OverviewThe console is normally meant to be a development tool for programmers and interested players. Half-Life 2 offers an incredibly powerful console that can do just about anything to change the game world. If you are like me, then you probably want to create some epic battles without paying for Gmod. There's a few extra little things you can due too.If you want to turn on the console, then open up the options and go to controls. Look under advanced and turn on the console.
All you have to do is hit the “' key to open the console. Then enter the code and hit “Enter'.
Cool Things to do with the ConsoleThe first cool thing is to use the command “clragdollcollide 1'. This makes all the dead bodies properly collide with each other. It is normally set to 0 which causes them to fall through each other. It makes the game look better and it hardly affects performance.You can also cause the bodies to fall in slow motion. Just type “clphystimescale 0.1'.
This should make all the bodies fall at 10% of their normal rate for a some cool pictures. The general physics can also be slowed down by using “phystimescale 0.1'. If you want to reverse either of these, just set the value to 1.It's also possible to set up your own bullet time in your game. You just have to use one command. Type “hosttimescale 0.1' and you will see that everything moves at 10% of it's speed. This will get really old in the talking levels though, so you should remember to set it back to 1 when you're done. If you really want to use it throughout your game, then you should bind them to keys.
You'd do that by typing “bind “x' “hosttimescale 0.1' ' and “bind “c' “hosttimescale 1' '. Note that you have to put the quotations marks around the key you are marking and the actual command. Once you've put this into the console, you can press the “x' key to start bullet time and then hit “c' to end bullet time.
If you want to stop using it, then just use “unbind “x' and unbind “c' '. Preparation for WarYou'll need to put a few codes in if you want to get ready for a battle, but you'll also need a good spot. Just remember to pick somewhere that's open, but make sure that it has some indoor areas for cover. I've found a few good spots for fights.
You can stage a good battle in the first chapter after you leave the food distribution center and enter the town square. The first town in chapter eight is also good for fighting.Once you are in position, you need to use a few codes.
Start with “svcheats 1' to turn on the cheat codes. Then type “notarget' and “god'. This will make you invisible and invincible. You are now able to watch in peace. If you want to get some good aerial shots you can use “noclip' to float above. You might also want to use “aidisable' before the fight begins if you want to set everything up before you start. Spawning InfantryI'm not going to list every console code here because that would just be a little excessive.
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Gamefaqs has a. Consult it as necessary. I'll try and give you the good ones you'll be using a lot. The best way to handle most fights is to use the bind option to spawn soldiers rapidly. You just need to know two commands and then write down the codes.“npccreateequipment weapon(weaponname)' sets up the equipment that an NPC will hold when you spawn it. “npccreate npc(npcname)' creates the actual NPC.
To bind this to a key, type “ bind “(key)' “npccreateequipment weapon(weaponname); wait; npccreate npc(npcname)'. This big line of code tells it to spawn an npc with the weapon selected when you press the key that you put in for the (key) spot. You can spawn any NPC with any weapon, but they might use the weapon awkwardly if they lack the animation to use it.Let's try my example with Father Grigori from the start. If you look up Father Grigori's code, then you should know that he is npcmonk. You will probably want him to start with his trademark weapon weaponannabelle. The code for that would be “bind “v' “npccreateequipment weaponannabelle; wait; npccreate npcmonk' '. Just press “v' to make Father Grigori with his special shotgun at the end of your crosshair.
He needs some zombies to fight though. They are a bit easier since they can't hold weapons. Just type “bind “b' “npccreate npczombie' '. A zombie will spawn anytime you press “b'. Type “aidisable' to place Grigori and then line up the zombies.
Once you think you have enough, type “aidisable' again to restart the NPCs. Enjoy the fight. Don't try to do too many at first though if you disable the AI. Your computer may not be able to handle all those AI programs turning on at once.You can do this exact same thing with anything. You can have Alyx fight the combine using “npcAlyx' and “weaponalyxgun' and “npccombines' and “weaponar2'. There are really cool options for some of the other NPCs.
You can have vortigaunts go through their combat routine and even spawn striders.There are two important things to know though. First, Dog has no combat AI. All of his combat in the game is scripted because of programming difficulties, so he won't do anything but run away if spawned. Also, do not spawn a strider if you don't have Episode 1 too. They don't have a death animation in Half-Life 2 before Episode 1, so it will usually crash the game. Spawing Special ItemsYou can spawn a number of special items to create a big battlefield.
You can rig up your own turrets and spawn combine vehicles to create a few cool shots. You can just use an easier command for this though. Just type “givecombinegunship', “givecombinedropship', “give npchelicopter', or “givestrider'. If you want to create a gunship or dropship, then you need to use noclip to get off the ground and spawn them in the open sky. If you want to create a strider, then just aim a bit off the ground until you get it right.Turrets are easy to create. If you just spawn one, it won't fall correctly.
You need to specify that it is “npccreate npcturretfloor'.You can also get the different vehicles to fire specific attacks. It's pretty cool to assign a vehicle's attack to a key. It's like you command your own strider.There are a few that you will probably want to do. You can do “bind “k' “entsetname target;wait; entfire npcstrider setcannontarget target' '. This should cause your spawned strider to fire the secondary cannon at whatever you have in your sights. If you use “DoGroundAttack' instead of “setcannontarget' then it will cause the strider to use it's leg to spear the NPC you have in your crosshairs.
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These can create a few really cool pictures.The gunship doesn't have too much extra. You can tell it to fire it's heavy cannon to the ground by doing “bind “k' “entfire npccombinegunship DoGroundAttack' '.The helicopter is a little more interesting. You can use the code “bind “k' “entsetname target;wait; entfire npchelicopter DropBombAtTarget target' to make it drop a mine on the target. Clean UpIf you play around with the console for long enough, then you will soon need to do a quick cleanup. Here's the easy way. Use the code “developer 1' to turn on the developer console for a moment.
You'll need it for this code. Then type “npcdestroy' while looking at an NPC to destroy that NPC. You can also type “npcdestroyunselected' to destroy any NPC that isn't in your sights. This is good for the times when you accidentally place an NPC in a place where they're stuck. It is also good for the times when you put too many NPCs on the playing field and you're about to crash.Once you are done, you need to fix all the newly bound keys. Just type “unbind (key)' to unbind the key. If you accidentally overwrite any keys, then you can just reset the keys to default in the control section of the options.
All the other console changes should just change back the next time you load up again.
I'm looking for a mod that allows me to aim down the sight. Any tips on which the best all-around mod is for that? I noticed there's quite a few.They all work nicely. For most of the default weapons. Problem is, certain weapons (assault rifles mostly) are set up so they automatically go to ironsights while firing, and if you use a model with different sights it doesn't line up properly anymore. The first problem also occurs with many custom weapons, and the second can only be fixed by just using a whole different set of aiming animations.Problem is, certain weapons (assault rifles mostly) are set up so they automatically go to ironsights while firing, and if you use a model with different sights it doesn't line up properly anymore.
The first problem also occurs with many custom weapons, and the second can only be fixed by just using a whole different set of aiming animations.My only experience is with RogueHallow's Iron Sights mod, but do you mean some weapons only go into iron sights positioning while firing? If so, that's a common problem I've seen with weapons added by mods. The fix is to uncheck 'Don't use 1st person IS animations' in the GECK.
The second problem, sights not lining up properly, is not as easy to fix, though. From people I've talked to here on the forums, you can use altered animations to help fix some weapons. Most of your work, however, will probably be just repositioning the weapon. I do most of it in Nifskope and a little in Blender.
Shifting around rotating parts, bolts and revolver cylinders, is going to be your biggest problem (at least, it is for me.) It usually just takes a little time and a lot of Alt+Tabbing to get a weapon lined up properly. Tempat download firmware tv samsung terlengkap. So you're basically saying it doesn't work well with mod weapons right?I don't plan on using any mods that actually add items to the game. So I should be ok, right?.Edit. Another question: When you fire a weapon in normal (non-VATS) mode, is there a skill check that determines whether or not you hit the target, or is it simply the aim of the player?Yes.
If you aren't using mods that add any additional weapons, I think you'll be just fine. Note that, at least with RogueHallow's Iron Sights mod, the vanilla weapon models are replaced with slightly modified ones that work well when aiming.has articles on many of Fallout 3 engine's various calculations, including how weapon accuracy is determined.
To be honest, I don't know exactly how the engine determines whether or not you hit, but I don't think it's a straight up skill check. I know that weapon skill is a major factor in how the game determines your accuracy/spread.
The spread is basically like a cone projected out from your weapon; with each pull of the trigger, the projectile will travel outward somewhere in that cone. My understanding is that weapon skill, along with weapon condition, moving vs. Still, standing vs. Crouching, etc. Go into determining the size of that cone.
Obviously, you need to be aiming at the target, but even if on-target you can still miss if the shot happens to travel along the outer area of that cone and over the target's shoulder. Similarly, you should still be able to hit if your aim is off but the shot happens to travel along a path that still contacts the target. I don't know what effect the engine's autoaim has on this though.There are also other things that I haven't yet looked into much, like hitscan projectiles. From reading discussions on the forums here and on the GECK wiki, my understanding of FO3's hitscan projectiles is that the game instantly determines whether the attack hit or miss based on where the shooter and target were the moment the trigger was pulled.
On long distance shots, this can, apparently, lead to hits that appear to be misses and misses that appear to be hits. In iron sights it helps your accuracy outside of V.A.T.S.I've never noticed any change in spread depending on running/walking/standing/crouching etc or changing depending on the duration of your firing the weapon.I only mention them because I saw them, on the GECK wiki. I've only skimmed the article, but it looks like the game does by default check whether you are running or walking, but that it does not apply a bonus or penalty for doing so (a modifier of '0', if I'm reading that chart correctly. Negative modifiers are good.) I assume modders can change that, if they like. It looks like aiming (iron sights) has a modifier of -0.65 and crouching has a modifier of -0.4. I don't actually know how much of an enhancement that translates to, though.As far as I know, the bit about your accuracy not degrading on subsequent shots is true, though. I use a to compensate.