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.