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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;Assigned console commands, b& r0 j2 \. Z6 ?) X, E/ t4 Y( B
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;(audio.fAmbientVolume) (null) sets the ambient volume 4 d, D0 i6 P9 O1 F
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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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3 o# R6 i1 [. h$ Q% i% v;(audio.fMusicVolume) (null) sets the music volume 5 D( |* P2 p7 `$ x; B( ^
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;(audio.fVoiceVolume) (null) sets the voice volume # {/ [; T: T4 T
7 n( k0 q4 ]& P;(caps.DisableAlphaRendering) (null) ' d3 |+ E% j" U1 A
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;(caps.DisableModuleRendering) (null) 9 Z6 ]2 t/ R5 B+ S8 o5 P
* x) @. n2 j# Y: [;(caps.DisableStencilTesting) (null) ; [" ~; l/ Q4 g# ^
: V+ E# y% q2 I" [;(caps.EnableDynamicVisualsRendering) (null) ) s, }- i9 Q/ N5 E+ S' \" B
7 |% E( z7 J/ A3 G- G4 D' Z;(caps.EnableLightMaps) (null)
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;(caps.EnableObjectVPTHCCulling) (null)
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% A- G' b, Y% \( I- v/ a;(caps.EnableOcclusionCulling) (null) 2 Z! f% g; n, H Y% ~
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;(caps.EnableStaticVisualsRendering) (null) " E' r; J5 u8 b+ K! [2 b
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;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range ) [7 h: b3 Y, a. f* H3 y3 Z$ q
+ V$ N8 t+ w0 J9 a6 }* n* t;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange
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: D: S2 w2 ^" L8 M9 `;(caps.FarClippingPlane) (null) changes far clipping plane ( Q* e: B* p, @: p
! p1 T% g: [, Q* K, i l;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh - O; w: c' e3 V, d& b
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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( E" B& n8 o6 y
" i, \, ]1 c3 ]$ d0 W" B;(caps.OCCheckThreshold) (null) ; s, l3 q& K) e3 i0 y+ b
' }" f W" e! P: R, \;(caps.OCPixelOverdrawThreshold) (null)
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3 l F. k+ _ K1 R* i$ m;(caps.RenderDebug) (null) toggles rendering of entity debug infos " H x9 |; Q1 A
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;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold/ a$ i/ v4 @# p0 r
, u6 q! G' b- }9 U# N+ [0 Z;(compile navigation) (null) (re-)compiles the navigation scene!
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8 p: K2 Z9 l4 [& R6 L;(console.font) (null) defines the font of the output window
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W+ M) i- G7 g: ] i' S7 u;(console.dimy) (null) defines the y height of the console in pixel (default 250) p; I1 ?, v, y' _6 j3 |* Q$ N
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;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width)
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& c% M2 ]: s8 ~: O' ]& p;(console.posy) (null) defines the y pos of the console in pixel (default 0)
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% o& v4 Y# ?: n. K5 y B7 r2 Y;(console.posx) (null) defines the x pos of the console in pixel (default:0) $ t$ @5 p; N1 K$ d5 H* X* v
, v' U3 W; j& q. o# h;(console.filterlevel) (null) defines the spy filter level (default 5) - s0 @* }0 }, A7 i& B" R5 b
1 _( e u7 I! _& K; k5 F) _;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000)
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; A* _4 a4 X2 ^) }% i, Q8 g! D$ `;(colorscheme) (null) choose next color scheme 4 K% f3 ?" }' v
! @- e8 _4 g W/ j2 \- o" g: {;(control) Control Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+F)2 B7 \2 `( _4 z% h1 f
- n- M' r+ B" X;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview
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;(DebugShowMem) (null) shows memory output in zspy and traceview
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;(defeat) (null) something you should not use!
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;(DisablePrefetcher) (null) Disables prefetcher 0 a- n( y, U: K5 @* v
! x+ H, K4 H& Q8 A% | X% F;(dispose) (null) disposes items from the inventory 9 s. _& {4 c$ f) f/ W2 e* Q
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;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)7 b. L7 M/ \0 p, H, m% W7 j6 w
) o3 s4 T7 v% ~& U;(edit) OnConsoleCommand edits the current entity
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;(EnablePrefetcher) (null) Enable prefetcher 5 I6 L; v6 m7 ?
) o& M4 @& {8 Z4 T" E* Y8 t;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A) / r" m' Q/ v# H
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;(fullhealth) (null) something you should not use!
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5 B: R, Y5 \2 c/ N;(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 3 ^+ ?9 j/ D t4 P
$ d7 e$ W- C7 @8 b/ J* ?5 V0 M: H2 };(game.ForceCrash) (null) guess what!
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0 D3 h+ t4 X8 f( p& b;(game.ForceFloatException) (null) causes a floating point exception!
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;(game.SetTime) (null) Sets the World Time + D" |8 I- u+ J
) U% n8 U# F4 ^6 M' R;(game.ShowVersion) (null) prints out the current game version 5 i0 u7 f' v$ ~- ^" J! x3 i8 r
/ }0 n/ t) M' q5 ~" I+ t) `;(game.WatchFPS) (null) opens a statistic control with fps output % _- h S1 c3 [4 c
+ I: w0 y( Z+ ~* }/ f# t;(god) (null) something you should not use!
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;(goto) (null) beams player and camera to the given entity
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0 ]3 ~" f; R g# J( Q;(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) + ^3 ~* ~8 G( @' y& N% S/ l
0 I( h! S0 v* b$ r, J, }' o;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L)
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" l0 T0 k- e2 M& N;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode ! V$ t/ _6 m# O2 l9 F
, q, {) o4 F4 @5 ^6 m5 u;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode 3 l! ~6 j0 I/ ~% Z
( W7 x% z" q4 w q. i;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode
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. s" p1 w+ Z4 w( J# V" O;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
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* n$ r- c6 ~7 E;(PhysicFPS) (null) steps the physicscene at [n] fps : r- l' U5 [ N/ u t' c% r
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;(physics.dToggleActorAxes) Actor Axes Toggles the visualization of the axes of the physic actors
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8 G1 F1 x8 ^9 b1 c. S;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors
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( o6 t" H% w" q;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors
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5 [$ F E* z4 g;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]0 m$ P) W( |. ? R0 E5 D T
0 h) X& J, L3 v;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0) + b- Q( e) |: h' d) Z3 f
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;(version) (null) prints the engine version
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0 t& y5 N* F( `" r- }$ @# Z8 |;(quit) (null) closes the application's window $ Q7 W6 [. o/ W$ p0 m
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;(history) (null) prints the history of entered commands
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2 |# {1 C# W. R3 u& n;(help) (null) prints a help line for each command 2 _: K5 h1 |! R( C/ P* \. z: w( `; c
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;(clear) (null) clears the console output
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7 D, W/ E: t _;(give) (null) places an instance of the given item in the player's inventory : I0 u; K+ X7 t4 p) R6 ^6 k4 ^- f+ [
# Z, P. R5 {! D# e;(idkfa) (null) something you should not use!
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_% [, M' v B: f;(invisibility) (null) something you should not use! 6 d4 l2 {' w/ i C0 c$ @
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;(kill) (null) something you should not use!
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5 k8 o6 W$ b. c# H( G, z/ H;(music.bEnableAutoUpdate) (null) enables or disables automatic updates - b- S" ^, Q' _0 d1 B
" L; ?0 N' ^( s R8 ]+ `+ O;(music.bEnableTriggers) (null) enables or disables accepting triggers
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) T, y) b+ P3 I8 ]* M6 g" }( D# r;(music.sDayTime) (null) sets the daytime
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# B9 Y7 a h: G;(music.sLocation) (null) sets the location
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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 4 C5 _3 a; y; |) O* r- `$ q: O
! N; g& T; {- M- i% s;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R)
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! Q, i( H9 A# ]3 o0 `' _;(physics.dToggleStatistics) Toggle Status Shows some physics debug output 5 t! B2 M' _ i3 G3 R) g
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;(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- ]+ z* g6 v, J( S
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;(show position) (null) display the current camera position # U6 \8 `9 `2 q; k- ]" v
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;(spawn) (null) spawns an instance of the given entity name
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;(spy.AddComment) (null) adds a comment line in the spy
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# Z( {; b4 l. A* K* F+ }3 I;(teach) (null) teaches the specified spell(s) and/or skill(s)
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; |( G+ k) ]2 v3 L;(timer.fTimeScale) (null) sets the time scale value (default: 1.0) 2 a+ O& e. p: p/ J+ Z. w
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;(toggle memdebug) (null) tests the memory for corruptions (SLOW!)
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& g, R% g# x$ Z" c1 B+ \! b o;(trigger) (null) triggers the given entity or the focus/editor entity if no name given ( p& u3 p3 _0 X/ |: S) t- ^
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;(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 & B) n; A f9 G: O, Y
6 L: s) N" C! b7 t& h4 N+ K;(view.dShowLabels()) View Labels visualizes all relevant label psets
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3 K8 Z, }9 o J3 _% [;(view.dShowLights()) View Lights visualizes all relevant light psets * V; e3 g3 ~8 v0 v0 o6 S
. K; u, l( ]" F9 j1 m. G+ f;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N) h7 V/ F I9 h; I- x6 H# r
) X3 W; H w4 @# \% g; X% k! E. W;(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 , V) c0 I. n2 d
, v- w j4 j5 r: i;(world.ToggleSector) (null) enables or disables the given sector |
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