Console Command List/N

NCategory:ListsCategory:Lists of console commands and variables
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 	
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 	 	
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