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Quake 4: Коды

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Во время игры нажмите [CTRL] + [ALT] + [~] (тильда) для вызова консоли, где вводите:

God — Режим бога
give all — Все оружие, боеприпасы
killmonsters — Убить всех монстров
noclip — Проход сквозь стены
notarget — Невидимость
kill — Самоубийство
give ammo — Максимальный боеприпас
give health — Все здоровье
give keys — Все ключи

freeze – Остановить всех
map [название карты] – Загрузить карту
benchmark – Статистика
com_drawfps 1 – FPS
aviDemo – Записать демку вашей игры в avi
gfxinfo – Показать сведения о видеокарте
r_gamma [0-3] – Гамма
r_brightness [число] – Яркость
s_volume_db [число] – Громкость звука (по умолчанию стоит 0)
s_showlevelmeter 1 – Вызвать меню управления звуком (0 — очистить)
g_showprojectilepct 1 – Показывать процент попаданий
quit — Выход

Названия карт (для команды смены карт: «map game/ [название]»)

Air Defense Base: airdefense1
Air Defense Trenches: airdefense2
Aqueducts: convoy2
Aqueducts Annex: convoy2b
Canyon: convoy1
Construction Zone: walker
Data Networking Security: network2
Data Networking Terminal: network1
Data Processing Security: process2
Data Storage Security: storage2
Dispersal Facility: dispersal
Game/process1: process1
Game/storage1: storage1
Hangar Perimeter: hangar1
Interior Hangar: hangar2
MCC Landing Site: mcc_landing
Nexus Core: core1
Nexus Hub: hub2
Nexus Hub Tunnels: hub1
Operation: Advantage: mcc_1
Operation: Last Hope: mcc_2
Perimeter Defense Station: building_b
Putrification Center: putra
Recomposition Center: recomp
Strogg Medical Facilities: medlabs
The Nexus: core2
Tram Hub Station: tram1
Tram Rail: tram1b
Waste Processing Facility: waste

Название моделей (для команды смены моделей «spawn [название]»)

char_doctor
char_kane_strogg
char_marine
char_marine_fatigues
char_marine_medic
char_marine_tech_armed
monster_berserker
monster_bossbuddy
monster_failed_transfer
monster_fatty
monster_gladiator
monster_grunt
monster_gunner
monster_harvester_combat
monster_iron_maiden
monster_makron
monster_network_guardian
monster_repair_bot
monster_scientist
monster_sentry
monster_slimy_transfer

Улучшение оружия. Учтите, для того, чтобы код сработал, у вас уже должно быть оружие, которое вы собрались модифицировать. Названия вводить в месте с этим кодом: «spawn [название]».

weaponmod_hyperblaster_bounce1
weaponmod_lightninggun_chain
weaponmod_machinegun_ammo
weaponmod_nailgun_ammo
weaponmod_nailgun_power
weaponmod_nailgun_rof
weaponmod_nailgun_seek
weaponmod_railgun_penetrate
weaponmod_rocketlauncher_burst
weaponmod_rocketlauncher_homing
weaponmod_shotgun_ammo

Для ярых читеров вот все коды в оригинале:

God mode — god
Full weapons and ammunition — give all
Full ammunition for current weapons — give ammo
Armor to 125 — give armor
Classic 1995 version — give doom95
Health to 100 — give health
All keys — give keys
BFG — give weapon_bfg
Chainsaw — give weapon_chainsaw
Machine gun — give weapon_machinegun
Plasmagun — give weapon_plasmagun
Rocket launcher — give weapon_rocketlauncher
Shotgun — give weapon_shotgun
Spawn indicated item — give [item name]
Play indicated map — map [map name]
Load a map — map
Show AAS stats — aasStats
Adds debug arrow — addarrow
Core to game chat lines — addChatLine
Add debug line — addline
Scale contact friction — af_contactFrictionScale
Force the given friction value — af_forceFriction
Name of the body to highlight — af_highlightBody
Name of the constraint to highlight — af_highlightConstraint
Scale the joint friction — af_jointFrictionScale
Maximum angular velocity — af_maxAngularVelocity:
Maximum linear velocity — af_maxLinearVelocity
Show bodies — af_showBodies
Show body names — af_showBodyNames
Show constraint names — af_showConstraintNames
Show constraints — af_showConstraints
Show the inertia tensor of each body — af_showInertia
Show joint limits — af_showLimits
Show mass of each body — af_showMass
Show primary constraints only — af_showPrimaryOnly
Show articulated figure CPU usage — af_showTimings
Show tree-like structures — af_showTrees
Show velocity of each body — af_showVelocity
Skip friction — af_skipFriction
Skip joint limits — af_skipLimits
Skip self collision detection — af_skipSelfCollision
Scale time — af_timeScale
Use impulse-based contact friction — af_useImpulseFriction
Use impulse-based joint friction — af_useJointImpulseFriction
Use constraint matrix symmetry — af_useSymmetry
Enable blocked fail safe handling — ai_blockedFailSafe
Draw trajectory tests for monsters — ai_debugTrajectory
Draw attack cones for monsters — ai_showCombatNodes
Write .AVI for a command demo — aviCmdDemo
Save demo in .AVI format — avidemo
Write .AVI for a demo — aviDemo
Write .AVI for the current game — aviGame
Game benchmark — benchmark
Benchmark — benchmark
Bind command to a key — bind
Blink a debug line — blinkline
Center view — centerview
Clear the console — clear
Clear all lights — clearLights
Drop current weapon — clientDropWeapon
In-game GUI message mode — clientMessageMode
Voice chats — clientVoiceChat
Team voice chats — clientVoiceChatTeam
Cull back facing polygons — cm_backFaceCul
Debug collision detection — cm_debugCollision
Draw filled polygons — cm_drawFilled
Draw internal edges green — cm_drawInternal
Collision mask — cm_drawMask
Draw polygon and edge normals — cm_drawNormals
Show collision model info — collisionModelInfo
Use ~ to toggle console — com_allowConsole
Sample input from the async thread — com_asyncInput
Mix sound from the async thread — com_asyncSound
Compress saved games — com_compressSaveGame
Record journal — com_journal 1
Play back journal — com_journal 2
Make a build — com_makingBuild 1
Marker for memory stats — com_memoryMarker
Purge everything between level loads — com_purgeAll
Show async network stats — com_showAsyncStats
Show frame rate — com_showFPS
Show framerate — com_showfps 1
Show total and per frame memory usage — com_showMemoryUsage
show sound decoders — com_showSoundDecoders
Skip the renderer completely — com_skipRenderer
Show engine timings — com_speeds
Compress a demo file — compressDemo
Speed at which the console moves — con_speed [number]
Dump the console text to a file — conDump
Connect to a server — connect
Crashes game — crash
Crash game — crash
Unknown — cvar_restart
Restart the cvar system — cvar_restart
Apply damage to an entity — damage
Launch script debugger — debugger
Print parses — decl_show 1
Print parses and references developer — decl_show 2
Delete selected entity — deleteSelected
Hold [Enter] to zoom view — demoshot
Save screenshot for a demo — demoShot
Load a map in developer mode — devmap
Open directory — dir
List a folder — dir
List a folder with sub-folders — dirtree
Disassembles script — disasmScript
Disables connection for current multi-player game — disconnect
Disconnect from a game — disconnect
Compile map — dmap
Skip to last level — doomhell
Print indicated text — echo [text]
Launch in-game Articulated Figure Editor — editAFs
Launch in-game Declaration Editor — editDecls
Launch GUI Editor — editGUIs
Change lighting — editlight
Launch in-game Light Editor — editLights
Open the in-game editor — editor
Launch level editor Radiant — editor
Launch in-game Particle Editor — editParticles
Launch in-game PDA Editor — editPDAs
Launch in-game Script Editor — editScripts
Change sounds in editor area — editsounds
Launch in-game Sound Editor — editSounds
Take an environment shot — envshot
Cause an error — error
Execute a config file — exec
Exit game — exit
Exit command demo — exitCmdDemo
Export models — exportmodels
Finish the build process — finishBuild
Freeze everything on screen — freeze
Freeze game for indicated number of seconds — freeze [number]
Armor takes this percentage of damage — g_armorProtection [number]
Armor takes this percentage of damage in MP — g_armorProtectionMP [number]
Maintain even teams — g_balanceTDM
Show blood splats, sprays, and gibs — g_bloodEffects
Pregame countdown in seconds — g_countDown [number]
Scale final damage on player by this factor — g_damageScale [number]
Check for models with bounds over 2048 — g_debugBounds
Show double vision when taking damage — g_doubleVision
Toggle disable buffer file writing for save games — g_flushSave [0 or 1]
Display timing information for each game frame — g_frametime
Score review time in seconds at end game — g_gameReviewPause
Set how much health to take in nightmare mode — g_healthTakeAmt [number]
Set how low can health get taken in nightmare mode — g_healthTakeLimit [number]
Set how often to take health in nightmare mode — g_healthTakeTime [number]
Control the weapon sway in MP — g_mpWeaponAngleScale [number]
Show muzzle flashes — g_muzzleFlash [0 or 1]
If nightmare mode is allowed — g_nightmare [0 or 1]
Game password — g_password [password>
Show dynamic lights on projectiles — g_projectileLights
Enable ejected shells from weapon — g_showbrass
Enable shadow of player model — g_showPlayerShadow
Enable display of player hit percentage -g_showProjectilePct
Toggle hit % to HUD — g_showprojectilepct 1
Skip damage and other view effects — g_skipViewEffects
Number of frames to blend — g_testModelBlend
Test model rotation speed — g_testModelRotate
Name of material to draw over screen — g_testPostProcess
Show available memory — game_memory
Display game class info — game_memory
Cause a game error — gameError
Kick player from multi-player game — gameKick [name]
Kick indicated player name — gameKick [name]
Print current view position — getviewpos
Display graphics card details — gfxinfo
Show graphics info — gfxInfo
Gametype filter — gui_filter_gameType
Password filter — gui_filter_password
Players filter — gui_filter_players
Send heartbeat to master servers — Heartbeat
Show help — help
Hitch the game — hitch
Show IK debug lines — ik_debug
Enable IK — ik_enable
See texture MIP usage — image_colorMipLevels
Control texture downsampling — image_downSize
Control normal map downsampling — image_downSizeBump
Control normal map downsample limit — image_downSizeBumpLimit
Control diffuse map downsample limit — image_downSizeLimit
Control specular downsampling — image_downSizeSpecular
Control specular downsampled limit — image_downSizeSpecularLimit
Change texture filtering on mipmapped images — image_filter
Change lod bias on mipmapped images — image_lodbias
Use .DDS files if present — image_usePrecompressedTextures
Write .DDS files if necessary — image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging — image_writeTGA
Always run (reverse _speed button) in multi-player mode — in_alwaysRun
Angle change scale when holding _speed button — in_anglespeedkey
Look around with mouse (reverse _mlook button) — in_freeLook
Enable mouse input — in_mouse
Restart the input system — in_restart
Yaw change speed when holding _left or _right button — in_yawspeed
Keep last test model in the game — keepTestModel
Kick client by connection number — kick
Kill current target; suicide if no one is targeted — kill
Kill the player — kill
Kill all monsters in current level — killmonsters
Remove all monsters — killMonsters
Kill all moving enemies — killmoveables
Remove all moveables — killMoveables
Kill all non-moving enemies — killragdolls
Remove all ragdolls — killRagdolls
Scan LAN for servers — LANScan
Show LCP solver failures — lcp_showFailures
List active game entities — listActiveEntities
List articulated figures — listAF
List all animations — listAnims
List audios — listAudios
List key bindings — listBinds
List game classes — listClasses
List commands — listCmds
List collision models — listCollisionModels
List cvars — listCvars
List all decls — listDecls
List all keys used by dictionaries — listDictKeys
List all values used by dictionaries — listDictValues
List emails — listEmails
List game entities — listEntities
Lists indicated def file settings — listentitydefs
List entity defs — listEntityDefs
List FX systems — listFX
List game commands — listGameCmds
List GUIs — listGuis
List decl text character frequencies — listHuffmanFrequencies
List images — listImages
Lists indicated def file settings — listlightdefs
List all debug lines — listLines
List materials — listMaterials
List model defs — listModelDefs
List all models — listModels
List all video modes — listModes
Lists images of monsters — listmonsters
List monsters — listMonsters
List particle systems — listParticles
List PDAs — listPDAs
List the entity defs — listRenderEntityDefs
List renderer commands — listRendererCmds
List the light defs — listRenderLightDefs
List scanned servers — listServers
List skins — listSkins
List sound commands — listSoundCmds
List active sound decoders — listSoundDecoders
List all sounds — listSounds
List sound shaders — listSoundShaders
List the spawn args of an entity — listSpawnArgs
List system commands — listSystemCmds
List tables — listTables
List script threads — listThreads
List tool commands — listToolCmds
List type info — listTypeInfo
List vertex cache — listVertexCache
List videos — listVideos
Load a game — loadGame
Localize GUIs — localizeGuis
Localize maps — localizeMaps
Mouse pitch scale — m_pitch
Show mouse movement — m_showMouseRate
Number of samples blended for mouse viewing — m_smooth
Mouse strafe movement scale — m_strafeScale
Number of samples blended for mouse moving — m_strafeSmooth
Mouse yaw scale — m_yaw
Make an ambient map — makeAmbientMap
Process giant images — MakeMegaTexture
Create memory dump — memoryDump
Create a compressed memory dump — memoryDumpCompressed
Modify shader parms on all lights — modulateLights
Show next animation on test model — nextAnim
Show next animation frame on test model — nextFrame
Load next map on the server — nextMap
No clipping — noclip
Disable collision detection for the player — noclip
Ignored by most enemies — notarget
Disable player as a target — notarget
Print tokenized string — parse
List search paths — path
Play back a command demo — playCmdDemo
Play back a demo — playDemo
Set the given model on the player — playerModel [model name]
x/y size of player’s bounding box — pm_bboxwidth
Bob much faster when crouched — pm_crouchbob
Speed the player can move while crouched — pm_crouchspeed [number]
Height of player’s view while crouched — pm_crouchviewheight [number]
Height of player’s bounding box while dead — pm_deadheight [number]
Height of player’s view while dead — pm_deadviewheight [number]
Approximate height the player can jump — pm_jumpheight [number]
Amount player’s view can look down — pm_maxviewpitch [number]
Speed the player can move while in noclip — pm_noclipspeed [number]
Height of player’s view while standing — pm_normalviewheight [number]
Bob faster when running — pm_runbob
Speed the player can move while running — pm_runspeed [number]
Size of the spectator bounding box — pm_spectatebbox [number]
Speed the player can move while spectating — pm_spectatespeed [number]
Length of time player can run — pm_stamina [number]
Third person view — pm_thirdPerson
Toggle third person view — pm_thirdperson [0 or 1]
Clip third person view into world space — pm_thirdPersonClip
Enable third person view when player dies — pm_thirdPersonDeath
Bob slowly when walking — pm_walkbob
Player’s walking speed — pm_walkspeed [number]
Remove last created light — popLight
Show previous animation on test model — prevAnim
Show previous animation frame on test model — prevFrame
Print an articulated figure — printAF
Print an Audio — printAudio
Print an email — printEmail
Print an entity def — printEntityDef
Print an FX system — printFX
Print a material — printMaterial
Print model info — printModel
Print a model def — printModelDefs
Print a particle system — printParticle
Print a PDA — printPDA
Print a skin — printSkin
Print a sound shader — printSoundShader
Print a table — printTable
Print an Video — printVideo
Prompt and set the CD Key — promptKey
Exit game — quit
Quit the game — quit
Change gamma tables — r_brightness
Set brightness level — r_brightness [number]
arbfp1, fp30 — r_cgFragmentProfile
arbvp1, vp20, vp30 — r_cgVertexProfile
Custom screen height — r_customHeight [number]
Custom screen width — r_customWidth [number]
Perform depth test on debug lines — r_debugLineDepthTest
Width of debug lines — r_debugLineWidth [number]
Draw a filled polygon — r_debugPolygonFilled
Change gamma tables — r_gamma
Set gamma level — r_gamma [0-3]
Fraction to smear across neighbors — r_hdr_bloomFraction
Maximum light scale — r_hdr_exposure
Monitor gamma power — r_hdr_gamma
Random dither in monitor space — r_hdr_monitorDither
Use a floating point rendering buffer — r_hdr_useFloats
Ignore GL errors — r_ignoreGLErrors
Ignore the fragment program extension — r_inhibitFragmentProgram
Number of frames to emit GL logs — r_logFile
Override all materials — r_materialOverride
Draw only a specific level — r_megaTextureLevel
Video mode number — r_mode
Number of antialiasing samples — r_multiSamples
Near Z clip plane distance — r_near
Polygon offset parameter — r_offsetfactor
Polygon offset parameter — r_offsetunits
Scale factor for jitter offset — r_sb_jitterScale
Do not draw any occluders — r_sb_noShadows
Draw offscreen — r_sb_usePbuffer
Enable shadows — r_shadows
Report alloc/free counts — r_showAlloc
Report sphere and box culling stats — r_showCull
Draw the sil edges — r_showEdges
Show light scissor rectangles — r_showLightScissors
Display all the level images — r_showMegaTexture
Draw colored blocks in each tile — r_showMegaTextureLabels
Print frame memory utilization — r_showMemory
Draw wireframe normals — r_showNormals

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Quake 4: Коды

Материал по игре

8.2 Рейтинг пользователей Quake 4

Дата выхода 18 октября 2005 г.
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