Zh/Console Command List/A

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
valign="top" 	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
valign="top" 	0 	Yes 	高亮挡住了（或可以挡住）NPC视线的东西
valign="top" 	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
valign="top" 	 	 	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
valign="top" 	 	 	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
valign="top" 	 	 	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