Far Cry DevMode?

lowcar100

New Member
How do you add the -devmode to the .exe?

and where is the .exe? is it when you go to the icon's properties?

thanks for any help :)
 
i think, its the shortcut you add it to.

untitled9ll.jpg


like there, where its got stuff added in the target area
 
Devmode.lua

There is one more configuration file we can edit in Far Cry, and it's called Devmode.lua. This file contains the Developer Mode (Devmode) settings, but to access it first you must go to your Far Cry game icon, right click on it and select Properties. In the Target box, insert a space after the last " mark and type "-Devmode" (without quotes). It should look something like this:

"C:\Program Files\UBISOFT\Crytek\Far Cry\Bin32\FarCry.exe" -Devmode

Click Apply and OK to close the Icon Properties box. The next time you run Far Cry from this icon it will begin in Developer Mode, which is essentially a cheat mode. Aside from now having access to every level in the game, there are some nifty commands and functions available in Devmode, and the ones which are accessible in the Devmode.lua file are detailed here. Others are detailed in the Console Commands section below. Remember to create a backup of Devmode.lua before making any changes to it.
for this one, it says to do it in the actual game file
 
first you must have .dev file thats edited for cheating. i dont think the default one will work for any cheats if i recall.

if your interested i made my own dev file..well edited and added to it.

keys 5 thru 9 and 0 are
hdr rendering on/off press twice to turn on
all weapons, all ammo, god, ghost mode which also enables full screen view without weapon showing, i forget the other cheat.
F3 and F4 are flyby modes...i dont remember what else if any i added but its easy to change.


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("#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]: Back Down 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]: Smoke Another");
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 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 ToggleGhost()

if (not ghost) then
ghost=1;
else
ghost=1-ghost;
end
if (ghost==1) then
Hud:AddMessage("[CHEAT]: A Haunting We Will Go");
ai_ignoreplayer = "1"
cl_display_hud = "0"
cl_drunken_cam = "1"
r_NoDrawNear = "1"
else
Hud:AddMessage("[CHEAT]: I Ain't Dead Yet");
ai_ignoreplayer = "0"
cl_display_hud = "1"
cl_drunken_cam = "0"
r_NoDrawNear = "0"
end
end

Input:BindCommandToKey("#ToggleGhost()","9",1);

function ToggleGod()

if (not god) then
god=1;
else
god=1-god;
end
if (god==1) then
Hud:AddMessage("[CHEAT]: You Are The Highlander");
else
Hud:AddMessage("[CHEAT]: Pff...Common Mortal");
end
end

Input:BindCommandToKey("#ToggleGod()","0",1);

function NoReload()

if _localplayer then
_localplayer.cnt.ammo_in_clip=999;
Hud:AddMessage("[CHEAT]: Get Some");
else
Hud:AddMessage("[CHEAT]: No Ammo For You");
end
end

Input:BindCommandToKey("#NoReload()","8",1);

function FullGrenades()

_localplayer.cnt.numofgrenades=99;
Hud:AddMessage("[CHEAT]: Who Wants Some");
end

Input:BindCommandToKey("#FullGrenades()","7",1);

function HealthArmor()

if _localplayer then
_localplayer.cnt.health=999;
_localplayer.cnt.armor=999;
Hud:AddMessage("[CHEAT]: Health & Armor is now full");
else
Hud:AddMessage("[CHEAT]: no health and armor");
end
end

Input:BindCommandToKey("#HealthArmor()","6",1);

function OtherStuff()

if (not stuff) then
stuff=1;
else
stuff=1-stuff;
end
if (stuff==1) then
Hud:AddMessage("[CHEAT]: HDR Rendering OFF");
r_HDRRendering = "0"
else
Hud:AddMessage("[CHEAT]: HDR Rendering ON");
r_HDRRendering = "7"
end
end

Input:BindCommandToKey("#OtherStuff()","5",1);

-- end new code by: Doom_Machine
 
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