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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!) _/ F4 L( m# e4 m/ G1 a3 U) t
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;Assigned console commands" d' p, |+ M' A" d2 _6 ^* ~9 L
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3 A* N D1 P1 K/ c- F- Q4 a ^;(audio.fAmbientVolume) (null) sets the ambient volume
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- i b7 z" g! d. n) x9 _;(audio.fEffectVolume) (null) sets the effect volume : d; L2 e$ v2 `0 F$ t- I
2 a# h1 O9 A! q* {3 r' W;(audio.fMasterVolume) (null) sets the master volume * X' t6 \7 C \5 T, \' w [* @
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;(audio.fMusicVolume) (null) sets the music volume
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0 {( U- G" R2 O; [;(audio.fVoiceVolume) (null) sets the voice volume
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;(caps.DisableAlphaRendering) (null) 1 ]# J8 x" v* w" \( l& _
+ w8 b! `9 C/ Q" M' w# U;(caps.DisableModuleRendering) (null)
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# `2 z* P. ~& A7 z% N+ e;(caps.DisableStencilTesting) (null)
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4 `( {9 M5 Q# }7 G- B;(caps.EnableDynamicVisualsRendering) (null) 4 x. i( ^8 N1 t2 T. ^
2 H1 J: X) [& H6 i' A;(caps.EnableLightMaps) (null) e2 B0 _8 X" w7 ^
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;(caps.EnableObjectVPTHCCulling) (null)
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' A0 g4 q3 T0 [, C7 V;(caps.EnableOcclusionCulling) (null)
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1 O* k4 {/ `0 s) x8 u. ^7 L;(caps.EnableStaticVisualsRendering) (null) ' P: K0 G! ^: B' c3 K
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;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range ; u) j; B0 p! E* \ o3 {6 V
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;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange
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;(caps.FarClippingPlane) (null) changes far clipping plane # Y7 B. l! |7 Z
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;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh $ r$ ~9 D; @6 j+ E
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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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Z9 G i1 S$ w( V0 Z;(caps.OCCheckThreshold) (null)
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;(caps.OCPixelOverdrawThreshold) (null) 6 l" F8 C0 u& w# a
" U" [3 I3 c) d;(caps.RenderDebug) (null) toggles rendering of entity debug infos , x7 ~+ g; P0 t( R& e( N
# }: E/ \. K* I% ^) H4 \;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold7 P3 f- f7 m* _ k+ H
2 K* r5 a( Z+ h, H: @;(compile navigation) (null) (re-)compiles the navigation scene! / O3 Y( ]9 Z# [4 w/ B
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;(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) P; J" _+ Z, n, }: A9 f- A
4 J. c6 Z1 E2 A4 O;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width)
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( G: m1 Q2 I* B* w+ [;(console.posy) (null) defines the y pos of the console in pixel (default 0)
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" L# g* c( j# u( w& z5 t;(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) ) C+ y6 m. I3 e2 k, l) {6 m
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;(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 9 K' L5 K! H$ B6 {: V* Q1 T
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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 8 g2 Q- b5 q1 p
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;(DebugShowMem) (null) shows memory output in zspy and traceview
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5 y+ j, M/ @* y4 V* e0 K7 o2 \;(defeat) (null) something you should not use!
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0 P- K- @% U0 M( w& T! [;(DisablePrefetcher) (null) Disables prefetcher
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;(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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4 @8 p. a* R8 [4 ~" V( Z5 _' S* A;(edit) OnConsoleCommand edits the current entity
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* N Q' g, R- E$ ]* Y# N/ W! k;(EnablePrefetcher) (null) Enable prefetcher
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+ \" }- p e7 R5 O2 Y5 ~;(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!
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5 Y$ ]4 F. H" K3 p5 E9 F2 q;(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 ) t. c- M$ n: ~4 T8 ?* i4 O
* G# L, T2 E/ X+ X;(game.ForceCrash) (null) guess what!
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5 m* w3 h+ c9 K6 C;(game.ForceFloatException) (null) causes a floating point exception! ) Z# w7 u0 N& R: _- R- d `
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;(game.SetTime) (null) Sets the World Time
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3 M) L8 \& M% j2 p- o3 }7 E;(game.ShowVersion) (null) prints out the current game version
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. P4 T- t& ]8 N;(game.WatchFPS) (null) opens a statistic control with fps output # s8 u( _: z: j* I; L% n
$ N1 _1 O6 \9 j- Q9 D& O, r;(god) (null) something you should not use! 1 r0 y# W, w7 q! P0 a
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;(goto) (null) beams player and camera to the given entity
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;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP) L8 H) j. x* _0 N1 h/ m) P$ z
. d& _: l7 u# u: l* s;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
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' {! z& r. W: F7 B# a" x( h4 K;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L) , C: Q% l9 n2 B+ V; I' Q! V, A9 h
) r2 D8 V E! s2 @! o- n( m; h;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
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# Q3 e$ L# M y1 A# b: I5 P8 q;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode
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;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode 0 p0 A% q; R3 Z
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;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode 1 U- m* d: r, Z$ `0 v6 m. r
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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
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;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors " t, p& r/ s( V! P6 ?. u
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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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" j2 ?: d% X8 `- Z) Z) N/ d- r;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]
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" L! n+ E2 @7 n" q8 b& g& [% E;(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 # r6 H6 c) J7 k4 C1 V
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;(quit) (null) closes the application's window
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;(history) (null) prints the history of entered commands
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;(help) (null) prints a help line for each command
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;(clear) (null) clears the console output
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;(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! : T/ d# L% I. S3 e% ~9 a& x9 O
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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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;(music.bEnableAutoUpdate) (null) enables or disables automatic updates ! Y- K% {3 e( Q
* y8 j" J* P% L; S$ O$ o;(music.bEnableTriggers) (null) enables or disables accepting triggers # `, u1 A) Q6 @- ]+ `
7 T7 J. E' k: I8 e& F1 o6 K( z8 A;(music.sDayTime) (null) sets the daytime ; f+ ` S' `( W0 Z- [9 B' m* P) K
, @, \4 V7 D! g3 f- Y;(music.sLocation) (null) sets the location + X; C+ k0 j }: \1 |
; C. S- G H8 w+ P+ Q/ Q;(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 z% ~3 y, l/ _9 [ d7 h" l
* x5 Z7 ~; n" A;(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 ( m8 ^; K: O/ G! H% r% s# \
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;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H) 2 i5 X4 X: r4 z8 K( y
. b! q+ h4 ~6 c( ];(Remotedebugger) (null) starts a remote debugging session on the target machine [localhost], if nothing entered$ y. T: l T$ @. @. f0 m# f
% h% W$ w) e" ^: {* m. Y* [;(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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% |1 ?: I& _1 O, ^;(spy.AddComment) (null) adds a comment line in the spy # v# u! ^, K, I& n
' ]; }- b& }) `% Z! y, T- f% i;(teach) (null) teaches the specified spell(s) and/or skill(s)
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) c$ f/ B. k# j" P5 G# y, F;(timer.fTimeScale) (null) sets the time scale value (default: 1.0)
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1 C1 E4 O) x: f! W# }6 s% \9 O;(toggle memdebug) (null) tests the memory for corruptions (SLOW!)
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;(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
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;(view.dShowEvents()) View Events visualizes all relevant event psets
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9 _: k* w# C5 o; g: I' X: \;(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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$ c* k7 f" g* g9 v4 s2 T* m;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N) ! Y/ B( N: T" U& i# D5 P
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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)& u: j ^/ n2 {1 }0 c3 T
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;(world.ToggleFolder) (null) enables or disables the given sector-folder ! i1 K, J( o w) E: y# N& k( j% |: ~
7 E/ X. R& `3 s7 `) J5 m! U;(world.ToggleSector) (null) enables or disables the given sector |
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