This involves editting a vital game file, so make a back up of the original file before you attempt the following hack.
Locate the DevMode.lua file in your Far Cry directory. Use a text editor (like Notepad.exe) to open the file and copy all the following contents into the DevMode.lua file (replace all the original contents). Save it as a .lua file when you are done.
cl_display_hud = 1cl_drunken_cam = 0ThirdPersonView = 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 bindableInput:BindCommandToKey("#ToggleAIInfo()","f11",1);--Input:BindCommandToKey("#ToggleScreenshotMode()","f11",1);Input:BindCommandToKey("#ToggleNewDesignerMode(10,15,0)","f4",1);-- to be removedInput: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; endendfunction 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 }); endendfunction 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); endendfunction 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" endendfunction 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 endfunction IncreseSpeed() if tonumber(p_speed_walk)
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