導(dǎo) 流放者柯南玩家可以占領(lǐng)多個(gè)不同的領(lǐng)地來(lái)建造城市、種植莊稼和狩獵。其他國(guó)家的軍隊(duì)也會(huì)突然襲擊村莊來(lái)凈化異端。今天小編帶來(lái)的是游戲中的全控制臺(tái)指令一覽,感興趣的玩家不要錯(cuò)過(guò)了。 全控制臺(tái)指...

流放者柯南玩家可以占領(lǐng)多個(gè)不同的領(lǐng)地來(lái)建造城市、種植莊稼和狩獵。其他國(guó)家的軍隊(duì)也會(huì)突然襲擊村莊來(lái)凈化異端。今天小編帶來(lái)的是游戲中的全控制臺(tái)指令一覽,感興趣的玩家不要錯(cuò)過(guò)了。

《流放者柯南》全控制臺(tái)指令 流放者柯南2017全控制臺(tái)指令大全

全控制臺(tái)指令一覽

在游戲中按insert鍵或者 ~鍵就能呼出控制臺(tái),下面就是控制臺(tái)的指令大全。

A-O

a.AnimNode.StateMachine.EnableRelevancyReset

a.ForceParallelAnimUpdate

a.ParallelAnimEvaluation

a.ParallelAnimUpdate

a.ParallelBlendPhysics

a.URO.Draw

a.URO.Enable

a.URO.ForceAnimRate

a.URO.ForceInterpolation

abtest

abtest.CoolDown

abtest.HistoryNum

abtest.MinFramesPerTrial

abtest.NumResamples

abtest.ReportNum

AllowAsyncRenderThreadUpdates

AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates

AllowAsyncRenderThreadUpdatesEditor

AssetRegistry.Debug.FindInvalidUAssets

AssetRegistry.GetByClass

AssetRegistry.GetByName

AssetRegistry.GetByPath

AssetRegistry.GetByTag

AssetRegistry.GetDependencies

AssetRegistry.GetReferencers

beacon.DelayCancellationResponse

beacon.DelayFullResponse

beacon.DelayReservationResponse

beacon.DelayUpdateResponse

Canvas.DistanceFieldSmoothness

CauseHitches

Collision.ListChannels

Collision.ListComponentsWithResponseToProfile

Collision.ListProfiles

Collision.ListProfilesWithResponseToChannel

Compat.MAX_GPUSKIN_BONES

Compat.UseDXT5NormalMaps

con.MinLogVerbosity

CPUTime.Dump

CriticalPathStall.AfterInitViews

CriticalPathStall.ParallelAnimation

CriticalPathStall.TickStartFrame

d3d11.ZeroBufferSizeInMB

D3D12.AdjustTexturePoolSizeBasedOnBudget

D3D12.EnablePSOCache

D3D12.ForceThirtyHz

D3D12.MaximumFrameLatency

D3D12.MaxSyncCounter

D3D12.RefreshPercentageBeforePresent

D3D12.StablePowerState

D3D12.SyncInterval

D3D12.SyncRefreshThreshold

D3D12.SyncThreshold

D3D12.SyncWithDWM

d3d12.ZeroBufferSizeInMB

D3D12RHI.FeatureSetLimit

debug.EnableLeakTest

demo.AsyncLoadWorld

demo.CheckpointUploadDelayInSeconds

demo.EnableCheckpoints

demo.FastForwardDestroyTearOffActors

demo.FastForwardSkipRepNotifies

demo.GotoTimeInSeconds

demo.MinRecordHz

demo.QueueCheckpointChannels

demo.RecordHz

demo.SkipTime

demo.TimeDilation

demo.UseAdaptiveReplayUpdateFrequency

DumpConsoleCommands

DumpCopyPropertiesForUnrelatedObjects

dumpticks

DumpVisibleActors

dw.AILOD0BehaviorTreeTickRate

dw.AILOD0ControllerTickRate

dw.AILOD0ListenServerControllerTickRate

dw.AILOD0ListenServerMovementTickRate

dw.AILOD0ListenServerPostPhysicsTickRate

dw.AILOD0MovementTickRate

dw.AILOD0NetPriority

dw.AILOD0NetUpdateFrequency

dw.AILOD0PostPhysicsTickRate

dw.AILOD1BehaviorTreeTickRate

dw.AILOD1ControllerTickRate

dw.AILOD1Distance

dw.AILOD1ListenServerMovementTickRate

dw.AILOD1ListenServerPostPhysicsTickRate

dw.AILOD1MovementTickRate

dw.AILOD1NetPriority

dw.AILOD1NetUpdateFrequency

dw.AILOD1PostPhysicsTickRate

dw.AILOD2BehaviorTreeTickRate

dw.AILOD2ControllerTickRate

dw.AILOD2Distance

dw.AILOD2ListenServerMovementTickRate

dw.AILOD2MovementTickRate

dw.AILOD2NetPriority

dw.AILOD2NetUpdateFrequency

dw.AILOD2PostPhysicsTickRate

dw.AILOD3BehaviorTreeTickRate

dw.AILOD3ControllerTickRate

dw.AILOD3Distance

dw.AILOD3MovementTickRate

dw.AILOD3NetPriority

dw.AILOD3NetUpdateFrequency

dw.AILOD3PostPhysicsTickRate

dw.AILODUseRaycasts

dw.AllowAILODOverlay

dw.DefaultPathFollowingBlockDetectionDistanceThreshold

dw.DefaultPathFollowingBlockDetectionInterval

dw.DefaultPathFollowingBlockDetectionNumSamples

dw.DrawReplicatedLocationAndRotation

dw.DrawStaticNavigationRadius

dw.EnableAILODSystem

dw.EnableAISpawning

dw.EnableInitialAISpawningPass

dw.EnableNPCTerritorySpawnerInitialization

dw.EnableStaticRoamingPaths

dw.ExitWhenNPCTerritorySpawnerInitializationDone

dw.ForceUseDBSpawnLocation

dw.MaxConcurrentNPCTerritorySpawnerInitializations

dw.nav.AvoidanceBreakingCurvePower

dw.nav.AvoidanceBreakingStartFraction

dw.nav.AvoidanceFov

dw.nav.AvoidanceLeftBias

dw.nav.AvoidanceLimitYawSearchRange

dw.nav.AvoidanceObstacleOverlapWeight

dw.nav.AvoidancePerpendicularAngleMaxAdjustment

dw.nav.AvoidancePerpendicularAngleOversteering

dw.nav.AvoidanceSearchRangeRampCooldown

dw.nav.AvoidanceUseCurrentAngleWeightForBreaking

dw.nav.AvoidanceUseIdealYawAsInput

dw.nav.AvoidanceUsePerpendicularAngleComputation

dw.nav.AvoidNonPawns

dw.nav.BlockDetectionMinYaw

dw.nav.DepenetrationLength

dw.nav.InterpolateAvoidanceResult

dw.nav.RaycastEdgeEntryOffset

dw.nav.SmoothTurnCornerInflation

dw.nav.UseBrokenInterpolation

dw.NPCsTargetBuildings

dw.NPCsTargetNPCs

dw.NPCsTargetPlayers

dw.OverrideNetworkHash

dw.SkeletalMeshTickRate

dw.TerrainLOD1RelativeStreamingDistance

dw.TerrainLOD2RelativeStreamingDistance

Engine.MinNumOverlapsToUseTMap

foliage.ASyncInstaneBufferConversion

foliage.BoundLODRangePerInstance

foliage.CullAll

foliage.CullAllInVertexShader

foliage.DensityScale

foliage.DisableCull

foliage.DisableCullShadows

foliage.DitheredLOD

foliage.ForceLOD

foliage.Freeze

foliage.LODDistanceScale

foliage.LogFoliageFrame

foliage.MaxOcclusionQueriesPerComponent

foliage.MaxTrianglesToRender

foliage.MinimumScreenSize

foliage.MinInstancesPerOcclusionQuery

foliage.MinLOD

foliage.MinVertsToSplitNode

foliage.OnlyLOD

foliage.OverestimateLOD

foliage.RandomLODRange

foliage.RebuildFoliageTrees

foliage.SplitFactor

foliage.Test

foliage.ToggleVectorCull

foliage.UnFreeze

ForceBuildStreamingData

FX.AllowAsyncTick

FX.AllowCulling

FX.AllowGPUSorting

FX.EarlyScheduleAsync

FX.FreezeGPUSimulation

FX.FreezeParticleSimulation

FX.GPUCollisionDepthBounds

FX.GPUSpawnWarningThreshold

FX.MaxCPUParticlesPerEmitter

FX.MaxGPUParticlesSpawnedPerFrame

FX.MaxParticleTilePreAllocation

FX.ParticleSlackGPU

FX.RestartAll

FX.TestGPUSort

FX.VisualizeGPUSimulation

g.TimeToBlockOnRenderFence

GameLiveStreaming.StartBroadcasting

GameLiveStreaming.StartWebCam

GameLiveStreaming.StopBroadcasting

GameLiveStreaming.StopWebCam

gc.AllowParallelGC

gc.CollectGarbageEveryFrame

gc.CreateGCClusters

gc.FindStaleClusters

gc.FlushStreamingOnGC

gc.ListClusters

gc.MaxObjectsInEditor

gc.MaxObjectsInGame

gc.MaxObjectsNotConsideredByGC

gc.MergeGCClusters

gc.MinDesiredObjectsPerSubTask

gc.NumRetriesBeforeForcingGC

gc.SizeOfPermanentObjectPool

gc.TimeBetweenPurgingPendingKillObjects

GPUSort.DebugOffsets

GPUSort.DebugSort

GraniteSDK.DrawDebugTiles

GraniteSDK.ForceLogo

GraniteSDK.Record

GraniteSDK.ReservedRatio

GraniteSDK.SkipResolver

grass.CullSubsections

grass.densityScale

grass.DisableGPUCull

grass.Enable

grass.FlushCache

grass.FlushCachePIE

grass.GuardBandDiscardMultiplier

grass.GuardBandMultiplier

grass.MaxAsyncTasks

grass.MaxInstancesPerComponent

grass.MinFramesToKeepGrass

grass.MinTimeToKeepGrass

grass.PrerenderGrassmaps

grass.UseHaltonDistribution

grass.UseStreamingManagerForCameras

help

hmd.DirectSoundVoiceCaptureDeviceIndex

httpReplay.ChunkUploadDelayInSeconds

httpReplay.MaxCacheSize

httpReplay.MetaFilterOverride

InGamePerformanceTracking.Enabled

InGamePerformanceTracking.HistorySize

l.UserID

Landscape.Patches

Landscape.Static

ListTimers

LoadTimes.DumpTracking

lod.TemporalLag

log.Category

log.Timestamp

LogBlueprintComponentInstanceCalls

ls.PrintNumLandscapeShadows

Memory.StaleTest

Memory.UsePurgatory

n.IpNetDriverMaxFrameTimeBeforeAlert

n.IpNetDriverMaxFrameTimeBeforeLogging

n.VerifyPeer

net.AllowAsyncLoading

net.AllowClientLoadDynamicObjects

net.AllowPropertySkipping

net.ClampConnectionOversaturation

net.ContextDebug

net.DeleteDormantActor

net.DoPropertyChecksum

net.DormancyDraw

net.DormancyDrawCullDistance

net.DormancyEnable

net.DormancyKeepState

net.DormancyValidate

net.DumpRelevantActors

net.IgnoreNetworkCheckumMismatch

net.ListActorChannels

net.ListNetGUIDExports

net.ListNetGUIDs

Net.LogSkippedRepNotifies

net.MaxPlayersOverride

net.MaxRPCPerNetUpdate

net.Montage.Debug

net.PackageMap.DebugAll

net.PackageMap.DebugObject

net.PackageMap.LongLoadThreshhold

net.PingDisplayServerTime

net.PingExcludeFrameTime

net.ProcessQueuedBunchesMillisecondLimit

net.Reliable.Debug

net.Replication.DebugProperty

net.RPC.Debug

net.TickAllOpenChannels

net.UseAdaptiveNetUpdateFrequency

online.ResetAchievements

OpenGL.BindlessTexture

OpenGL.MaxSubDataSize

OpenGL.RebindTextureBuffers

OpenGL.SkipCompute

OpenGL.UBODirectWrite

OpenGL.UBOPoolSize

OpenGL.UseEmulatedUBs

OpenGL.UseMapBuffer

OpenGL.UseSeparateShaderObjects

OpenGL.UseStagingBuffer

OpenGL.UseVAB

OSS.DelayAsyncTaskOutQueue

P-R.N

p.AllowCachedOverlaps

p.AnimDynamics

p.AnimDynamicsAdaptiveSubstep

p.AnimDynamicsNumDebtFrames

p.AnimDynamicsRestrictLOD

p.AnimDynamicsWind

p.APEXMaxDestructibleDynamicChunkCount

p.APEXMaxDestructibleDynamicChunkIslandCount

p.bAPEXSortDynamicChunksByBenefit

p.bUseUnifiedHeightfield

p.ClothPhysics

p.ConstraintDampingScale

p.ConstraintStiffnessScale

p.ContactOffsetFactor

p.DisableQueryOnlyActors

p.EnableFastOverlapCheck

p.EncroachEpsilon

p.InitialOverlapTolerance

p.MaxContactOffset

p.PenetrationOverlapCheckInflation

p.PenetrationPullbackDistance

p.RagdollPhysics

p.ReplayUseInterpolation

p.TaperedCapsulesTrueHull

p.ToleranceScale_Length

p.ToleranceScale_Speed

r.AccelPredrawBatchTime

r.AccelTargetPrecompileFrameTime

r.AllowCachedUniformExpressions

r.AllowDepthBoundsTest

r.AllowGlobalClipPlane

r.AllowLandscapeShadows

r.AllowOcclusionQueries

r.AllowPointLightCubemapShadows

r.AllowPrecomputedVisibility

r.AllowStaticLighting

r.AllowSubPrimitiveQueries

r.AllReceiveDynamicCSM

r.AlsoUseSphereForFrustumCull

r.AmbientOcclusion.AsyncComputeBudget

r.AmbientOcclusion.FadeRadiusScale

r.AmbientOcclusionLevels

r.AmbientOcclusionMaxQuality

r.AmbientOcclusionMipLevelFactor

r.AmbientOcclusionRadiusScale

r.AmbientOcclusionStaticFraction

r.AOApplyToStaticIndirect

r.AOAsyncBuildQueue

r.AOClearCache

r.AOComputeShaderNormalCalculation

r.AOFillGaps

r.AOFillGapsHighQuality

r.AOGlobalDFClipmapDistanceExponent

r.AOGlobalDFResolution

r.AOGlobalDFStartDistance

r.AOGlobalDistanceField

r.AOGlobalDistanceFieldLogModifiedPrimitives

r.AOGlobalDistanceFieldPartialUpdates

r.AOGlobalDistanceFieldStaggeredUpdates

r.AOHeightfieldOcclusion

r.AOHistoryDistanceThreshold

r.AOHistoryStabilityPass

r.AOHistoryWeight

r.AOInterpolationAngleScale

r.AOInterpolationDepthTesting

r.AOInterpolationMaxAngle

r.AOInterpolationRadiusScale

r.AOInterpolationStencilTesting

r.AOListMemory

r.AOLogObjectBufferReallocation

r.AOMaxLevel

r.AOMaxObjectBoundingRadius

r.AOMaxViewDistance

r.AOMinLevel

r.AOMinPointBehindPlaneAngle

r.AOOverwriteSceneColor

r.AOPowerOfTwoBetweenLevels

r.AORecordRadiusScale

r.AOReuseAcrossFrames

r.AOSampleSet

r.AOScatterTileCulling

r.AOStepExponentScale

r.AOTrimOldRecordsFraction

r.AOUpdateGlobalDistanceField

r.AOUseConesForGI

r.AOUseHistory

r.AOUseJitter

r.AOUseSurfaceCache

r.AOViewFadeDistanceScale

r.AOVisualizeGlobalDistanceField

r.Atmosphere

r.BasePassOutputsVelocity

r.BasePassOutputsVelocityDebug

r.BlackBorders

r.Bloom.Cross

r.BloomQuality

r.BufferVisualizationDumpFrames

r.BufferVisualizationDumpFramesAsHDR

r.Cache.DrawDirectionalShadowing

r.Cache.DrawInterpolationPoints

r.Cache.DrawLightingSamples

r.Cache.LightingCacheDimension

r.Cache.LightingCacheMovableObjectAllocationSize

r.Cache.LimitQuerySize

r.Cache.QueryNodeLevel

r.Cache.ReduceSHRinging

r.Cache.SampleTransitionSpeed

r.Cache.UpdateEveryFrame

r.Cache.UpdatePrimsTaskEnabled

r.CapsuleIndirectConeAngle

r.CapsuleIndirectShadowMinVisibility

r.CapsuleMaxDirectOcclusionDistance

r.CapsuleMaxIndirectOcclusionDistance

r.CapsuleMinSkyAngle

r.CapsuleShadowFadeAngleFromVertical

r.CapsuleShadows

r.CapsuleShadowsFullResolution

r.CapsuleSkyAngleScale

r.CatmullRomEndParamOffset

r.CheckSRVTransitions

r.ClearCoatNormal

r.ClearSceneMethod

r.ClearWithExcludeRects

r.Color.Max

r.Color.Mid

r.Color.Min

r.CopyLockedViews

r.CreateShadersOnLoad

r.CustomDepth

r.CustomDepth.Order

r.D3D12GraphicsAdapter

r.DBuffer

r.DebugActionZone.ActionRatio

r.DebugSafeZone.Mode

r.DebugSafeZone.OverlayAlpha

r.DebugSafeZone.TitleRatio

r.Decal.FadeDurationScale

r.Decal.FadeScreenSizeMult

r.Decal.StencilSizeThreshold

r.DefaultFeature.AmbientOcclusion

r.DefaultFeature.AmbientOcclusionStaticFraction

r.DefaultFeature.AntiAliasing

r.DefaultFeature.AutoExposure

r.DefaultFeature.AutoExposure.Method

r.DefaultFeature.Bloom

r.DefaultFeature.LensFlare

r.DefaultFeature.MotionBlur

r.DeferSkeletalDynamicDataUpdateUntilGDME

r.DeferUniformBufferUpdatesUntilVisible

r.DemosaicVposOffset

r.DepthOfField.FarBlur

r.DepthOfField.MaxSize

r.DepthOfField.NearBlurSizeThreshold

r.DepthOfFieldQuality

r.DetailMode

r.DFFullResolution

r.DFShadowScatterTileCulling

r.DFShadowWorldTileSize

r.DFTwoSidedMeshDistanceBias

r.DiffuseFromCaptures

r.DisableLODFade

r.DiscardUnusedQuality

r.DistanceFadeMaxTravel

r.DistanceFieldAO

r.DistanceFieldGI

r.DistanceFields.AtlasSizeXY

r.DistanceFields.AtlasSizeZ

r.DistanceFields.DefaultVoxelDensity

r.DistanceFields.MaxPerMeshResolution

r.DistanceFieldShadowing

r.DistanceFieldSpecularOcclusion

r.DoInitViewsLightingAfterPrepass

r.DontLimitOnBattery

r.DoTiledReflections

r.Downsample.Quality

r.DownsampledOcclusionQueries

r.DrawRectangleOptimization

r.DriverDetectionMethod

r.DumpDrawListStats

r.DumpingMovie

r.DumpRenderTargetPoolMemory

r.DumpShaderDebugInfo

r.DumpShaderDebugShortNames

r.DumpShadows

r.DumpTransitionsForResource

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