From Valve Developer Community
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 |
|
|
清除不可用的导航路径
|
ai_debug_actbusy |
0 |
Yes |
用于调试忙碌行为. 用法:
- 1
- 不断从NPC选择的忙碌行为处绘制连结.
- 2
- 当NPC使用忙碌行为时,显示他们用的是哪种忙碌行为.
- 3
- 被选定NPC (用 npc_select选定)将会报告为什么他们为什么没有选择忙碌行为节点.
- 4
- 显示忙碌行为的逻辑输出调试信息.
|
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 |
|
让NPC随机说话.
|
ai_debug_follow |
0 |
|
无
|
ai_debug_loners |
0 |
|
无
|
ai_debug_looktargets |
0 |
|
无
|
ai_debug_los |
0 |
Yes |
高亮挡住了(或可以挡住)NPC视线的东西
|
ai_debug_nav |
0 |
|
无
|
ai_debug_node_connect |
|
|
测试两个节点之间的连接尝试
|
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 |
|
|
绕过AI的常规逻辑并使所有NPC使用空闲动作.使NPC摆脱困境并且可以测试常规AI逻辑对帧率的影响
|
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:
- Green
- Ground node
- Cyan
- Air node
- Magenta
- Climb node
- Grey
- Node not available for selected hull size
- Orange
- Node currently locked
|
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:
- Green
- Ground movement
- Blue
- Jumping movement
- Cyan
- Flying movement
- Magenta
- Climbing movement
- Red
- Connection disabled
|
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
|
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
|
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 |
|
|
朝下看的时候在地板上绘制网格
|
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
|
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
|
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 |
|
|
在控制台中创建一份报告.
|
ainet_generate_report_only |
|
|
在控制台中创建一份报告
|
air_density |
|
|
更改空气阻力大小
|
airboat_fatal_stress |
5000 |
|
多少以千克为单位的压力会杀死汽船驾驶者
|
alias |
|
|
为其他命令创建别名
|
+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
|