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Liste des sujets

les codes

laurent2628
laurent2628
Niveau 7
22 mai 2004 à 14:23:48

slt tlm
je narive pa a faire les codes,et a mettre le jeu en mode dé veloppeur,pouvez vous maider?
merci

laurent2628
laurent2628
Niveau 7
22 mai 2004 à 14:51:10

y a personne ki ve méder?

laurent2628
laurent2628
Niveau 7
22 mai 2004 à 14:56:49

svp,comen on fé pour mettre la commande -DEVMODE?
merci

vinceecroc
vinceecroc
Niveau 1
22 mai 2004 à 15:02:04

-bouton de droite sur le racourcis.
-propriété.
-cible: " F:\Jeux\Far Cry\Bin32\FarCry.exe" -DEVMODE
-appliquer.

laurent2628
laurent2628
Niveau 7
22 mai 2004 à 15:05:54

merci mé ou je trouve F\Jeux\Far Cry\Bin32\FarCry.exe" -DEVMODE

NeMuL
NeMuL
Niveau 9
22 mai 2004 à 15:31:07

:honte:

laurent2628
laurent2628
Niveau 7
22 mai 2004 à 16:06:00

bonne déduction indochine,bravo
mé je vr fer les codes pour une otre partie,parce que je les fini,sé juste pour m´amuser^^

007hello
007hello
Niveau 10
22 mai 2004 à 18:56:13

j´ai essayer le truc de Vinceecroc pour le-DEVMODE
mais sa marche pas ! !!!!!

est que quelqu´in peut maider SVP ? ???

necrosleezer
necrosleezer
Niveau 5
22 mai 2004 à 19:55:27

je crois qu´il faut un espace entre le guillemet final et " -devmode".

Boooo22
Boooo22
Niveau 10
22 mai 2004 à 19:57:25

oué tout a fé
necrosleezer a raison sans espace ca marche po

dodu-dodo1
dodu-dodo1
Niveau 2
22 mai 2004 à 20:08:28

cl_display_hud = 1
cl_drunken_cam = 0
ThirdPersonView = 0
--p_model = " objects/characters/pmodels/hero/hero.cgf"

--Input:BindCommandToKey(´#Movie:StopAllCutScenes(
)´,"F7",1);

--Input:BindCommandToKey("\\SkipCutScene","F7",1);

-- Developer Cheat keys ---
--- non standard key bindings ---
-- Please NEWER use F9,F10 keys ( reserved for debug purposes) ( Vlad)

--Input:BindCommandToKey("#SwitchCameraMode()","f1
",1);
--
Input:BindCommandToKey("#r_GetScreenShot=1","f12",
1); -- this is now bindable

Input:BindCommandToKey("#ToggleAIInfo()","f11",1);

--Input:BindCommandToKey("#ToggleScreenshotMode()"
,"f11",1);

Input:BindCommandToKey("#ToggleNewDesignerMode(10,
15,0)","f4",1);
-- to be removed

Input:BindCommandToKey("#GotoNextSpawnpoint()","f2
",1);
Input:BindCommandToKey("#MoreAmmo()","o",1);
Input:BindCommandToKey("#AllWeapons()","p",1);
Input:BindAction("SAVEPOS", " f9", " default");
Input:BindAction("LOADPOS", " f10", " default");

Input:BindCommandToKey("#ToggleNewDesignerMode(40,
120,1)","f3",1);
Input:BindCommandToKey("#System:ShowDebugger();", " f8", 1);
-- to be removed
-- removed

--Input:BindCommandToKey("#Game.Save()","insert",1
);

--Input:BindCommandToKey("#Game.Load()","home",1);

Input:BindCommandToKey("#DefaultSpeed()","f5",1);

Input:BindCommandToKey("#DecreseSpeed()","-",1);
Input:BindCommandToKey("#IncreseSpeed()","=",1);

--Input:BindCommandToKey("#p_single_step_mode=1-p_
single_step_mode","[",1);
--Input:BindCommandToKey("#p_do_step=1","]",1);
--Input:BindCommandToKey("#TCM()",".",1);

--Input:BindCommandToKey("#e_hires_screenshoot=4",
"f10",1);
-- removed
--- temp variables for functions below ---
prev_speed_walk=p_speed_walk;
prev_speed_run=p_speed_run;
prev_speed_walk2=p_speed_walk;
prev_speed_run2=p_speed_run;
default_speed_walk=p_speed_walk;
default_speed_run=p_speed_run;
screenshotmode=0;
function ToggleAIInfo()
if ( not aiinfo) then
aiinfo=1;
else
aiinfo=1-aiinfo;
end
if ( aiinfo==1) then
ai_debugdraw=1;
ai_drawplayernode=1;
ai_area_info=1;
else
ai_debugdraw=0;
ai_drawplayernode=0;
ai_area_info=0;
end
end
function GotoNextSpawnpoint()
Hud:AddMessage("[NEXT]: next spawn point");
local pt;
pt=Server:GetNextRespawnPoint();
if(not pt)then -- last respawn point or there are no respawn points
pt=Server:GetFirstRespawnPoint(); -- try to get the first one
end
if(pt)then -- if there is one
Game:ForceEntitiesToSleep();
_localplayer:SetPos(pt);
_localplayer:SetAngles({ x = pt.xA, y = pt.yA, z = pt.zA });
end
end
function SetPlayerPos()
local p=_localplayer
p:SetPos({x=100,y=100,z=300});
end
-- replacement for ToggleSuperDesignerMode() and ToggleDesignerMode()
--
-- USAGE:
-- deactivate designer mode: ( nil,nil,0)
-- old super designer mode ( with collision): ( 40,120,1)
-- old designer mode ( without collision): ( 10,15,0)
-- change values: call with ( nil,nil,0) then with the new values ( 0.., 0.., 0/1)
--
function ToggleNewDesignerMode( speedwalk, speedrun, withcollide )
if(SuperDesignerMode_Save1~=nil or speedwalk==nil) then
Hud:AddMessage("[CHEAT]: Designer fly mode OFF");
p_speed_walk = SuperDesignerMode_Save1;
p_speed_run = SuperDesignerMode_Save2;
_localplayer.DynProp.gravity = SuperDesignerMode_Save3;
_localplayer.DynProp.inertia = SuperDesignerMode_Save4;
_localplayer.DynProp.swimming_gravity = SuperDesignerMode_Save5;
_localplayer.DynProp.swimming_inertia = SuperDesignerMode_Save6;
_localplayer.DynProp.air_control = SuperDesignerMode_Save7;
_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp ) ;
SuperDesignerMode_Save1=nil;
-- activate collision, parameter is 0 or 1
_localplayer:ActivatePhysics(1);
else
Hud:AddMessage("[CHEAT]: Designer fly mode ON");
SuperDesignerMode_Save1 = p_speed_walk;
SuperDesignerMode_Save2 = p_speed_run;
SuperDesignerMode_Save3 = _localplayer.DynProp.gravity;
SuperDesignerMode_Save4 = _localplayer.DynProp.inertia;
SuperDesignerMode_Save5 = _localplayer.DynProp.swimming_gravity;
SuperDesignerMode_Save6 = _localplayer.DynProp.swimming_inertia;
SuperDesignerMode_Save7 = _localplayer.DynProp.air_control;
p_speed_walk = speedwalk;
p_speed_run = speedrun;
_localplayer.DynProp.gravity=0.0;
_localplayer.DynProp.inertia=0.0;
_localplayer.DynProp.swimming_gravity=0.0;
_localplayer.DynProp.swimming_inertia=0.0;
_localplayer.DynProp.air_control=1.0;
_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp ) ;
-- deactivate collision, parameter is 0 or 1
_localplayer:ActivatePhysics(withcollide);
end
end
function ToggleScreenshotMode()
if(screenshotmode~=0) then
System:LogToConsole("SCREENSHOTMODE OFF-->SWITCH TO NORMAL");
screenshotmode=0;
hud_crosshair = " 1"
cl_display_hud = " 1"
r_NoDrawNear = " 0"
ai_ignoreplayer = " 0"
ai_soundperception = " 1"
r_DisplayInfo = " 1"
else
System:LogToConsole("SCREENSHOTMODE ON");
screenshotmode=1;
hud_crosshair = " 0"
cl_display_hud = " 0"
r_NoDrawNear = " 1"
ai_ignoreplayer = " 1"
ai_soundperception = " 0"
r_DisplayInfo = " 0"
end
end
function DecreseSpeed()
if tonumber(p_speed_walk)>5 then
p_speed_walk=p_speed_walk-5;
p_speed_run=p_speed_run-5;
System:LogToConsole("Decresed player speed by 5");
else
System:LogToConsole("You can not go any slower!");
end
end
function IncreseSpeed()
if tonumber(p_speed_walk)<500 then
p_speed_walk=p_speed_walk+5;
p_speed_run=p_speed_run+5;
System:LogToConsole("Incresed player speed by 5");
else
System:LogToConsole("You can not go any faster!");
end
end
function DefaultSpeed()
p_speed_walk=default_speed_walk;
p_speed_run=default_speed_run;
System:LogToConsole("Player speed reset");
end
function TeleportToSpawn(n)
local player = _localplayer;
local pos = Server:GetRespawnPoint("Respawn"..n);
if pos then
player:SetPos(pos);
player:SetAngles({ x = pos.xA, y = pos.yA, z = pos.zA });
end
end
-- Give the player the passed weapon, load it if neccesary
function AddWeapon(Name)
Game:AddWeapon(Name)
for i, CurWeapon in WeaponClassesEx do
if ( i == Name) then

_localplayer.cnt:MakeWeaponAvailable(CurWeapon.id)
;
end
end
end
function MoreAmmo()
if _localplayer then
_localplayer.cnt.ammo=999;
Hud:AddMessage("[CHEAT]: Give 999 ammo");
System:LogToConsole("\001CHEAT: Give 999 ammo");
else
Hud:AddMessage("[CHEAT]: no ammo today");
end
end
function AllWeapons()
AddWeapon("AG36");
AddWeapon("Falcon");
AddWeapon("SniperRifle");
AddWeapon("MP5");
AddWeapon("RL");
AddWeapon("Shotgun");
AddWeapon("OICW");
AddWeapon("P90");
AddWeapon("M4");
_localplayer.cnt:GiveBinoculars(1);
_localplayer.cnt:GiveFlashLight(1);
Hud:AddMessage("[CHEAT]: Give all weapons");
System:LogToConsole("\001CHEAT: Give All weapons");
end
function ToggleGod()
if ( not god) then
god=1;
else
Met le cd va sous lisez-moi et met ceci
god=1-god;
end
if ( god==1) then
System:LogToConsole("God-Mode ON");
else
System:LogToConsole("God-Mode OFF");
end
end

Input:BindCommandToKey("#ToggleGod()","backspace",
1);
Puis fais -drvmode

coquilolo
coquilolo
Niveau 4
22 mai 2004 à 20:09:52

De plus, cette modif de raccourci n´est pas uniquement pour les cheats code ou autre... mais egalement pour pouvoir charger les cartes en mode solo ou multi faites avec l´editeur SandBox! :)

dodu-dodo1
dodu-dodo1
Niveau 2
22 mai 2004 à 20:11:02

sous lisez-moi tape ceci
cl_display_hud = 1
cl_drunken_cam = 0
ThirdPersonView = 0
--p_model = " objects/characters/pmodels/hero/hero.cgf"

--Input:BindCommandToKey(´#Movie:StopAllCutScenes(
)´,"F7",1);

--Input:BindCommandToKey("\\SkipCutScene","F7",1);

-- Developer Cheat keys ---
--- non standard key bindings ---
-- Please NEWER use F9,F10 keys ( reserved for debug purposes) ( Vlad)

--Input:BindCommandToKey("#SwitchCameraMode()","f1
",1);
--
Input:BindCommandToKey("#r_GetScreenShot=1","f12",
1); -- this is now bindable

Input:BindCommandToKey("#ToggleAIInfo()","f11",1);

--Input:BindCommandToKey("#ToggleScreenshotMode()"
,"f11",1);

Input:BindCommandToKey("#ToggleNewDesignerMode(10,
15,0)","f4",1);
-- to be removed

Input:BindCommandToKey("#GotoNextSpawnpoint()","f2
",1);
Input:BindCommandToKey("#MoreAmmo()","o",1);
Input:BindCommandToKey("#AllWeapons()","p",1);
Input:BindAction("SAVEPOS", " f9", " default");
Input:BindAction("LOADPOS", " f10", " default");

Input:BindCommandToKey("#ToggleNewDesignerMode(40,
120,1)","f3",1);
Input:BindCommandToKey("#System:ShowDebugger();", " f8", 1);
-- to be removed
-- removed

--Input:BindCommandToKey("#Game.Save()","insert",1
);

--Input:BindCommandToKey("#Game.Load()","home",1);

Input:BindCommandToKey("#DefaultSpeed()","f5",1);

Input:BindCommandToKey("#DecreseSpeed()","-",1);
Input:BindCommandToKey("#IncreseSpeed()","=",1);

--Input:BindCommandToKey("#p_single_step_mode=1-p_
single_step_mode","[",1);
--Input:BindCommandToKey("#p_do_step=1","]",1);
--Input:BindCommandToKey("#TCM()",".",1);

--Input:BindCommandToKey("#e_hires_screenshoot=4",
"f10",1);
-- removed
--- temp variables for functions below ---
prev_speed_walk=p_speed_walk;
prev_speed_run=p_speed_run;
prev_speed_walk2=p_speed_walk;
prev_speed_run2=p_speed_run;
default_speed_walk=p_speed_walk;
default_speed_run=p_speed_run;
screenshotmode=0;
function ToggleAIInfo()
if ( not aiinfo) then
aiinfo=1;
else
aiinfo=1-aiinfo;
end
if ( aiinfo==1) then
ai_debugdraw=1;
ai_drawplayernode=1;
ai_area_info=1;
else
ai_debugdraw=0;
ai_drawplayernode=0;
ai_area_info=0;
end
end
function GotoNextSpawnpoint()
Hud:AddMessage("[NEXT]: next spawn point");
local pt;
pt=Server:GetNextRespawnPoint();
if(not pt)then -- last respawn point or there are no respawn points
pt=Server:GetFirstRespawnPoint(); -- try to get the first one
end
if(pt)then -- if there is one
Game:ForceEntitiesToSleep();
_localplayer:SetPos(pt);
_localplayer:SetAngles({ x = pt.xA, y = pt.yA, z = pt.zA });
end
end
function SetPlayerPos()
local p=_localplayer
p:SetPos({x=100,y=100,z=300});
end
-- replacement for ToggleSuperDesignerMode() and ToggleDesignerMode()
--
-- USAGE:
-- deactivate designer mode: ( nil,nil,0)
-- old super designer mode ( with collision): ( 40,120,1)
-- old designer mode ( without collision): ( 10,15,0)
-- change values: call with ( nil,nil,0) then with the new values ( 0.., 0.., 0/1)
--
function ToggleNewDesignerMode( speedwalk, speedrun, withcollide )
if(SuperDesignerMode_Save1~=nil or speedwalk==nil) then
Hud:AddMessage("[CHEAT]: Designer fly mode OFF");
p_speed_walk = SuperDesignerMode_Save1;
p_speed_run = SuperDesignerMode_Save2;
_localplayer.DynProp.gravity = SuperDesignerMode_Save3;
_localplayer.DynProp.inertia = SuperDesignerMode_Save4;
_localplayer.DynProp.swimming_gravity = SuperDesignerMode_Save5;
_localplayer.DynProp.swimming_inertia = SuperDesignerMode_Save6;
_localplayer.DynProp.air_control = SuperDesignerMode_Save7;
_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp ) ;
SuperDesignerMode_Save1=nil;
-- activate collision, parameter is 0 or 1
_localplayer:ActivatePhysics(1);
else
Hud:AddMessage("[CHEAT]: Designer fly mode ON");
SuperDesignerMode_Save1 = p_speed_walk;
SuperDesignerMode_Save2 = p_speed_run;
SuperDesignerMode_Save3 = _localplayer.DynProp.gravity;
SuperDesignerMode_Save4 = _localplayer.DynProp.inertia;
SuperDesignerMode_Save5 = _localplayer.DynProp.swimming_gravity;
SuperDesignerMode_Save6 = _localplayer.DynProp.swimming_inertia;
SuperDesignerMode_Save7 = _localplayer.DynProp.air_control;
p_speed_walk = speedwalk;
p_speed_run = speedrun;
_localplayer.DynProp.gravity=0.0;
_localplayer.DynProp.inertia=0.0;
_localplayer.DynProp.swimming_gravity=0.0;
_localplayer.DynProp.swimming_inertia=0.0;
_localplayer.DynProp.air_control=1.0;
_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp ) ;
-- deactivate collision, parameter is 0 or 1
_localplayer:ActivatePhysics(withcollide);
end
end
function ToggleScreenshotMode()
if(screenshotmode~=0) then
System:LogToConsole("SCREENSHOTMODE OFF-->SWITCH TO NORMAL");
screenshotmode=0;
hud_crosshair = " 1"
cl_display_hud = " 1"
r_NoDrawNear = " 0"
ai_ignoreplayer = " 0"
ai_soundperception = " 1"
r_DisplayInfo = " 1"
else
System:LogToConsole("SCREENSHOTMODE ON");
screenshotmode=1;
hud_crosshair = " 0"
cl_display_hud = " 0"
r_NoDrawNear = " 1"
ai_ignoreplayer = " 1"
ai_soundperception = " 0"
r_DisplayInfo = " 0"
end
end
function DecreseSpeed()
if tonumber(p_speed_walk)>5 then
p_speed_walk=p_speed_walk-5;
p_speed_run=p_speed_run-5;
System:LogToConsole("Decresed player speed by 5");
else
System:LogToConsole("You can not go any slower!");
end
end
function IncreseSpeed()
if tonumber(p_speed_walk)<500 then
p_speed_walk=p_speed_walk+5;
p_speed_run=p_speed_run+5;
System:LogToConsole("Incresed player speed by 5");
else
System:LogToConsole("You can not go any faster!");
end
end
function DefaultSpeed()
p_speed_walk=default_speed_walk;
p_speed_run=default_speed_run;
System:LogToConsole("Player speed reset");
end
function TeleportToSpawn(n)
local player = _localplayer;
local pos = Server:GetRespawnPoint("Respawn"..n);
if pos then
player:SetPos(pos);
player:SetAngles({ x = pos.xA, y = pos.yA, z = pos.zA });
end
end
-- Give the player the passed weapon, load it if neccesary
function AddWeapon(Name)
Game:AddWeapon(Name)
for i, CurWeapon in WeaponClassesEx do
if ( i == Name) then

_localplayer.cnt:MakeWeaponAvailable(CurWeapon.id)
;
end
end
end
function MoreAmmo()
if _localplayer then
_localplayer.cnt.ammo=999;
Hud:AddMessage("[CHEAT]: Give 999 ammo");
System:LogToConsole("\001CHEAT: Give 999 ammo");
else
Hud:AddMessage("[CHEAT]: no ammo today");
end
end
function AllWeapons()
AddWeapon("AG36");
AddWeapon("Falcon");
AddWeapon("SniperRifle");
AddWeapon("MP5");
AddWeapon("RL");
AddWeapon("Shotgun");
AddWeapon("OICW");
AddWeapon("P90");
AddWeapon("M4");
_localplayer.cnt:GiveBinoculars(1);
_localplayer.cnt:GiveFlashLight(1);
Hud:AddMessage("[CHEAT]: Give all weapons");
System:LogToConsole("\001CHEAT: Give All weapons");
end
function ToggleGod()
if ( not god) then
god=1;
else
god=1-god;
end
if ( god==1) then
System:LogToConsole("God-Mode ON");
else
System:LogToConsole("God-Mode OFF");
end
end

Input:BindCommandToKey("#ToggleGod()","backspace",
1);
puis -devmode

dodu-dodo1
dodu-dodo1
Niveau 2
22 mai 2004 à 20:13:08

qqun connait quelle est la touche backspace???

zakmckraken
zakmckraken
Niveau 1
23 mai 2004 à 13:13:14

euh . .. la touche au dessus d´entrée . .. non ? . .. :)

La vidéo du moment