Console Command List/N: Difference between revisions
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! Command !! Default !! Cheat? !! Help Text | ! Command !! Default !! Cheat? !! Help Text | ||
|- | |- | ||
|valign="top"|[[name]]||0||||Current user name | |valign="top"|[[name]]||0||||Current user name. | ||
|- | |- | ||
|valign="top"|[[nav_begin_area]]||||||Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. | |valign="top"|[[nav_begin_area]]||||||Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. | ||
Line 42: | Line 42: | ||
|valign="top"|[[nav_no_jump]]||||||Toggles the 'don't jump in this area' flag used by the AI system. | |valign="top"|[[nav_no_jump]]||||||Toggles the 'don't jump in this area' flag used by the AI system. | ||
|- | |- | ||
|valign="top"|[[nav_place_floodfill]]||||||Sets the Place of the Area under the cursor to the | |valign="top"|[[nav_place_floodfill]]||||||Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. | ||
|- | |- | ||
|valign="top"|[[nav_place_pick]]||||||Sets the current Place to the Place of the Area under the cursor. | |valign="top"|[[nav_place_pick]]||||||Sets the current Place to the Place of the Area under the cursor. | ||
Line 70: | Line 70: | ||
|valign="top"|[[net_blockmsg]]||0||Yes||Discards incoming message: <0|1|name> | |valign="top"|[[net_blockmsg]]||0||Yes||Discards incoming message: <0|1|name> | ||
|- | |- | ||
|valign="top"|[[net_channels]]||||||Shows net channel info | |valign="top"|[[net_channels]]||||||Shows net channel info. | ||
|- | |- | ||
|valign="top"|[[net_chokeloop]]||0||||Apply bandwidth choke to loopback packets | |valign="top"|[[net_chokeloop]]||0||||Apply bandwidth choke to loopback packets. | ||
|- | |- | ||
|valign="top"|[[net_drawslider]]||0||||Draw completion slider during signon | |valign="top"|[[net_drawslider]]||0||||Draw completion slider during signon. | ||
|- | |- | ||
|valign="top"|[[net_droppackets]]||0||Yes||Drops next n packets on client | |valign="top"|[[net_droppackets]]||0||Yes||Drops next n packets on client. | ||
|- | |- | ||
|valign="top"|[[net_fakelag]]||0||Yes||Lag all incoming network data (including loopback) by this many milliseconds. | |valign="top"|[[net_fakelag]]||0||Yes||Lag all incoming network data (including loopback) by this many milliseconds. | ||
|- | |- | ||
|valign="top"|[[net_fakeloss]]||0||Yes||Simulate packet loss as a percentage (negative means drop 1/n packets) | |valign="top"|[[net_fakeloss]]||0||Yes||Simulate packet loss as a percentage (negative means drop 1/n packets). | ||
|- | |- | ||
|valign="top"|[[net_graph]]||0||||Draw the network usage graph | |valign="top"|[[net_graph]]||0||||Draw the network usage graph. | ||
|- | |- | ||
|valign="top"|[[net_graphheight]]||64||||None | |valign="top"|[[net_graphheight]]||64||||None | ||
Line 100: | Line 100: | ||
|valign="top"|[[net_showevents]]||0||||Print game event infos to console. | |valign="top"|[[net_showevents]]||0||||Print game event infos to console. | ||
|- | |- | ||
|valign="top"|[[net_showfragments]]||0||||Show netchannel fragments | |valign="top"|[[net_showfragments]]||0||||Show netchannel fragments. | ||
|- | |- | ||
|valign="top"|[[net_showmsg]]||0||||Show incoming message: <0|1|name> | |valign="top"|[[net_showmsg]]||0||||Show incoming message: <0|1|name> | ||
Line 106: | Line 106: | ||
|valign="top"|[[net_showpeaks]]||0||||Show messages for large packets only: <size> | |valign="top"|[[net_showpeaks]]||0||||Show messages for large packets only: <size> | ||
|- | |- | ||
|valign="top"|[[net_showsplits]]||0||||Show info about packet splits | |valign="top"|[[net_showsplits]]||0||||Show info about packet splits. | ||
|- | |- | ||
|valign="top"|[[net_showtcp]]||0||||Dump TCP stream summary to console | |valign="top"|[[net_showtcp]]||0||||Dump TCP stream summary to console. | ||
|- | |- | ||
|valign="top"|[[net_showudp]]||0||||Dump UPD packets summary to console | |valign="top"|[[net_showudp]]||0||||Dump UPD packets summary to console | ||
|- | |- | ||
|valign="top"|[[net_start]]|||||| | |valign="top"|[[net_start]]||||||Initializes multiplayer network sockets. | ||
|- | |- | ||
|valign="top"|[[net_synctags]]||0||Yes||Insert tokens into the net stream to find client/server mismatches. | |valign="top"|[[net_synctags]]||0||Yes||Insert tokens into the net stream to find client/server mismatches. | ||
Line 120: | Line 120: | ||
|valign="top"|[[nextdemo]]||||||Play next demo in sequence. | |valign="top"|[[nextdemo]]||||||Play next demo in sequence. | ||
|- | |- | ||
|valign="top"|[[noclip]]||||Yes||Toggle. Player becomes non-solid and flies. Useful for developers and players that | |valign="top"|[[noclip]]||||Yes||Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck. | ||
|- | |- | ||
|valign="top"|[[notarget]]||||||Toggle. Player becomes hidden to NPCs. | |valign="top"|[[notarget]]||||||Toggle. Player becomes hidden to NPCs. | ||
|- | |- | ||
|valign="top"|[[npc_ammo_deplete]]||||||Subtracts half of the target's ammo | |valign="top"|[[npc_ammo_deplete]]||||||Subtracts half of the target's ammo. | ||
|- | |- | ||
|valign="top"|[[npc_barnacle|npc_barnacle_swallow]]||0||||Use prototype swallow code. | |valign="top"|[[npc_barnacle|npc_barnacle_swallow]]||0||||Use prototype swallow code. | ||
Line 148: | Line 148: | ||
|- | |- | ||
|valign="top"|[[npc_create]]||||||Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. | |valign="top"|[[npc_create]]||||||Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. | ||
;Arguments:{npc_class_name} | ;Arguments:{npc_class_name}. | ||
|- | |- | ||
|valign="top"|[[npc_create_aimed]]||||||Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. | |valign="top"|[[npc_create_aimed]]||||||Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. | ||
;Arguments:{npc_class_name} | ;Arguments:{npc_class_name}. | ||
|- | |- | ||
|valign="top"|[[npc_create_equipment]]||0||||None | |valign="top"|[[npc_create_equipment]]||0||||None | ||
Line 158: | Line 158: | ||
;Arguments:{entity_name} / {class_name} / no argument picks what player is looking at. | ;Arguments:{entity_name} / {class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_destroy_unselected]]||||||Removes all NPCs from the universe that aren't currently selected | |valign="top"|[[npc_destroy_unselected]]||||||Removes all NPCs from the universe that aren't currently selected. | ||
|- | |- | ||
|valign="top"|[[npc_enemies]]||||||Shows memory of NPC. | |valign="top"|[[npc_enemies]]||||||Shows memory of NPC. Draws an X on top of each memory. | ||
;Blue:Eluded entities (don't know where it went) | ;Blue:Eluded entities (don't know where it went) | ||
;Green:Unreachable entities (can't get to it) | ;Green:Unreachable entities (can't get to it) | ||
Line 166: | Line 166: | ||
;Magenta:Current target entity | ;Magenta:Current target entity | ||
;Pink:All other entities drawn | ;Pink:All other entities drawn | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_focus]]||||||Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) | |valign="top"|[[npc_focus]]||||||Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_freeze]]||||||Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. | |valign="top"|[[npc_freeze]]||||||Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. | ||
|- | |- | ||
|valign="top"|[[npc_go]]||||||Selected NPC(s) will go to the location that the player is looking (shown with a purple box) | |valign="top"|[[npc_go]]||||||Selected NPC(s) will go to the location that the player is looking (shown with a purple box). | ||
|- | |- | ||
|valign="top"|[[npc_go_do_run]]||1||||Set whether should run on NPC go | |valign="top"|[[npc_go_do_run]]||1||||Set whether should run on NPC go. | ||
|- | |- | ||
|valign="top"|[[npc_go_random]]||||||Sends all selected NPC(s) to a random node. | |valign="top"|[[npc_go_random]]||||||Sends all selected NPC(s) to a random node. | ||
|- | |- | ||
|valign="top"|[[npc_heal]]||||||Heals the target back to full health | |valign="top"|[[npc_heal]]||||||Heals the target back to full health. | ||
|- | |- | ||
|valign="top"|[[npc_height_adjust]]||1||||Enable test mode for ik height adjustment | |valign="top"|[[npc_height_adjust]]||1||||Enable test mode for ik height adjustment. | ||
|- | |- | ||
|valign="top"|[[npc_kill]]||||||Kills the given NPC(s) | |valign="top"|[[npc_kill]]||||||Kills the given NPC(s) | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_nearest]]||||||Draw's a while box around the NPC(s) nearest node | |valign="top"|[[npc_nearest]]||||||Draw's a while box around the NPC(s) nearest node | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_reset]]||||||Reloads schedules for all NPC's from their script files | |valign="top"|[[npc_reset]]||||||Reloads schedules for all NPC's from their script files. | ||
|- | |- | ||
|valign="top"|[[npc_route]]||||||Displays the current route of the given NPC as a line on the screen. | |valign="top"|[[npc_route]]||||||Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: | ||
;Blue:Path to a node | ;Blue:Path to a node | ||
;Cyan:Detour around an object (triangulation) | ;Cyan:Detour around an object (triangulation) | ||
;Red:Jump | ;Red:Jump | ||
;Maroon:Path to final target position | ;Maroon:Path to final target position | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_select]]|||||| | |valign="top"|[[npc_select]]||||||Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ||
|- | |- | ||
|valign="top"|[[npc_sentences]]||0||||None | |valign="top"|[[npc_sentences]]||0||||None | ||
|- | |- | ||
|valign="top"|[[npc_speakall]]||||||Force the npc to try and speak all | |valign="top"|[[npc_speakall]]||||||Force the npc to try and speak all their responses. | ||
|- | |- | ||
|valign="top"|[[npc_squads]]||||||Obsolete. | |valign="top"|[[npc_squads]]||||||Obsolete. Replaced by npc_combat. | ||
|- | |- | ||
|valign="top"|[[npc_steering]]||||||Displays the steering obstructions of the NPC (used to perform local avoidance) | |valign="top"|[[npc_steering]]||||||Displays the steering obstructions of the NPC (used to perform local avoidance) | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_steering_all]]||||||Displays the steering obstructions of all NPCs (used to perform local avoidance) | |valign="top"|[[npc_steering_all]]||||||Displays the steering obstructions of all NPCs (used to perform local avoidance). | ||
|- | |- | ||
|valign="top"|[[npc_strider|npc_strider_height_adj]]||0||||None | |valign="top"|[[npc_strider|npc_strider_height_adj]]||0||||None | ||
Line 219: | Line 219: | ||
|- | |- | ||
|valign="top"|[[npc_task_text]]||||||Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule | |valign="top"|[[npc_task_text]]||||||Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_tasks]]||||||Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) | |valign="top"|[[npc_tasks]]||||||Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_thinknow]]||||||Trigger NPC to think | |valign="top"|[[npc_thinknow]]||||||Trigger NPC to think. | ||
|- | |- | ||
|valign="top"|[[npc_viewcone]]||||||Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) | |valign="top"|[[npc_viewcone]]||||||Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) | ||
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at | ;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at. | ||
|- | |- | ||
|valign="top"|[[npc_vphysics]]||0||||None | |valign="top"|[[npc_vphysics]]||0||||None |
Revision as of 09:29, 14 February 2008
Command | Default | Cheat? | Help Text |
---|---|---|---|
name | 0 | Current user name. | |
nav_begin_area | Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. | ||
nav_clear_walkable_marks | Erase any previously placed walkable positions. | ||
nav_connect | To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. | ||
nav_corner_lower | Lower the selected corner of the currently marked Area. | ||
nav_corner_raise | Raise the selected corner of the currently marked Area. | ||
nav_corner_select | Select a corner of the currently marked Area. Use multiple times to access all four corners. | ||
nav_crouch | Toggles the 'must crouch in this area' flag used by the AI system. | ||
nav_delete | Deletes the currently highlighted Area. | ||
nav_disconnect | To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. | ||
nav_edit | 0 | Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. | |
nav_end_area | Defines the second corner of a new Area and creates it. | ||
nav_generate | Generate a Navigation Mesh for the current map and save it to disk. | ||
nav_jump | Toggles the 'traverse this area by jumping' flag used by the AI system. | ||
nav_load | Loads the Navigation Mesh for the current map. | ||
nav_mark | Marks the Area under the cursor for manipulation by subsequent editing commands. | ||
nav_mark_unnamed | Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. | ||
nav_mark_walkable | Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. | ||
nav_merge | To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. | ||
nav_no_jump | Toggles the 'don't jump in this area' flag used by the AI system. | ||
nav_place_floodfill | Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. | ||
nav_place_pick | Sets the current Place to the Place of the Area under the cursor. | ||
nav_precise | Toggles the 'don't avoid obstacles' flag used by the AI system. | ||
nav_quicksave | 1 | Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. | |
nav_save | Saves the current Navigation Mesh to disk. | ||
nav_show_approach_points | 0 | Show Approach Points in the Navigation Mesh. | |
nav_show_danger | 0 | Show current 'danger' levels. | |
nav_splice | To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. | ||
nav_split | To split an Area into two, align the split line using your cursor and invoke the split command. | ||
nav_strip | Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. | ||
nav_toggle_place_mode | Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. | ||
nav_toggle_place_painting | Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. | ||
nav_use_place | If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. | ||
net_blockmsg | 0 | Yes | 1|name> |
net_channels | Shows net channel info. | ||
net_chokeloop | 0 | Apply bandwidth choke to loopback packets. | |
net_drawslider | 0 | Draw completion slider during signon. | |
net_droppackets | 0 | Yes | Drops next n packets on client. |
net_fakelag | 0 | Yes | Lag all incoming network data (including loopback) by this many milliseconds. |
net_fakeloss | 0 | Yes | Simulate packet loss as a percentage (negative means drop 1/n packets). |
net_graph | 0 | Draw the network usage graph. | |
net_graphheight | 64 | None | |
net_graphpos | 1 | None | |
net_graphsolid | 1 | None | |
net_maxfilesize | 16 | Max filesize server can transfer to clients. | |
net_maxfragments | 1280 | Max fragment bytes per packet. | |
net_scale | 5 | None | |
net_showdrop | 0 | Show dropped packets in console | |
net_showevents | 0 | Print game event infos to console. | |
net_showfragments | 0 | Show netchannel fragments. | |
net_showmsg | 0 | 1|name> | |
net_showpeaks | 0 | Show messages for large packets only: <size> | |
net_showsplits | 0 | Show info about packet splits. | |
net_showtcp | 0 | Dump TCP stream summary to console. | |
net_showudp | 0 | Dump UPD packets summary to console | |
net_start | Initializes multiplayer network sockets. | ||
net_synctags | 0 | Yes | Insert tokens into the net stream to find client/server mismatches. |
next | 0 | Yes | Set to 1 to advance to next frame ( when singlestep == 1 ) |
nextdemo | Play next demo in sequence. | ||
noclip | Yes | Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck. | |
notarget | Toggle. Player becomes hidden to NPCs. | ||
npc_ammo_deplete | Subtracts half of the target's ammo. | ||
npc_barnacle_swallow | 0 | Use prototype swallow code. | |
npc_bipass | Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
| ||
npc_citizen_auto_player_squad | 1 | None | |
npc_citizen_auto_player_squad_allow_use | 0 | None | |
npc_citizen_explosive_resist | 0 | None | |
npc_citizen_insignia | 0 | None | |
npc_citizen_squad_marker | 0 | None | |
npc_combat | Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
| ||
npc_conditions | Displays all the current AI conditions that an NPC has in the overlay text.
| ||
npc_create | Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
| ||
npc_create_aimed | Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
| ||
npc_create_equipment | 0 | None | |
npc_destroy | Removes the given NPC(s) from the universe
| ||
npc_destroy_unselected | Removes all NPCs from the universe that aren't currently selected. | ||
npc_enemies | Shows memory of NPC. Draws an X on top of each memory.
| ||
npc_focus | Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
| ||
npc_freeze | Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. | ||
npc_go | Selected NPC(s) will go to the location that the player is looking (shown with a purple box). | ||
npc_go_do_run | 1 | Set whether should run on NPC go. | |
npc_go_random | Sends all selected NPC(s) to a random node. | ||
npc_heal | Heals the target back to full health. | ||
npc_height_adjust | 1 | Enable test mode for ik height adjustment. | |
npc_kill | Kills the given NPC(s)
| ||
npc_nearest | Draw's a while box around the NPC(s) nearest node
| ||
npc_reset | Reloads schedules for all NPC's from their script files. | ||
npc_route | Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
| ||
npc_select | Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
| ||
npc_sentences | 0 | None | |
npc_speakall | Force the npc to try and speak all their responses. | ||
npc_squads | Obsolete. Replaced by npc_combat. | ||
npc_steering | Displays the steering obstructions of the NPC (used to perform local avoidance)
| ||
npc_steering_all | Displays the steering obstructions of all NPCs (used to perform local avoidance). | ||
npc_strider_height_adj | 0 | None | |
npc_strider_shake_ropes_magnitude | 150 | None | |
npc_strider_shake_ropes_radius | 1200 | None | |
npc_task_text | Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
| ||
npc_tasks | Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
| ||
npc_thinknow | Trigger NPC to think. | ||
npc_viewcone | Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
| ||
npc_vphysics | 0 | None |