Flashcards in AI_Artificial Intelligence Deck (283)
Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
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.
Set to 1 to enable AI accuracy decrease when target is moving lateraly.
Set to 1 to enable AI accuracy increase when target is standing still
if turned off, all agents will miss all the time
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.
Enable ambient fire system
Number of units allowed to hit the player at a time
Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
Toggles AI attempting a simple straight path when possible. Default is 1 (on)
Time indicating how long invalid navsos should be banned.
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).
to be used for finding big objects not enclosed into forbidden areas
when using FIREMODE_BURST_WHILE_MOVING - only fire when within this distance to the destination
Checks goalpipes and dumps report to console
The maximum segment length used by CheckWalkabilityFast when querying for world geometry from physics. Default: 1.75
how fast cloak fades away
closer than that - cloak starts to fade out
closer than that Cloak not effective
Set current mode of Code Coverage system. 0= off, 1=smart, 2=silent, 3=force
Extra radius to use in Collision Avoidance calculations as a buffer.
Time horizon used to calculate an agent's collision free velocity against static obstacles.
Time horizon used to calculate an agent's collision free velocity against static obstacles
Distance from it's current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
Range for collision avoidance
Distance from it's next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
Distance from it's current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
TimeStep used to calculate an agent's collision free velocity.
Tests communication for the specified AI Actor. If no communication name is specified all communications will be played. Usage: ai_commTest [commName]
Stop currently playing communication for the specified AI Actor. Usage: ai_commTestStop
Set AI features to behave in earlier milestones - please use sparingly
Vertical size of the box to collect potential cool objects to shoot at.
Horizontal size of the box to collect potential cool objects to shoot at
Global time between potential cool misses
Maximum mass of a non-destroyable, non-deformable, non-breakable rigid body entity to be considered
Maximum distance to go away from the player
Agents' chance to perform a cool miss
Enables using exact positioning for arriving at cover. Usage: ai_CoverPredictTarget [0/1]
Default x is 0 (off) 0-disable 1-enable
Max numbers of observers to consider when selecting cover. Usage: ai_CoverMaxEyeCount
Enables simple cover system target location prediction. Usage: ai_CoverPredictTarget x Default x is 0.0 (off)
x-how many seconds to look ahead
Minimum spacing between agents when choosing cover.
x - spacing width in meters
Enables the cover system.
x - Spacing width in meters
Max perception range for AI when player is crouching
Toggles AI using crowd control in pathfinding. Usage: ai_CrowdControlInPathfind [0/1]
Display behaviour selection information for a specific agent Usage: ai_DebugBehaviorSelection
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
Radius to use for the per-frame debug CheckWalkability test
Force agents velocity to it's current direction time the specified value
Enable/disable agents updating their velocities after processing collision avoidance
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.
Enables drawing the adaptive movement urgency.
Displays fire quota on puppets
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.
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
The amount of time to draw the A*open list
Toggles drawing banned navsos [default 0 is off]
Enable Debugging obstacle avoidance system.
Name of the agent to draw collision avoidance data for.
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)
Tweaks how many historical entries are displayed per entity. Usage: ai_DebugDrawCommunicationHistoryDepth [depth]
Toggles displaying the cool miss locations around the player. Usage: ai_DebugDrawCoolMisses [0/1]
Displays coordination debug information. Usage: ai_DebugDrawCoordination [0/1/2] Default is 0 (off). 1 is in-game graphics. 2 is detailed text.
Displays cover debug information. Usage: ai_DebugDrawCover [0/1/2] Default is 0 (off)
1-currently being used
2- all in 50m range (slow)
Displays cover locations. Usage: ai_DebugDrawCoverLocations [0/1]
Default is 0 (off)
Displays cover planes. Usage: ai_DebugDrawCoverPlanes [0/1]
Default is 0 (off)
Displays cover sampler debug rendering.
Usage: ai_DebugDrawCoverSampler [0/1/2/3]
Default is 0 (off)
Draws crowd control debug information 0=off, 1=on
Debugs the damage control system 0=disabled, 1=collect, 2=collect and draw
Draws the damage parts of puppets and vehicles.
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw>0)
Displays dynamic cover sampler debug rendering. Usage: ai_DebugDrawDynamicCoverSampler [0/1]
Default is 0 (off)
Sets the range for drawing dynamic hide objects a
list of AI Actors that are enabled and metadata
list of AI players that are enabled and metadata
Displays expensive accessory usage quota on puppets
Toggles Displaying the fire command targets and modifications. Usage: ai_DebugDrawFileCommand [0/1]
Set AI features to behave in earlier milestones
Toggles AI Groups debugging view. Usage ai_DebugDrawGroups [0/1]
Validates and draws the navigation node hash space around specified entity
Sets the range for drawing hidespots around the player (needs ai_DebugDraw >0 )
Debug AI light level manager
Displays list of paths queued up, and info on current progress of path finder
Displays current physics access statistics for the AI module
Debug draw special player actions
Enables debug draw for reinforcement logic for specified group. Usage: ai_DebugDrawReinforcements , or -1 to disable
Draws teh game logic representation of the stance size of the AI agents.
Enables drawing vegetation collision closer than a distance projected onto the terrain
Sets AI VisionMap Debug Draw Mode. Default is 0 - off. 0-off, 1-performance only 2-everything
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
Displays coordination selection information for specific group. Usage: ai_DebugGroupCoordinationSelection
Debug HideSpot Name
Displays debugging information on interest system
Toggles output of pathfinding information [default 0 is off]
Draws perception manager performance overlay. 0=disable, 1=vis checks, 2=stimulus
Enables Range Signaling Debug Screen
Enable Signal Timers Debug Screen
Display debugging information on tactical point selection system
Highlight with red spheres any points blocked by generation phase, eg. occupied points
Draws the silhouette used for missing the target while shooting.
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
Draws the information contained in the loaded target track configuration to the screen
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
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.
Toggles allowing the use of tag points named WalkabilityCacheOrigin to cache walkability
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
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
Filters Debug Draw Agent Stats displays to the specified groupIDs separated by spaces usage: ai_DrawAgentStatsGroupFilter 1011 1012
Enables/Disables drawing behaviour related to areas.
Displays markers for the AI's current attention target position
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
Debug draw the bullet events the AI system processes 0=disable, 1=enable
Debug draw the collision events the AI system processes 0=disable, 1=enable
Draws the distance lookup table graph overlay
Debug draw the explosion events the AI System processes 0=disable, 1=enable
Draws fake damage indicators on the player
Draws fake hit effects the player.
Draw fake tracers around the player
Distance under which the draw fire duration starts decaying linearly.
Enabled AI to sweep fire when starting to shoot after a break
Distance under which the draw fire will be disabled.
FOV under which the draw fire will be disabled.
Scale for the weapon's draw fire time setting
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.
Set to the number of seconds you want GetEnclosing () failures visualized. Set to 0 to turn visualization off.
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.
Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
Draws latest hide-spot positions for all agents within specified range.
Toggles the AI Debugging view of navigation modifiers
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
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.
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
vertical offset during debug drawing (graph nodes, navigation paths, ... )
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
Draws the path adjustment for the AI agents. Usage: ai_DrawPathAdjustment [name]
Default is none (nobody).
Enables PathFollower debug drawing displaying agent paths and safe follow target.
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.
Draws indicators showing enemy view intersections with perception modifiers
Draws perception handler modifiers on a specific AI Usage: ai_DrawPerceptionHandlerModifiers AIName Default is 'none'. AIName is the name of the AI
Draws indicators showing enemy current perception level of player
Draws perception modifier areas in game mode
Draws rings around player to assist in gauging target distance
Enables/Disables drawing the position of probable target.
Draws AI radar: 0=no radar, > 0 = size of the radar on screen
AI radar draw distance in meters, default = 20m.
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.
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.
Name of puppet to show fire stats
Draws smart Objects debug information. Usage: ai_DrawSmartObjects [0/1] Default is 0 (off) Set to 1 to draw smart objects
Debug draw the sound events the AI system processes. 0=disable, 1=enable
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.
Distance to display the perception events of all enabled puppets. Displays target type and priority
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.
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
list of AI forceUpdated entities
Dump CodeCoverage checkpoints to file
if enabled, dynamic hidespots are considered when evaluating.
How long (max) to spend updating dynamic volume regions per AI update (in sec) 0 disables dynamic updates. 0.005 is a sensible value.
If turned on, when agents miss te player, they will pick cool objects to shoot at.
enable obstacles avoidance system
Turn on use of max perception range for AI based on player's stance
Enable AI warnings and errors: 1 or 0
Enables applying water occlusion to AI target visibility checks
Extra radius added to agents close to forbidden edges during beautification.
Extra radius added to agents during beautification.
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.
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.
Enable the alertness check in AI flow nodes
Forces all AI characters to specified AG action input. 0 to disable.
Forces all AI characters to specified AG signal input. 0 to disable.
Forces all AI characters to use/not use strafing (-1 disables)
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))
Forces all AI characters to specified posture. 0 to disable
Serialize all AI objects (ignore NO_SAVE flag).
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
Have the Perception handler ignore all bullet rain stimulus always
Ignore dead bodies during navigation and hidespot finding.
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.
Have the Perception Handler ignore all sound stimulus always.
Makes certain visibility of checks (for teleporting etc) return false.
Have the Perception handler ignore all visual stimulus always
Includes/Excludes non colliding objects from navigation.
Enable interest system
makes the Interest System check visibility with rays.
Amount of deferred intersection tests allowed to be cast per frame.
Multiplier for the dynamic link update budget bump in frames.
Duration of the dynamic link update budget bump in frames.
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.
None=0, progress/errors/warnings =1, event =2, comment =3
None = 0, progress/errors/warnings =1, event =2, comment =3
Multiplier for movement speed when the target is in dark light condition.
Multiplier for movement speed when the target is in medium light condition.
Multiplier for movement speed when the target is in super dark light condition.
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.
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.
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.
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.
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.
Disables AI system update when 1
Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
How long (seconds) to overlay AI warnings/errors
Maximum pathfinder time per AI update
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.
Multiplier for crouched movement speed effect on footstep sound radius
Default value for crouching footstep sound radius multiplier (overridden by surface type)
Default value for movement speed effect on footstep radius (overridden by surface type)
Multiplier for standing movement speed effect on footstep sound radius
Default value for standing footstep sound radius (overridden by surface type)
Toggle if surface type should be used to get the base radius instead of cvars
Sets if player is affected by light from observable perception checks
Sets if AI should use the predictive path following if allowed by the type's config.
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.
Max perception range for AI when player is proning
Does puppet speed control based on their current move dir
If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
Amount of deferred rays allowed to be cast per frame!
Turns on/off recording of communication stats to a log.
Usage: ai_RecordCommunicationStats [0/1]
Sets AI Recorder mode. Default is 0 - off.
Auto record the AI when in Editor mode game
Set the size of the AI debug recording buffer
Reset and start the AI Recorder on demand
Stop the AI Recorder. If logging in memory, saves it to disk.
log all the AI state changes on stats_target
Reload AI system scripts and data
Resets current communication statistics.
The base level time the player can survive under fire.
Increment for the alive time when the target is within the kill-zone of the target.
The amount of time the AI will not hit the target when the target has reloaded from a checkpoint.
Combat-zone distance = attackRange * combatRangeMod.
Multiplier for cover fire times set in weapon descriptor.
Increment how the orientation of the target affects the alive time. 0=disable
Percentage of the missed hits that will instead be hits dealing very little damage.
Kill-zone distance = attackRange * killRangeMod.
Increment how the target is within the kill-zone of the target.
The amount of time the AI will not hit the target when the target crosses the low health threshold.
Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
Increase for reaction time when the target is in dark light condition.
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.
Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.
Increase to the reaction to when the target is leaning.
Increase for reaction time when the target is in medium light condition.
Increase for reaction time when the target is in super dark light condition.
Uses rate of death as damage control method.
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
Prints out each behavior LUA call for each puppet: 1 or 0
Multiplier for sightrange when the target is in dark light condition.
Multiplier for sightrange when the target is in medium light condition.
Multiplier for sightrange when the target is in super dark light condition.
Use simplified and faster passability recalculation for human waypoint links where possible.
How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002
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.
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.
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.
Starts the specified coordination.
Usage: ai_start_coordination groupId coordinationName
Sets startup mode for AI system (supported values: "default"/"GDC09"). Important: case-sensitive!!!
Select display mode for the AI stats manager
Usage: 0 - Hidden, 1 - Show
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.
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
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
Toggles the regular AI system update.
Usage: ai_SystemUpdate [0/1]
Default is 1 (on). Set to 0 to disable ai system updating.
Debugging draw mode: 1=sphere transparency, 2=sphere size
Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink
Scale the size of debugging spheres for visibility
Time to display debugging spheres for (if not 'persistent'
Toggles TPS Warnings on and off
Maximum allowed update time in main AI thread for Tactical Point System
Default is 0.0003
Set which method to use for target tracking. 0=disable, 1=Perception Handlers, 2=Target Tracks
At most the length of time it takes for an agent to forget about a target that has been killed
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.
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. ;)
If non-zero then over-rides the auto-disabling of invisible/distant AI
In seconds the amount of time between two full updates for AI
Default is 0.1. Number is time in seconds
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.
Switch between normal and alternative SoundPack for AI readability.
Uses a (calibrated) counter instead of time in AI updates
Toggles the AI using a straight simple distance heuristic for debugging.
Usage: ai_UseSimpleHeuristic [0/1]
Enables Smart PathFollower (default: 1).
Enables Smart PathFollower to use AABB checks and other optimizations
LookAheadDistance of SmartPathFollower
Statically validate all smart objects and log the result.
Log warning if a signal handler takes longer than x millis
scales how much water hides player from AI
Work in progress code. Used to unlock features still under development.