《影子武士2》控制台作弊码指令一览
导语:影子武士2控制台作弊码指令一览, 《影子武士2》作为一款射击游戏,抛开了无谓的舒服,以斩杀和爆炸带给玩家最直观的爽快体验,在游戏中你无需顾虑任何事,一路杀一路射击就够了!...
这里给大家带来了玩家整理的部分《影子武士2》控制台作弊码指令一览,一起看下吧。
具体如下:
首先
You can open console in shadow warrior 2 with ctrl+` (not ~). (这句看不懂就别往下看了,控制台都是英文,我也没一个个试)
然后比较有用的一些代码
s_allow_attack_as_use
s_debug_sys_window
s_fly_mode (飞行模式?)
s_scripts_watchhog_enabled (看门猪是什么?)
s_scripts_watchhog_timeout
g_player_speed (奔跑速度?)
g_player_speed_whenjump
g_player_acceleration
g_player_backward_ratio
g_player_jumping_control_direction
g_player_aircontrol
g_player_move_actions_freq
g_player_rotation_when_zooming
g_player_onground_friction
g_player_onground_force_multiplier
g_player_inair_force_multiplier
g_player_independent_reload
g_player_inertia_range
g_player_inertia_damping
g_player_maxpitch
g_player_time_between_dialogs
g_player_t_inertia_damping
g_player_bouncefix
g_player_sword
g_enable_checkpoints
g_weapon_autochange_ammoout
g_prevent_using_same_blocks
s_loading_force_video
g_level_tags
g_infinite_ammo ( 无限弹药?)
g_fall_never_kills
下面是控制台列表
a_hud_loading_image_
a_hud_loading_image_arena_1_0_d
ui_list_item_d
ui_list_item_choice_top_d
ui_list_item_choice_bottom_d
ui_list_item_choice_middle_d
ui_dialog_icon_%s_d
ui_dialog_icon_bg2_d
ui_dialog_icon_%s_d
ai_set_on_ground
ui_save_play_time_icon_d
ui_save_difficulty_%d_d
ui_menu_large_single_player_icon_d
ui_menu_large_multi_player_icon_d
r_saFe_region 1
r_safe_region 0
ui_difficulty_picture_%d_d
ui_caption_left
ui_extras_icon_movies_d
ui_caption_right
ui_extras_picture_movies_d
ui_extras_icon_credits_d
ui_extras_picture_credits_d
ui_movies_picture_
ui_extras_picture_artbook_d
ui_extras_icon_artbook_d
ui_extras_picture_movies_d
ui_extras_icon_movies_d
ui_extras_picture_credits_d
ui_extras_icon_credits_d
p_progress
p_accepted
ui_inventory_player_model
ui_inventory_player_model
ui_dialog_icon_%s_d
ui_inventory_player_model
ui_inventory_player_model
ui_options_icon_game_d
ui_options_picture_game_d
ui_options_icon_pad_d
ui_options_picture_pad_d
ui_options_icon_video_d
ui_options_picture_video_d
ui_options_icon_controls_d
ui_options_picture_controls_d
ui_options_icon_audio_d
ui_options_picture_audio_d
ui_icon_
ui_icon_
ui_options_icon_multiplayer_d
ui_options_picture_multiplayer_d
ui_mp_avatar_bg_d
n_kick
s_demo
r_sort
r_farZ
n_map
r_fov
r_vis
r_ssao
r_fog
r_shader_list_save
r_shader_list_load
r_shader_make_default_cache
n_imbad_clients
s_time_multiplier
p_debug_memory
p_debug_ragdoll
p_debug_world_snaPShot
n_stop_server
n_connect
n_disconnect
n_debug_send_reliable
n_debug_send_unreliable
n_debug_say
n_request_games
n_get_games
r_weapon_fov
r_menu_fov
r_show_FPS
r_show_camera_pos
r_show_system_stats
r_show_lod
r_show_lod_info
r_show_box
r_show_box_mesh_static
r_show_box_mesh_skinned
r_show_box_terrain
r_show_box_translucent
r_show_box_particle
r_show_box_light
r_show_box_light_shadow
r_show_box_flare
r_show_box_lightning
r_show_box_animatix
r_show_box_animatix_chunks
r_show_box_env_map
r_show_box_global_env_map
r_show_box_volume_decal
r_show_box_decal
r_show_flares
r_show_shadow_casters
r_show_shadow_casters_local
r_show_basis
r_show_env_maps
r_show_fog_volumes
r_show_volume_decals
r_show_volume_ambients
r_show_volume_lighting_channels
r_show_lights
a_lods
r_show_lights_shadow
r_show_lights_shadow_point
r_show_lights_shadow_spot
r_show_lights_particle
r_show_particles_overdraw
r_show_particles
r_show_particles_spawn_area
r_show_sim_particles
r_show_grid
r_show_agent_paths
r_show_agent_personal_space
r_show_agent_vel
r_show_triggers
r_show_flyer_zones
r_show_safe_frame
r_show_name
r_show_name_light
r_show_name_particle
r_show_hole_capsules
r_show_hole_collision
r_show_shadow_capsules
r_show_blockers
r_show_editor_dangles
r_fullscreen
r_resolution_scale
r_fullscreen_aspect
r_fullscreen_modes
r_fullscreen_refreshes
r_fullscreen_monitor
r_safe_region
r_vsync
r_tripple_buffering
r_mip_lod_bias
r_anisotropy
r_shader_save_asm
r_mip_cap
r_texture_quality
r_particle_quality
r_particle_global_spawn_multiplier
r_sort_mode
r_max_prims
r_min_prims
r_dump_render_lists
r_default_depth_bias_offset
r_default_depth_bias_scale
r_default_depth_bias_clamp
r_wireframe
r_wireframe_lights
r_gamma
r_merge_static_mesh_dips
r_merge_skinned_mesh_dips
r_decal_depth_offset
r_decal_weapon_depth_offset
r_decals_skinned_max_depth
r_nearZ
r_foliage_range_max_0
r_foliage_range_max_1
r_foliage_range_multiplier
r_foliage_dissolve_distance
r_foliage_dissolve_distance_z
r_foliage_dissolve_distance_imposters
r_foliage_show_boxes
r_foliage_show_modifiers
r_foliage_show_stats
r_foliage_quality
r_foliage_lock
r_foliage_gather_extend
r_foliage_use_cbuffer
r_foliage_use_tiles
r_foliage_imposters
r_foliage_instance_culling
r_foliage_cascade_num
r_show_splits
r_show_splits_color_scale
r_show_subchunks
r_depth_bounds
r_hdr_display
r_hdr_display_paper_white
r_shader_debug_x
r_shader_debug_y
r_shader_debug_z
r_shader_debug_w
r_test_a
r_test_b
r_test_c
r_test_d
r_test_e
r_material_mod_fire_emissive_max
r_material_mod_fire_emissive_speed
r_material_mod_acid_emissive_max
r_material_mod_acid_emissive_speed
r_material_mod_ice_emissive_max
r_material_mod_ice_emissive_speed
r_material_mod_electricity_emissive_max
r_material_mod_electricity_emissive_speed
r_material_transmitance_foliage
r_material_transmitance_thinwall
r_hit_proxy_test
r_hit_proxy_scissor
r_auto_res_reload
r_async_io_file_sleep
r_tex_streaming_enable
r_tex_streaming_time_in_cache
r_tex_streaming_in_range
r_tex_streaming_debug
r_tex_streaming_force_pool_size
r_draw_cables
r_draw_particles
r_draw_mesh_particles
r_draw_meshes
r_draw_terrain
r_draw_meshes_translucent
r_draw_dyn_meshes
r_draw_skinned_meshes
r_draw_lights
r_draw_lights_local
r_draw_volume_decal
r_draw_volume_ao
r_draw_volume_lighting_channels
r_draw_shadow_capsules
r_draw_ambient
r_draw_ambient_local
r_draw_ambient_box
r_draw_ambient_ellipsoid
r_draw_ambient_convex
r_draw_lights_directional
r_draw_lights_directional_projector
r_draw_lights_tube
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