Console Command List/A

ACategory:ListsCategory:Lists of console commands and variables
Command 	Default	Cheat?	Help Text
_fov 	0 	 	Automates fov command to server.
_restart 	 	 	Shutdown and restart the engine.
addip 	 	 	Add an IP address to the ban list.
adsp_alley_min 	122 	 	None
adsp_courtyard_min 	126 	 	None
adsp_debug 	0 	 	None
adsp_door_height 	112 	 	None
adsp_duct_min 	106 	 	None
adsp_hall_min 	110 	 	None
adsp_low_ceiling 	108 	 	None
adsp_opencourtyard_min 	126 	 	None
adsp_openspace_min 	130 	 	None
adsp_openstreet_min 	118 	 	None
adsp_openwall_min 	130 	 	None
adsp_room_min 	102 	 	None
adsp_street_min 	118 	 	None
adsp_tunnel_min 	114 	 	None
adsp_wall_height 	128 	 	None
ai_actbusy_search_time 	10 	 	None
ai_ally_manager_debug 	0 	 	None
ai_auto_contact_solver 	1 	 	None
ai_citizen_debug_commander 	1 	 	None
ai_clear_bad_links 	 	 	Clears bits set on nav links indicating link is unusable
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.
ai_debug_assault 	0 	 	None
ai_debug_directnavprobe 	0 	 	None
ai_debug_doors 	0 	 	None
ai_debug_efficiency 	0 	 	None
ai_debug_enemies 	0 	 	None
ai_debug_expressions 	0 	 	Show random expression decisions for NPCs.
ai_debug_follow 	0 	 	None
ai_debug_loners 	0 	 	None
ai_debug_looktargets 	0 	 	None
ai_debug_los 	0 	Yes 	Highlights what blocks (or is able to block) NPC line of sight.
ai_debug_nav 	0 	 	None
ai_debug_node_connect 	 	 	Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets 	0 	 	None
ai_debug_readiness 	0 	 	None
ai_debug_shoot_positions 	0 	 	None
ai_debug_speech 	0 	 	None
ai_debug_squads 	0 	 	None
ai_debug_think_ticks 	0 	 	None
ai_debugscriptconditions 	0 	 	None
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 	None
ai_dump_hints 	 	 	None
ai_efficiency_override 	0 	 	None
ai_follow_move_commands 	1 	 	None
ai_follow_use_points 	1 	 	None
ai_follow_use_points_when_moving 	1 	 	None
ai_lead_time 	0 	 	None
ai_LOS_mode 	0 	 	None
ai_moveprobe_debug 	0 	 	None
ai_moveprobe_jump_debug 	0 	 	None
ai_moveprobe_usetracelist 	0 	 	None
ai_new_aiming 	1 	 	None
ai_newgroundturret 	0 	 	None
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 	 	None
ai_no_node_cache 	0 	 	None
ai_no_select_box 	0 	 	None
ai_no_steer 	0 	 	None
ai_no_talk_delay 	0 	 	None
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 	 	None
ai_path_adjust_speed_on_immediate_turns	1 	 	None
ai_path_insert_pause_at_est_end 	1 	 	None
ai_path_insert_pause_at_obstruction 	1 	 	None
ai_reaction_delay_alert 	0 	 	None
ai_reaction_delay_idle 	0 	 	None
ai_readiness_decay 	120 	 	None
ai_rebalance_thinks 	1 	 	None
ai_reloadresponsesystems 	 	 	Reload all response system scripts.
ai_report_task_timings_on_limit 	0 	 	None
ai_resume 	 	 	If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug 	0 	 	None
ai_set_move_height_epsilon 	 	 	Set how high AI bumps up ground walkers when checking steps
ai_shot_bias 	1 	 	None
ai_shot_bias_max 	1 	 	None
ai_shot_bias_min 	-1 	 	None
ai_shot_stats 	0 	 	None
ai_shot_stats_term 	1000 	 	None
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 	 	 	Draw a grid on the floor where looking.
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 	 	None
ai_show_node 	 	 	Highlight the specified node
ai_show_think_tolerance 	0 	 	None
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 	 	None
ai_spread_cone_focus_time 	0 	 	None
ai_spread_defocused_cone_multiplier 	3 	 	None
ai_spread_pattern_focus_time 	0 	 	None
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 	 	None
ai_use_clipped_paths 	1 	 	None
ai_use_efficiency 	1 	 	None
ai_use_frame_think_limits 	1 	 	None
ai_use_readiness 	1 	 	None
ai_use_think_optimizations 	1 	 	None
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 	 	 	None
-alt1 	 	 	None
+attack 	 	 	Launches the selected weapon's primary attack
-attack 	 	 	Stops the selected weapon's primary attack
+attack2 	 	 	Launches the selected weapon's secondary attack
-attack2 	 	 	Stops the selected weapon's secondary attack
autosave 	 	 	None