Difference between revisions of "User:DrSatan/Sandbox"

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(wip template for cvars)
(bleh...A)
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|ai_disable
 
|ai_disable
 
|cmd
 
|cmd
 +
|
 
|Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to t
 
|Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to t
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_drawbattlelines
 +
|0
 +
|"sv" and "cheat"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_drop_hint
 +
|cmd
 +
|
 +
|Drop an ai_hint at the player's current eye position.
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_dump_hints
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_efficiency_override
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_expression_frametime
 +
|0
 +
|"sv"
 +
|Maximum frametime to still play background expressions.
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_expression_optimization
 +
|0
 +
|"sv"
 +
|Disable npc background expressions when you can't see them.
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_follow_use_points
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_follow_use_points_when_moving
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_force_serverside_ragdoll
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_frametime_limit
 +
|50
 +
|"sv"
 +
|frametime limit for min efficiency AIE_NORMAL (in sec's).
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_lead_time
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_LOS_mode
 +
|0
 +
|"sv" snd "rep"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_moveprobe_debug
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_moveprobe_jump_debug
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_moveprobe_usetracelist
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_next_hull
 +
|cmd
 +
|
 +
|Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_no_local_paths
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_no_node_cache
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_no_select_box
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_no_steer
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_no_talk_delay
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_nodes
 +
|cmd
 +
|
 +
|Toggles node display.  First call displays the nodes for the given network as green objects.  Secon call  displays the nodes a
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_norebuildgraph
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_path_adjust_speed_on_immediate_turns
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_path_insert_pause_at_est_end
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_path_insert_pause_at_obstruction
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_radial_max_link_dist
 +
|512
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_reaction_delay_alert
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_reaction_delay_idle
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_rebalance_thinks
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_report_task_timings_on_limit
 +
|0
 +
|"a" and "sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_resume
 +
|cmd
 +
|
 +
|If NPC is stepping through tasks (see ai_step ) will resume normal processing.
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_sequence_debug
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_set_move_height_epsilon
 +
|cmd
 +
|
 +
|Set how high AI bumps up groun walkers when checking steps
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_setupbones_debug
 +
|0
 +
|"sv"
 +
|Shows that bones that are setup every think
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_shot_bias
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_shot_bias_max
 +
|1
 +
|"sv" and "rep"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_shot_bias_min
 +
|-1
 +
|"sv" and "rep"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_shot_stats
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_shot_stats_term
 +
|1000
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_connect
 +
|cmd
 +
|
 +
|Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_connect_fly
 +
|cmd
 +
|
 +
|Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_connect_jump
 +
|cmd
 +
|
 +
|Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_graph_connect
 +
|cmd
 +
|
 +
|Toggles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_grid
 +
|cmd
 +
|
 +
|Draw a grid on the floor where looking.
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_hints
 +
|cmd
 +
|
 +
|Displays all hints as small bxes  Blue  - hint is available for use  Red  - hint is currently being used by an NPC  Orange  -
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_hull
 +
|cmd
 +
|
 +
|Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:  Green  -
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_hull_attacks
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_node
 +
|cmd
 +
|
 +
|Highlight the specified node
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_think_tolerance
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_show_visibility
 +
|cmd
 +
|
 +
|Toggles visibility display for the node that the player is looking at.  Nodes that are visible from the selected node will be d
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_simulate_task_overtime
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_spread_cone_focus_time
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_spread_defocused_cone_multiplier
 +
|3
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_spread_pattern_focus_time
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_step
 +
|cmd
 +
|
 +
|NPCs will freeze after completing their current task.  To complete the next task, use 'ai_step' again.  To resume processing no
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_test_moveprobe_ignoresmall
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_think_limit_label
 +
|0
 +
|"a" and "sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_use_clipped_paths
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_use_efficiency
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_use_frame_think_limits
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_use_think_optimizations
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|ai_use_visibility_cache
 +
|1
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|aimsentry
 +
|cmd
 +
|
 +
|Aim sentrygun
 +
|- style="background-color: #f3f3f3;" |
 +
|ainet_generate_report
 +
|cmd
 +
|
 +
|Generate a report to the console.
 +
|- style="background-color: #f3f3f3;" |
 +
|ainet_generate_report_only
 +
|cmd
 +
|
 +
|Generate a repot to the console.
 +
|- style="background-color: #f3f3f3;" |
 +
|air_density
 +
|cmd
 +
|
 +
|Changes the density of air for drag computations.
 +
|- style="background-color: #f3f3f3;" |
 +
|alias
 +
|cmd
 +
|
 +
|Alias a command.
 +
|- style="background-color: #f3f3f3;" |
 +
|askconnect_accept
 +
|cmd
 +
|
 +
|Accept a redirect request by the server.
 +
|- style="background-color: #f3f3f3;" |
 +
|async_allow_held_files
 +
|1
 +
|
 +
|Allow AsyncBegin/EndRead()
 +
|- style="background-color: #f3f3f3;" |
 +
|async_mode
 +
|0
 +
|
 +
|Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous
 +
|- style="background-color: #f3f3f3;" |
 +
|async_resume
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|async_serialize
 +
|0
 +
|
 +
|Force async reads to serialize for profiling
 +
|- style="background-color: #f3f3f3;" |
 +
|async_simulate_delay
 +
|0
 +
|
 +
|Simulate a delay of up to a set msec per file operation
 +
|- style="background-color: #f3f3f3;" |
 +
|async_simulate_mixed_mode
 +
|0
 +
|
 +
|Simulate a mix of async oad styles
 +
|- style="background-color: #f3f3f3;" |
 +
|async_suspend
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|async_toggle_priority
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|autoaim_max_deflect
 +
|0
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|autoaim_max_dist
 +
|2160
 +
|"sv"
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|autosave
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|autosavedangerous
 +
|cmd
 +
|
 +
|
 +
|- style="background-color: #f3f3f3;" |
 +
|autosavedangerousissafe
 +
|cmd
 +
|
 
|
 
|
 
|- style="background-color: #f3f3f3;" |
 
|- style="background-color: #f3f3f3;" |

Revision as of 23:12, 1 February 2008

A

Command / Cvar Default Value Flag(s) Help Text
addip cmd Add an IP address to the ban list.
adsp_alley_min 122
adsp_courtyard_min 126
adsp_debug 0 "a"
adsp_door_height 112
adsp_duct_min 106
adsp_hall_min 110
adsp_low_ceiling 108
adsp_opencourtyard_min 126
adsp_openspace_min 130
adsp_openstreet_min 118
adsp_openwall_min 130
adsp_room_min 102
adsp_street_min 118
adsp_tunnel_min 114
adsp_wall_height 128
ai_auto_contact_solver 1 "sv"
ai_block_damage 0 "sv"
ai_clear_bad_links cmd Clears bits set on nav links indicating link is unusabl
ai_debug_assault 0 "sv"
ai_debug_avoidancebounds 0 "sv"
ai_debug_directnavprobe 0 "sv"
ai_debug_doors 0 "sv"
ai_debug_dyninteractions 0 "sv" Debug the NPC dynamic interaction system.
ai_debug_efficiency 0 "sv"
ai_debug_enemies 0 "sv"
ai_debug_expressions 0 "sv" Show random expression decisions for NPCs.
ai_debug_follow 0 "sv"
ai_debug_loners 0 "sv"
ai_debug_looktargets 0 "sv"
ai_debug_los "sv" and "cheat" NPC Line-Of-Sight debug mode. If 1, solid entities tha block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
ai_debug_nav 0 "sv"
ai_debug_node_connect cmd Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets 0 "sv"
ai_debug_shoot_positions 0 "sv", "cheat", and "rep"
ai_debug_speech 0 "sv"
ai_debug_squad 0 "sv"
ai_debug_think_ticks 0 "sv"
ai_debugscriptconditions 0 "sv"
ai_default_efficient 0 "sv"
ai_disable cmd Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines 0 "sv" and "cheat"
ai_drop_hint cmd Drop an ai_hint at the player's current eye position.
ai_dump_hints cmd
ai_efficiency_override 0 "sv"
ai_expression_frametime 0 "sv" Maximum frametime to still play background expressions.
ai_expression_optimization 0 "sv" Disable npc background expressions when you can't see them.
ai_follow_use_points 1 "sv"
ai_follow_use_points_when_moving 1 "sv"
ai_force_serverside_ragdoll 0 "sv"
ai_frametime_limit 50 "sv" frametime limit for min efficiency AIE_NORMAL (in sec's).
ai_lead_time 0 "sv"
ai_LOS_mode 0 "sv" snd "rep"
ai_moveprobe_debug 0 "sv"
ai_moveprobe_jump_debug 0 "sv"
ai_moveprobe_usetracelist 0 "sv"
ai_next_hull cmd Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_no_local_paths 0 "sv"
ai_no_node_cache 0 "sv"
ai_no_select_box 0 "sv"
ai_no_steer 0 "sv"
ai_no_talk_delay 0 "sv"
ai_nodes cmd Toggles node display. First call displays the nodes for the given network as green objects. Secon call displays the nodes a
ai_norebuildgraph 0 "sv"
ai_path_adjust_speed_on_immediate_turns 1 "sv"
ai_path_insert_pause_at_est_end 1 "sv"
ai_path_insert_pause_at_obstruction 1 "sv"
ai_radial_max_link_dist 512 "sv"
ai_reaction_delay_alert 0 "sv"
ai_reaction_delay_idle 0 "sv"
ai_rebalance_thinks 1 "sv"
ai_report_task_timings_on_limit 0 "a" and "sv"
ai_resume cmd If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug 0 "sv"
ai_set_move_height_epsilon cmd Set how high AI bumps up groun walkers when checking steps
ai_setupbones_debug 0 "sv" Shows that bones that are setup every think
ai_shot_bias 1 "sv"
ai_shot_bias_max 1 "sv" and "rep"
ai_shot_bias_min
"sv" and "rep"
ai_shot_stats 0 "sv"
ai_shot_stats_term 1000 "sv"
ai_show_connect cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect cmd Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid cmd Draw a grid on the floor where looking.
ai_show_hints cmd Displays all hints as small bxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull cmd Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_hull_attacks 0 "sv"
ai_show_node cmd Highlight the specified node
ai_show_think_tolerance 0 "sv"
ai_show_visibility cmd Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime 0 "sv"
ai_spread_cone_focus_time 0 "sv"
ai_spread_defocused_cone_multiplier 3 "sv"
ai_spread_pattern_focus_time 0 "sv"
ai_step cmd NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no
ai_test_moveprobe_ignoresmall 0 "sv"
ai_think_limit_label 0 "a" and "sv"
ai_use_clipped_paths 1 "sv"
ai_use_efficiency 1 "sv"
ai_use_frame_think_limits 1 "sv"
ai_use_think_optimizations 1 "sv"
ai_use_visibility_cache 1 "sv"
aimsentry cmd Aim sentrygun
ainet_generate_report cmd Generate a report to the console.
ainet_generate_report_only cmd Generate a repot to the console.
air_density cmd Changes the density of air for drag computations.
alias cmd Alias a command.
askconnect_accept cmd Accept a redirect request by the server.
async_allow_held_files 1 Allow AsyncBegin/EndRead()
async_mode 0 Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous
async_resume cmd
async_serialize 0 Force async reads to serialize for profiling
async_simulate_delay 0 Simulate a delay of up to a set msec per file operation
async_simulate_mixed_mode 0 Simulate a mix of async oad styles
async_suspend cmd
async_toggle_priority cmd
autoaim_max_deflect 0 "sv"
autoaim_max_dist 2160 "sv"
autosave cmd
autosavedangerous cmd
autosavedangerousissafe cmd