AI_Artificial Intelligence Flashcards

1
Q

ai_AdjustPathsAroundDynamicObstacles

A

Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles

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2
Q

ai_AgentStatsDist

A

Sets agent statistics draw distance, such as current goalpipe, command and target. Only Information on enabled AI objects will be displayed. To display more information on particular AI agent use ai_StatsTarget. Yellow line represents direction where AI is trying to move; Red line represents direction where AI is trying to look; Blue line represents forward dir (entity forward); Usage ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled.

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3
Q

ai_AllowAccuracyDecrease

A

Set to 1 to enable AI accuracy decrease when target is moving lateraly.

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4
Q

ai_AllowAccuracyIncrease

A

Set to 1 to enable AI accuracy increase when target is standing still

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5
Q

ai_AllowedToHitPlayer

A

if turned off, all agents will miss all the time

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6
Q

ai_AllTime

A

Displays the update times of all agents, in milliseconds. Usage: ai_AllTime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. the name is colour coded to represent the update time. Green: less than 1ms (ok)
White: 1 ms to 5 ms
Red: more than 5ms
You must enable ai_DebugDraw before you can use this tool.

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7
Q

ai_AmbientFireEnable

A

Enable ambient fire system

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8
Q

ai_AmbientFireQuota

A

Number of units allowed to hit the player at a time

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9
Q

ai_AmbientFireUpdateInterval

A

Ambient fire update interval. Controls how often puppet’s ambient fire status is updated.

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10
Q

ai_AttemptStraightPath

A

Toggles AI attempting a simple straight path when possible. Default is 1 (on)

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11
Q

ai_BannedNavSoTime

A

Time indicating how long invalid navsos should be banned.

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12
Q

ai_BeautifyPath

A

Toggles AI optimisation of the generated path. Usage: ai_BeautifyPath [0/1] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimization (AI uses non-optimised path).

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13
Q

ai_BigBrushCheckLimitSize

A

to be used for finding big objects not enclosed into forbidden areas

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14
Q

ai_BurstWhileMovingDestinationRange

A

when using FIREMODE_BURST_WHILE_MOVING - only fire when within this distance to the destination

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15
Q

ai_CheckGoalpipes

A

Checks goalpipes and dumps report to console

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16
Q

ai_CheckWalkabilityOptimalSectionLength

A

The maximum segment length used by CheckWalkabilityFast when querying for world geometry from physics. Default: 1.75

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17
Q

ai_CloakIncrementMod

A

how fast cloak fades away

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18
Q

ai_CloakMaxDist

A

closer than that - cloak starts to fade out

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19
Q

ai_CloakMinDist

A

closer than that Cloak not effective

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20
Q

ai_CodeCoverageMode

A

Set current mode of Code Coverage system. 0= off, 1=smart, 2=silent, 3=force

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21
Q

ai_CollisionAvoidanceAgentExtraFat

A

Extra radius to use in Collision Avoidance calculations as a buffer.

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22
Q

ai_CollisionAvoidanceAgentTimeHorizon

A

Time horizon used to calculate an agent’s collision free velocity against static obstacles.

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23
Q

ai_CollisionAvoidanceObstacleTimeHorizon

A

Time horizon used to calculate an agent’s collision free velocity against static obstacles

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24
Q

ai_CollisionAvoidancePathEndCutoffRange

A

Distance from it’s current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent.

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25
ai_CollisionAvoidanceRange
Range for collision avoidance
26
ai_CollisionAvoidanceSmartObjectCutoffRange
Distance from it's next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
27
ai_CollisionAvoidanceTargetCutoffRange
Distance from it's current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
28
ai_CollisionAvoidanceTimestep
TimeStep used to calculate an agent's collision free velocity.
29
ai_commTest
Tests communication for the specified AI Actor. If no communication name is specified all communications will be played. Usage: ai_commTest [commName]
30
ai_commTestStop
Stop currently playing communication for the specified AI Actor. Usage: ai_commTestStop
31
ai_CompatibilityMode
Set AI features to behave in earlier milestones - please use sparingly
32
ai_CoolMissesBoxHeight
Vertical size of the box to collect potential cool objects to shoot at.
33
ai_CoolMissesBoxSize
Horizontal size of the box to collect potential cool objects to shoot at
34
ai_CoolMissesCooldown
Global time between potential cool misses
35
ai_CoolMissesMaxLightweightEntityMass
Maximum mass of a non-destroyable, non-deformable, non-breakable rigid body entity to be considered
36
ai_CoolMissesMinMissDistance
Maximum distance to go away from the player
37
ai_CoolMissesProbability
Agents' chance to perform a cool miss
38
ai_CoverExactPositioning
Enables using exact positioning for arriving at cover. Usage: ai_CoverPredictTarget [0/1] Default x is 0 (off) 0-disable 1-enable
39
ai_CoverMaxEyeCount
Max numbers of observers to consider when selecting cover. Usage: ai_CoverMaxEyeCount
40
ai_CoverPredictTarget
Enables simple cover system target location prediction. Usage: ai_CoverPredictTarget x Default x is 0.0 (off) x-how many seconds to look ahead
41
ai_CoverSpacing
Minimum spacing between agents when choosing cover. Usage: ai_CoverPredictTarget x - spacing width in meters
42
ai_CoverSystem
Enables the cover system. Usage: ai_CoverPredictTarget x - Spacing width in meters
43
ai_CrouchVisibleRange
Max perception range for AI when player is crouching
44
ai_CrowdControlInPathfind
Toggles AI using crowd control in pathfinding. Usage: ai_CrowdControlInPathfind [0/1]
45
ai_DebugBehaviorSelection
Display behaviour selection information for a specific agent Usage: ai_DebugBehaviorSelection
46
ai_DebugCheckWalkability
Toggles output of check walkability information, as well as allowing the use of tagpoints named CheckWalkabilityTestStart/End to trigger a test each update. Default 0 is off
47
ai_DebugCheckWalkabilityRadius
Radius to use for the per-frame debug CheckWalkability test
48
ai_DebugCollisionAvoidanceForceSpeed
Force agents velocity to it's current direction time the specified value
49
ai_DebugCollisionAvoidanceUpdateVelocities
Enable/disable agents updating their velocities after processing collision avoidance
50
ai_DebugDraw
Toggles the AI debugging view. Usage: ai_DebugDraw [-1/0/1] Default is 0 (minimal), value -1 will draw nothing, value 1 displays AI rays and targets and enables the view for other AI debugging tools.
51
ai_DebugDrawAdaptiveUrgency
Enables drawing the adaptive movement urgency.
52
ai_DebugDrawAmbientFire
Displays fire quota on puppets
53
ai_DebugDrawArrowLabelsVisibilityDistance
Provided ai_DebugDraw >0, if the camera is closer to an agent than this distance, agent arrows for look/fire/move arrows will have labels. Usage: ai_DebugDrawArrowLabelsVisibilityDistance [distance] Default is 0.
54
ai_DebugDrawAStarOpenList
Draws the A* open list for the specified AI agent. Usage: ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding =1 to be activated
55
ai_DebugDrawAStarOpenListTime
The amount of time to draw the A*open list
56
ai_DebugDrawBannedNavsos
Toggles drawing banned navsos [default 0 is off]
57
ai_DebugDrawCollisionAvoidance
Enable Debugging obstacle avoidance system.
58
ai_DebugDrawCollisionAvoidanceAgentName
Name of the agent to draw collision avoidance data for.
59
ai_DebugDrawCommunication
``` Displays communication debug information. Usage: ai_DebugDraw Communication [0/1/2] 0- disabled (default) 1- draw playing and queued comms. 2- draw debug history for each entity. 5 - extended debugging (to log) ```
60
ai_DebugDrawCommunicationHistoryDepth
Tweaks how many historical entries are displayed per entity. Usage: ai_DebugDrawCommunicationHistoryDepth [depth]
61
ai_DebugDrawCoolMisses
Toggles displaying the cool miss locations around the player. Usage: ai_DebugDrawCoolMisses [0/1]
62
ai_DebugDrawCoordination
Displays coordination debug information. Usage: ai_DebugDrawCoordination [0/1/2] Default is 0 (off). 1 is in-game graphics. 2 is detailed text.
63
ai_DebugDrawCover
Displays cover debug information. Usage: ai_DebugDrawCover [0/1/2] Default is 0 (off) 0-off 1-currently being used 2- all in 50m range (slow)
64
ai_DebugDrawCoverLocations
Displays cover locations. Usage: ai_DebugDrawCoverLocations [0/1] Default is 0 (off)
65
ai_DebugDrawCoverPlanes
Displays cover planes. Usage: ai_DebugDrawCoverPlanes [0/1] | Default is 0 (off)
66
ai_DebugDrawCoverSampler
Displays cover sampler debug rendering. Usage: ai_DebugDrawCoverSampler [0/1/2/3] Default is 0 (off)
67
ai_DebugDrawCrowdControl
Draws crowd control debug information 0=off, 1=on
68
ai_DebugDrawDamageControl
Debugs the damage control system 0=disabled, 1=collect, 2=collect and draw
69
ai_DebugDrawDamageParts
Draws the damage parts of puppets and vehicles.
70
ai_DebugDrawDeadBodies
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw>0)
71
ai_DebugDrawDynamicCoverSampler
Displays dynamic cover sampler debug rendering. Usage: ai_DebugDrawDynamicCoverSampler [0/1] Default is 0 (off) 0-off 1-on
72
ai_DebugDrawDynamicHideObjectsRange
Sets the range for drawing dynamic hide objects a
73
ai_DebugDrawEnabledActors
list of AI Actors that are enabled and metadata
74
ai_DebugDrawEnabledPlayers
list of AI players that are enabled and metadata
75
ai_DebugDrawExpensiveAccessoryQuota
Displays expensive accessory usage quota on puppets
76
ai_DebugDrawFileCommand
Toggles Displaying the fire command targets and modifications. Usage: ai_DebugDrawFileCommand [0/1]
77
ai_DebugDrawFlight2
Set AI features to behave in earlier milestones
78
ai_DebugDrawGroups
Toggles AI Groups debugging view. Usage ai_DebugDrawGroups [0/1]
79
ai_DebugDrawHashSpaceAround
Validates and draws the navigation node hash space around specified entity
80
ai_DebugDrawHidespotRange
Sets the range for drawing hidespots around the player (needs ai_DebugDraw >0 )
81
ai_DebugDrawLightLevel
Debug AI light level manager
82
ai_DebugDrawPathfinderQueue
Displays list of paths queued up, and info on current progress of path finder
83
ai_DebugDrawPhysicsAccess
Displays current physics access statistics for the AI module
84
ai_DebugDrawPlayerActions
Debug draw special player actions
85
ai_DebugDrawReinforcements
Enables debug draw for reinforcement logic for specified group. Usage: ai_DebugDrawReinforcements , or -1 to disable
86
ai_DebugDrawStanceSize
Draws teh game logic representation of the stance size of the AI agents.
87
ai_DebugDrawVegetationCollisionDist
Enables drawing vegetation collision closer than a distance projected onto the terrain
88
ai_DebugDrawVisionMap
Sets AI VisionMap Debug Draw Mode. Default is 0 - off. 0-off, 1-performance only 2-everything
89
ai_DebugDrawVolumeVoxels
Toggles the AI debugging drawing of voxels in volume generation. Usage: ai_DebugDrawVolumeVoxels [0,1,2,etc] Default is 0 (off) +n draws all voxels with original value >=n -n draws all voxels with original value = n
90
ai_DebugGroupCoordinationSelection
Displays coordination selection information for specific group. Usage: ai_DebugGroupCoordinationSelection
91
ai_DebugHideSpotName
Debug HideSpot Name
92
ai_DebugInterestSystem
Displays debugging information on interest system
93
ai_DebugPathfinding
Toggles output of pathfinding information [default 0 is off]
94
ai_DebugPerceptionManager
Draws perception manager performance overlay. 0=disable, 1=vis checks, 2=stimulus
95
ai_DebugRangeSignaling
Enables Range Signaling Debug Screen
96
ai_DebugSignalTimers
Enable Signal Timers Debug Screen
97
ai_DebugTacticalPoints DUMPTODISK
Display debugging information on tactical point selection system
98
ai_DebugTacticalPointsBlocked
Highlight with red spheres any points blocked by generation phase, eg. occupied points
99
ai_DebugTargetSilhouette
Draws the silhouette used for missing the target while shooting.
100
ai_DebugTargetTracksAgent
Draws the target tracks for the given agent | Usage: ai_DebugTargetTracksAgent AIName Default is 'none'. AIName is the name of the AI agent to debug
101
ai_DebugTargetTracksConfig
Draws the information contained in the loaded target track configuration to the screen
102
ai_DebugTargetTracksConfig_Filter
Filter what configurations are drawn when debugging target tracks. Usage: ai_DebugTargetTracksConfig_Filter Filter Default is 'none'. Filter is a substring that must be in the configuration name
103
ai_DebugTargetTracksTarget
Draws lines to illustrate where each agent's target is Usage: ai_DebugTargetTracksTarget 0/1/2 0=off. 1= Show Best target. 2= Show all possible targets.
104
ai_DebugWalkabilityCache
Toggles allowing the use of tag points named WalkabilityCacheOrigin to cache walkability
105
ai_DrawAgentFOV
Toggles the vision cone of the AI agent Usage: ai_DrawAgentFOV [0....1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used
106
ai_DrawAgentStats
Flag field specifying which of the overhead agent stats to display: N-name, k-groupID, d-distances, c-cover info, B-currently selected behaviour node, b - current behaviour, t-target info, G-goal pipe, g-goal op, S-stance, f-fire, w-territory/wave, p-pathfinding status, l-light level (perception) status, D-various direction arrows (aim target, move target, ...) status, p-position, 3- don't skip the player
107
ai_DrawAgentStatsGroupFilter
Filters Debug Draw Agent Stats displays to the specified groupIDs separated by spaces usage: ai_DrawAgentStatsGroupFilter 1011 1012
108
ai_DrawAreas
Enables/Disables drawing behaviour related to areas.
109
ai_DrawAttentionTargetPositions
Displays markers for the AI's current attention target position
110
ai_DrawBadAnchors
Toggles drawing out of bounds AI Objects of particular type for debugging AI. Valid only for 3D navigation. Draws red spheres at positions of anchors which are located out of navigation volumes. Those anchors have to be moved. 0-off, 1-on
111
ai_DrawBulletEvents
Debug draw the bullet events the AI system processes 0=disable, 1=enable
112
ai_DrawCollisionEvents
Debug draw the collision events the AI system processes 0=disable, 1=enable
113
ai_DrawDistanceLUT
Draws the distance lookup table graph overlay
114
ai_DrawExplosions
Debug draw the explosion events the AI System processes 0=disable, 1=enable
115
ai_DrawFakeDamageInd
Draws fake damage indicators on the player
116
ai_DrawFakeHitEffects
Draws fake hit effects the player.
117
ai_DrawFakeTracers
Draw fake tracers around the player
118
ai_DrawFireEffectDecayRange
Distance under which the draw fire duration starts decaying linearly.
119
ai_DrawFireEffectEnabled
Enabled AI to sweep fire when starting to shoot after a break
120
ai_DrawFireEffectMinDistance
Distance under which the draw fire will be disabled.
121
ai_DrawFireEffectMinTargetFOV
FOV under which the draw fire will be disabled.
122
ai_DrawFireEffectTimeScale
Scale for the weapon's draw fire time setting
123
ai_DrawFormations
Draws all the currently active formations of the AI agents. Usage: ai_DrawFormations [0/1] Default is 0 (off). Set to 1 to draw the AI formations.
124
ai_DrawGetEnclosingFailures
Set to the number of seconds you want GetEnclosing () failures visualized. Set to 0 to turn visualization off.
125
ai_DrawGoals
Draws all the active goal ops debug info. Usage: ai_DrawGoals [0/1] Default is 0 (off). Set to 1 to draw the AI goal op debug info.
126
ai_DrawGrenadeEvents
Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
127
ai_DrawHidespots
Draws latest hide-spot positions for all agents within specified range.
128
ai_DrawModifiers
Toggles the AI Debugging view of navigation modifiers
129
ai_DrawNode
Toggles visibility of named agent's position AI triangulation. See also: ai_DrawNodeLinkType and ai_DrawNodeLinkCutoff Usage: ai_DrawNode [ai agent's name] none-switch off, all -to display nodes of all the AI agents, player- to display players node, AI-agent's name - to display node of particular agent
130
ai_DrawNodeLinkCutoff
Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.
131
ai_DrawNodeLinkType
Sets the link parameter to draw with ai_DrawNode. Values are: 0 - pass radius (default), 1- exposure, 2- water max depth 3 -water min depth
132
ai_DrawOffset
vertical offset during debug drawing (graph nodes, navigation paths, ... )
133
ai_DrawPath
Draws the generated paths of the AI agents. ai_drawoffset is used. Usage: ai_DrawPath [name] none- off (default), squad - squadmates, enemy-all the enemies
134
ai_DrawPathAdjustment
Draws the path adjustment for the AI agents. Usage: ai_DrawPathAdjustment [name] Default is none (nobody).
135
ai_DrawPathFollower
Enables PathFollower debug drawing displaying agent paths and safe follow target.
136
ai_DrawPatterns
Draws all the currently active track patterns of the AI agents. Usage: ai_DrawPatterns [0/1] Default is 0 (off). Set to 1 to draw the AI track patterns.
137
ai_DrawPerceptionDebugging
Draws indicators showing enemy view intersections with perception modifiers
138
ai_DrawPerceptionHandlerModifiers
Draws perception handler modifiers on a specific AI Usage: ai_DrawPerceptionHandlerModifiers AIName Default is 'none'. AIName is the name of the AI
139
ai_DrawPerceptionIndicators
Draws indicators showing enemy current perception level of player
140
ai_DrawPerceptionModifiers
Draws perception modifier areas in game mode
141
ai_DrawPlayerRanges
Draws rings around player to assist in gauging target distance
142
ai_DrawProbableTarget
Enables/Disables drawing the position of probable target.
143
ai_DrawRadar
Draws AI radar: 0=no radar, > 0 = size of the radar on screen
144
ai_DrawRadarDist
AI radar draw distance in meters, default = 20m.
145
ai_DrawReadibilities
Draws all the currently active readibilities of the AI agents. Usage: ai_DrawReadibilities [0/1] Default is 0 (off). Set to 1 to draw the AI readibilities.
146
ai_DrawRefPoints
Toggles reference points and beacon view for debugging AI. Usage: ai_DrawRefPoints [ 0 | all | name] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions.
147
ai_DrawShooting
Name of puppet to show fire stats
148
ai_DrawSmartObjects
Draws smart Objects debug information. Usage: ai_DrawSmartObjects [0/1] Default is 0 (off) Set to 1 to draw smart objects
149
ai_DrawSoundEvents
Debug draw the sound events the AI system processes. 0=disable, 1=enable
150
ai_DrawStats
Toggles drawing stats (in a table on top left of screen) for AI objects within specified range. Will display attention target, goal pipe and current goal.
151
ai_DrawTargets
Distance to display the perception events of all enabled puppets. Displays target type and priority
152
ai_DrawTrajectory
Record and draw the actual path taken by the agent specified in ai_StatsTarget. Path is displayed in aqua, and only a certain length will be displayed, after which old path gradually disappears as new path is drawn. 0=do not record, 1=record.
153
ai_DrawType
Display all AI object of specified type. If object is enabled it will be displayed. with blue ball, otherwise with red ball. Yellow line will represent forward direction of the subject. 0 - type of AI objects to Display
154
ai_DrawUpdate
list of AI forceUpdated entities
155
ai_dumpCheckpoints
Dump CodeCoverage checkpoints to file
156
ai_DynamicHidespotsEnabled
if enabled, dynamic hidespots are considered when evaluating.
157
ai_DynamicVolumeUpdateTime
How long (max) to spend updating dynamic volume regions per AI update (in sec) 0 disables dynamic updates. 0.005 is a sensible value.
158
ai_EnableCoolMisses
If turned on, when agents miss te player, they will pick cool objects to shoot at.
159
ai_EnableORCA
enable obstacles avoidance system
160
ai_EnablePerceptionStanceVisibleRange
Turn on use of max perception range for AI based on player's stance
161
ai_EnableWarningErrors
Enable AI warnings and errors: 1 or 0
162
ai_EnableWaterOcclusion
Enables applying water occlusion to AI target visibility checks
163
ai_ExtraForbiddenRadiusDuringBeautification
Extra radius added to agents close to forbidden edges during beautification.
164
ai_ExtraRadiusDuringBeautification
Extra radius added to agents during beautification.
165
ai_ExtraVehicleAvoidanceRadiusBig
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicles steering. See also ai_ObstacleSizeThreshold.
166
ai_ExtraVehicleAvoidanceRadiusSmall
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering. See also ai_ObstacleSizeThreshold.
167
ai_FlowNodeAlertnessCheck
Enable the alertness check in AI flow nodes
168
ai_ForceAGAction
Forces all AI characters to specified AG action input. 0 to disable.
169
ai_ForceAGSignal
Forces all AI characters to specified AG signal input. 0 to disable.
170
ai_ForceAllowStrafing
Forces all AI characters to use/not use strafing (-1 disables)
171
ai_ForceLookAimTarget
Forces all AI Characters to use/not use fixed look/aim target. none disables x,y, xz, or yz sets it appropriate direction otherwise it forces looking/aiming at the entity with this name ( no name--> (0,0,0))
172
ai_ForcePosture
Forces all AI characters to specified posture. 0 to disable
173
ai_ForceSerializeAllObjects
Serialize all AI objects (ignore NO_SAVE flag).
174
ai_ForceStance
Forces all AI Characters to specified stance: Disable =-1, Stand =0, Crouch =1, Prone =2, Relaxed =3, Stealth =4, Cover =5, Swim =6, Zergo-G =7
175
ai_IgnoreBulletRainStimulus
Have the Perception handler ignore all bullet rain stimulus always
176
ai_IgnoreDeadBodies
Ignore dead bodies during navigation and hidespot finding.
177
ai_IgnorePlayer
makes AI ignore the player. Usage: ai_IgnorePlayer [0/1] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled.
178
ai_IgnoreSoundStimulus
Have the Perception Handler ignore all sound stimulus always.
179
ai_IgnoreVisibilityChecks
Makes certain visibility of checks (for teleporting etc) return false.
180
ai_IgnoreVisualStimulus
Have the Perception handler ignore all visual stimulus always
181
ai_IncludeNonColEntitiesInNavigation
Includes/Excludes non colliding objects from navigation.
182
ai_InterestSystem
Enable interest system
183
ai_InterestSystemCastRays
makes the Interest System check visibility with rays.
184
ai_IntersectionTesterQuota
Amount of deferred intersection tests allowed to be cast per frame.
185
ai_LayerSwitchDynamicLinkBump
Multiplier for the dynamic link update budget bump in frames.
186
ai_LayerSwitchDynamicLinkBumpDuration
Duration of the dynamic link update budget bump in frames.
187
ai_Locate
Indicates position and some base states of specified objects. It will pinpoint position of the agents; it's name; it's attention target; draw red cone if the agent is allowed to fire; draw purple cone if agent is pressing trigger. None-off, squad -squadmates, enemy - all the enemies groupID -members of specified group.
188
ai_LogConsoleVerbosity
None=0, progress/errors/warnings =1, event =2, comment =3
189
ai_LogFileVerbosity
None = 0, progress/errors/warnings =1, event =2, comment =3
190
ai_MovementSpeedDarkIllumMod
Multiplier for movement speed when the target is in dark light condition.
191
ai_MovementSpeedMediumIllumMod
Multiplier for movement speed when the target is in medium light condition.
192
ai_MovementSpeedSuperDarkIllumMod
Multiplier for movement speed when the target is in super dark light condition.
193
ai_NetworkDebug
Toggles the AI network debug. Usage: ai_NetworkDebug [0/1] Default is 0 (off). ai_NetworkDebug is used to direct DebugDraw information from the server to the client.
194
ai_NetworkDebugBytesPerSecond
Sets the speed of server-to-client communication. Usage: ai_NetworkDebugBytesPerSecond [0/1] Default is 65536. ai_NetworkDebugBytesPerSecond is used to set amount of DebugDraw information to be sent from the server to the client per second.
195
ai_NetworkDebugChannel
Sets channel to send AI network debug info to. Usage: ai_NetworkDebugChannel [channel] Default is 1. ai_NetworkDebugChannel is used to set the channel of the client to send AI network debug data to.
196
ai_NetworkDebugClientHost
Sets the name of the client host to send AI network debug info to. Usage: ai_NetworkDebugClientHost [client_host] Default is "localhost". ai_NetworkDebugClientHost is used to set the name of the client host to send AI network debug data to.
197
ai_NetworkDebugMinDelay
Sets minimum delay (in seconds) between sending AI network debug data of consecutive frames. Usage: ai_NetworkDebugMinDelay [delay in seconds] Default is 0.1. ai_NetworkDebugMinDelay is used to set minimum delay (in seconds) between sending AI network debug data of consecutive render frames (not frame IDs!) from the server to the client.
198
ai_NoUpdate
Disables AI system update when 1
199
ai_ObstacleSizeThreshold
Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
200
ai_OverlayMessageDuration
How long (seconds) to overlay AI warnings/errors
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ai_PathfinderUpdateTime
Maximum pathfinder time per AI update
202
ai_PathfindTimeLimit
Specifies how many seconds an individual AI can hold the pathfinder blocked Usage: ai_PathfindTimeLimit 0.15 Default is 0.08. A lower value will result in more path requests that end in NOPATH - although the path may actually exist.
203
ai_perception.movement_crouchMovingMultiplier
Multiplier for crouched movement speed effect on footstep sound radius
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ai_perception.movement_crouchRadiusDefault
Default value for crouching footstep sound radius multiplier (overridden by surface type)
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ai_perception.movement_movingSurfaceDefault
Default value for movement speed effect on footstep radius (overridden by surface type)
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ai_perception.movement_standingMovingMultiplier
Multiplier for standing movement speed effect on footstep sound radius
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ai_perception.movement_standingRadiusDefault
Default value for standing footstep sound radius (overridden by surface type)
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ai_perception.movement_useSurfaceType
Toggle if surface type should be used to get the base radius instead of cvars
209
ai_PlayerAffectedByLight
Sets if player is affected by light from observable perception checks
210
ai_PredictivePathFollowing
Sets if AI should use the predictive path following if allowed by the type's config.
211
ai_ProfileGoals
Toggles timing of AI goal execution. Usage: ai_ProfileGoals [0/1] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled.
212
ai_ProneVisibleRange
Max perception range for AI when player is proning
213
ai_PuppetDirSpeedControl
Does puppet speed control based on their current move dir
214
ai_RadiusForAutoForbidden
If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
215
ai_RayCasterQuota
Amount of deferred rays allowed to be cast per frame!
216
ai_RecordCommunicationStats
Turns on/off recording of communication stats to a log. | Usage: ai_RecordCommunicationStats [0/1]
217
ai_Recorder
Sets AI Recorder mode. Default is 0 - off.
218
ai_Recorder_Auto
Auto record the AI when in Editor mode game
219
ai_Recorder_Buffer
Set the size of the AI debug recording buffer
220
ai_Recorder_Start
Reset and start the AI Recorder on demand
221
ai_Recorder_Stop
Stop the AI Recorder. If logging in memory, saves it to disk.
222
ai_RecordLog
log all the AI state changes on stats_target
223
ai_reload
Reload AI system scripts and data
224
ai_resetCommStats
Resets current communication statistics. | Usage: ai_resetCommStats
225
ai_RODAliveTime
The base level time the player can survive under fire.
226
ai_RODAmbientFireInc
Increment for the alive time when the target is within the kill-zone of the target.
227
ai_RODCheckpointMercyTime
The amount of time the AI will not hit the target when the target has reloaded from a checkpoint.
228
ai_RODCombatRangeMod
Combat-zone distance = attackRange * combatRangeMod.
229
ai_RODCoverFireTimeMod
Multiplier for cover fire times set in weapon descriptor.
230
ai_RODDirInc
Increment how the orientation of the target affects the alive time. 0=disable
231
ai_RODFakeHitChance
Percentage of the missed hits that will instead be hits dealing very little damage.
232
ai_RODKillRangeMod
Kill-zone distance = attackRange * killRangeMod.
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ai_RODKillZoneInc
Increment how the target is within the kill-zone of the target.
234
ai_RODLowHealthMercyTime
The amount of time the AI will not hit the target when the target crosses the low health threshold.
235
ai_RODMoveInc
Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
236
ai_RODReactionDarkIllumInc
Increase for reaction time when the target is in dark light condition.
237
ai_RODReactionDirInc
Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV. The increment is doubled when the target is behind the player.
238
ai_RODReactionDistInc
Increase for the reaction time when the target is in combat-far-zone or warn-zone. In warn-zone the increase is doubled.
239
ai_RODReactionLeanInc
Increase to the reaction to when the target is leaning.
240
ai_RODReactionMediumIllumInc
Increase for reaction time when the target is in medium light condition.
241
ai_RODReactionSuperDarkIllumInc
Increase for reaction time when the target is in super dark light condition.
242
ai_RODReactionTime
Uses rate of death as damage control method.
243
ai_RODStanceInc
Increment how the stance of the target affects the alive time, 0=disable. The base value is for crouch, and it is doubled for prone. The crouch inc is disable in kill-zone and prone in kill and combat-near -zones
244
ai_ShowBehaviorCalls
Prints out each behavior LUA call for each puppet: 1 or 0
245
ai_SightRangeDarkIllumMod
Multiplier for sightrange when the target is in dark light condition.
246
ai_SightRangeMediumIllumMod
Multiplier for sightrange when the target is in medium light condition.
247
ai_SightRangeSuperDarkIllumMod
Multiplier for sightrange when the target is in super dark light condition.
248
ai_SimpleWayptPassability
Use simplified and faster passability recalculation for human waypoint links where possible.
249
ai_SmartObjectUpdateTime
``` How long (max) to spend updating smart objects per AI update (in sec) default value is 0.002 ```
250
ai_SOMSpeedCombat
Time before the AI will see the enemy while alarmed. Usage: ai_SOMSpeedCombat 0.15 Default is 0.15. A lower value causes the AI to react to the enemy faster.
251
ai_SOMSpeedRelaxed
Time before the AI will see the enemy while relaxed. Usage: ai_SOMSpeedRelaxed 0.4 Default is 0.4. A lower value causes the AI to react to the enemy faster.
252
ai_SoundPerception
Toggles AI sound perception. Usage: ai_SoundPerception [0/1] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled.
253
ai_start_coordination
Starts the specified coordination. | Usage: ai_start_coordination groupId coordinationName
254
ai_StartupMode
Sets startup mode for AI system (supported values: "default"/"GDC09"). Important: case-sensitive!!!
255
ai_StatsDisplayMode
Select display mode for the AI stats manager | Usage: 0 - Hidden, 1 - Show
256
ai_StatsTarget
Focus debugging information on a specific AI Display current goal pipe, current goal, subpipes and agentstats information for the selected AI agent. Long green line will represent the AI forward direction (game forward). Long red/blue (if AI firing on/off) line will represent the AI view direction. Usage: ai_StatsTarget AIName Default is 'none'. AIName is the name of the AI on which to focus.
257
ai_SteepSlopeAcrossValue
Indicates slope value that is borderline-walkable across. Usage: ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue
258
ai_SteepSlopeUpValue
Indicates slope value that is borderline-walkable up. Usage: ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue
259
ai_SystemUpdate
Toggles the regular AI system update. Usage: ai_SystemUpdate [0/1] Default is 1 (on). Set to 0 to disable ai system updating.
260
ai_TacticalPointsDebugDrawMode
Debugging draw mode: 1=sphere transparency, 2=sphere size
261
ai_TacticalPointsDebugFadeMode
Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink
262
ai_TacticalPointsDebugScaling
Scale the size of debugging spheres for visibility
263
ai_TacticalPointsDebugTime
Time to display debugging spheres for (if not 'persistent'
264
ai_TacticalPointsWarnings
Toggles TPS Warnings on and off
265
ai_TacticalPointUpdateTime
Maximum allowed update time in main AI thread for Tactical Point System Usage: ai_TacticalPointUpdateTime Default is 0.0003
266
ai_TargetTracking
Set which method to use for target tracking. 0=disable, 1=Perception Handlers, 2=Target Tracks
267
ai_TargetTracks_DeadForgetTime
At most the length of time it takes for an agent to forget about a target that has been killed
268
ai_TargetTracks_GlobalTargetLimit
Global override to control the number of agents that can actively target another agent (unless there is no other choice) A value of 0 means no global limit is applied. If the global target limit is less than the agent's target limit, the global limit is used.
269
ai_ThreadedVolumeNavPreprocess
Parallelizes volume navigation preprocessing by running it on multiple threads. If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)
270
ai_UpdateAllAlways
If non-zero then over-rides the auto-disabling of invisible/distant AI
271
ai_UpdateInterval
In seconds the amount of time between two full updates for AI Usage: ai_UpdateInterval Default is 0.1. Number is time in seconds
272
ai_UpdateProxy
Toggles update of AI proxy (model). Usage: ai_UpdateProxy [0/1] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating.
273
ai_UseAlternativeReadability
Switch between normal and alternative SoundPack for AI readability.
274
ai_UseCalculationStopperCounter
Uses a (calibrated) counter instead of time in AI updates
275
ai_UseSimplePathfindingHeuristic
Toggles the AI using a straight simple distance heuristic for debugging. Usage: ai_UseSimpleHeuristic [0/1]
276
ai_UseSmartPathFollower
Enables Smart PathFollower (default: 1).
277
ai_UseSmartPathFollower_AABB_based
Enables Smart PathFollower to use AABB checks and other optimizations
278
ai_UseSmartPathFollower_LookAheadDistance
LookAheadDistance of SmartPathFollower
279
ai_validateAllSmartObjects
Statically validate all smart objects and log the result. | Usage: ai_validateAllSmartObjects
280
ai_warn_signal_duration
Log warning if a signal handler takes longer than x millis
281
ai_WaterOcclusion
scales how much water hides player from AI
282
ai_WIPCode
Work in progress code. Used to unlock features still under development.
283
ai_writeCommStats
Dumps current statistics to log file. | Usage: ai_writeCommStats