《孤岛危机:弹头》Warhead 浓缩电浆枪(PAX)拿法

2016-01-27 10:44 63 1 收藏

《孤岛危机:弹头》Warhead 浓缩电浆枪(PAX)拿法,密技模式下,输入 故事剧情节尾的那把 PAX i_giveitem TACGun_XP_2 另一版本PAX i_giveitem TACGun_XP 试用结果,TACGun_XP 感觉较好用(像小型核弹枪) --------------------------------------------------------------- weapon code 前面那些 code ,确实可

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《孤岛危机:弹头》Warhead 浓缩电浆枪(PAX)拿法

密技模式下,输入

故事剧情节尾的那把 PAX
i_giveitem TACGun_XP_2

另一版本PAX
i_giveitem TACGun_XP


试用结果,TACGun_XP 感觉较好用(像小型核弹枪)

---------------------------------------------------------------

weapon code 前面那些 code ,确实可使用编辑器修改。
(当然,亦可按 ` 键后输入)
而取得物件(枪,弹...etc),
则是
"
Put "-DEVMODE" in your shortcut command without ' While in game bring up console by   pressing ` key Type in "i_giveitem xxxx" without " xxxx is the weapon code. The codes are case sensitive. "


桌面 - Crysis WARHEAD捷径 - 滑鼠右键 - 内容 - 目标(T):
"X:Program FilesElectronic ArtsCrytekCrysis WARHEADBin32Crysis.exe" -DEVMODE
注意:
1. "..." 内该串文字为你的安装路径不需修改,仅需结尾加上 -DEVMODE
2.需注意 "和-之间有个空格

进入游戏后,按 ` 键,
输入密技code (下列几个较常用的) :

g_godmode 1                     (不死)
i_noweaponlimit 1              (武器可携数量不限)
i_unnlimitedammo 1           (子弹无限,炸弹仍有限)
i_giveallitems                     (取得所有武器弹药,但不包括 PAX 系列枪枝)
i_giveitem TACGun_XP     (取得另一版本 PAX)
i_giveitem TACGun_XP_2  (取得Warhead 剧情节尾该把 PAX)
i_giveitem TACGun            (取得战术核弹)
i_giveitem SniperScope       (取得精准瞄准镜)
i_giveitem TachticalAttachment    (取得战术附挂)

(出处:)

《孤岛危机:弹头》狙击和高斯步枪添加消音器的方法

高斯步枪和狙击都可以添加消音器,不过高斯步枪消音器嵌入到枪管里了,不太好看,狙击一点问题都没有。下面以高斯步枪为例介绍修改,改狙击方法跟这个一模一样。

要添加消音器要在4大类中修改,分别是:在geometry中添加位置, 在actions中添加声音,在layers中添加图层,在accessories中添加消音器及开火效果,以下绿字部分为添加。武器的actions中的声音和accessories中的开火效果我参考的是SCAR,这个可以随便替换,声音和消音器只是视听效果,决定消音器能杀人于无形的是radius参数,值小就可以不被敌人听到,就是说你不装消音器,只要把相应开火声音的radius改小,哪怕枪声震聋你,敌人也听不到-_-!

- <item name="GaussRifle" class="Weapon" category="medium" priority="16"
+ <params
  <param name="giveable" value="1" /
  <param name="selectable" value="1" /
  <param name="pose" value="rifle" /
  <param name="mass" value="35" /
  <param name="select_override" value="1.5" /
  <param name="melee_attack_firemode" value="melee" /
  <param name="raiseable" value="true" /
  <param name="raise_distance" value="0.85" /
  <param name="attach_to_back" value="1" /
  <param name="bone_attachment_01" value="back_item_attachment_01" /
  <param name="bone_attachment_02" value="back_item_attachment_02" /
- <dualwield
  <suffix value="akimbo_" /
  </dualwield
  </params
+ <ammos
  <ammo name="gaussbullet" extra="0" amount="5" minAmmo="3" /
  </ammos
+ <geometry
  <firstperson name="objects/weapons/us/gauss/gauss_fp.chr" angles="0,0,0" /
  <thirdperson name="objects/weapons/us/gauss/gauss_tp.cgf" angles="0,0,0" /
- <boneAttachments
<attachment target="firstperson" name="silencer_attach" bone="silencer_attach" /    这个不能随便改
  <attachment target="firstperson" name="muzzle_flash_effect" bone="weapon_term" /
  <attachment target="firstperson" name="muzzle_flash_light" bone="weapon_term" /
  <attachment target="firstperson" name="muzzle_flash_smoke" bone="weapon_term" /
  <attachment target="firstperson" name="attachment_top" bone="attachment_top" /
  <attachment target="firstperson" name="attachment_side" bone="attachment_side" /
  <attachment target="firstperson" name="attachment_side_light" bone="attachment_side" /
  </boneAttachments
  </geometry
+ <actions
- <action name="select"
  <animation target="firstperson" name="select_01" /
  <animation target="owner" name="select" /
  <sound target="thirdperson" name="sounds/weapons:gaussrifle:select" radius="2" /
  </action
- <action name="deselect"
  <animation target="firstperson" name="deselect_01" /
  <animation target="owner" name="deselect" /
  <sound target="firstperson" name="sounds/weapons:gaussrifle:deselect" radius="2" /
  <sound target="thirdperson" name="sounds/weapons:gaussrifle:deselect" radius="2" /
  </action
- <action name="idle"
  <animation target="firstperson" name="idle_%hand%_%suffix%01" speed="0.7" /
  <animation target="owner" name="idle" /
  </action
- <action name="offhand_on"
  <animation target="firstperson" name="remove_hand_%offhand%_01" speed="3" /
  </action
- <action name="offhand_off"
  <animation target="firstperson" name="grab_weapon_%offhand%_01" /
  </action
- <action name="pickedup"
  <sound target="firstperson" name="Sounds/weapons:weapon_accessories:pickup_weapon_fp" radius="2" /
  <sound target="thirdperson" name="Sounds/weapons:weapon_accessories:pickup_weapon" radius="2" /
  </action
- <action name="fire_cock"
  <animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" speed="0.66" /
  <animation target="owner" name="shoot" /
  <sound target="firstperson" name="sounds/weapons:gaussrifle:fire%env%_fp" radius="300" static="1" /
  <sound target="thirdperson" name="sounds/weapons:gaussrifle:fire%env%" radius="300" static="1" /
  </action
- <action name="fire"
  <animation target="firstperson" name="fire_bullets_%hand%_%suffix%02" /
  <animation target="owner" name="shoot" /
  <sound target="firstperson" name="sounds/weapons:gaussrifle:fire%env%_fp" radius="300" static="1" /
  <sound target="thirdperson" name="sounds/weapons:gaussrifle:fire%env%" radius="300" static="1" /
  </action
- <action name="fire_silenced"
  <sound target="firstperson" name="sounds/weapons:scar:fire_silenced_fp_single" radius="18" static="1" /
  <sound target="thirdperson" name="sounds/weapons:scar:fire_silenced_3rd_single" radius="18" static="1" /
  </action    这是开枪时的声音,可以随意替换其他武器的,但是记得radius值不要太大,这才是消音器起作用的重要参数。
- <action name="cock"
  <animation target="firstperson" name="cock_%hand%_01" /
  </action
- <action name="cock_sound"
  <sound target="firstperson" name="Sounds/weapons:gaussrifle:gauss_reload_fire_full" static="1" /
  </action
- <action name="reload_chamber_empty"
  <animation target="firstperson" name="reload_chamberempty_01" /
  <animation target="owner" name="reload_chamber_empty" /
- <!-- <sound target="thirdperson" name="sounds/weapons:gaussrifle:reload" radius="10" /
  --
  </action
- <action name="reload_chamber_full"
  <animation target="firstperson" name="reload_chamberfull_01" /
  <animation target="owner" name="reload_chamber_full" /
- <!-- <sound target="thirdperson" name="sounds/weapons:gaussrifle:reload" radius="5" /
  --
  </action
- <action name="zoom_in"
  <animation target="firstperson" name="zoom_in_%suffix%01" speed="1.75" /
  </action
- <action name="zoom_out"
  <animation target="firstperson" name="zoom_out_%suffix%01" speed="1.25" /
  </action
- <action name="enter_modify"
  <animation target="firstperson" name="enter_modify_%hand%_01" /
  <animation target="ownerloop" name="modify_weapon" /
  </action
- <action name="leave_modify"
  <animation target="firstperson" name="leave_modify_%hand%_01" /
  <animation target="ownerloop" name="idle" /
  </action
- <action name="melee"
  <animation target="firstperson" name="melee_02" /
  <animation target="owner" name="melee" /
- <!-- <sound target="firstperson" name="sounds/weapons:melee:fire_fp_mw" radius="5" /
  --
  <sound target="thirdperson" name="sounds/weapons:melee:fire" radius="5" /
  </action
- <action name="empty_clip"
  <sound target="firstperson" name="Sounds/weapons:gaussrifle:dryfire_fp" radius="2" /
  <sound target="thirdperson" name="Sounds/weapons:gaussrifle:dryfire" radius="2" /
  </action
- <action name="null_fire"
  <sound target="firstperson" name="Sounds/interface:hud:null_fire" radius="2" /
  </action
- <action name="hit"
  <sound target="firstperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" /
  <sound target="thirdperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" /
  </action
- <action name="raise"
  <animation target="firstperson" name="raise_%hand%_%suffix%01" /
  </action
- <action name="idle_raised"
  <animation target="firstperson" name="idle_raised_%hand%_%suffix%01" /
  </action
- <action name="lower"
  <animation target="firstperson" name="lower_%hand%_%suffix%01" /
  </action
  </actions
+ <layers
- <layer name="silencer"
  <animation target="firstperson" name="silencer_on_layer_01" layerId="1" /
  </layer
- <layer name="dampers"
  <animation target="firstperson" name="dampers_layer_01" layerId="4" /
- <bones
  <bone name="left_damper_base" /
  <bone name="right_damper_base" /
  </bones
  </layer
- <layer name="flashlight"
  <animation target="firstperson" name="flashlight_on_layer_01" layerId="6" /
  </layer
- <layer name="scope"
  <animation target="firstperson" name="scope_on_layer_01" layerId="5" /
  </layer
- <layer name="modify_layer"
  <animation target="firstperson" name="modify_layered_%hand%_01" layerId="2" /
  </layer
  </layers
+ <firemodes
- <firemode type="default"
- <spread
  <param name="min" value="1.0" /
  <param name="max" value="3.0" /
  <param name="attack" value="0.95" /
  <param name="decay" value="0.7" /
  <param name="speed_m" value="1.5" /
  </spread
  </firemode
- <firemode name="Single" type="Single"
- <fire
  <param name="ammo_type" value="gaussbullet" /
  <param name="rate" value="30" /
  <param name="clip_size" value="5" /
  <param name="bullet_chamber" value="1" /
  <param name="slider_layer" value="dampers" /
  <param name="slider_layer_time" value="750" /
  <param name="damage" value="500" /
  <param name="reload_time" value="3.5" /
  <param name="helper_tp" value="weapon_term" /
  <param name="nearmiss_signal" value="OnNearMiss" /
  <param name="hit_type" value="gaussbullet" /
  </fire
- <tracer
  <param name="effectFP" value="weapon_fx.tracer.gaussfp" /
  <param name="effect" value="weapon_fx.tracer.gauss" /
  <param name="speed" value="500" /
  <param name="speedFP" value="400" /
  <param name="frequency" value="1" /
  <param name="helper_tp" value="weapon_term" /
  <param name="helper_fp" value="weapon_term" /
  </tracer
- <recoil
  <param name="max_recoil" value="12.0" /
  <param name="attack" value="5.0" /
  <param name="decay" value="0.5" /
  <param name="maxx" value="40.0" /
  <param name="maxy" value="6.0" /
  <param name="randomness" value="0.3" /
- <hints
  <hint x="1.0" y="1.0" /
  </hints
  </recoil
- <!--
<spread
                                <param name="min" value="2.5" /
                                <param name="max" value="6.25" /
                                <param name="attack" value="0.95" /
                                <param name="decay" value="0.7" /
                                <param name="speed_m" value="1.5" /                               
                        </spread


《孤岛危机:弹头》英文版改中文方法

我今天下了弹头英文版,但安装的时候发现有中文包在内,可是玩的时候没有可以改成中文的选项,于是自己在安装目录内发现了一个文件夹,里面包含中文语言包。

具体方法如下:

在游戏安装目录下找到 GameLocalized
然后你会看到有Chinese.pak
然后打开default.lng
把english 改成 chinese
保存!

哈哈,然后运行游戏看看。。跟中文版一样。

(出处:)

孤岛危机和孤岛危机弹头是同一个游戏吗? 孤岛危机和孤岛危机弹头是不同的两个游戏,但是剧情和孤岛危机是并行了,弹头只是孤岛危机的一部资料片。也就是说玩家扮演诺曼在孤岛危机里面执行任务的同时塞克在坦克关也开始在弹头里面执行任务了。不要说弹头是孤岛危机第2部,弹头只是一个资料片。。
《孤岛危机:弹头》打造属于自己的武器(武器修改教程)

弹头真短,就7关,游侠发布的第一天下了到现在打穿无数遍了。无聊之余研究了一下改造武器,这里写出来跟大家分享一下。

(本文来源于图老师网站,更多请访问http://www.tulaoshi.com)

crysis修改武器很简单,不需要特别的工具软件,只要你有IE浏览器和winrar就可以了。不要被下边长长的代码吓到了,其实修改非常简单!

首先warhead的武器数据保存在X:Crysis WARHEADGame文件夹里的Warhead_GameData.pak文件里,这个文件可以用winrar等压缩软件直接打开,打开后进入
Warhead_GameData.pakScriptsEntitiesItemsXMLWeapons(无需解压,可以直接在这里改,改前记得备份哦!),在这里可以看到很多XML文件,这些就是武器的数据,文件名就是对应的武器,下面以SCAR(别说不知道这是什么,这是美军初始武器)为例介绍如何修改:

直接在winrar里双击SCAR.xml,IE浏览器打开,这时只能看不能改,点<查看---<源文件这时记事本打开就可以修改了。每个武器的都包含9个大类,就是如下红字部分,在浏览器里可以单击收拢展开。蓝字是说明,一般不做修改。绿字代表常用修改部分。


- <item name="SCAR" class="Weapon" category="medium" priority="12"
+ <params 关键字
  <param name="giveable" value="1" /   1为可以得到,0得不到,这个一般不改
  <param name="selectable" value="1" /   可否选择,1可选,0不可选。比如C4的遥控器就是不可选的,武器都是可选的,除非你不想用!
  <param name="pose" value="rifle" /   持枪姿势
  <param name="mass" value="20" /   质量,可能代表重量
  <param name="melee_attack_firemode" value="melee" /     近战模式
  <param name="raiseable" value="true" /   
  <param name="raise_distance" value="0.80" /  
  <param name="attach_to_back" value="1" /
  <param name="bone_attachment_01" value="back_item_attachment_01" /
  <param name="bone_attachment_02" value="back_item_attachment_02" /
- <dualwield
  <suffix value="akimbo_" /
  </dualwield
  </params
  <ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="10" burstPauseTimeMin="0.8" burstPauseTimeMax="3.5" singleFireTriggerTime="-1" /  ai描述类,所有武器的这一类基本就一句,没什么好改的。
+ <ammos弹药
  <ammo name="bullet" extra="0" amount="40" minAmmo="25" /   amount是初始弹夹子弹数量,如果想把弹夹容量改为50,还要修改后边firemodes类中的<param name="clip_size" value="50" /, minAmmo好像是每个捡到弹夹的补给量。
  <ammo name="scargrenade" extra="0" amount="0" accessoryAmmo="1" /
  <ammo name="tacbullet" extra="0" amount="0" accessoryAmmo="0" /
  <ammo name="tagbullet" extra="0" amount="0" accessoryAmmo="5" /
  </ammos
+ <geometry几何,主要是模型视觉效果
  <firstperson name="objects/weapons/us/scar/scar_l-c_fp.chr" angles="0,0,0" position="0,0,0" /
  <thirdperson name="objects/weapons/us/scar/scar_l-c_tp.cgf" angles="0,0,0" /
- <boneAttachments
  <attachment target="firstperson" name="magazine" bone="magazine" /
  <attachment target="firstperson" name="silencer_attach" bone="silencer_attach" /
  <attachment target="firstperson" name="muzzle_flash_effect" bone="weapon_term" /
  <attachment target="firstperson" name="muzzle_flash_light" bone="weapon_term" /
  <attachment target="firstperson" name="muzzle_flash_smoke" bone="weapon_term" /
  <attachment target="firstperson" name="attachment_top" bone="attachment_top" /
  <attachment target="firstperson" name="attachment_bottom" bone="attachment_bottom" /
  <attachment target="firstperson" name="shell_grenade" bone="shell_grenade" /
  <attachment target="firstperson" name="grenade_flash_effect" bone="grenade_term" /
  <attachment target="firstperson" name="grenade_flash_light" bone="grenade_term" /
  <attachment target="firstperson" name="attachment_side" bone="attachment_side" /
  <attachment target="firstperson" name="attachment_side_light" bone="attachment_side" /
  <attachment target="firstperson" name="attachment_side_Laser" bone="attachment_side" /
  </boneAttachments
  </geometry
+ <actions动作,做各种动作时的视觉声音效果,比如开枪的声音和动作. 每个声音后边都有一个参数radius="n",这个就是声音传播范围,如果这个范围内有敌人,他可以听到你从而提高警觉并发现你,可以看到消音后警觉范围是20,而不消音是200
- <action name="select"
  <animation target="firstperson" name="select_01" /
  <animation target="owner" name="select" /
  <sound target="thirdperson" name="sounds/weapons:scar:select" radius="2" /
  </action
- <action name="deselect"
  <animation target="firstperson" name="deselect_01" /
  <animation target="owner" name="deselect" /
  <sound target="firstperson" name="sounds/weapons:scar:deselect" radius="2" /
  <sound target="thirdperson" name="sounds/weapons:scar:deselect" radius="2" /
  </action
- <action name="idle" children="1"
  <animation target="firstperson" name="idle_%hand%_%suffix%01" speed="0.7" /
  <animation target="owner" name="idle" /
  </action
- <action name="pickedup"
  <sound target="firstperson" name="Sounds/weapons:weapon_accessories:pickup_weapon_fp" radius="5" /
  <sound target="thirdperson" name="Sounds/weapons:weapon_accessories:pickup_weapon" radius="5" /
  </action
- <action name="fire"
  <animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" /
  <animation target="owner" name="shoot" /
  <sound target="firstperson" name="sounds/weapons:scar:fire_fp_single%env%" radius="200" static="1" /
  <sound target="thirdperson" name="sounds/weapons:scar:fire_3rd_single%env%" radius="200" static="1" /
  </action
- <action name="spin_down"
  <sound target="firstperson" name="Sounds/weapons:scar:fire_fp_tail%env%" radius="5" static="1" /
  <sound target="thirdperson" name="Sounds/weapons:scar:fire_3rd_tail%env%" radius="5" static="1" /
  </action
- <action name="spin_down_silenced"
  <sound target="firstperson" name="Sounds/weapons:scar:fire_silenced_fp_tail" radius="5" static="1" /
  <sound target="thirdperson" name="Sounds/weapons:scar:fire_silenced_3rd_tail" radius="5" static="1" /
  </action
- <action name="rapid_fire"
  <sound target="firstperson" name="Sounds/weapons:scar:fire_fp_loop" radius="250" static="1" synched="1" /
  <sound target="thirdperson" name="Sounds/weapons:scar:fire_3rd_loop" radius="250" static="1" synched="1" /
  </action
- <action name="rapid_fire_silenced"
  <sound target="firstperson" name="Sounds/weapons:scar:fire_silenced_fp_loop" radius="20" static="1" synched="1" /
  <sound target="thirdperson" name="Sounds/weapons:scar:fire_silenced_3rd_loop" radius="20" static="1" synched="1" /
  </action
- <action name="fire_silenced"
  <animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" /
  <animation target="owner" name="shoot" /
  <sound target="firstperson" name="sounds/weapons:scar:fire_silenced_fp_single" radius="18" static="1" /
  <sound target="thirdperson" name="sounds/weapons:scar:fire_silenced_3rd_single" radius="18" static="1" /
  </action
- <action name="fire_gl" children="1"
  <animation target="firstperson" name="fire_grenade_%hand%_%suffix%01" /
  <animation target="owner" name="shoot" /
  <sound target="firstperson" name="sounds/weapons:scar:fire_grenademode_fp" radius="25" static="1" /
  <sound target="thirdperson" name="sounds/weapons:scar:fire_grenademode" radius="25" static="1" /
  </action
- <action name="change_firemode"
  <animation target="firstperson" name="switch_firemode_%hand%_%suffix%01" /
  <animation target="owner" name="firemode" /
  <sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="5" /
  <sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="5" /
  </action
- <action name="change_firemode_zoomed"
  <animation target="owner" name="firemode" /
  <sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="3" /
  <sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="3" /
  </action
- <action name="reload_chamber_empty"
  <animation target="firstperson" name="reload_chamberempty_01" speed="1.25" /
  <animation target="owner" name="reload_chamber_empty" /
- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_chamberempty" radius="5" /
  --
  </action

《孤岛危机:弹头》简评

这次重点改善了原版孤岛多人模式很多反映比较多的问题. 首先就是隐身模式,很多人抱怨隐身模式比不隐身更容易暴露,因为有噪音而且视觉效果非常明显,躲在黑暗里真是比不隐身还明显多了. 现在隐身模式基本看不见的,随便找一个角落隐身,经常可以看见敌人从你面前走过完全察觉不到....  新的隐身模式还是有噪音,还是会折射,但是没有蓝色发光的电火花效果了.
抢占设施给的点数增加, 打爆敌人载具得分(即使是空的),可以锁载具. Mesa地图在实验室那里多加了一个出生点,战斗更加激烈.
刚才打Mesa充分发挥个人英雄主意,深入敌后抢电站以后死守,而我仅有一把榴弹发射器和5颗榴弹. 在如此情况下(流弹枪大概是最强的了...500一个...)外面还有一部装甲车在守株待兔等我出去. 我无奈只好死守. 最后杀敌12人(炸死别人以后拿枪),我方被核弹轰死了.....
多人版开DX9的话优化很好,我这个是部分VH部分H(Shader VH). 平均也起码40以上, 像这种地方死守基本都60FPS锁死.

《孤岛危机:弹头》简评 

(本文来源于图老师网站,更多请访问http://www.tulaoshi.com)

(出处:)

《孤岛危机:弹头》通用秘籍中文版

以下秘籍原版孤岛危机和资料片(扩展包)弹头皆可使用:

time_scale = 1 (any number)        控制时间流逝速度
ai_IgnorePlayer = 1        敌人看不见你
g_suitSpeedEnergyConsumption = 110 (any number)        冲刺时能量的消耗
v_goliathmode = [0, 1]        车辆是否是不死之身
g_meleeWhileSprinting = [0, 1]        禁用或允许冲刺时的混战攻击
g_playerSuitEnergyRechargeDelay = 0        能量立即回复
g_playerHealthValue = 900.0        附加生命值
pl_fallDamage_SpeedFatal = 13.7 (any number)        你被打死了时的倒下速度
g_godMode = 1        God mode 你是神
pl_swimBaseSpeed = 4 (any number)        你是菲尔普斯(你的游泳速度)
g_suitarmorhealthvalue = 200 (any number)        装甲模式的保护值
pl_swimJumpSpeedBaseMul = 1 (any number).        你跳出水面的速度有多快
g_playerSuitEnergyRechargeTimeArmor = 0        装甲模式能量立即回复
g_playerSuitEnergyRechargeTimeArmorMoving = 0        装甲模式跑步中能量立即回复
g_playerSuitArmorModeHealthRegenTime = 0        立即回复生命
g_playerSuitArmorModeHealthRegenTimeMoving = 0        跑步中立即回复生命
ai_UseAlternativeReadability = 0        朝鲜人说韩国话,韩国人说朝鲜话
pl_fallDamage_SpeedSafe = 8 (any number)        你不受伤害的最大速度
g_suitSpeedMult = 1.85 (any number)        速度模式倍增系数,1.85为原来的1.85倍
g_suitCloakEnergyDrainAdjuster = 1 (any number)        隐形模式能源消耗倍增系数
g_suitRecoilEnergyCost = 15 (any number)        速度模式能源消耗倍增系数
cl_strengthscale = 1 (any number)        力量系数,1为原来的1倍
g_walkmultiplier = 1 (any number, 太高你就无法移动)        步行速度系数
g_playerSuitHealthRegenDelay = 0        立即回复生命
i_noweaponlimit = 1        你可以拿任意多的武器
r_displayinfo = 0        关闭调试信息
g_difficultyLevel = 1        游戏难度设置
g_playerSuitEnergyRechargeTime = 0        能量回复时间为0
g_playerSuitHealthRegenTime = 0        生命回复时间为0
g_playerSuitHealthRegenTimeMoving = 0        步行时生命回复时间为0
r_displayinfo=1        显示FPS和调试信息
i_unlimitedammo = 1        无线弹药
hud_nightVisionConsumption = 0        无线夜视仪

(出处:)

来源:http://www.tulaoshi.com/n/20160127/1441330.html

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