disables the given sector |
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