摘要:流放者柯南控制台命令怎么用? 如何在没有合作的情况下传送给玩家?,流放者柯南控制台命令如何用

游戏网小编云暮兮泽为大家解答关于?的相关攻略全文目录:1、流放者柯南控制台命令怎么用2、流放者柯南控制台代码大全 流放者柯南全控制台命令3、流放者柯南控制台命令 流放者柯南控制台指令大全一、流放者柯南控制台命令怎么用
本指南提供了用于管理服务器或本地游戏的已知管理命令的完整列表。
如何使用控制台命令 要启动控制台,您需要按键盘上的波浪号键(?)。 如果您不熟悉键,它位于键盘的左上角,就在Tab键的上方,在Esc键下。
然后,您需要以管理员身份登录。 为此,您需要输入以下内容,然后按Enter键:
MakeMeAdmin
示例:MakeMeAdmin pass123管理控制台命令键盘快捷键提示与技巧
如何在没有合作的情况下传送给玩家?
想要传送给一个玩家,而不必经历一个繁琐的任务,要求他们的坐标,然后必须手动输出这些长数字?
最后有一个更简单的方法!就是这样:
首先你需要观察将传送的那位玩家
ViewPlayer
接下来,您将输入传送命令将您的角色传送到您的准心瞄准的表面
Teleport
最后,你将需要退出观看模式,返回到您自己角色视角
ViewSelf
你做完了!这真的是那么容易! 二、流放者柯南控制台代码大全 流放者柯南全控制台命令三、流放者柯南控制台命令 流放者柯南控制台指令大全流放者柯南是一款由Funcom开发发行的一款开放世界式的生存游戏,游戏拥有裸露,暴力,血腥,动作,大型多人在线,角色扮演等要素,下面我们为大家带来流放者柯南控制台指令大全。在游戏中按insert键或者 ~键就能呼出控制台,下面就是控制台的指令大全。A-Oa.AnimNode.StateMachine.EnableRelevancyReseta.ForceParallelAnimUpdatea.ParallelAnimEvaluationa.ParallelAnimUpdatea.ParallelBlendPhysicsa.URO.Drawa.URO.Enablea.URO.ForceAnimRatea.URO.ForceInterpolationabtestabtest.CoolDownabtest.HistoryNumabtest.MinFramesPerTrialabtest.NumResamplesabtest.ReportNumAllowAsyncRenderThreadUpdatesAllowAsyncRenderThreadUpdatesDuringGamethreadUpdatesAllowAsyncRenderThreadUpdatesEditorAssetRegistry.Debug.FindInvalidUAssetsAssetRegistry.GetByClassAssetRegistry.GetByNameAssetRegistry.GetByPathAssetRegistry.GetByTagAssetRegistry.GetDependenciesAssetRegistry.GetReferencersbeacon.DelayCancellationResponsebeacon.DelayFullResponsebeacon.DelayReservationResponsebeacon.DelayUpdateResponseCanvas.DistanceFieldSmoothnessCauseHitchesCollision.ListChannelsCollision.ListComponentsWithResponseToProfileCollision.ListProfilesCollision.ListProfilesWithResponseToChannelCompat.MAX_GPUSKIN_BONESCompat.UseDXT5NormalMapscon.MinLogVerbosityCPUTime.DumpCriticalPathStall.AfterInitViewsCriticalPathStall.ParallelAnimationCriticalPathStall.TickStartFramed3d11.ZeroBufferSizeInMBD3D12.AdjustTexturePoolSizeBasedOnBudgetD3D12.CommandListBatchingModeD3D12.EnablePSOCacheD3D12.ForceThirtyHzD3D12.MaximumFrameLatencyD3D12.MaxSyncCounterD3D12.RefreshPercentageBeforePresentD3D12.StablePowerStateD3D12.SyncIntervalD3D12.SyncRefreshThresholdD3D12.SyncThresholdD3D12.SyncWithDWMd3d12.ZeroBufferSizeInMBD3D12RHI.FeatureSetLimitdebug.EnableLeakTestdemo.AsyncLoadWorlddemo.CheckpointUploadDelayInSecondsdemo.EnableCheckpointsdemo.FastForwardDestroyTearOffActorsdemo.FastForwardSkipRepNotifiesdemo.GotoTimeInSecondsdemo.MinRecordHzdemo.QueueCheckpointChannelsdemo.RecordHzdemo.SkipTimedemo.TimeDilationdemo.UseAdaptiveReplayUpdateFrequencyDumpConsoleCommandsDumpCopyPropertiesForUnrelatedObjectsdumpticksDumpVisibleActorsdw.AILOD0BehaviorTreeTickRatedw.AILOD0ControllerTickRatedw.AILOD0ListenServerControllerTickRatedw.AILOD0ListenServerMovementTickRatedw.AILOD0ListenServerPostPhysicsTickRatedw.AILOD0MovementTickRatedw.AILOD0NetPrioritydw.AILOD0NetUpdateFrequencydw.AILOD0PostPhysicsTickRatedw.AILOD1BehaviorTreeTickRatedw.AILOD1ControllerTickRatedw.AILOD1Distancedw.AILOD1ListenServerMovementTickRatedw.AILOD1ListenServerPostPhysicsTickRatedw.AILOD1MovementTickRatedw.AILOD1NetPrioritydw.AILOD1NetUpdateFrequencydw.AILOD1PostPhysicsTickRatedw.AILOD2BehaviorTreeTickRatedw.AILOD2ControllerTickRatedw.AILOD2Distancedw.AILOD2ListenServerMovementTickRatedw.AILOD2MovementTickRatedw.AILOD2NetPrioritydw.AILOD2NetUpdateFrequencydw.AILOD2PostPhysicsTickRatedw.AILOD3BehaviorTreeTickRatedw.AILOD3ControllerTickRatedw.AILOD3Distancedw.AILOD3MovementTickRatedw.AILOD3NetPrioritydw.AILOD3NetUpdateFrequencydw.AILOD3PostPhysicsTickRatedw.AILODUseRaycastsdw.AllowAILODOverlaydw.DefaultPathFollowingBlockDetectionDistanceThresholddw.DefaultPathFollowingBlockDetectionIntervaldw.DefaultPathFollowingBlockDetectionNumSamplesdw.DrawReplicatedLocationAndRotationdw.DrawStaticNavigationRadiusdw.EnableAILODSystemdw.EnableAISpawningdw.EnableInitialAISpawningPassdw.EnableNPCTerritorySpawnerInitializationdw.EnableStaticRoamingPathsdw.ExitWhenNPCTerritorySpawnerInitializationDonedw.ForceUseDBSpawnLocationdw.MaxConcurrentNPCTerritorySpawnerInitializationsdw.nav.AvoidanceBreakingCurvePowerdw.nav.AvoidanceBreakingStartFractiondw.nav.AvoidanceFovdw.nav.AvoidanceLeftBiasdw.nav.AvoidanceLimitYawSearchRangedw.nav.AvoidanceObstacleOverlapWeightdw.nav.AvoidancePerpendicularAngleMaxAdjustmentdw.nav.AvoidancePerpendicularAngleOversteeringdw.nav.AvoidanceSearchRangeRampCooldowndw.nav.AvoidanceUseCurrentAngleWeightForBreakingdw.nav.AvoidanceUseIdealYawAsInputdw.nav.AvoidanceUsePerpendicularAngleComputationdw.nav.AvoidNonPawnsdw.nav.BlockDetectionMinYawdw.nav.DepenetrationLengthdw.nav.InterpolateAvoidanceResultdw.nav.RaycastEdgeEntryOffsetdw.nav.SmoothTurnCornerInflationdw.nav.UseBrokenInterpolationdw.NetClientFloatsDuringNavWalkingdw.NPCsTargetBuildingsdw.NPCsTargetNPCsdw.NPCsTargetPlayersdw.OverrideNetworkHashdw.SkeletalMeshTickRatedw.TerrainLOD1RelativeStreamingDistancedw.TerrainLOD2RelativeStreamingDistanceEngine.MinNumOverlapsToUseTMapfoliage.ASyncInstaneBufferConversionfoliage.BoundLODRangePerInstancefoliage.CullAllfoliage.CullAllInVertexShaderfoliage.DensityScalefoliage.DisableCullfoliage.DisableCullShadowsfoliage.DitheredLODfoliage.ForceLODfoliage.Freezefoliage.LODDistanceScalefoliage.LogFoliageFramefoliage.MaxOcclusionQueriesPerComponentfoliage.MaxTrianglesToRenderfoliage.MinimumScreenSizefoliage.MinInstancesPerOcclusionQueryfoliage.MinLODfoliage.MinVertsToSplitNodefoliage.OnlyLODfoliage.OverestimateLODfoliage.RandomLODRangefoliage.RebuildFoliageTreesfoliage.SplitFactorfoliage.Testfoliage.ToggleVectorCullfoliage.UnFreezeForceBuildStreamingDataFX.AllowAsyncTickFX.AllowCullingFX.AllowGPUSortingFX.EarlyScheduleAsyncFX.FreezeGPUSimulationFX.FreezeParticleSimulationFX.GPUCollisionDepthBoundsFX.GPUSpawnWarningThresholdFX.MaxCPUParticlesPerEmitterFX.MaxGPUParticlesSpawnedPerFrameFX.MaxParticleTilePreAllocationFX.ParticleSlackGPUFX.RestartAllFX.TestGPUSortFX.VisualizeGPUSimulationg.TimeToBlockOnRenderFenceGameLiveStreaming.StartBroadcastingGameLiveStreaming.StartWebCamGameLiveStreaming.StopBroadcastingGameLiveStreaming.StopWebCamgc.AllowParallelGCgc.CollectGarbageEveryFramegc.CreateGCClustersgc.FindStaleClustersgc.FlushStreamingOnGCgc.ListClustersgc.MaxObjectsInEditorgc.MaxObjectsInGamegc.MaxObjectsNotConsideredByGCgc.MergeGCClustersgc.MinDesiredObjectsPerSubTaskgc.NumRetriesBeforeForcingGCgc.SizeOfPermanentObjectPoolgc.TimeBetweenPurgingPendingKillObjectsGPUSort.DebugOffsetsGPUSort.DebugSortGraniteSDK.DrawDebugTilesGraniteSDK.ForceLogoGraniteSDK.RecordGraniteSDK.ReservedRatioGraniteSDK.SkipResolvergrass.CullSubsectionsgrass.densityScalegrass.DisableGPUCullgrass.Enablegrass.FlushCachegrass.FlushCachePIEgrass.GuardBandDiscardMultipliergrass.GuardBandMultipliergrass.MaxAsyncTasksgrass.MaxInstancesPerComponentgrass.MinFramesToKeepGrassgrass.MinTimeToKeepGrassgrass.PrerenderGrassmapsgrass.UseHaltonDistributiongrass.UseStreamingManagerForCamerashelphmd.DirectSoundVoiceCaptureDeviceIndexhttpReplay.ChunkUploadDelayInSecondshttpReplay.MaxCacheSizehttpReplay.MetaFilterOverrideInGamePerformanceTracking.EnabledInGamePerformanceTracking.HistorySizel.UserIDLandscape.CombineLandscape.PatchesLandscape.StaticListTimersLoadTimes.DumpTrackinglod.CompensateForFOVlod.TemporalLaglog.Categorylog.Timestamp游戏网小编云暮兮泽为大家整理的的相关内容到此就整理完了,感谢阅读,如果喜欢请收藏我们的网站!MakeMeAdminAdminPassword授予您管理员权限MakeMeNormalN / A删除您的管理员权限GodN / A切换上帝模式InvisibilityN / A使你的角色模型不可见CloakN / A切换敌人侦测 - NPC会忽略你,即使你攻击他们FlyN / A允许您飞行GhostN / A启用无碰撞模式(即NoClip) - 类似于飞行,但你能够通过固体对象(包括世界)WalkN / A从飞行或幽灵模式返回步行模式NoSprintCostN / A切换无限冲刺模式 - 冲刺时没有耐力消耗(注意:这不是无限的耐力)SpawnItemItemID数量给你一个项目。 尚未编译项目ID列表 - 您最好使用管理面板GUI,您可以按照名称和类别(而不是编号ID)对项目进行排序和搜索DamageTarget值对十字准线中的物体或NPC造成伤害。DestroyTargetN / A注意:请小心使用此命令。将永远删除整个球员建立的结构,你的目标与你的相机在一起。也可以暂时删除地图的一部分,如果你瞄准世界,留下空隙洞玩家可以通过 -服务器需要重新启动恢复世界地图。如果你宁愿使用更安全的方法来删除NPC和结构,我建议Shift + Delete键快捷方式删除单个建筑部分一次一个,你将永远不会意外删除世界块。TeleportN / A传送到你正在看的表面TeleportPlayerXYZ将自己传送到指定的坐标(你可以让玩家通过使用键快捷键Ctrl + Shift + Alt + L来获得他们的坐标)SummonPlayer蒸汽名称或角色名称将玩家传送到您的位置ViewPlayer玩家姓名观察你选择的玩家ViewSelfN / A退出spectate模式PrintPlayerInfoPlayerNameOrID显示一个特定的玩家蒸汽名称和游戏中的角色名称(你可以输入玩家角色名称来获得他们的Steam名字iLLER,或者你可以输入他们的Steam名字来获得他们的角色名称) - 你需要双击?查看输出ToggleDebugHUDN / A切换显示您的坐标,ping和服务器FPS的调试HUD。