Skip to end of metadata
Go to start of metadata

Console Commands and Variables with Prefix AI_



Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE

Alphabetically Sorted

Console Variables and Commands

    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_AllowedToHit

      
      If turned off, all agents will miss all the time.
      

    ai_AllowedToHitPlayer

      
      If turned off, all agents will miss the player 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 1 ms (ok)
      	White: 1 ms to 5 ms
      	Red: more than 5 ms
      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 optimisation (AI uses non-optimised path).
      

    ai_BubblesSystem

      
      Enables/disables bubble notifier.
      

    ai_BubblesSystemAlertnessFilter

      
      Specifies the type of messages you want to receive:
      0 - none
      1 - Only logs in the console
      2 - Only bubbles
      3 - Logs and bubbles
      4 - Only blocking popups
      5 - Blocking popups and logs
      6 - Blocking popups and bubbles
      7 - All notifications
      

    ai_BubblesSystemDecayTime

      
      Specifies the decay time for the bubbles drawn on screen.
      

    ai_BubblesSystemFontSize

      
      Font size for the BubblesSystem.
      

    ai_BubblesSystemUseDepthTest

      
      Specifies if the BubblesSystem should use the depth test to show the messages inside the 3D world.
      

    ai_BubbleSystemAllowPrototypeDialogBubbles

      
      Enabling the visualization of the bubbles created to prototype AI dialogs
      

    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_CloakingDelay

      
      Time it takes for AI perception to become effected by cloak.
      Usage: ai_CloakingDelay 0.7
      Default is 1.5.
      

    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 other agents.
      

    ai_CollisionAvoidanceClampVelocitiesWithNavigationMesh

      
      Enable/Disable the clamping of the speed resulting from ORCA with the navigation mesh
      

    ai_CollisionAvoidanceEnableRadiusIncrement

      
      Enable/disable agents adding an increment to their collision avoidance radius when moving.
      

    ai_CollisionAvoidanceMinSpeed

      
      Minimum speed allowed to be used by ORCA.
      

    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_CollisionAvoidanceRadiusIncrementDecreaseRate

      
      Decrease rate of the collision avoidance radius increment.
      

    ai_CollisionAvoidanceRadiusIncrementIncreaseRate

      
      Increase rate of the collision avoidance radius increment.
      

    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_CollisionAvoidanceUpdateVelocities

      
      Enable/disable agents updating their velocities after processing collision avoidance.
      

    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_CommunicationForceTestVoicePack

      
      Forces all the AI agents to use a test voice pack. The test voice pack will have the specified name in the archetype or in the entity and the system will replace the _XX number with the _test string
      

    ai_CommunicationManagerHeighThresholdForTargetPosition

      
      Defines the threshold used to detect if the target is above or below the entity that wants to play a communication.
      
      

    ai_CompatibilityMode

      
      Set AI features to behave in earlier milestones - please use sparingly
      

    ai_CompleteCloakDelay

      
      Time it takes the AI to decide cloaked target's position is lost.
      Usage: ai_CompleteCloakDelay 2.0
      Default is 0.5.
      

    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_CoverSystem [0/1]
      Default is 1 (on)
      0 - off - use anchors
      1 - use offline cover surfaces
      
      

    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]
      Default is 0 (off).
      

    ai_DebugAgent

      
      Start debugging an agent more in-depth. Pick by name, closest or in center of view.
      Example: ai_DebugAgent closest
      Example: ai_DebugAgent centerview
      Example: ai_DebugAgent name
      Call without parameters to stop the in-depth debugging.
      Example: ai_DebugAgent
      
      

    ai_DebugAggressionSystem

      DUMPTODISK
      
      Toggles AI's aggression system debug mode.
      
      

    ai_DebugBattleFront

      DUMPTODISK
      
      Toggles AI's battlefront system debug mode.
      
      

    ai_DebugBehaviorSelection

      
      Display behavior selection information for a specific agent
      Usage: ai_DebugBehaviorSelection 
      

    ai_DebugBehaviorVariables

      
      Display behavior variable information for a specific agent
      Usage: ai_DebugBehaviorVariables 
      

    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 times the specified value.
      

    ai_DebugDeferredDeath

      DUMPTODISK
      
      Toggles debugging of deferred death on/off.
      
      

    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 50. 
      
      

    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_DebugDrawCommunication [0/1/2]
       0 - disabled. (default).
       1 - draw playing and queued comms.
       2 - draw debug history for each entity.
       5 - extended debugging (to log) 6 - outputs info about each line played
      

    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_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_DebugDrawCoverOccupancy

      
      Renders red balls at the location of occupied cover.
      Usage: ai_DebugDrawCoverOccupancy [0/1]
      Default is 0 (off)
      0 - off
      1 - render red balls at the location of occupied cover
      
      

    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)
      0 - off
      1 - display floor sampling
      2 - display surface sampling
      3 - display both
      
      

    ai_DebugDrawCrowdControl

      
      Draws crowd control debug information. 0=off, 1=on
      

    ai_DebugDrawDamageControl

      
      Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
      

    ai_DebugDrawDamageParts

      
      Draws the damage parts of puppets and vehicles.
      

    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 around the player (needs ai_DebugDraw > 0).
      

    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_DebugDrawFireCommand

      
      Toggles displaying the fire command targets and modifications.
      Usage: ai_DebugDrawFireCommand [0/1]
      

    ai_DebugDrawFlight2

      
      Set AI features to behave in earlier milestones - please use sparingly
      

    ai_DebugDrawGroups

      
      Toggles the AI Groups debugging view.
      Usage: ai_DebugDrawGroups [0/1]
      Default is 0 (off). ai_DebugDrawGroups displays groups' leaders, members and their desired positions.
      

    ai_DebugDrawHidespotRange

      
      Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
      

    ai_DebugDrawHideSpotSearchRays

      
      Toggle drawing rays used in HM_ONLY_IF_CAN_SHOOT_FROM_THERE hide spot search option.
      Usage: ai_DebugDrawHideSpotSearchRays [0..1]
      

    ai_DebugDrawLightLevel

      
      Debug AI light level manager
      

    ai_DebugDrawNavigation

      
      Displays the navigation debug information.
      Usage: ai_DebugDrawNavigation [0/1]
      Default is 0 (off)
      0 - off
      1 - triangles and contour
      2 - triangles, mesh and contours
      3 - triangles, mesh contours and external links
      4 - triangles, mesh contours, external links and triangle IDs
      5 - triangles, mesh contours, external links and island IDs
      
      

    ai_DebugDrawNavigationWorldMonitor

      
      Enables displaying bounding boxes for world changes.
      Usage: ai_DebugDrawNavigationWorldMonitor [0/1]
      Default is 0 (off)
      0 - off
      1 - on
      
      

    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 the 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_DebugDrawVisionMapEntity

      
      Restricts the vision map debugging info to only one entity. ai_DebugDrawVisionMap needs to be enabled too
      usage: ai_DebugDrawVisionMapEntity .
      

    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_DebugGlobalPerceptionScale

      
      Draws global perception scale multipliers on screen
      

    ai_DebugHideSpotName

      
      Debug HideSpot Name!
      

    ai_DebugInterestSystem

      
      Display debugging information on interest system
      

    ai_debugMNMAgentType

      
      Enabled MNM debug draw for an specific agent type.
      Usage: ai_debugMNMAgentType [AgentTypeName]
      
      

    ai_DebugModularBehaviorTreeFailedActions

      
      Output warnings to the console whenever Actions in the Modular Behavior Tree fail.
      0 = Disabled (default).
      Any other value = Enabled.
      

    ai_DebugMovementSystem

      
      Draw debug information to the screen regarding character movement.
      

    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_DebugPressureSystem

      DUMPTODISK
      
      Toggles AI's pressure system debug mode.
      
      

    ai_DebugRangeSignaling

      
      Enable Range Signaling Debug Screen
      

    ai_DebugSearch

      DUMPTODISK
      
      Toggles AI's search module debug mode.
      
      

    ai_DebugSignalTimers

      
      Enable Signal Timers Debug Screen
      

    ai_DebugTacticalPoints

      DUMPTODISK
      
      Display debugging information on tactical point selection system
      

    ai_DebugTacticalPointsBlocked

      DUMPTODISK
      
      Highlight with red spheres any points blocked by generation phase, e.g. 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 configurations to the screen
      

    ai_DebugTargetTracksConfig_Filter

      
      Filter what configurations are drawn when debugging target tracks
      Usage: ai_DebugTargetTracks_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_DebugTargetTracking 0/1/2
      0 = Off. 1 = Show best target. 2 = Show all possible targets.
      

    ai_DebugTimestamps

      
      [0-1] Enable/Disable the debug text of the modular behavior tree's timestamps.
      

    ai_DebugVisualScriptErrors

      DUMPTODISK
      
      Toggles the visual signal when something goes wrong in the AI scripts.
      Usage: ai_DebugVisualScriptErrors [0/1]
      Default is 0 (off).when an error occurs. When that happens there should be an error description in the log.
      
      

    ai_DebugWalkabilityCache

      
      Toggles allowing the use of tagpoints named WalkabilityCacheOrigin to cache walkability. [default 0 is off]
      

    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, value 0.1 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 behavior node
      b - current behavior
      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
      L - personal log
      a - alertness
      
      Default is NkcBbtGgSfdDL
      

    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 behavior related 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

      
      Draws 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_DrawFireEffectMaxAngle

      
      Maximum angle actors actors are allowed to go away from their aiming direction during draw fire.
      

    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_DrawGroupTactic

      
      draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
      

    ai_DrawHidespots

      
      Draws latest hide-spot positions for all agents within specified range.
      

    ai_DrawModifiers

      
      Toggles the AI debugging view of navigation modifiers.
      

    ai_DrawModularBehaviorTreeStatistics

      
      Draw modular behavior statistics to the screen.
      

    ai_DrawNode

      
      Toggles visibility of named agent's position on 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 player's 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_DrawPerceptionDebugging

      
      Draws indicators showing enemy view intersection 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 "all", agent name, group id 
      Default is the empty string (off). Indicates the AI reference points by drawing
      balls at their positions.
      

    ai_DrawSelectedTargets

      
      [0-1] Enable/Disable the debug helpers showing the AI's selected targets.
      

    ai_DrawShooting

      
      Name of puppet to show fire stats
      

    ai_DrawSmartObjects

      
      Draws smart object debug information.
      Usage: ai_DrawSmartObjects [0/1]
      Default is 0 (off). Set to 1 to draw the 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 object.
       <0 - off
       0 - display all the dummy objects
       >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. 0.002 is a sensible value
      

    ai_DynamicWaypointUpdateTime

      
      How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
      0 disables dynamic updates. 0.0005 is a sensible value
      

    ai_EnableCoolMisses

      
      If turned on, when agents miss the player, they will pick cool objects to shoot at.
      

    ai_EnableORCA

      
      Enable obstacle avoidance system.
      

    ai_EnablePerceptionStanceVisibleRange

      
      Turn on use of max perception range for AI based on player's stance
      

    ai_EnablePressureSystem

      DUMPTODISK
      
      Toggles AI's pressure system.
      
      

    ai_EnableWarningsErrors

      
      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 vehicle 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_FilterAgentName

      
      Only draws the AI info of the agent with the given name.
      Usage: ai_FilterAgentName name
      Default is none (draws all of them if ai_debugdraw is on)
      
      

    ai_FlowNodeAlertnessCheck

      
      Enable the alertness check in AI flownodes
      

    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 a fixed look/aim target
      none disables
      x, y, xz or yz sets it to the 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, Zero-G = 7
      

    ai_HazardsDebug

      
      [0-1] Enable/disable debug visualization of the hazard system.
      

    ai_IgnoreBulletRainStimulus

      
      Have the Perception Handler ignore all bullet rain stimulus always
      

    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 checks (for teleporting etc) return false.
      

    ai_IgnoreVisualStimulus

      
      Have the Perception Handler ignore all visual stimulus always
      

    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_IslandConnectionsSystemProfileMemory

      
      Enables/Disables the memory profile for the island connections system.
      

    ai_LayerSwitchDynamicLinkBump

      
      Multiplier for the dynamic link update budget when layer switch occurs.
      

    ai_LayerSwitchDynamicLinkBumpDuration

      
      Duration of the dynamic link update budget bump in frames.
      

    ai_LobThrowMinAllowedDistanceFromFriends

      
      Minimum distance a grenade (or any object thrown using a lob) should land from mates to accept the throw trajectory.
      

    ai_LobThrowPercentageOfDistanceToTargetUsedForInaccuracySimulation

      
      This value identifies percentage of the distance to the target that will be used to simulate human inaccuracy with parabolic throws.
      

    ai_LobThrowTimePredictionForFriendPositions

      
      Time frame used to predict the next position of moving mates to score the landing position of the lob throw
      

    ai_LobThrowUseRandomForInaccuracySimulation

      
      Uses random variation for simulating inaccuracy in the lob throw.
      

    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_LogSignals

      
      Logs all the signals received in CAIActor::NotifySignalReceived.
      

    ai_MinActorDynamicObstacleAvoidanceRadius

      
      Minimum value in meters to be added to the obstacle's own size for actors
      (pathRadius property can override it if bigger)
      

    ai_MNMCalculateAccessibility

      
      Calculate mesh reachability starting from designers placed MNM Seeds.
      
      

    ai_MNMComputeConnectedIslands

      
      Computes connected islands on the mnm mesh.
      
      

    ai_MNMDebugAccessibility

      
      [0-1] Display navigation reachable areas in blue and not reachable areas in red
      

    ai_MNMEditorBackgroundUpdate

      
      [0-1] Enable/Disable editor background update of the Navigation Meshes
      

    ai_MNMPathFinderDebug

      
      [0-1] Enable/Disable debug draw statistics on pathfinder load
      

    ai_MNMPathfinderPositionInTrianglePredictionType

      
      Defines which type of prediction for the point inside each triangle used by the pathfinder heuristic to search for the path with minimal cost.
      0 - Triangle center.
      1 - Advanced prediction.
      
      

    ai_MNMPathFinderQuota

      
      Set path finding frame time quota in seconds (Set to 0 for no limit)
      

    ai_MNMProfileMemory

      
      [0-1] Display navigation system memory statistics
      

    ai_ModularBehaviorTree

      
      [0-1] Enable/Disable the usage of the modular behavior tree system.
      

    ai_NavigationSystemMT

      
      Enables navigation information updates on a separate thread.
      Usage: ai_NavigationSystemMT [0/1]
      Default is 1 (on)
      0 - off
      1 - on
      
      

    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_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_OutputPersonalLogToConsole

      
      Output the personal log messages to the console.
      

    ai_OverlayMessageDuration

      DUMPTODISK
      
      How long (seconds) to overlay AI warnings/errors
      

    ai_PathfinderAvoidanceCostForGroupMates

      
      Cost used in the heuristic calculation for the avoidance of the group mates's positions.
      

    ai_PathfinderDangerCostForAttentionTarget

      
      Cost used in the heuristic calculation for the danger created by the attention target position.
      

    ai_PathfinderDangerCostForExplosives

      
      Cost used in the heuristic calculation for the danger created by the position of explosive objects.
      

    ai_PathfinderExplosiveDangerMaxThreatDistance

      
      Range used to decide if evaluate an explosive danger as an actual threat.
      

    ai_PathfinderExplosiveDangerRadius

      
      Range used to evaluate the explosive threats in the path calculation. Outside this range a location is considered safe.
      

    ai_PathfinderGroupMatesAvoidanceRadius

      
      Range used to evaluate the group mates avoidance in the path calculation.
      

    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_PathStringPullingIterations

      
      Defines the number of iteration used for the string pulling operation to simplify the path
      

    ai_perception.landed_baseRadius

      
      Base radius for the AI sound generated when player lands
      

    ai_perception.landed_speedMultiplier

      
      Multiplier applied to fall speed which is added on to the radius for the AI sound generated when player lands
      

    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_ProximityToHostileAlertnessIncrementThresholdDistance

      
      Threshold distance used to calculate the proximity to hostile target alertness increment.
      

    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_reload_voicelib

      *TODO*

    ai_remoteRecorder_enabled

      
      Enable remote archive copying for AI recorder information
      

    ai_remoteRecorder_onlyBookmarked

      
      Only copy the archive over if it contains a bookmark
      

    ai_remoteRecorder_serverDir

      
      Server directory where to copy the remote archive
      

    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_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_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_SmartPathFollower_decelerationHuman

      
      Deceleration multiplier for non-vehicles
      

    ai_SmartPathFollower_decelerationVehicle

      
      Deceleration multiplier for vehicles
      

    ai_SmartPathFollower_LookAheadPredictionTimeForMovingAlongPathRunAndSprint

      
      Defines the time frame the AI is allowed to look ahead while moving strictly along a path to decide whether to cut towards the next point. (Run and Sprint only)
      
      

    ai_SmartPathFollower_LookAheadPredictionTimeForMovingAlongPathWalk

      
      Defines the time frame the AI is allowed to look ahead while moving strictly along a path to decide whether to cut towards the next point. (Walk only)
      
      

    ai_SmartPathFollower_useAdvancedPathShortcutting

      
      Enables a more failsafe way of preventing the AI to shortcut through obstacles (0 = disable, any other value = enable)
      

    ai_SmartPathFollower_useAdvancedPathShortcutting_debug

      
      Show debug lines for when CVar ai_SmartPathFollower_useAdvancedPathShortcutting_debug is enabled
      

    ai_SOMCloakMaxTimeCombat

      
      Time the AI cannot react to a cloaked target when the target is close enough to be seen while alarmed.
      Usage: ai_SOMCloakMaxTimeCombat 5.0
      Default is 5.0. A lower value will cause the AI to see the enemy sooner when cloaked relative to how close the enemy is.
      

    ai_SOMCloakMaxTimeRelaxed

      
      Time the AI cannot react to a cloaked target when the target is close enough to be seen while relaxed.
      Usage: ai_SOMCloakMaxTimeRelaxed 5.0
      Default is 5.0. A lower value will cause the AI to see the enemy sooner when cloaked relative to how close the enemy is.
      

    ai_SOMCrouchModifierCombat

      
      Modifier applied to time before the AI will see the enemy if the enemy is crouched while alarmed.
      Usage: ai_SOMCrouchModifierCombat 1.0
      Default is 1.0. A higher value will cause the AI to not see the enemy for a longer period of time while the enemy is crouched.
      

    ai_SOMCrouchModifierRelaxed

      
      Modifier applied to time before the AI will see the enemy if the enemy is crouched while relaxed.
      Usage: ai_SOMCrouchModifierRelaxed 1.0
      Default is 1.0. A higher value will cause the AI to not see the enemy for a longer period of time while the enemy is crouched.
      

    ai_SOMDebugName

      
      Debug the threat modifier for the given AI
      

    ai_SOMDecayTime

      
      How long it takes to decay one bar when visual sighting is lost on the target
      Usage: ai_SOMDecayTime 1
      Default is 1 second. A higher value means the AI will take longer to go aggressive if they see the target again
      

    ai_SOMIgnoreVisualRatio

      
      Ratio from [0,1] where the AI will ignore seeing an enemy (keep the threat at none).
      Usage: ai_SOMIgnoreVisualRatio 0.35
      Default is 35%. Putting this at a higher value will result in the AI first considering a visual target to be non-threatening for a percentage of the SOM time period
      

    ai_SOMMinimumCombat

      
      Minimum time that must pass before AI will see the enemy while alarmed, regardless of distance.
      Usage: ai_SOMMinimumCombat 0.5
      Default is 0.5 seconds. A lower value causes the AI to potentially react to the enemy sooner.
      

    ai_SOMMinimumRelaxed

      
      Minimum time that must pass before AI will see the enemy while relaxed, regardless of distance.
      Usage: ai_SOMMinimumRelaxed 2.0
      Default is 2.0 seconds. A lower value causes the AI to potentially react to the enemy sooner.
      

    ai_SOMMovementModifierCombat

      
      Modifier applied to time before the AI will see the enemy based on the enemy's movement speed while alarmed.
      Usage: ai_SOMMovementModifierCombat 1.0
      Default is 1.0. A lower value will cause the AI to see the enemy sooner relative to how fast the enemy is moving - the faster, the sooner.
      

    ai_SOMMovementModifierRelaxed

      
      Modifier applied to time before the AI will see the enemy based on the enemy's movement speed while relaxed.
      Usage: ai_SOMMovementModifierRelaxed 1.0
      Default is 1.0. A lower value will cause the AI to see the enemy sooner relative to how fast the enemy is moving - the faster, the sooner.
      

    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_SOMUncloakMaxTimeCombat

      
      Time the AI cannot react to a target uncloaking when the target is at their max sight range while alarmed.
      Usage: ai_SOMUncloakMaxTimeCombat 5.0
      Default is 5.0. A lower value will cause the AI to see the enemy sooner when uncloaking relative to how close the enemy is.
      

    ai_SOMUncloakMaxTimeRelaxed

      
      Time the AI cannot react to a target uncloaking when the target is at their max sight range while relaxed.
      Usage: ai_SOMUncloakMaxTimeRelaxed 5.0
      Default is 5.0. A lower value will cause the AI to see the enemy sooner when uncloaking relative to how close the enemy is.
      

    ai_SOMUncloakMinTimeCombat

      
      Minimum time the AI cannot react to a target uncloaking while alarmed.
      Usage: ai_SOMUncloakMinTimeCombat 1.0
      Default is 1.0. A lower value will cause the AI to see the enemy sooner when uncloaking.
      

    ai_SOMUncloakMinTimeRelaxed

      
      Minimum time the AI cannot react to a target uncloaking while relaxed.
      Usage: ai_SOMUncloakMinTimeRelaxed 1.0
      Default is 1.0. A lower value will cause the AI to see the enemy sooner when uncloaking.
      

    ai_SOMWeaponFireModifierCombat

      
      Modifier applied to time before the AI will see the enemy based on if the enemy is firing their weapon.
      Usage: ai_SOMWeaponFireModifierCombat 0.1
      Default is 0.1. A lower value will cause the AI to see the enemy sooner if the enemy is firing their weapon.
      

    ai_SOMWeaponFireModifierRelaxed

      
      Modifier applied to time before the AI will see the enemy based on if the enemy is firing their weapon.
      Usage: ai_SOMWeaponFireModifierRelaxed 0.1
      Default is 0.1. A lower value will cause the AI to see the enemy sooner if the enemy is firing their weapon.
      

    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_SquadManager_DebugDraw

      DUMPTODISK
      
      1 = Toggles debugging of the Squad Manager [1=on - 0=off]
      
      

    ai_SquadManager_MaxDistanceFromSquadCenter

      
      Max distance to be considered into a Squad.
      
      

    ai_SquadManager_UpdateTick

      
      Tick time to request a new update or the squads calculation.
      
      

    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

      DUMPTODISK
      
      Debugging draw mode: 1=sphere transparency, 2=sphere size
      

    ai_TacticalPointsDebugFadeMode

      DUMPTODISK
      
      Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink
      

    ai_TacticalPointsDebugScaling

      DUMPTODISK
      
      Scale the size of debugging spheres for visibility
      

    ai_TacticalPointsDebugTime

      DUMPTODISK
      
      Time to display debugging spheres for (if not 'persistent'
      

    ai_TacticalPointsWarnings

      DUMPTODISK
      
      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

      
      Enable/disable target tracking. 0=disable, any other value = Enable
      

    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_UnCloakingTime

      
      Time it takes the player to uncloak, after which he becomes visible to the AI.
      Usage: ai_UnCloakingTime 0.9
      Default is 0.5.
      

    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_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_voiceTest

      *TODO*

    ai_voiceTestStop

      *TODO*

    ai_WaterOcclusion

      
      scales how much water hides player from AI
      

    ai_writeCommStats

      
      Dumps current statistics to log file.
      Usage: ai_writeCommStats
      
      

  • No labels