Console Command List/N

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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_port_try 0 Prevent servers from trying to climb ports if the request port was busy.
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.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
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)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_conditions Displays all the current AI conditions that an NPC has in the overlay text.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
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}.
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}.
npc_create_equipment 0 None
npc_destroy Removes the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
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.
Blue
Eluded entities (don't know where it went)
Green
Unreachable entities (can't get to it)
Red
Current enemy
Magenta
Current target entity
Pink
All other entities drawn
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
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.
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)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
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.
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:
Blue
Path to a node
Cyan
Detour around an object (triangulation)
Red
Jump
Maroon
Path to final target position
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
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
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)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
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
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
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.
npc_thinknow Trigger NPC to think.
npc_viewcone Displays the viewcone of NPCs. (Where they are currently looking and what the extents of their vision is.)
Arguments
{npc_name} / {npc class_name} / No argument picks what player is looking at.
npc_vphysics 0 None