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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!, Y a! `0 c3 w8 x# z
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;Assigned console commands
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2 R5 i/ ]) W" M$ k# W9 r;(audio.fAmbientVolume) (null) sets the ambient volume : r9 ]8 I7 j5 C) n5 ^, m
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;(audio.fEffectVolume) (null) sets the effect volume ! ^' l! K1 t, d- }
7 }$ E1 `4 c# x/ F ^& P;(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 7 u8 h/ f e: q* |/ ?9 k
0 n9 [; a# U0 ?/ S: G9 _0 u;(caps.DisableAlphaRendering) (null) 2 c0 M! o! G0 y% w8 C
: Y$ `% @" F! u$ {! u' ^;(caps.DisableModuleRendering) (null)
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9 E: \8 G; B2 a;(caps.DisableStencilTesting) (null)
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% y1 n6 {" Z) l6 l9 {% _/ ` w;(caps.EnableDynamicVisualsRendering) (null)
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9 k0 e- f) k% n4 T# u;(caps.EnableLightMaps) (null)
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;(caps.EnableObjectVPTHCCulling) (null) % R8 a% K* J+ U; s R+ P) K; ^' |
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;(caps.EnableOcclusionCulling) (null) 8 \$ U( g, p) B3 g; o
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;(caps.EnableStaticVisualsRendering) (null)
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) S! _5 O& V- v, O! g+ g( v1 C;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range * |* a" G# @/ M3 a9 A& f f0 {
5 t9 C* z1 W+ K- {' K. ];(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange
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2 |0 j5 z. A: ^/ z: s6 P: o2 |! U i;(caps.FarClippingPlane) (null) changes far clipping plane \1 L: U% _$ z2 G5 o
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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
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0 s. d( n4 x$ _;(caps.OCCheckThreshold) (null)
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, B# F0 w( A8 Y2 F, P: _, d3 I: W; ^4 u;(caps.OCPixelOverdrawThreshold) (null) ! B; s) Y4 o$ i1 Q
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;(caps.RenderDebug) (null) toggles rendering of entity debug infos
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& z$ n; m& p" x: k, o% W! m;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold1 m$ q [# Q: v2 c9 Q: n% O5 D( X
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;(compile navigation) (null) (re-)compiles the navigation scene! ; d1 N" O) |) A
$ F7 E" {' F/ J0 T9 r5 |$ a; t;(console.font) (null) defines the font of the output window ' g/ @9 S2 d( d# U; u! A
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;(console.dimy) (null) defines the y height of the console in pixel (default 250)
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9 ^7 G9 f5 U8 s+ u. {. q/ U;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width) * ]8 h4 H& w- A! \! Y" y
* q+ J' w' u3 L3 K2 O! p! K0 d2 W;(console.posy) (null) defines the y pos of the console in pixel (default 0)
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) z, _1 j- n: T, u( b& {- W;(console.posx) (null) defines the x pos of the console in pixel (default:0)
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5 i/ U- g; |. X& ~9 }$ r;(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) + p& C; V6 z! F7 N6 a7 L
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;(colorscheme) (null) choose next color scheme - q) z6 W, v; K" k' c# C
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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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;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview k, c- `9 _, T0 e @+ i
( j. k; c# R$ l;(DebugShowMem) (null) shows memory output in zspy and traceview
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;(defeat) (null) something you should not use! d6 K; |- Y( S
/ c) ~) v0 |. Q: x* u/ c- F;(DisablePrefetcher) (null) Disables prefetcher
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& d. X' A3 i: e# E: L/ u- i6 R;(dispose) (null) disposes items from the inventory
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& k0 R/ |4 _9 [( R ]' S6 y9 m;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)( w6 i, D7 k" E4 `- f, g' w' L
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;(edit) OnConsoleCommand edits the current entity
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;(EnablePrefetcher) (null) Enable prefetcher
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: r3 p3 m9 z& {; ^* J q( p;(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! 9 U7 {; ~- ^! \( e0 O
. P+ a+ T* q4 S# f$ b7 b;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1)
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;(game.Chat()) IRC Chat start an irc chat session
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;(game.ForceCrash) (null) guess what!
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;(game.ForceFloatException) (null) causes a floating point exception! ! u" a0 t$ L/ Y, I4 t/ u, j
! D0 n' t* z0 r;(game.SetTime) (null) Sets the World Time ) Q% g- r' K8 W( u* \5 F4 L
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;(game.ShowVersion) (null) prints out the current game version
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; z; a6 W% I) I6 y/ F4 ^2 n! u* a;(game.WatchFPS) (null) opens a statistic control with fps output
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;(god) (null) something you should not use!
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;(goto) (null) beams player and camera to the given entity 8 S7 X- A3 g+ v
# E; Y: u( ]0 N;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP) ' |. E9 X8 v2 {* f' X
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;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
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;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L)
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;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
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: P- m0 X- e3 q4 c: Z;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode 1 O/ C5 \) p* e
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;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode
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% ]6 ?# S4 `7 ^; [, m2 U;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
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;(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 E/ f- H3 \ i7 B$ l
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;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors 8 e3 X5 V7 N& r |# O5 Z
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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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;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]4 O7 f% w) `% ^
0 V" E$ O. f- R) ~, N;(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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;(quit) (null) closes the application's window
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;(history) (null) prints the history of entered commands & E2 N; v0 ~/ @, K- `9 w* d
( I- D: U' m. g5 k1 y0 i" U;(help) (null) prints a help line for each command
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. x% Z7 @. [0 i$ X) a;(clear) (null) clears the console output
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5 E, y+ A4 |" I( r8 N+ `;(give) (null) places an instance of the given item in the player's inventory ( S- d/ E* E T: R' X
2 W% g+ h8 g/ D/ |. f;(idkfa) (null) something you should not use!
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2 C" m9 ^- O$ @7 c;(invisibility) (null) something you should not use! ( W2 f' l# m' v: z# o+ \
, p. g0 s7 F( Q) h;(kill) (null) something you should not use! # r' g- D6 {: T2 U7 p' A! a
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;(music.bEnableAutoUpdate) (null) enables or disables automatic updates ! V u+ W7 L" q. J
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;(music.bEnableTriggers) (null) enables or disables accepting triggers
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; o/ T* H+ P3 `* w" y& F+ _;(music.sDayTime) (null) sets the daytime $ P/ C" K+ V' U, f6 ?6 D8 Y5 |
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;(music.sLocation) (null) sets the location
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! z; p3 Z0 D3 R) W# a3 p/ H T) X;(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 0 g$ q. L2 t2 V; a; M
1 W( N& p+ S+ Q1 Y$ C! k8 B;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R)
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;(physics.dToggleStatistics) Toggle Status Shows some physics debug output
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, V5 l: S$ r1 q* D3 v) D;(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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9 b) c9 i; d; D! o+ l* T6 v;(show position) (null) display the current camera position
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; t- P: V+ k u# p8 i/ L9 ?% Q. l* k;(spawn) (null) spawns an instance of the given entity name
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;(spy.AddComment) (null) adds a comment line in the spy 8 ^/ ^$ U2 E. X8 M% t2 [1 U) [
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;(teach) (null) teaches the specified spell(s) and/or skill(s)
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+ J$ w) E0 u0 j;(timer.fTimeScale) (null) sets the time scale value (default: 1.0)
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;(toggle memdebug) (null) tests the memory for corruptions (SLOW!) . j% S; d' u, {# B$ F1 w# f* D
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;(trigger) (null) triggers the given entity or the focus/editor entity if no name given 2 u" |8 u1 b* v9 h3 P+ _6 z3 o
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;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given ; l1 m* ~# i7 `' B! r
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;(view.dShowEvents()) View Events visualizes all relevant event psets
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; ~7 h3 [1 S! L- t* c% [+ c;(view.dShowLabels()) View Labels visualizes all relevant label psets
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;(view.dShowLights()) View Lights visualizes all relevant light psets # E2 X8 U+ B" l7 ^9 c' T1 u
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;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N)
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5 O$ o) |& M$ f4 S9 g;(watch) Watch Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+W)# b# ?/ \( `: f! {2 T. F% t
1 W' H# R4 h5 C5 L6 E: U5 N4 ^2 i;(world.ToggleFolder) (null) enables or disables the given sector-folder
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% o9 b* ]( q- U( U;(world.ToggleSector) (null) enables or disables the given sector |
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