파크라이(Far Cry) 치트키

1. DevMode.lua 파일 수정

  파크라이가 설치되어있는 디렉토리에 DevMode.lua라는 파일에 아래 내용(빨간색글자)을 복사하고 저장합니다.

※ 혹 모르니 백업 하시길.... 전 잘못 되어도 뒷감당 안합니다.. ^^;

※ 파크라이 설치된 곳은 "C:\Program Files\Ubisoft\Crytek\Far Cry" 입니다

2. 파크라이 데브모드로 실행하기.....

  게임 실행 단축 아이콘에 등록정보를 연다음에 빨간 언더라인처럼 수정해 주세요..

  그러면 파크라이가 데브모드로 실행됩니다.

3. 치트 단축키

F1 ... 1인칭/3인칭 시점 변화

F2 ... 다음 세이브 포인트로 이동
F4 ... 날아다님 켬/끔
F5 ... Default Speed
F9 ... Save Current Position
F10 ... Load Current Position
F11 ... Toggle Extra Information
o ... Gives 999 ammo
p ... Gives all weapons
BackSpace ... Toggle GodMode
= ... increase speed
- ... decrease speed


4. 레벨 이동

'~'을 눌러서 콘솔을 열고 다음을 입력하세요
archive level : \map archive
boat level: \map boat
bunker level: \map bunker
carrier level: \map carrier
catacombs level: \map catacombs
control level: \map control
cooler level: \map cooler
dam level: \map dam
factory level: \map factory
fort level: \map fort
pier level: \map pier
rebellion level: \map rebellion
regulator level: \map regulator
research level: \map research
river level: \map river
steam level: \map steam
swamp level: \map swamp
training level: \map training
treehouse level: \map treehouse
volcano level: \map volcano



----- 복사할 내용 ---- 여기부터...(빨간색 복사해 넣으세요....)

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);

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