Zh/Console Command List/A
< Zh | Console Command List
Jump to navigation
Jump to search
命令 | 默认值 | Cheat? | 注释 |
---|---|---|---|
_fov | 0 | 自动视野范围控制. | |
restart | 重启引擎. | ||
addip | 将一个IP地址添加进黑名单. | ||
adsp_alley_min | 122 | 无 | |
adsp_courtyard_min | 126 | 无 | |
adsp_debug | 0 | 无 | |
adsp_door_height | 112 | 无 | |
adsp_duct_min | 106 | 无 | |
adsp_hall_min | 110 | 无 | |
adsp_low_ceiling | 108 | 无 | |
adsp_opencourtyard_min | 126 | 无 | |
adsp_openspace_min | 130 | 无 | |
adsp_openstreet_min | 118 | 无 | |
adsp_openwall_min | 130 | 无 | |
adsp_room_min | 102 | 无 | |
adsp_street_min | 118 | 无 | |
adsp_tunnel_min | 114 | 无 | |
adsp_wall_height | 128 | 无 | |
ai_actbusy_search_time | 10 | 无 | |
ai_ally_manager_debug | 0 | 无 | |
ai_auto_contact_solver | 1 | 无 | |
ai_citizen_debug_commander | 1 | 无 | |
ai_clear_bad_links | Clears bits set on nav links indicating link is unusable | ||
ai_debug_actbusy | 0 | Yes | 用于调试动作行为. 用法:
|
ai_debug_assault | 0 | 无 | |
ai_debug_directnavprobe | 0 | 无 | |
ai_debug_doors | 0 | 无 | |
ai_debug_efficiency | 0 | 无 | |
ai_debug_enemies | 0 | 无 | |
ai_debug_expressions | 0 | Show random expression decisions for NPCs. | |
ai_debug_follow | 0 | 无 | |
ai_debug_loners | 0 | 无 | |
ai_debug_looktargets | 0 | 无 | |
ai_debug_los | 0 | Yes | Highlights what blocks (or is able to block) NPC line of sight. |
ai_debug_nav | 0 | 无 | |
ai_debug_node_connect | Debug the attempted connection between two nodes | ||
ai_debug_ragdoll_magnets | 0 | 无 | |
ai_debug_readiness | 0 | 无 | |
ai_debug_shoot_positions | 0 | 无 | |
ai_debug_speech | 0 | 无 | |
ai_debug_squads | 0 | 无 | |
ai_debug_think_ticks | 0 | 无 | |
ai_debugscriptconditions | 0 | 无 | |
ai_disable | Bypasses all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate | ||
ai_drawbattlelines | 0 | Yes | 无 |
ai_dump_hints | 无 | ||
ai_efficiency_override | 0 | 无 | |
ai_follow_move_commands | 1 | 无 | |
ai_follow_use_points | 1 | 无 | |
ai_follow_use_points_when_moving | 1 | 无 | |
ai_lead_time | 0 | 无 | |
ai_LOS_mode | 0 | 无 | |
ai_moveprobe_debug | 0 | 无 | |
ai_moveprobe_jump_debug | 0 | 无 | |
ai_moveprobe_usetracelist | 0 | 无 | |
ai_new_aiming | 1 | 无 | |
ai_newgroundturret | 0 | 无 | |
ai_next_hull | Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used | ||
ai_no_local_paths | 0 | 无 | |
ai_no_node_cache | 0 | 无 | |
ai_no_select_box | 0 | 无 | |
ai_no_steer | 0 | 无 | |
ai_no_talk_delay | 0 | 无 | |
ai_nodes | Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
| ||
ai_norebuildgraph | 0 | 无 | |
ai_path_adjust_speed_on_immediate_turns | 1 | 无 | |
ai_path_insert_pause_at_est_end | 1 | 无 | |
ai_path_insert_pause_at_obstruction | 1 | 无 | |
ai_reaction_delay_alert | 0 | 无 | |
ai_reaction_delay_idle | 0 | 无 | |
ai_readiness_decay | 120 | 无 | |
ai_rebalance_thinks | 1 | 无 | |
ai_reloadresponsesystems | Reload all response system scripts. | ||
ai_report_task_timings_on_limit | 0 | 无 | |
ai_resume | If NPC is stepping through tasks (see ai_step ) will resume normal processing. | ||
ai_sequence_debug | 0 | 无 | |
ai_set_move_height_epsilon | Set how high AI bumps up ground walkers when checking steps | ||
ai_shot_bias | 1 | 无 | |
ai_shot_bias_max | 1 | 无 | |
ai_shot_bias_min | -1 | 无 | |
ai_shot_stats | 0 | 无 | |
ai_shot_stats_term | 1000 | 无 | |
ai_show_connect | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_connect_fly | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_connect_jump | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_graph_connect | Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. | ||
ai_show_grid | Draw a grid on the floor where looking. | ||
ai_show_hints | Displays all hints as small boxes
| ||
ai_show_hull | Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_hull_attacks | 0 | 无 | |
ai_show_node | Highlight the specified node | ||
ai_show_think_tolerance | 0 | 无 | |
ai_show_visibility | Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. | ||
ai_simulate_task_overtime | 0 | 无 | |
ai_spread_cone_focus_time | 0 | 无 | |
ai_spread_defocused_cone_multiplier | 3 | 无 | |
ai_spread_pattern_focus_time | 0 | 无 | |
ai_step | NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' | ||
ai_think_limit_label | 0 | 无 | |
ai_use_clipped_paths | 1 | 无 | |
ai_use_efficiency | 1 | 无 | |
ai_use_frame_think_limits | 1 | 无 | |
ai_use_readiness | 1 | 无 | |
ai_use_think_optimizations | 1 | 无 | |
ainet_generate_report | Generate a report to the console. | ||
ainet_generate_report_only | Generate a report to the console | ||
air_density | Changes the density of air for drag computations | ||
airboat_fatal_stress | 5000 | Amount of stress in kg that would kill the airboat driver | |
alias | Creates aliases for other commands | ||
+alt1 | 无 | ||
-alt1 | 无 | ||
+attack | 启动选中武器的主要攻击方式 | ||
-attack | 停止选中武器的主要攻击方式 | ||
+attack2 | 启动选中武器的次要攻击方式 | ||
-attack2 | 停止选中武器的次要攻击方式 | ||
autosave | 无 |