Generally, it will look like this:
There's a lot of information here, so here's how it is broken down:
A) REGENERATE COVER SURFACES - This means that the cover surfaces haven't been generated. If the game that you're working on supports cover surfaces, speak to a designer about this.
B) This is the name of the Entity - The name will be green for vehicle AI (i.e. the actual vehicle. The driver and passenger names will be in white).
C) Pipe User Group ID.
D) These are cover/combat state indicators. The conditions are true when they're lit up red, false if grey:
|MC||Moving to Cover|
|M/IC||Moving in Cover / In Cover|
E) Current Behavior Name.
F) Current Target Name.
G) Current Target Perception:
H) Current Goal Pipe Name.
I ) Current Goal Op Name - If the goalop is active, it will be rendered white. If paused, it will be rendered grey.
J) Stance name and Speed.
K) Aim information and Fire mode.
More AI Debug Draw
More information on AI Debug Draw can be found here. (OLD AI SYSTEM IN LINK, NEEDS UPDATING)
Network AI Debug Draw
In multiplayer sessions, AI is updated on the server. If it's a dedicated server, there may be a need to transmit AI debug draw data to the client to display. This is controlled by the following CVars:
Disable (0) or enable (1) the transmission of AI debug draw data to the client. To display transmission summary (on the client's display), use ai_NetworkDebug 2
Maximum transmission rate in bytes per second
Network channel which the server uses to send AI debug draw data
Network address of the client
Delay between successive transmissions
Server address that the client will try to connect to when the user types connect. Default is "localhost"