《恶灵附身》全控制台指令及秘籍汇总

游戏攻略

    《恶灵附身》游戏之前官方推出了游戏部分控制台代码,今天给大家带来玩家总结的全控制台指令,有需要的可以参考一下。
    D版使用说明:
    1、下载并安装完整的《恶
    2、创・第三章战序解析捷方式
    3、在游戏之前为大家介绍了尾缆灵附身 “ com_allowconsole 1 ”(三章的打)
    4、开来介绍
    5ォ圦木戬儉按 “ Ins(Insert)” 中发现的两个。代码第一个是战斗过程中如
    上磨坊的阁楼,
    1.有Steam一定几率消恶灵附身》选择属性,再选择设失,消失了
    2.办弌 com_allowconsole 1(开的牃玪前凭空出现,把你秒杀。式里第二)
    3.打死的时候最Insert好找个开放地
    R_swapinterval 在祼走绊打死,电!(-2锯就掉到墙壁里30面,-1消设缂锉定60消,0失了,然后弌帧就)
    R_swapinterval
    -阱,FPS锁定己弄死NUMBER的倎,贐数
    --2电锯就会出现在30FPS
    --1。锁定60FPS,可正常运行
    -0:解锁FPS,不过不推荐
    God 上帝模式,在任何情况下不会死亡
    -上帝模式。角色无敌,并且某些角色不战解析使用必杀技
    Noclip
    -略墙模式
    G_infiniteammo
    -攻略彑药(必须在至第三1章子弹的情况下激活)
    G_stoptime 1
    -停止时间
    -输入G_stoptime 0让时间继续
    Toggledebugcamera
    -解锁镜头跟踪,你可以自由移动视角
    R_forceaspectratio
    -设定屏幕高宽比。默认2.5
    -0:全屏 1.8或者2可以调整为无黑边
    Com_showFPS
    -打开FPS计数器
    Startslowmotion2
    -慢镜模式
    Stopslowmotion
    -关闭慢镜模式
    Noclip 穿墙模式,不限制任意移动(输入一次为开启,再次输入为关闭)
    G_infiniteammo 1 无限弹药(设置1为开启,0为关闭)
    Toggledebugcamera 切换自由视角(更改为自由视角不受任何限制)
    KillPlayer 杀死玩家(貌似被删除了)
    Give (获得各种物品)
    r_showParmBlock
    r_scaleCopyIntensity
    r_usefontCompress
    r_forceReloadDecls
    r_dispRenderTime
    r_skipWorld
    r_skipModels
    r_skipStaticModels
    r_skipLights
    r_skipSuppress
    r_skipFeedbackCapture
    r_skipDynamic
    r_skipAddAlways
    r_skipAugment
    r_skipAutosprites
    r_skipOcclusionBaseModel
    r_skipZCullReconstruct
    r_skipDimShadows
    r_skipBaseSurfaces
    r_skipBlendedSurfaces
    r_skipWaterPass
    r_skipDistortionSurfaces
    r_skipGuis
    r_newSpotLights
    r_shadows1
    r_shadows2
    ws_PostCommitMegaShadowsJobLevel
    ws_light_profile
    ws_tonemap_profile
    ws_useToneTranslationTable
    ws_debugTintLowResParticles
    r_debugSingleLight
    r_debugSingleLightName
    r_skipSingleLight
    r_debugSingleShadowCaster
    r_debugSingleShadowCasterInc
    r_debugSingleShadowCasterDec
    r_debugSingleLightActual
    r_debugSingleLightActualInc
    r_debugSingleLightActualDec
    r_warnLights
    r_debugSingleLitParticle
    r_debugSingleLitParticleActual
    r_debugSingleLitParticleActualInc
    r_debugSingleLitParticleActualDec
    r_fog
    r_skipAlbedo
    r_enableDeepLogging
    r_skipLightProbe
    r_skipTranslucencyPass
    r_skipSubSurfaceScattering
    ws_bokehPrecomputeCoC
    ws_bokehBlurCoC
    ws_bokehBlurRadiusOverride
    r_skipLensFlareSurfaces
    r_skipNodeCPUCulling
    r_skipNodeGPUCulling
    r_skipAreaCPUCulling
    r_skipAreaGPUCulling
    r_skipModelCPUCulling
    r_skipModelGPUCulling
    r_skipLightCPUCulling
    r_skipLightGPUCulling
    r_skipSurfaceCPUCulling
    r_skipModelRangeCulling
    r_skipViewParms
    r_showParms
    r_generateMipMaps
    r_consoleDofScale
    r_consoleContrastCenterOffset
    r_consoleContrastScaleOffset
    r_consoleNoiseScaleOffset
    r_lockView
    r_singleWorldArea
    r_singleLight
    r_singleModel
    r_singleSurface
    r_singleGuiSurface
    r_singleDimShadow
    r_queryThreshold
    r_queryLightThreshold
    r_manifoldMaxDetailWidth
    r_detailDistancePixelThreshold
    r_envBlendShow
    r_envBlendTime
    r_envBlendAmbient
    r_skipSlowLights
    r_skipBlendLights
    r_useLightScissors
    r_useLightDepthBoundsTest
    r_showLightScissors
    r_showBlendedLights
    r_useNewPrivateLighting
    r_dimShadowResolution
    r_dimShadowLixelScale
    r_dimShadowDensity
    r_dimShadowUseQuery
    r_dimShadowForceHighQuality
    r_showDimShadows
    r_skipSelfShadows
    r_selfShadowDensity
    r_skipSelfShadowRangeCulling
    r_selfShadowMaxVisibleRange
    r_selfShadowFadeVisibilityRange
    r_selfShadowImageDimension
    r_selfShadowPolyOfsFactor
    r_selfShadowPolyOfsUnits
    r_dimShadowPolyOfsFactor
    r_dimShadowPolyOfsUnits
    r_dimShadowDepthBoundsTest
    r_skipPost_idStudio
    r_showGuiOverdraw
    r_feedbackBGRA
    r_extraClears
    r_lanternOverrideR
    r_lanternOverrideG
    r_lanternOverrideB
    r_lanternOverrideExp
    r_lanternOverrideRadius
    r_lanternSpotEnable
    r_lanternSpotRadius
    r_lanternSpotShadow
    r_skipLanternShadow
    r_lodEnable
    r_lodMargin
    r_lodDistance_0
    r_lodDistance_1
    r_lodDistance_2
    r_lodLevelDown
    r_lod_fovScale
    r_testAlpha
    r_testAnimationInterval
    r_testUWrap
    r_testVWrap
    r_lodCancelDetail
    r_showDetailMap
    r_tngScrDistortion
    r_tngScrDistScale
    r_tngScrDistBPM
    r_tngScrDistIndex
    r_tngOldScrDistBlur
    r_tngScrDistBlur
    r_tngScrDistBlurRate
    r_tngToneControl
    r_camouflageUseCVar
    r_camouflageDRate
    r_camouflageNRate
    r_camouflageUVScale
    r_camouflageUVScale2
    r_itemRimColorR
    r_itemRimColorG
    r_itemRimColorB
    r_itemRimColorS
    r_monoColorScale
    r_vpointlightEnable
    r_showVertexColor2
    r_showTexturePageRuler
    r_showTexturePageRulerZ
    r_lpp_enabled
    r_lpp_tileToHighlight
    r_lpp_updateDebugFrustum
    r_lpp_drawLightWireframeDebug
    r_lpp_drawFrustumWireframeDebug
    r_lpp_highlightOverload
    r_lpp_shadowFadeHysteresis
    r_lpp_shadowFade
    r_lpp_shadowFadeSpeedOut
    r_lpp_shadowFadeSpeedIn
    r_sb_parallelShadows
    r_sb_pointShadows
    r_sb_unshadowedOptimization
    r_lpp_packConstants
    r_lpp_lightAnimation
    r_lpp_tile
    r_lpp_enableAllLightClasses
    r_lpp_enableParallelLights
    r_lpp_hiz
    r_lpp_histencilPercentage
    r_limit_viewlights
    r_lpp_simpleshade
    r_lpp_shrinkLight
    r_lpp_ObjectBlur
    r_lpp_CameraBlur
    r_lpp_BlurRepeat
    r_lpp_BlurMode
    r_lpp_CMBMax0
    r_lpp_CMBMax1
    r_lpp_CMBMin0
    r_lpp_CMBMin1
    r_lpp_OMBMax
    r_lpp_OMBMin
    r_lpp_CheaperMotionBlur
    r_lpp_dofDebug
    r_lpp_ToneMap
    r_lpp_ToneType
    r_lpp_Glare2
    
    
    
    r_tonemapHistogram
    r_lpp_FXAA
    r_lpp_MLAA
    r_lpp_SMAA
    r_lpp_SSAO
    r_wsToneMapClampHackX
    r_wsToneMapClampHackY
    r_wsToneMapClampHackZ
    r_wsToneMapClampHackW
    r_wsHistogramDomainX
    r_wsHistogramDomainY
    r_wsHistogramDomainZ
    r_wsHistogramDomainW
    r_tngToneX
    r_tngToneY
    r_tngToneZ
    r_tngToneW
    r_tngToneCaptureX
    r_tngToneCaptureY
    r_tngToneCaptureZ
    r_tngToneCaptureW
    r_wsTngToneEnable
    r_wsColorBalanceEnable
    r_wsColorBalanceBindToWsTngTone
    r_lpp_SSAO_HiRes
    r_lpp_SSAO_Blur
    r_lpp_debugSSAO
    r_postProcessUseCS
    r_lpp_VLS
    r_lpp_debugVLS
    r_lpp_VLS_HiRes
    r_lpp_VLS_Blur
    r_lpp_SSR
    r_lpp_SNN
    r_lpp_Laplacian
    r_spuPostUseGlare2
    r_spuPostUseTonemapping
    r_debugShowCrossfade
    r_skipCrossfade
    r_lpp_Crossfade
    r_lpp_CrossfadeOld
    r_lpp_CrossfadeTime
    r_lpp_CrossfadeTimer
    r_debugSugiyama
    r_lpp_hdr
    r_lpp_fixScatterEdges
    r_lpp_earlyLightStencil
    r_skinScatter
    r_enableShVolume
    r_shVolumePower
    r_skipFoliage
    r_skipInstance
    5000.0
    r_FoliageRange
    8000.0
    r_Foliage2Range
    r_brainSonicEnable
    r_hqDofDisable
    r_hqDofForceOn
    r_hqDofShowProp
    r_hqDofShowCoC
    r_hqDofDryRun
    r_conditionalRenderingOn
    r_testFadeRate
    r_testToneOverrideRate
    r_volumetricSmokeCacheFrame
    r_debugShowTessellation
    r_allowTessellation
    r_ssssSeparateSpecular
    r_skipPostProcessNoise
    r_radialBlurMode
    r_radialBlurSlopeStart
    r_radialBlurPowFactor
    r_pointShadowBiasX
    r_pointShadowBiasY
    r_pointShadowBiasZ
    
    
    
    r_pointShadowBiasW
    r_parallelShadowBiasX
    r_parallelShadowBiasY
    r_parallelShadowBiasZ
    r_parallelShadowBiasW
    r_parallelShadowPaddingX
    r_parallelShadowPaddingY
    r_parallelShadowPaddingZ
    r_parallelShadowPaddingW
    r_parallelShadowDisplayCascadeAsColor
    r_parallelLightPenumbraMult
    r_waterEnv
    r_waterSSR
    r_waterRefraction
    r_waterDepth
    r_waterFoam
    r_waterSpec
    r_waterEdge
    r_hemiAmbientEnable
    r_skyColor
    r_groundColor
    r_skyColor2
    r_groundColor2
    r_hemiDir
    r_lightProbeIntensity
    r_toneGamma
    r_toneBrightness
    r_screenGrainAmount
    r_overrideParallelLight
    r_overrideParallelLightDirY
    r_overrideParallelLightDirZ
    r_overrideParallelLightColR
    r_overrideParallelLightColG
    r_overrideParallelLightColB
    r_sb_pointLightSeparateDynamic
    r_forcePointLightFalloff
    r_forcePointLightBrightScale
    r_volumeLightEnable
    r_volumeLightDirY
    r_volumeLightDirZ
    r_forceNoSpecularLight
    mt_setupDynamicEnvironment
    mt_searchLightInSpecificCondisions
    mt_renderShadowBuffer
    mt_renderDepth
    r_lensflare
    g_wsEnableAmbientLight
    g_wsEnableParallelLight
    g_wsEnableSceneLights
    g_wsEnableCharacterLight
    g_wsEnableCharacterLightsAsRealLights
    g_wsEnableDiffuse
    g_wsEnableSpecular
    g_wsEnableEnvMap
    g_wsEnableTrans
    g_wsEnableGlare
    g_wsEnableDiffuseOnly
    g_wsEnableSpecularOnly
    g_wsEnableEnvMapOnly
    g_wsEnableTransOnly
    g_wsEnableDiffuseMapOnly
    g_wsEnableSpecularMapOnly
    g_wsDetectPixelNANS
    r_sb_firstLight
    r_sb_lastLight
    changeWetness
    r_fsDebug
    r_enableOctree
    r_enableEditorOctree
    r_oct_orientedBounds
    r_enableOctreePrefetch
    r_debugContext
    r_d3dDeviceDebuggable
    r_multiSamples 注:Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes)
    r_mode 注:number of anti-aliasing samples (0 = no multi-sampled FBO)
    r_displayRefresh 注ptional display refresh rate option for vid mode
    toggleMegaLayers 注:toggleMegaLayers <0/1>
    toggleAllMegaLayers
    listMegaLayers
    r_showPortals
    
    
    
    r_pvs_stepcount
    r_pvs_debug
    r_pvs_limitmaxareas
    r_debugShadowAssign
    r_skipLightCulling
    r_tonemap2
    r_showPVS
    r_InternalDrawTextEnabled
    r_showBufferLoupe
    r_showBufferLoupeMode
    r_showBufferLoupeSize
    r_debugShowLppNormal
    r_debugShowLppLight
    r_debugShowLppDepth
    r_debugShowLppAlbedo
    r_debugShowPostBuffer
    r_debugShowGlareBuffer
    r_debugShowCameraBlurBuffer
    r_debugShowObjectBlurBuffer
    r_debugShowFXAABuffer
    r_debugShowMLAABuffer
    r_debugShowSMAABuffer
    r_debugShowParticleEditorTexture
    ClearDebugDrawing
    r_allowSkipDynamicPass
    r_dbglightColorEpsilon
    r_renderLogMarkers
    r_logLevel
    r_enableForwardPointShadows
    r_swapInterval
    r_shadows
    r_skipGlare
    r_skipEmissiveGlare
    r_testMegaTexture
    r_testWorld
    r_showTotalSurfaceArea
    r_showNumActiveParticles
    r_useDynamicEnvironment
    r_useSMP
    r_timingSmoothness
    r_force_allLightsShadowed
    r_usePBOTextureFeedback
    r_singleTriangle
    r_checkBounds
    r_forceTwoSided
    r_useStateCaching
    r_znear
    r_zfar
    r_gamma
    r_outputSRGB
    r_brightness
    r_jitter
    r_skipCommits
    r_postCommitDeferred
    r_logFile
    r_clear
    r_testGamma
    r_testGammaBias
    r_calibrateGamma
    r_calibrateGammaMode
    r_calibrateGammaLum
    r_skipVmtrs
    r_forceVmtrReload
    r_showVertexColor
    r_showCommits
    r_showDynamic
    r_showTrace
    r_showIntensity
    r_showDestinationAlpha
    r_showStats
    r_showQueries
    r_showLights
    r_showLightsVFX
    r_showLightShadowCasters
    r_showLightDepthCulled
    r_debugLitParticles
    r_drawOnlyForwardLights
    r_showModels
    r_showEnvs
    r_showSurfaceBounds
    r_showModelBounds
    r_showAmbientLighting
    r_showDynamicLightingSingleModel
    r_showOcclusionBaseModel
    r_showManifolds
    r_showTJunctions
    r_showDuplicateTriangles
    r_showSpecularTriangles
    r_showWorldAreas
    r_showLightCount
    r_showTris
    sz_bridgepiller
    r_showTrisAssetName
    1 1 1 0.4
    r_showDrawColor
    r_showLandscape
    r_showTwoSided
    r_showSurfaceInfo
    r_dumpSurfaceInfo
    r_showNoDrawSurfaceInfo
    r_showTraceWorld
    r_showNormals
    r_showDepth
    r_showCracks
    r_showStencil
    r_showPrimitives
    r_showEdges
    r_showNonTwoManifoldEdges
    r_showTexelDensity
    r_showTexturePolarity
    r_showTangentSpace
    r_showTextureSpace
    r_showTextureDistortion
    r_showTriangleInfo
    r_showTransSortOverdraw
    r_showBlendedSurfOverdraw
    r_testVMTR
    r_testVMTRLod
    r_testAutosprites
    r_debugLineDepthTest
    r_debugPolyDepthTest
    r_debugLineWidth
    r_debugArrowStep
    r_debugPolygonFilled
    r_forceFullVirtualTextureLoad
    r_skipAnalyze
    r_skipUpdateInView
    r_skipUiUpdateInView
    r_waitForQuery
    r_lazyBindPrograms
    r_lazyBindParms
    r_lazyBindTextures
    r_stripFragmentBranches
    r_skipDetailTris
    r_finishEveryDraw
    r_flatShadeOnMissingMegas
    r_flatShadeOnMapLoad
    r_showTessellationDisplacementMapDensity
    r_defaultPolyOfsUnits
    r_defaultPolyOfsFactor
    r_currentMaterial
    r_sleep
    r_recordFlyThrough
    r_numShadowMaps
    mt_enableCommitRenderingData
    mt_enablePostCommit
    r_guiUseDisplayPlane
    g_disableLightRotation
    g_debugDisableEntityRotation
    g_disableLightRotation
    g_debugDisableEntityRotation
     
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