AI_Artificial Intelligence Flashcards
ai_AdjustPathsAroundDynamicObstacles
Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
ai_AgentStatsDist
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.
ai_AllowAccuracyDecrease
Set to 1 to enable AI accuracy decrease when target is moving lateraly.
ai_AllowAccuracyIncrease
Set to 1 to enable AI accuracy increase when target is standing still
ai_AllowedToHitPlayer
if turned off, all agents will miss all the time
ai_AllTime
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.
ai_AmbientFireEnable
Enable ambient fire system
ai_AmbientFireQuota
Number of units allowed to hit the player at a time
ai_AmbientFireUpdateInterval
Ambient fire update interval. Controls how often puppet’s ambient fire status is updated.
ai_AttemptStraightPath
Toggles AI attempting a simple straight path when possible. Default is 1 (on)
ai_BannedNavSoTime
Time indicating how long invalid navsos should be banned.
ai_BeautifyPath
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).
ai_BigBrushCheckLimitSize
to be used for finding big objects not enclosed into forbidden areas
ai_BurstWhileMovingDestinationRange
when using FIREMODE_BURST_WHILE_MOVING - only fire when within this distance to the destination
ai_CheckGoalpipes
Checks goalpipes and dumps report to console
ai_CheckWalkabilityOptimalSectionLength
The maximum segment length used by CheckWalkabilityFast when querying for world geometry from physics. Default: 1.75
ai_CloakIncrementMod
how fast cloak fades away
ai_CloakMaxDist
closer than that - cloak starts to fade out
ai_CloakMinDist
closer than that Cloak not effective
ai_CodeCoverageMode
Set current mode of Code Coverage system. 0= off, 1=smart, 2=silent, 3=force
ai_CollisionAvoidanceAgentExtraFat
Extra radius to use in Collision Avoidance calculations as a buffer.
ai_CollisionAvoidanceAgentTimeHorizon
Time horizon used to calculate an agent’s collision free velocity against static obstacles.
ai_CollisionAvoidanceObstacleTimeHorizon
Time horizon used to calculate an agent’s collision free velocity against static obstacles
ai_CollisionAvoidancePathEndCutoffRange
Distance from it’s current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
ai_CollisionAvoidanceRange
Range for collision avoidance
ai_CollisionAvoidanceSmartObjectCutoffRange
Distance from it’s next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
ai_CollisionAvoidanceTargetCutoffRange
Distance from it’s current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
ai_CollisionAvoidanceTimestep
TimeStep used to calculate an agent’s collision free velocity.
ai_commTest
Tests communication for the specified AI Actor. If no communication name is specified all communications will be played. Usage: ai_commTest [commName]
ai_commTestStop
Stop currently playing communication for the specified AI Actor. Usage: ai_commTestStop
ai_CompatibilityMode
Set AI features to behave in earlier milestones - please use sparingly
ai_CoolMissesBoxHeight
Vertical size of the box to collect potential cool objects to shoot at.
ai_CoolMissesBoxSize
Horizontal size of the box to collect potential cool objects to shoot at
ai_CoolMissesCooldown
Global time between potential cool misses
ai_CoolMissesMaxLightweightEntityMass
Maximum mass of a non-destroyable, non-deformable, non-breakable rigid body entity to be considered
ai_CoolMissesMinMissDistance
Maximum distance to go away from the player
ai_CoolMissesProbability
Agents’ chance to perform a cool miss
ai_CoverExactPositioning
Enables using exact positioning for arriving at cover. Usage: ai_CoverPredictTarget [0/1]
Default x is 0 (off) 0-disable 1-enable
ai_CoverMaxEyeCount
Max numbers of observers to consider when selecting cover. Usage: ai_CoverMaxEyeCount
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
ai_CoverSpacing
Minimum spacing between agents when choosing cover.
Usage: ai_CoverPredictTarget
x - spacing width in meters
ai_CoverSystem
Enables the cover system.
Usage: ai_CoverPredictTarget
x - Spacing width in meters
ai_CrouchVisibleRange
Max perception range for AI when player is crouching
ai_CrowdControlInPathfind
Toggles AI using crowd control in pathfinding. Usage: ai_CrowdControlInPathfind [0/1]
ai_DebugBehaviorSelection
Display behaviour selection information for a specific agent Usage: ai_DebugBehaviorSelection
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
ai_DebugCheckWalkabilityRadius
Radius to use for the per-frame debug CheckWalkability test
ai_DebugCollisionAvoidanceForceSpeed
Force agents velocity to it’s current direction time the specified value
ai_DebugCollisionAvoidanceUpdateVelocities
Enable/disable agents updating their velocities after processing collision avoidance
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.
ai_DebugDrawAdaptiveUrgency
Enables drawing the adaptive movement urgency.
ai_DebugDrawAmbientFire
Displays fire quota on puppets
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.
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
ai_DebugDrawAStarOpenListTime
The amount of time to draw the A*open list
ai_DebugDrawBannedNavsos
Toggles drawing banned navsos [default 0 is off]
ai_DebugDrawCollisionAvoidance
Enable Debugging obstacle avoidance system.
ai_DebugDrawCollisionAvoidanceAgentName
Name of the agent to draw collision avoidance data for.
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)
ai_DebugDrawCommunicationHistoryDepth
Tweaks how many historical entries are displayed per entity. Usage: ai_DebugDrawCommunicationHistoryDepth [depth]
ai_DebugDrawCoolMisses
Toggles displaying the cool miss locations around the player. Usage: ai_DebugDrawCoolMisses [0/1]
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.
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)
ai_DebugDrawCoverLocations
Displays cover locations. Usage: ai_DebugDrawCoverLocations [0/1]
Default is 0 (off)
ai_DebugDrawCoverPlanes
Displays cover planes. Usage: ai_DebugDrawCoverPlanes [0/1]
Default is 0 (off)
ai_DebugDrawCoverSampler
Displays cover sampler debug rendering.
Usage: ai_DebugDrawCoverSampler [0/1/2/3]
Default is 0 (off)
ai_DebugDrawCrowdControl
Draws crowd control debug information 0=off, 1=on
ai_DebugDrawDamageControl
Debugs the damage control system 0=disabled, 1=collect, 2=collect and draw
ai_DebugDrawDamageParts
Draws the damage parts of puppets and vehicles.
ai_DebugDrawDeadBodies
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw>0)
ai_DebugDrawDynamicCoverSampler
Displays dynamic cover sampler debug rendering. Usage: ai_DebugDrawDynamicCoverSampler [0/1]
Default is 0 (off)
0-off
1-on
ai_DebugDrawDynamicHideObjectsRange
Sets the range for drawing dynamic hide objects a
ai_DebugDrawEnabledActors
list of AI Actors that are enabled and metadata
ai_DebugDrawEnabledPlayers
list of AI players that are enabled and metadata
ai_DebugDrawExpensiveAccessoryQuota
Displays expensive accessory usage quota on puppets
ai_DebugDrawFileCommand
Toggles Displaying the fire command targets and modifications. Usage: ai_DebugDrawFileCommand [0/1]
ai_DebugDrawFlight2
Set AI features to behave in earlier milestones
ai_DebugDrawGroups
Toggles AI Groups debugging view. Usage ai_DebugDrawGroups [0/1]
ai_DebugDrawHashSpaceAround
Validates and draws the navigation node hash space around specified entity
ai_DebugDrawHidespotRange
Sets the range for drawing hidespots around the player (needs ai_DebugDraw >0 )
ai_DebugDrawLightLevel
Debug AI light level manager
ai_DebugDrawPathfinderQueue
Displays list of paths queued up, and info on current progress of path finder
ai_DebugDrawPhysicsAccess
Displays current physics access statistics for the AI module
ai_DebugDrawPlayerActions
Debug draw special player actions
ai_DebugDrawReinforcements
Enables debug draw for reinforcement logic for specified group. Usage: ai_DebugDrawReinforcements , or -1 to disable
ai_DebugDrawStanceSize
Draws teh game logic representation of the stance size of the AI agents.
ai_DebugDrawVegetationCollisionDist
Enables drawing vegetation collision closer than a distance projected onto the terrain
ai_DebugDrawVisionMap
Sets AI VisionMap Debug Draw Mode. Default is 0 - off. 0-off, 1-performance only 2-everything
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
ai_DebugGroupCoordinationSelection
Displays coordination selection information for specific group. Usage: ai_DebugGroupCoordinationSelection
ai_DebugHideSpotName
Debug HideSpot Name
ai_DebugInterestSystem
Displays debugging information on interest system
ai_DebugPathfinding
Toggles output of pathfinding information [default 0 is off]
ai_DebugPerceptionManager
Draws perception manager performance overlay. 0=disable, 1=vis checks, 2=stimulus
ai_DebugRangeSignaling
Enables Range Signaling Debug Screen
ai_DebugSignalTimers
Enable Signal Timers Debug Screen
ai_DebugTacticalPoints DUMPTODISK
Display debugging information on tactical point selection system
ai_DebugTacticalPointsBlocked
Highlight with red spheres any points blocked by generation phase, eg. occupied points
ai_DebugTargetSilhouette
Draws the silhouette used for missing the target while shooting.
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
ai_DebugTargetTracksConfig
Draws the information contained in the loaded target track configuration to the screen
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
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.
ai_DebugWalkabilityCache
Toggles allowing the use of tag points named WalkabilityCacheOrigin to cache walkability
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
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
ai_DrawAgentStatsGroupFilter
Filters Debug Draw Agent Stats displays to the specified groupIDs separated by spaces usage: ai_DrawAgentStatsGroupFilter 1011 1012
ai_DrawAreas
Enables/Disables drawing behaviour related to areas.
ai_DrawAttentionTargetPositions
Displays markers for the AI’s current attention target position
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
ai_DrawBulletEvents
Debug draw the bullet events the AI system processes 0=disable, 1=enable
ai_DrawCollisionEvents
Debug draw the collision events the AI system processes 0=disable, 1=enable
ai_DrawDistanceLUT
Draws the distance lookup table graph overlay
ai_DrawExplosions
Debug draw the explosion events the AI System processes 0=disable, 1=enable
ai_DrawFakeDamageInd
Draws fake damage indicators on the player
ai_DrawFakeHitEffects
Draws fake hit effects the player.
ai_DrawFakeTracers
Draw fake tracers around the player
ai_DrawFireEffectDecayRange
Distance under which the draw fire duration starts decaying linearly.
ai_DrawFireEffectEnabled
Enabled AI to sweep fire when starting to shoot after a break
ai_DrawFireEffectMinDistance
Distance under which the draw fire will be disabled.
ai_DrawFireEffectMinTargetFOV
FOV under which the draw fire will be disabled.
ai_DrawFireEffectTimeScale
Scale for the weapon’s draw fire time setting
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.
ai_DrawGetEnclosingFailures
Set to the number of seconds you want GetEnclosing () failures visualized. Set to 0 to turn visualization off.
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.
ai_DrawGrenadeEvents
Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
ai_DrawHidespots
Draws latest hide-spot positions for all agents within specified range.
ai_DrawModifiers
Toggles the AI Debugging view of navigation modifiers
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
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.
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
ai_DrawOffset
vertical offset during debug drawing (graph nodes, navigation paths, … )
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
ai_DrawPathAdjustment
Draws the path adjustment for the AI agents. Usage: ai_DrawPathAdjustment [name]
Default is none (nobody).
ai_DrawPathFollower
Enables PathFollower debug drawing displaying agent paths and safe follow target.
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.
ai_DrawPerceptionDebugging
Draws indicators showing enemy view intersections with perception modifiers
ai_DrawPerceptionHandlerModifiers
Draws perception handler modifiers on a specific AI Usage: ai_DrawPerceptionHandlerModifiers AIName Default is ‘none’. AIName is the name of the AI
ai_DrawPerceptionIndicators
Draws indicators showing enemy current perception level of player
ai_DrawPerceptionModifiers
Draws perception modifier areas in game mode
ai_DrawPlayerRanges
Draws rings around player to assist in gauging target distance
ai_DrawProbableTarget
Enables/Disables drawing the position of probable target.
ai_DrawRadar
Draws AI radar: 0=no radar, > 0 = size of the radar on screen
ai_DrawRadarDist
AI radar draw distance in meters, default = 20m.
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.
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.
ai_DrawShooting
Name of puppet to show fire stats
ai_DrawSmartObjects
Draws smart Objects debug information. Usage: ai_DrawSmartObjects [0/1] Default is 0 (off) Set to 1 to draw smart objects
ai_DrawSoundEvents
Debug draw the sound events the AI system processes. 0=disable, 1=enable
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.
ai_DrawTargets
Distance to display the perception events of all enabled puppets. Displays target type and priority
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.
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
ai_DrawUpdate
list of AI forceUpdated entities
ai_dumpCheckpoints
Dump CodeCoverage checkpoints to file
ai_DynamicHidespotsEnabled
if enabled, dynamic hidespots are considered when evaluating.
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.
ai_EnableCoolMisses
If turned on, when agents miss te player, they will pick cool objects to shoot at.
ai_EnableORCA
enable obstacles avoidance system
ai_EnablePerceptionStanceVisibleRange
Turn on use of max perception range for AI based on player’s stance
ai_EnableWarningErrors
Enable AI warnings and errors: 1 or 0
ai_EnableWaterOcclusion
Enables applying water occlusion to AI target visibility checks
ai_ExtraForbiddenRadiusDuringBeautification
Extra radius added to agents close to forbidden edges during beautification.
ai_ExtraRadiusDuringBeautification
Extra radius added to agents during beautification.
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.
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.
ai_FlowNodeAlertnessCheck
Enable the alertness check in AI flow nodes
ai_ForceAGAction
Forces all AI characters to specified AG action input. 0 to disable.
ai_ForceAGSignal
Forces all AI characters to specified AG signal input. 0 to disable.
ai_ForceAllowStrafing
Forces all AI characters to use/not use strafing (-1 disables)
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))
ai_ForcePosture
Forces all AI characters to specified posture. 0 to disable
ai_ForceSerializeAllObjects
Serialize all AI objects (ignore NO_SAVE flag).
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
ai_IgnoreBulletRainStimulus
Have the Perception handler ignore all bullet rain stimulus always
ai_IgnoreDeadBodies
Ignore dead bodies during navigation and hidespot finding.
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.
ai_IgnoreSoundStimulus
Have the Perception Handler ignore all sound stimulus always.
ai_IgnoreVisibilityChecks
Makes certain visibility of checks (for teleporting etc) return false.
ai_IgnoreVisualStimulus
Have the Perception handler ignore all visual stimulus always
ai_IncludeNonColEntitiesInNavigation
Includes/Excludes non colliding objects from navigation.
ai_InterestSystem
Enable interest system
ai_InterestSystemCastRays
makes the Interest System check visibility with rays.
ai_IntersectionTesterQuota
Amount of deferred intersection tests allowed to be cast per frame.
ai_LayerSwitchDynamicLinkBump
Multiplier for the dynamic link update budget bump in frames.
ai_LayerSwitchDynamicLinkBumpDuration
Duration of the dynamic link update budget bump in frames.
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.
ai_LogConsoleVerbosity
None=0, progress/errors/warnings =1, event =2, comment =3
ai_LogFileVerbosity
None = 0, progress/errors/warnings =1, event =2, comment =3
ai_MovementSpeedDarkIllumMod
Multiplier for movement speed when the target is in dark light condition.
ai_MovementSpeedMediumIllumMod
Multiplier for movement speed when the target is in medium light condition.
ai_MovementSpeedSuperDarkIllumMod
Multiplier for movement speed when the target is in super dark light condition.
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.
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.
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.
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.
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.
ai_NoUpdate
Disables AI system update when 1
ai_ObstacleSizeThreshold
Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
ai_OverlayMessageDuration
How long (seconds) to overlay AI warnings/errors
ai_PathfinderUpdateTime
Maximum pathfinder time per AI update
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.
ai_perception.movement_crouchMovingMultiplier
Multiplier for crouched movement speed effect on footstep sound radius
ai_perception.movement_crouchRadiusDefault
Default value for crouching footstep sound radius multiplier (overridden by surface type)
ai_perception.movement_movingSurfaceDefault
Default value for movement speed effect on footstep radius (overridden by surface type)
ai_perception.movement_standingMovingMultiplier
Multiplier for standing movement speed effect on footstep sound radius
ai_perception.movement_standingRadiusDefault
Default value for standing footstep sound radius (overridden by surface type)
ai_perception.movement_useSurfaceType
Toggle if surface type should be used to get the base radius instead of cvars
ai_PlayerAffectedByLight
Sets if player is affected by light from observable perception checks
ai_PredictivePathFollowing
Sets if AI should use the predictive path following if allowed by the type’s config.
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.
ai_ProneVisibleRange
Max perception range for AI when player is proning
ai_PuppetDirSpeedControl
Does puppet speed control based on their current move dir
ai_RadiusForAutoForbidden
If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
ai_RayCasterQuota
Amount of deferred rays allowed to be cast per frame!
ai_RecordCommunicationStats
Turns on/off recording of communication stats to a log.
Usage: ai_RecordCommunicationStats [0/1]
ai_Recorder
Sets AI Recorder mode. Default is 0 - off.
ai_Recorder_Auto
Auto record the AI when in Editor mode game
ai_Recorder_Buffer
Set the size of the AI debug recording buffer
ai_Recorder_Start
Reset and start the AI Recorder on demand
ai_Recorder_Stop
Stop the AI Recorder. If logging in memory, saves it to disk.
ai_RecordLog
log all the AI state changes on stats_target
ai_reload
Reload AI system scripts and data
ai_resetCommStats
Resets current communication statistics.
Usage: ai_resetCommStats
ai_RODAliveTime
The base level time the player can survive under fire.
ai_RODAmbientFireInc
Increment for the alive time when the target is within the kill-zone of the target.
ai_RODCheckpointMercyTime
The amount of time the AI will not hit the target when the target has reloaded from a checkpoint.
ai_RODCombatRangeMod
Combat-zone distance = attackRange * combatRangeMod.
ai_RODCoverFireTimeMod
Multiplier for cover fire times set in weapon descriptor.
ai_RODDirInc
Increment how the orientation of the target affects the alive time. 0=disable
ai_RODFakeHitChance
Percentage of the missed hits that will instead be hits dealing very little damage.
ai_RODKillRangeMod
Kill-zone distance = attackRange * killRangeMod.
ai_RODKillZoneInc
Increment how the target is within the kill-zone of the target.
ai_RODLowHealthMercyTime
The amount of time the AI will not hit the target when the target crosses the low health threshold.
ai_RODMoveInc
Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
ai_RODReactionDarkIllumInc
Increase for reaction time when the target is in dark light condition.
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.
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.
ai_RODReactionLeanInc
Increase to the reaction to when the target is leaning.
ai_RODReactionMediumIllumInc
Increase for reaction time when the target is in medium light condition.
ai_RODReactionSuperDarkIllumInc
Increase for reaction time when the target is in super dark light condition.
ai_RODReactionTime
Uses rate of death as damage control method.
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
ai_ShowBehaviorCalls
Prints out each behavior LUA call for each puppet: 1 or 0
ai_SightRangeDarkIllumMod
Multiplier for sightrange when the target is in dark light condition.
ai_SightRangeMediumIllumMod
Multiplier for sightrange when the target is in medium light condition.
ai_SightRangeSuperDarkIllumMod
Multiplier for sightrange when the target is in super dark light condition.
ai_SimpleWayptPassability
Use simplified and faster passability recalculation for human waypoint links where possible.
ai_SmartObjectUpdateTime
How long (max) to spend updating smart objects per AI update (in sec) default value is 0.002
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.
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.
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.
ai_start_coordination
Starts the specified coordination.
Usage: ai_start_coordination groupId coordinationName
ai_StartupMode
Sets startup mode for AI system (supported values: “default”/”GDC09”). Important: case-sensitive!!!
ai_StatsDisplayMode
Select display mode for the AI stats manager
Usage: 0 - Hidden, 1 - Show
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.
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
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
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.
ai_TacticalPointsDebugDrawMode
Debugging draw mode: 1=sphere transparency, 2=sphere size
ai_TacticalPointsDebugFadeMode
Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink
ai_TacticalPointsDebugScaling
Scale the size of debugging spheres for visibility
ai_TacticalPointsDebugTime
Time to display debugging spheres for (if not ‘persistent’
ai_TacticalPointsWarnings
Toggles TPS Warnings on and off
ai_TacticalPointUpdateTime
Maximum allowed update time in main AI thread for Tactical Point System
Usage: ai_TacticalPointUpdateTime
Default is 0.0003
ai_TargetTracking
Set which method to use for target tracking. 0=disable, 1=Perception Handlers, 2=Target Tracks
ai_TargetTracks_DeadForgetTime
At most the length of time it takes for an agent to forget about a target that has been killed
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.
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. ;)
ai_UpdateAllAlways
If non-zero then over-rides the auto-disabling of invisible/distant AI
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
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.
ai_UseAlternativeReadability
Switch between normal and alternative SoundPack for AI readability.
ai_UseCalculationStopperCounter
Uses a (calibrated) counter instead of time in AI updates
ai_UseSimplePathfindingHeuristic
Toggles the AI using a straight simple distance heuristic for debugging.
Usage: ai_UseSimpleHeuristic [0/1]
ai_UseSmartPathFollower
Enables Smart PathFollower (default: 1).
ai_UseSmartPathFollower_AABB_based
Enables Smart PathFollower to use AABB checks and other optimizations
ai_UseSmartPathFollower_LookAheadDistance
LookAheadDistance of SmartPathFollower
ai_validateAllSmartObjects
Statically validate all smart objects and log the result.
Usage: ai_validateAllSmartObjects
ai_warn_signal_duration
Log warning if a signal handler takes longer than x millis
ai_WaterOcclusion
scales how much water hides player from AI
ai_WIPCode
Work in progress code. Used to unlock features still under development.
ai_writeCommStats
Dumps current statistics to log file.
Usage: ai_writeCommStats