孤岛危机问题

我想知道在第一关如何调出坦克,并且能让坦克炮弹的威力是原子弹的效果.我需要各位朋友的具体的说明,关于最后三个字母exe的后面输入“-DEVMODE”我已经会了,但是在游戏中按功能键时有些并没有启动到作弊效果(不知道为什么).
希望各位朋友尽量帮慢.谢谢了!

还要打命令啊!你命令打了吗?
进入游戏 按 ~ 键 打开命令控制台在输入下面下命令:
i_unlimitedammo = 1 无限弹药
ai_IgnorePlayer = 1 敌人看不见你
i_noweaponlimit = 1 (可携带?)武器数量不限

注意:在修改前一定要做好源文件的备份。

下面是所有命令(这些命令什么意思我也不知道给你参考下):
aa_maxDist
ac_animErrorClamp
ac_animErrorMaxAngle
ac_animErrorMaxDistance
ac_clampTimeAnimation
ac_clampTimeEntity
ac_ColliderModeAI
ac_ColliderModePlayer
ac_debugAnimEffects
ac_debugAnimError
ac_debugAnimTarget
ac_debugCarryCorrection
ac_debugColliderMode
ac_debugEntityParams
ac_DebugFilter
ac_debugFutureAnimPath
ac_debugLocations
ac_debugLocationsGraphs
ac_debugMotionParams
ac_debugMovementControlMethods
ac_debugPrediction
ac_debugSelection
ac_debugSelectionParams
ac_debugText
ac_debugTweakTrajectoryFit
ac_debugXXXValues
ac_disableFancyTransitions
ac_disableSlidingContactEvents
ac_enableExtraSolidCollider
ac_enableProceduralLeaning
ac_entityAnimClamp
ac_forceSimpleMovement
ac_frametime
ac_movementControlMethodFilter
ac_movementControlMethodHor
ac_movementControlMethodVer
ac_predictionProbabilityOri
ac_predictionProbabilityPos
ac_predictionSmoothingOri
ac_predictionSmoothingPos
ac_targetcorrectiontimescale
ac_templateMCMs
ac_triggercorrectiontimescale
ag_action
ag_adjustToCatchUp
ag_averageTravelSpeed
ag_breakmode
ag_breakOnQuery
ag_debug
ag_debugErrors
ag_debugExactPos
ag_debugLayer
ag_debugMusic
ag_drawActorPos
ag_ep_correctMovement
ag_ep_showPath
ag_forceAdjust
ag_forceInsideErrorDisc
ag_fpAnimPop
ag_humanBlending
ag_item
ag_lockToEntity
ag_log
ag_logeffects
ag_logselections
ag_logsounds
ag_logtransitions
ag_log_entity
ag_measureActualSpeeds
ag_physErrorInnerRadiusFactor
ag_physErrorMaxOuterRadius
ag_physErrorMinOuterRadius
ag_physErrorOuterRadiusFactor
ag_queue
ag_safeExactPositioning
ag_showmovement
ag_showPhysSync
ag_signal
ag_stance
aim_assistAimEnabled
aim_assistAutoCoeff
aim_assistCrosshairDebug
aim_assistCrosshairSize
aim_assistMaxDistance
aim_assistRestrictionTimeout
aim_assistSearchBox
aim_assistSingleCoeff
aim_assistSnapDistance
aim_assistTriggerEnabled
aim_assistVerticalScale
ai_AdjustPathsAroundDynamicObstacles
ai_AgentStatsDist
ai_AllowAccuracyDecrease
ai_AllowAccuracyIncrease
ai_AllTime
ai_AmbientFireQuota
ai_AmbientFireUpdateInterval
ai_AttemptStraightPath
ai_Autobalance
ai_BannedNavSoTime
ai_BeautifyPath
ai_BigBrushCheckLimitSize
ai_CloakIncrementMod
ai_CloakMaxDist
ai_CloakMinDist
ai_CrowdControlInPathfind
ai_DebugDraw
ai_DebugDrawAdaptiveUrgency
ai_DebugDrawAmbientFire
ai_DebugDrawAStarOpenList
ai_DebugDrawBannedNavsos
ai_DebugDrawBulletEvents
ai_DebugDrawCollisionEvents
ai_DebugDrawCrowdControl
ai_DebugDrawDamageControl
ai_DebugDrawDamageParts
ai_DebugDrawDeadBodies
ai_DebugDrawDynamicHideObjectsRange
ai_DebugDrawExpensiveAccessoryQuota
ai_DebugDrawGrenadeEvents
ai_DebugDrawHashSpaceAround
ai_DebugDrawHidespotRange
ai_DebugDrawLightLevel
ai_DebugDrawObstrSpheres
ai_DebugDrawPlayerActions
ai_DebugDrawReinforcements
ai_DebugDrawSoundEvents
ai_DebugDrawStanceSize
ai_DebugDrawVegetationCollisionDist
ai_DebugDrawVolumeVoxels
ai_DebugInterestSystem
ai_DebugPathfinding
ai_DebugTargetSilhouette
ai_DrawagentFOV
ai_DrawAreas
ai_DrawBadAnchors
ai_DrawDistanceLUT
ai_DrawExplosions
ai_DrawFakeDamageInd
ai_DrawFakeHitEffects
ai_DrawFakeTracers
ai_DrawFormations
ai_DrawGetEnclosingFailures
ai_DrawGoals
ai_DrawGroup
ai_DrawGroupTactic
ai_DrawHidespots
ai_DrawModifiers
ai_DrawNode
ai_DrawNodeLinkCutoff
ai_DrawNodeLinkType
ai_DrawOffset
ai_DrawPath
ai_DrawPathAdjustment
ai_DrawPatterns
ai_DrawProbableTarget
ai_DrawRadar
ai_DrawRadarDist
ai_DrawReadibilities
ai_DrawRefPoints
ai_DrawShooting
ai_DrawSmartObjects
ai_DrawStats
ai_DrawTargets
ai_DrawTrajectory
ai_DrawType
ai_DrawUpdate
ai_DrawVisCheckQueue
ai_DynamicTriangularUpdateTime
ai_DynamicVolumeUpdateTime
ai_DynamicWaypointUpdateTime
ai_EnableAsserts
ai_EnableWarningsErrors
ai_ExtraForbiddenRadiusDuringBeautification
ai_ExtraRadiusDuringBeautification
ai_ExtraVehicleAvoidanceRadiusBig
ai_ExtraVehicleAvoidanceRadiusSmall
ai_ForceAllowStrafing
ai_ForceLookAimTarget
ai_ForceStance
ai_HideDraw
ai_IgnorePlayer
ai_IgnoreVisibilityChecks
ai_IncludeNonColEntitiesInNavigation
ai_InterestDetectMovement
ai_InterestEnableScan
ai_InterestScalingAmbient
ai_InterestScalingEyeCatching
ai_InterestScalingMovement
ai_InterestScalingScan
ai_InterestScalingView
ai_InterestSwitchBoost
ai_InterestSystem
ai_Locate
ai_LogConsoleVerbosity
ai_LogFileVerbosity
ai_LogSignals
ai_MaxSignalDuration
ai_MaxVisRaysPerFrame
ai_MovementSpeedDarkIllumMod
ai_MovementSpeedMediumIllumMod
ai_NoUpdate
ai_ObstacleSizeThreshold
ai_OverlayMessageDuration
ai_PathfinderUpdateTime
ai_PathfindTimeLimit
ai_PredictivePathFollowing
ai_ProfileGoals
ai_ProtoROD
ai_ProtoRODAffectMove
ai_ProtoRODAliveTime
ai_ProtoRODFireRange
ai_ProtoRODGrenades
ai_ProtoRODHealthGraph
ai_ProtoRODLogScale
ai_ProtoRODReactionTime
ai_ProtoRODRegenTime
ai_ProtoRODSilhuette
ai_ProtoRODSpeedMod
ai_PuppetDirSpeedControl
ai_RadiusForAutoForbidden
ai_Recorder
ai_Recorder_Buffer
ai_RecordFilter
ai_RecordLog
ai_RODAliveTime
ai_RODAmbientFireInc
ai_RODCombatRangeMod
ai_RODCoverFireTimeMod
ai_RODDirInc
ai_RODKillRangeMod
ai_RODKillZoneInc
ai_RODLowHealthMercyTime
ai_RODMoveInc
ai_RODReactionDarkIllumInc
ai_RODReactionDirInc
ai_RODReactionDistInc
ai_RODReactionLeanInc
ai_RODReactionMediumIllumInc
ai_RODReactionTime
ai_RODStanceInc
ai_SightRangeDarkIllumMod
ai_SightRangeMediumIllumMod
ai_SimpleWayptPassability
ai_SmartObjectUpdateTime
ai_SOMSpeedCombat
ai_SOMSpeedRelaxed
ai_SoundPerception
ai_StatsTarget
ai_SteepSlopeAcrossValue
ai_SteepSlopeUpValue
ai_SystemUpdate
ai_ThreadedVolumeNavPreprocess
ai_TickCounter
ai_UpdateAllAlways
ai_UpdateInterval
ai_UpdateProxy
ai_UseAlternativeReadability
ai_UseCalculationStopperCounter
ai_UseObjectPosWithExactPos
ai_WaterOcclusion
aln_debug_filter
aln_debug_movement
ban_timeout
capture_file_format
capture_folder
capture_frames
ca_AimIKFadeout
ca_AnimationsUsageStatistics
ca_AnimWarningLevel
ca_AttachmentCullingRation
ca_CharEditModel
ca_DeathBlendTime
ca_DebugAnimUpdates
ca_DebugAnimUsage
ca_debugCaps
ca_DebugFacial
ca_DebugFacialEyes
ca_DebugFootPlants
ca_DebugModelCache
ca_DebugSkeletonEffects
ca_DebugText
ca_DecalSizeMultiplier
ca_DisableAnimEvents
ca_DrawAimPoses
ca_DrawAttachmentOBB
ca_DrawAttachments
ca_DrawBBox
ca_DrawBinormals
ca_DrawBodyMoveDir
ca_DrawCharacter
ca_DrawDecalsBBoxes
ca_DrawEmptyAttachments
ca_DrawFaceAttachments
ca_DrawFootPlants
ca_DrawIdle2MoveDir
ca_DrawLookIK
ca_DrawMotionBlurTest
ca_DrawNormals
ca_DrawPositionPost
ca_DrawPositionPre
ca_DrawSkeleton
ca_DrawTangents
ca_DrawWireframe
ca_DumpAssetStatistics
ca_EnableAnimationLog
ca_EnableAssetStrafing
ca_EnableAssetTurning
ca_EnableCoolReweighting
ca_EnableCoolTransitions
ca_eyes_procedural
ca_FacialAnimationRadius
ca_FootAnchoring
ca_ForceNullAnimation
ca_FPWeaponInCamSpace
ca_GameControlledStrafing
ca_GroundAlignment
ca_JustRootUpdate
ca_KeepModels
ca_lipsync_debug
ca_lipsync_phoneme_crossfade
ca_lipsync_phoneme_offset
ca_lipsync_phoneme_strength
ca_lipsync_vertex_drag
ca_LoadDatabase
ca_LoadUncompressedChunks
ca_lod_ratio
ca_LogAnimation
ca_MemoryUsageLog
ca_NoAnim
ca_NoDeform
ca_PrintDesiredSpeed
ca_Profile
ca_RandomScaling
ca_SaveAABB
ca_SphericalSkinning
ca_travelSpeedScaleMax
ca_travelSpeedScaleMin
ca_UnloadAimPoses
ca_UseAimIK
ca_UseAnimationsCache
ca_UseDecals
ca_UseFacialAnimation
ca_UseLookIK
ca_UseMorph
ca_UsePhysics
cl_actorsafemode
cl_bandwidth
cl_bob
cl_camera_nearz
cl_camera_noise
cl_camera_noise_freq
cl_crouchToggle
cl_debugFreezeShake
cl_debugSwimming
cl_fov
cl_fpBody
cl_frozenAngleMax
cl_frozenAngleMin
cl_frozenKeyMult
cl_frozenMouseMult
cl_frozenSensMax
cl_frozenSensMin
cl_frozenSoundDelta
cl_frozenSteps
cl_gs_cdkey
cl_gs_email
cl_gs_nick
cl_gs_password
cl_headBob
cl_headBobLimit
cl_hitBlur
cl_hitShake
cl_hud
cl_invertController
cl_invertMouse
cl_motionBlur
cl_nearPlane
cl_packetRate
cl_righthand
cl_screeneffects
cl_sensitivity
cl_sensitivityZeroG
cl_serveraddr
cl_serverpassword
cl_serverport
cl_shallowWaterDepthHi
cl_shallowWaterDepthLo
cl_shallowWaterSpeedMulAI
cl_shallowWaterSpeedMulPlayer
cl_sprintBlur
cl_sprintShake
cl_strengthscale
cl_tpvDist
cl_tpvYaw
cl_voice_recording
cl_voice_volume
con_debug
con_display_last_messages
con_line_buffer_size
con_restricted
con_showonload
c_shakeMult
d3d10_CBUpdateMethod
d3d10_CBUpdateStats
d3d10_NumStagingBuffers
d3d9_AllowSoftware
d3d9_ClipPlanes
d3d9_debugruntime
d3d9_ForceSoftware
d3d9_IBPools
d3d9_IBPoolSize
d3d9_NullRefDevice
d3d9_NVPerfHUD
d3d9_pip_buff_size
d3d9_rb_Tris
d3d9_rb_Verts
d3d9_ResetDeviceAfterLoading
d3d9_TextureFilter
d3d9_TripleBuffering
d3d9_VBPools
d3d9_VBPoolSize
demo_ai
demo_file
demo_fixed_timestep
demo_max_frames
demo_noinfo
demo_num_runs
demo_panormaic
demo_profile
demo_quit
demo_restart_level
demo_savestats
demo_screenshot_frame
demo_scroll_pause
demo_time_of_day
demo_vtune
doc_validate_surface_types
ds_AutoReloadScripts
ds_LoadExcelScripts
ds_LoadSoundsSync
ds_LogLevel
ds_PrecacheSounds
ds_WarnOnMissingLoc
dt_enable
dt_meleeTime
dt_time
ed_killmemory_size
es_activateEntity
es_bboxes
es_CharZOffsetSpeed
es_deactivateEntity
es_DebrisLifetimeScale
es_debug
es_DebugEvents
es_DebugFindEntity
es_DebugTimers
es_debug_not_seen_timeout
es_DrawAreaGrid
es_DrawAreas
es_enable_full_script_save
es_FarPhysTimeout
es_helpers
es_HitCharacters
es_HitDeadBodies
es_ImpulseScale
es_log_collisions
es_MaxImpulseAdjMass
es_MaxPhysDist
es_MaxPhysDistInvisible
es_MinImpulseVel
es_not_seen_timeout
es_OnDemandPhysics
es_profileentities
es_removeEntity
es_sortupdatesbyclass
es_SplashThreshold
es_SplashTimeout
es_UpdateAI
es_UpdateCollision
es_UpdateCollisionScript
es_UpdateContainer
es_UpdateEntities
es_UpdatePhysics
es_UpdateScript
es_UpdateTimer
es_UsePhysVisibilityChecks
es_VisCheckForUpdate
ExitOnQuit
e_allow_cvars_serialization
e_ambient_occlusion
e_bboxes
e_brushes
e_cbuffer
e_cbuffer_bias
e_cbuffer_clip_planes_num
e_cbuffer_debug
e_cbuffer_debug_draw_scale
e_cbuffer_debug_freeze
e_cbuffer_draw_occluders
e_cbuffer_hw
e_cbuffer_lazy_test
e_cbuffer_lc
e_cbuffer_lights_debug_side
e_cbuffer_max_add_render_mesh_time
e_cbuffer_occluders_lod_ratio
e_cbuffer_occluders_test_min_tris_num
e_cbuffer_occluders_view_dist_ratio
e_cbuffer_resolution
e_cbuffer_terrain
e_cbuffer_terrain_elevation_shift
e_cbuffer_terrain_lod_ratio
e_cbuffer_terrain_lod_shift
e_cbuffer_terrain_max_distance
e_cbuffer_test_mode
e_cbuffer_tree_debug
e_cbuffer_tree_depth
e_cbuffer_version
e_clouds
e_cull_lights_per_triangle_min_obj_radius
e_cull_veg_activation
e_debug_draw
e_debug_lights
e_debug_mask
e_decals
e_decals_allow_game_decals
e_decals_clip
e_decals_hit_cache
e_decals_life_time_scale
e_decals_merge
e_decals_neighbor_max_life_time
e_decals_overlapping
e_decals_precreate
e_decals_range
e_decals_wrap_around_min_size
e_default_material
e_deformable_objects
e_detail_materials
e_detail_materials_debug
e_detail_materials_view_dist_xy
e_detail_materials_view_dist_z
e_detail_objects
e_dissolve
e_dissolve_transition_threshold
e_dissolve_transition_time
e_dynamic_light
e_dynamic_light_consistent_sort_order
e_dynamic_light_frame_id_vis_test
e_entities
e_EntitySuppressionLevel
e_flocks
e_flocks_hunt
e_fog
e_fogvolumes
e_foliage_branches_damping
e_foliage_branches_stiffness
e_foliage_branches_timeout
e_foliage_broken_branches_damping
e_foliage_stiffness
e_foliage_wind_activation_dist
e_force_detail_level_for_resolution
e_gsm_cache
e_gsm_cache_lod_offset
e_gsm_combined
e_gsm_depth_bounds_debug
e_gsm_lods_num
e_gsm_range
e_gsm_range_step
e_gsm_range_step_terrain
e_gsm_scatter_lod_dist
e_gsm_stats
e_gsm_view_space
e_hw_occlusion_culling_objects
e_hw_occlusion_culling_water
e_joint_strength_scale
e_level_auto_precache_camera_jump_dist
e_level_auto_precache_terrain_and_proc_veget
e_level_auto_precache_textures_and_shaders
e_lods
e_lod_max
e_lod_min
e_lod_min_tris
e_lod_ratio
e_lowspec_mode
e_materials
e_max_entity_lights
e_max_view_dst
e_max_view_dst_full_dist_cam_height
e_max_view_dst_spec_lerp
e_mesh_simplify
e_obj
e_obj_fast_register
e_obj_quality
e_obj_stats
e_obj_tree_max_node_size
e_obj_tree_min_node_size
e_occlusion_culling_view_dist_ratio
e_occlusion_volumes
e_occlusion_volumes_view_dist_ratio
e_on_demand_maxsize
e_on_demand_physics
e_particles
e_particles_debug
e_particles_lights
e_particles_lod
e_particles_max_emitter_draw_screen
e_particles_min_draw_pixels
e_particles_object_collisions
e_particles_preload
e_particles_quality
e_particles_receive_shadows
e_particles_thread
e_phys_foliage
e_phys_ocean_cell
e_portals
e_portals_big_entities_fix
e_precache_level
e_proc_vegetation
e_proc_vegetation_max_view_distance
e_profile_level_loading
e_ram_DumpDXF
e_ram_maps
e_recursion
e_recursion_occlusion_culling
e_recursion_view_dist_ratio
e_render
e_roads
e_ropes
e_scene_merging
e_scene_merging_compact_vertices
e_scene_merging_max_time_ms
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第1个回答  2020-04-03
都一样的,安装好只要有下载个免cd补丁就可以了!!!
第2个回答  2020-03-25
硬盘版配置一般就可以了。。