Difference between revisions of "Console Command List/A=pl"

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(Created page with "{| border="1" cellspacing="0" ! Command !! Default !! Cheat? !! Help Text |- |valign="top"|_fov||0||||Automates fov command to server. |- |valign="top"|_restart||||||Shutdown...")
 
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{| border="1" cellspacing="0"
 
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|_fov||0||||Automates fov command to server.
 
|-
 
|valign="top"|_restart||||||Shutdown and restart the engine.
 
|-
 
|valign="top"|addip||||||Add an IP address to the ban list.
 
|-
 
|valign="top"|adsp_alley_min||122||||None
 
|-
 
|valign="top"|adsp_courtyard_min||126||||None
 
|-
 
|valign="top"|adsp_debug||0||||None
 
|-
 
|valign="top"|adsp_door_height||112||||None
 
|-
 
|valign="top"|adsp_duct_min||106||||None
 
|-
 
|valign="top"|adsp_hall_min||110||||None
 
|-
 
|valign="top"|adsp_low_ceiling||108||||None
 
|-
 
|valign="top"|adsp_opencourtyard_min||126||||None
 
|-
 
|valign="top"|adsp_openspace_min||130||||None
 
|-
 
|valign="top"|adsp_openstreet_min||118||||None
 
|-
 
|valign="top"|adsp_openwall_min||130||||None
 
|-
 
|valign="top"|adsp_room_min||102||||None
 
|-
 
|valign="top"|adsp_street_min||118||||None
 
|-
 
|valign="top"|adsp_tunnel_min||114||||None
 
|-
 
|valign="top"|adsp_wall_height||128||||None
 
|-
 
|valign="top"|ai_actbusy_search_time||10||||None
 
|-
 
|valign="top"|ai_ally_manager_debug||0||||None
 
|-
 
|valign="top"|ai_auto_contact_solver||1||||None
 
|-
 
|valign="top"|[[npc_citizen|ai_citizen_debug_commander]]||1||||None
 
|-
 
|valign="top"|ai_clear_bad_links||||||Clears bits set on nav links indicating link is unusable
 
|-
 
|valign="top"|ai_debug_actbusy||0||Yes||Used to debug actbusy behavior.  Usage:
 
;1:Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
 
;2:Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.
 
;3:Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.
 
;4:Display debug output of actbusy logic.
 
|-
 
|valign="top"|ai_debug_assault||0||||None
 
|-
 
|valign="top"|ai_debug_directnavprobe||0||||None
 
|-
 
|valign="top"|ai_debug_doors||0||||None
 
|-
 
|valign="top"|ai_debug_efficiency||0||||None
 
|-
 
|valign="top"|ai_debug_enemies||0||||None
 
|-
 
|valign="top"|ai_debug_expressions||0||||Show random expression decisions for NPCs.
 
|-
 
|valign="top"|ai_debug_follow||0||||None
 
|-
 
|valign="top"|ai_debug_loners||0||||None
 
|-
 
|valign="top"|ai_debug_looktargets||0||||None
 
|-
 
|valign="top"|[[ai_debug_los]]||0||Yes||Highlights what blocks (or is able to block) [[NPC]] [[line of sight]].
 
|-
 
|valign="top"|[[ai_debug_nav]]||0||||None
 
|-
 
|valign="top"|ai_debug_node_connect||||||Debug the attempted connection between two nodes
 
|-
 
|valign="top"|ai_debug_ragdoll_magnets||0||||None
 
|-
 
|valign="top"|ai_debug_readiness||0||||None
 
|-
 
|valign="top"|ai_debug_shoot_positions||0||||None
 
|-
 
|valign="top"|ai_debug_speech||0||||None
 
|-
 
|valign="top"|ai_debug_squads||0||||None
 
|-
 
|valign="top"|ai_debug_think_ticks||0||||None
 
|-
 
|valign="top"|ai_debugscriptconditions||0||||None
 
|-
 
|valign="top"|[[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
 
|-
 
|valign="top"|ai_drawbattlelines||0||Yes||None
 
|-
 
|valign="top"|ai_dump_hints||||||None
 
|-
 
|valign="top"|ai_efficiency_override||0||||None
 
|-
 
|valign="top"|ai_follow_move_commands||1||||None
 
|-
 
|valign="top"|ai_follow_use_points||1||||None
 
|-
 
|valign="top"|ai_follow_use_points_when_moving||1||||None
 
|-
 
|valign="top"|ai_lead_time||0||||None
 
|-
 
|valign="top"|ai_LOS_mode||0||||None
 
|-
 
|valign="top"|ai_moveprobe_debug||0||||None
 
|-
 
|valign="top"|ai_moveprobe_jump_debug||0||||None
 
|-
 
|valign="top"|ai_moveprobe_usetracelist||0||||None
 
|-
 
|valign="top"|ai_new_aiming||1||||None
 
|-
 
|valign="top"|ai_newgroundturret||0||||None
 
|-
 
|valign="top"|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
 
|-
 
|valign="top"|ai_no_local_paths||0||||None
 
|-
 
|valign="top"|ai_no_node_cache||0||||None
 
|-
 
|valign="top"|ai_no_select_box||0||||None
 
|-
 
|valign="top"|ai_no_steer||0||||None
 
|-
 
|valign="top"|ai_no_talk_delay||0||||None
 
|-
 
|valign="top"|[[ai_show_connect#Usage|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:
 
;Green:Ground node
 
;Cyan:Air node
 
;Magenta:Climb node
 
;Grey:Node not available for selected hull size
 
;Orange:Node currently locked
 
|-
 
|valign="top"|ai_norebuildgraph||0||||None
 
|-
 
|valign="top"|ai_path_adjust_speed_on_immediate_turns||1||||None
 
|-
 
|valign="top"|ai_path_insert_pause_at_est_end||1||||None
 
|-
 
|valign="top"|ai_path_insert_pause_at_obstruction||1||||None
 
|-
 
|valign="top"|ai_reaction_delay_alert||0||||None
 
|-
 
|valign="top"|ai_reaction_delay_idle||0||||None
 
|-
 
|valign="top"|ai_readiness_decay||120||||None
 
|-
 
|valign="top"|ai_rebalance_thinks||1||||None
 
|-
 
|valign="top"|ai_reloadresponsesystems||||||Reload all response system scripts.
 
|-
 
|valign="top"|ai_report_task_timings_on_limit||0||||None
 
|-
 
|valign="top"|ai_resume||||||If NPC is stepping through tasks (see ai_step ) will resume normal processing.
 
|-
 
|valign="top"|ai_sequence_debug||0||||None
 
|-
 
|valign="top"|ai_set_move_height_epsilon||||||Set how high AI bumps up ground walkers when checking steps
 
|-
 
|valign="top"|ai_shot_bias||1||||None
 
|-
 
|valign="top"|ai_shot_bias_max||1||||None
 
|-
 
|valign="top"|ai_shot_bias_min||-1||||None
 
|-
 
|valign="top"|ai_shot_stats||0||||None
 
|-
 
|valign="top"|ai_shot_stats_term||1000||||None
 
|-
 
|valign="top"|[[ai_show_connect]]||||||Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
 
;Green:Ground movement
 
;Blue:Jumping movement
 
;Cyan:Flying movement
 
;Magenta:Climbing movement
 
;Red:Connection disabled
 
|-
 
|valign="top"|[[ai_show_connect#Usage|ai_show_connect_fly]]||||||Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
 
;Green:Ground movement
 
;Blue:Jumping movement
 
;Cyan:Flying movement
 
;Magenta:Climbing movement
 
;Red:Connection disabled
 
|-
 
|valign="top"|[[ai_show_connect#Usage|ai_show_connect_jump]]||||||Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
 
;Green:Ground movement
 
;Blue:Jumping movement
 
;Cyan:Flying movement
 
;Magenta:Climbing movement
 
;Red:Connection disabled
 
|-
 
|valign="top"|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.
 
|-
 
|valign="top"|ai_show_grid||||||Draw a grid on the floor where looking.
 
|-
 
|valign="top"|ai_show_hints||||||Displays all hints as small boxes
 
;Blue:Hint is available for use
 
;Red:Hint is currently being used by an NPC
 
;Orange:Hint not being used by timed out
 
;Grey:Hint has been disabled
 
|-
 
|valign="top"|ai_show_hull||||||Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:
 
;Green:Ground movement
 
;Blue:Jumping movement
 
;Cyan:Flying movement
 
;Magenta:Climbing movement
 
|-
 
|valign="top"|ai_show_hull_attacks||0||||None
 
|-
 
|valign="top"|ai_show_node||||||Highlight the specified node
 
|-
 
|valign="top"|ai_show_think_tolerance||0||||None
 
|-
 
|valign="top"|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.
 
|-
 
|valign="top"|ai_simulate_task_overtime||0||||None
 
|-
 
|valign="top"|ai_spread_cone_focus_time||0||||None
 
|-
 
|valign="top"|ai_spread_defocused_cone_multiplier||3||||None
 
|-
 
|valign="top"|ai_spread_pattern_focus_time||0||||None
 
|-
 
|valign="top"|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'
 
|-
 
|valign="top"|ai_think_limit_label||0||||None
 
|-
 
|valign="top"|ai_use_clipped_paths||1||||None
 
|-
 
|valign="top"|ai_use_efficiency||1||||None
 
|-
 
|valign="top"|ai_use_frame_think_limits||1||||None
 
|-
 
|valign="top"|ai_use_readiness||1||||None
 
|-
 
|valign="top"|ai_use_think_optimizations||1||||None
 
|-
 
|valign="top"|ainet_generate_report||||||Generate a report to the console.
 
|-
 
|valign="top"|ainet_generate_report_only||||||Generate a report to the console
 
|-
 
|valign="top"|air_density||||||Changes the density of air for drag computations
 
|-
 
|valign="top"|airboat_fatal_stress||5000||||Amount of stress in kg that would kill the airboat driver
 
|-
 
|valign="top"|[[alias]]||||||Creates aliases for other commands
 
|-
 
|valign="top"|<nowiki>+</nowiki>alt1||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>alt1||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>attack||||||Launches the selected weapon's primary attack
 
|-
 
|valign="top"|<nowiki>-</nowiki>attack||||||Stops the selected weapon's primary attack
 
|-
 
|valign="top"|<nowiki>+</nowiki>attack2||||||Launches the selected weapon's secondary attack
 
|-
 
|valign="top"|<nowiki>-</nowiki>attack2||||||Stops the selected weapon's secondary attack
 
|-
 
|valign="top"|autosave||||||None
 
|}
 
  
[[Category:Console Commands]]
 

Latest revision as of 01:03, 18 December 2020