es_Entity System Flashcards

1
Q

es_activateEntity

A

Activates an entity

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2
Q

es_bboxes

A

Toggles entity bounding boxes.
Usage: es_bboxes [0/1]
Default is 0 (off). Set to 1 to display bounding boxes.

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3
Q

es_CharZOffsetSpeed

A

sets the character Z-offset change speed (in m/s), used for IK

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4
Q

es_ClearPoolBookmarksOnLayerUnload

A

Clear pool bookmarks when a layer is unloaded (saves memory and makes smaller saves)

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5
Q

es_compile_area_grid

A

Trigger a recompile of the area grid

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6
Q

es_deactivateEntity

A

Deactivates an entity

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7
Q

es_DebrisLifetimeScale

A

Usage: es_DebrisLifetimeScale 1.0

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8
Q

es_debug

A

Enable entity debugging info
Usage: es_debug [0/1]
Default is 0 (on).

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9
Q

es_debug_not_seen_timeout

A

if true, log messages when entities undergo not seen timeout

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10
Q

es_debugEntityLifetime

A

Debug entities creation and deletion time

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11
Q

es_DebugEntityUsage

A

Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage
Usage: es_DebugEntityUsage update_rate
update_rate - Time in ms to refresh memory usage calculation or 0 to disable

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12
Q

es_DebugEntityUsageFilter

A

Filter entity usage debugging to classes which have this string in their name

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13
Q

es_DebugEvents

A

Enables logging of entity events

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14
Q

es_DebugFindEntity

A

TODO

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15
Q

es_DebugPool

A

Enable debug drawing of entity pools

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16
Q

es_DebugPoolFilter

A

Filter entity pool debugging for just this pool and draw more info about it

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17
Q

es_DebugTimers

A

This is for profiling and debugging (for game coders and level designer)
By enabling this you get a lot of console printouts that show all entities that receive OnTimer
events - it’s good to minimize the call count. Certain entities might require this feature and
using less active entities can often be defined by the level designer.
Usage: es_DebugTimers 0/1

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18
Q

es_DisableTriggers

A

Disable enter/leave events for proximity and area triggers

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19
Q

es_DrawAreaDebug

A

Enables debug drawing of Areas, set 2 for log details

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20
Q

es_DrawAreaGrid

A

Enables drawing of Area Grid

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21
Q

es_DrawAreas

A

Enables drawing of Areas

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22
Q

es_DrawProximityTriggers

A

Shows Proximity Triggers.
Usage: es_DrawProximityTriggers [0-255]. The parameter sets the transparency (alpha) level.
Value 1 will be changed to 70.
Default is 0 (off)

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23
Q

es_DrawSoundProxyZRay

A

Enables drawing of Z ray on check for Z visibility

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24
Q

es_dump_bookmarks

A

Dumps information about all bookmarked entities

25
Q

es_dump_entities

A

Dumps current entities and their states!

26
Q

es_dump_entity_classes_in_use

A

Dumps all used entity classes

27
Q

es_enable_full_script_save

A

Enable (experimental) full script save functionality

28
Q

es_EnablePoolUse

A

Force toggle the use of entity pools on/off.
Usage: es_EnablePoolUse 1
Default is -1, or normal behavior. 0 forces system off. 1 forces system on.

29
Q

es_FarPhysTimeout

A

Timeout for faraway physics forceful deactivation

30
Q

es_helpers

A

Toggles helpers.
Usage: es_helpers [0/1]
Default is 0 (off). Set to 1 to display entity helpers.

31
Q

es_HitCharacters

A

specifies whether alive characters are affected by bullet hits (0 or 1)

32
Q

es_HitDeadBodies

A

specifies whether dead bodies are affected by bullet hits (0 or 1)

33
Q

es_ImpulseScale

A

Usage: es_ImpulseScale 0.0

34
Q

es_LayerDebugInfo

A

Render debug info on active layers : 0 - inactive, 1 - active brush layers, 2 - all layer info, 3 - all layer and all layer pak info

35
Q

es_LayerSaveLoadSerialization

A

Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers.

36
Q

es_log_collisions

A

Enables collision events logging

37
Q

es_MaxImpulseAdjMass

A

Usage: es_MaxImpulseAdjMass 2000.0

38
Q

es_MaxPhysDist

A

Physical entities farther from the camera than this are forcefully deactivated

39
Q

es_MaxPhysDistCloth

A

Cloth entities farther from the camera than this are forcefully deactivated

40
Q

es_MaxPhysDistInvisible

A

Invisible physical entities farther from the camera than this are forcefully deactivated

41
Q

es_MinImpulseVel

A

Usage: es_MinImpulseVel 0.0

42
Q

es_not_seen_timeout

A

number of seconds after which to cleanup temporary render buffers in entity

43
Q

es_profileentities

A

Usage: es_profileentities 1,2,3

Default is 0 (off).

44
Q

es_removeEntity

A

Removes an entity

45
Q

es_SaveLoadUseLUANoSaveFlag

A

Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies.

46
Q

es_SortUpdatesByClass

A

Sort entity updates by class (possible optimization)

47
Q

es_SplashThreshold

A

minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0

48
Q

es_SplashTimeout

A

minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0

49
Q

es_TestPoolSignatures

A

Enable signature testing on entity classes the first time they’re prepared from an entity pool

50
Q

es_UpdateAI

A

Toggles updating of AI entities.
Usage: es_UpdateAI [0/1]
Default is 1 (on). Set to 0 to prevent AI entities from updating.

51
Q

es_UpdateCollision

A

Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1]
Default is 1 (on). Set to 0 to disable entity collision updating.

52
Q

es_UpdateCollisionScript

A

Usage: es_UpdateCollisionScript [0/1]

Default is 1 (on).

53
Q

es_UpdateContainer

A

Usage: es_UpdateContainer [0/1]

Default is 1 (on).

54
Q

es_UpdateEntities

A

Toggles entity updating.
Usage: es_UpdateEntities [0/1]
Default is 1 (on). Set to 0 to prevent all entities from updating.

55
Q

es_UpdatePhysics

A

Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1]
Default is 1 (on). Set to 0 to prevent entity physics from updating.

56
Q

es_UpdateScript

A

Usage: es_UpdateScript [0/1]

Default is 1 (on).

57
Q

es_UpdateTimer

A

Usage: es_UpdateTimer [0/1]

Default is 1 (on).

58
Q

es_UsePhysVisibilityChecks

A

Activates physics quality degradation and forceful sleeping for invisible and faraway entities

59
Q

es_VisCheckForUpdate

A

Usage: es_VisCheckForUpdate [0/1]

Default is 1 (on).