AI_Artificial Intelligence Flashcards Preview

CryENGINE > AI_Artificial Intelligence > Flashcards

Flashcards in AI_Artificial Intelligence Deck (283)
1

ai_AdjustPathsAroundDynamicObstacles

Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles

2

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.

3

ai_AllowAccuracyDecrease

Set to 1 to enable AI accuracy decrease when target is moving lateraly.

4

ai_AllowAccuracyIncrease

Set to 1 to enable AI accuracy increase when target is standing still

5

ai_AllowedToHitPlayer

if turned off, all agents will miss all the time

6

ai_AllTime

Displays the update times of all agents, in milliseconds. Usage: ai_AllTime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. the name is colour coded to represent the update time. Green: less than 1ms (ok)
White: 1 ms to 5 ms
Red: more than 5ms
You must enable ai_DebugDraw before you can use this tool.

7

ai_AmbientFireEnable

Enable ambient fire system

8

ai_AmbientFireQuota

Number of units allowed to hit the player at a time

9

ai_AmbientFireUpdateInterval

Ambient fire update interval. Controls how often puppet's ambient fire status is updated.

10

ai_AttemptStraightPath

Toggles AI attempting a simple straight path when possible. Default is 1 (on)

11

ai_BannedNavSoTime

Time indicating how long invalid navsos should be banned.

12

ai_BeautifyPath

Toggles AI optimisation of the generated path. Usage: ai_BeautifyPath [0/1] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimization (AI uses non-optimised path).

13

ai_BigBrushCheckLimitSize

to be used for finding big objects not enclosed into forbidden areas

14

ai_BurstWhileMovingDestinationRange

when using FIREMODE_BURST_WHILE_MOVING - only fire when within this distance to the destination

15

ai_CheckGoalpipes

Checks goalpipes and dumps report to console

16

ai_CheckWalkabilityOptimalSectionLength

The maximum segment length used by CheckWalkabilityFast when querying for world geometry from physics. Default: 1.75

17

ai_CloakIncrementMod

how fast cloak fades away

18

ai_CloakMaxDist

closer than that - cloak starts to fade out

19

ai_CloakMinDist

closer than that Cloak not effective

20

ai_CodeCoverageMode

Set current mode of Code Coverage system. 0= off, 1=smart, 2=silent, 3=force

21

ai_CollisionAvoidanceAgentExtraFat

Extra radius to use in Collision Avoidance calculations as a buffer.

22

ai_CollisionAvoidanceAgentTimeHorizon

Time horizon used to calculate an agent's collision free velocity against static obstacles.

23

ai_CollisionAvoidanceObstacleTimeHorizon

Time horizon used to calculate an agent's collision free velocity against static obstacles

24

ai_CollisionAvoidancePathEndCutoffRange

Distance from it's current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent.

25

ai_CollisionAvoidanceRange

Range for collision avoidance

26

ai_CollisionAvoidanceSmartObjectCutoffRange

Distance from it's next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent.

27

ai_CollisionAvoidanceTargetCutoffRange

Distance from it's current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.

28

ai_CollisionAvoidanceTimestep

TimeStep used to calculate an agent's collision free velocity.

29

ai_commTest

Tests communication for the specified AI Actor. If no communication name is specified all communications will be played. Usage: ai_commTest [commName]

30

ai_commTestStop

Stop currently playing communication for the specified AI Actor. Usage: ai_commTestStop

31

ai_CompatibilityMode

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

32

ai_CoolMissesBoxHeight

Vertical size of the box to collect potential cool objects to shoot at.

33

ai_CoolMissesBoxSize

Horizontal size of the box to collect potential cool objects to shoot at

34

ai_CoolMissesCooldown

Global time between potential cool misses

35

ai_CoolMissesMaxLightweightEntityMass

Maximum mass of a non-destroyable, non-deformable, non-breakable rigid body entity to be considered

36

ai_CoolMissesMinMissDistance

Maximum distance to go away from the player

37

ai_CoolMissesProbability

Agents' chance to perform a cool miss

38

ai_CoverExactPositioning

Enables using exact positioning for arriving at cover. Usage: ai_CoverPredictTarget [0/1]
Default x is 0 (off) 0-disable 1-enable

39

ai_CoverMaxEyeCount

Max numbers of observers to consider when selecting cover. Usage: ai_CoverMaxEyeCount

40

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

41

ai_CoverSpacing

Minimum spacing between agents when choosing cover.
Usage: ai_CoverPredictTarget
x - spacing width in meters

42

ai_CoverSystem

Enables the cover system.
Usage: ai_CoverPredictTarget
x - Spacing width in meters

43

ai_CrouchVisibleRange

Max perception range for AI when player is crouching

44

ai_CrowdControlInPathfind

Toggles AI using crowd control in pathfinding. Usage: ai_CrowdControlInPathfind [0/1]

45

ai_DebugBehaviorSelection

Display behaviour selection information for a specific agent Usage: ai_DebugBehaviorSelection

46

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

47

ai_DebugCheckWalkabilityRadius

Radius to use for the per-frame debug CheckWalkability test

48

ai_DebugCollisionAvoidanceForceSpeed

Force agents velocity to it's current direction time the specified value

49

ai_DebugCollisionAvoidanceUpdateVelocities

Enable/disable agents updating their velocities after processing collision avoidance

50

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.

51

ai_DebugDrawAdaptiveUrgency

Enables drawing the adaptive movement urgency.

52

ai_DebugDrawAmbientFire

Displays fire quota on puppets

53

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 0.

54

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

55

ai_DebugDrawAStarOpenListTime

The amount of time to draw the A*open list

56

ai_DebugDrawBannedNavsos

Toggles drawing banned navsos [default 0 is off]

57

ai_DebugDrawCollisionAvoidance

Enable Debugging obstacle avoidance system.

58

ai_DebugDrawCollisionAvoidanceAgentName

Name of the agent to draw collision avoidance data for.

59

ai_DebugDrawCommunication

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)

60

ai_DebugDrawCommunicationHistoryDepth

Tweaks how many historical entries are displayed per entity. Usage: ai_DebugDrawCommunicationHistoryDepth [depth]

61

ai_DebugDrawCoolMisses

Toggles displaying the cool miss locations around the player. Usage: ai_DebugDrawCoolMisses [0/1]

62

ai_DebugDrawCoordination

Displays coordination debug information. Usage: ai_DebugDrawCoordination [0/1/2] Default is 0 (off). 1 is in-game graphics. 2 is detailed text.

63

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)

64

ai_DebugDrawCoverLocations

Displays cover locations. Usage: ai_DebugDrawCoverLocations [0/1]
Default is 0 (off)

65

ai_DebugDrawCoverPlanes

Displays cover planes. Usage: ai_DebugDrawCoverPlanes [0/1]
Default is 0 (off)

66

ai_DebugDrawCoverSampler

Displays cover sampler debug rendering.
Usage: ai_DebugDrawCoverSampler [0/1/2/3]
Default is 0 (off)

67

ai_DebugDrawCrowdControl

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

68

ai_DebugDrawDamageControl

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

69

ai_DebugDrawDamageParts

Draws the damage parts of puppets and vehicles.

70

ai_DebugDrawDeadBodies

Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw>0)

71

ai_DebugDrawDynamicCoverSampler

Displays dynamic cover sampler debug rendering. Usage: ai_DebugDrawDynamicCoverSampler [0/1]
Default is 0 (off)
0-off
1-on

72

ai_DebugDrawDynamicHideObjectsRange

Sets the range for drawing dynamic hide objects a

73

ai_DebugDrawEnabledActors

list of AI Actors that are enabled and metadata

74

ai_DebugDrawEnabledPlayers

list of AI players that are enabled and metadata

75

ai_DebugDrawExpensiveAccessoryQuota

Displays expensive accessory usage quota on puppets

76

ai_DebugDrawFileCommand

Toggles Displaying the fire command targets and modifications. Usage: ai_DebugDrawFileCommand [0/1]

77

ai_DebugDrawFlight2

Set AI features to behave in earlier milestones

78

ai_DebugDrawGroups

Toggles AI Groups debugging view. Usage ai_DebugDrawGroups [0/1]

79

ai_DebugDrawHashSpaceAround

Validates and draws the navigation node hash space around specified entity

80

ai_DebugDrawHidespotRange

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

81

ai_DebugDrawLightLevel

Debug AI light level manager

82

ai_DebugDrawPathfinderQueue

Displays list of paths queued up, and info on current progress of path finder

83

ai_DebugDrawPhysicsAccess

Displays current physics access statistics for the AI module

84

ai_DebugDrawPlayerActions

Debug draw special player actions

85

ai_DebugDrawReinforcements

Enables debug draw for reinforcement logic for specified group. Usage: ai_DebugDrawReinforcements , or -1 to disable

86

ai_DebugDrawStanceSize

Draws teh game logic representation of the stance size of the AI agents.

87

ai_DebugDrawVegetationCollisionDist

Enables drawing vegetation collision closer than a distance projected onto the terrain

88

ai_DebugDrawVisionMap

Sets AI VisionMap Debug Draw Mode. Default is 0 - off. 0-off, 1-performance only 2-everything

89

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

90

ai_DebugGroupCoordinationSelection

Displays coordination selection information for specific group. Usage: ai_DebugGroupCoordinationSelection

91

ai_DebugHideSpotName

Debug HideSpot Name

92

ai_DebugInterestSystem

Displays debugging information on interest system

93

ai_DebugPathfinding

Toggles output of pathfinding information [default 0 is off]

94

ai_DebugPerceptionManager

Draws perception manager performance overlay. 0=disable, 1=vis checks, 2=stimulus

95

ai_DebugRangeSignaling

Enables Range Signaling Debug Screen

96

ai_DebugSignalTimers

Enable Signal Timers Debug Screen

97

ai_DebugTacticalPoints DUMPTODISK

Display debugging information on tactical point selection system

98

ai_DebugTacticalPointsBlocked

Highlight with red spheres any points blocked by generation phase, eg. occupied points

99

ai_DebugTargetSilhouette

Draws the silhouette used for missing the target while shooting.

100

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

101

ai_DebugTargetTracksConfig

Draws the information contained in the loaded target track configuration to the screen

102

ai_DebugTargetTracksConfig_Filter

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

103

ai_DebugTargetTracksTarget

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.

104

ai_DebugWalkabilityCache

Toggles allowing the use of tag points named WalkabilityCacheOrigin to cache walkability

105

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, 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

106

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 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

107

ai_DrawAgentStatsGroupFilter

Filters Debug Draw Agent Stats displays to the specified groupIDs separated by spaces usage: ai_DrawAgentStatsGroupFilter 1011 1012

108

ai_DrawAreas

Enables/Disables drawing behaviour related to areas.

109

ai_DrawAttentionTargetPositions

Displays markers for the AI's current attention target position

110

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

111

ai_DrawBulletEvents

Debug draw the bullet events the AI system processes 0=disable, 1=enable

112

ai_DrawCollisionEvents

Debug draw the collision events the AI system processes 0=disable, 1=enable

113

ai_DrawDistanceLUT

Draws the distance lookup table graph overlay

114

ai_DrawExplosions

Debug draw the explosion events the AI System processes 0=disable, 1=enable

115

ai_DrawFakeDamageInd

Draws fake damage indicators on the player

116

ai_DrawFakeHitEffects

Draws fake hit effects the player.

117

ai_DrawFakeTracers

Draw fake tracers around the player

118

ai_DrawFireEffectDecayRange

Distance under which the draw fire duration starts decaying linearly.

119

ai_DrawFireEffectEnabled

Enabled AI to sweep fire when starting to shoot after a break

120

ai_DrawFireEffectMinDistance

Distance under which the draw fire will be disabled.

121

ai_DrawFireEffectMinTargetFOV

FOV under which the draw fire will be disabled.

122

ai_DrawFireEffectTimeScale

Scale for the weapon's draw fire time setting

123

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.

124

ai_DrawGetEnclosingFailures

Set to the number of seconds you want GetEnclosing () failures visualized. Set to 0 to turn visualization off.

125

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.

126

ai_DrawGrenadeEvents

Debug draw the grenade events the AI system processes. 0=disable, 1=enable.

127

ai_DrawHidespots

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

128

ai_DrawModifiers

Toggles the AI Debugging view of navigation modifiers

129

ai_DrawNode

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

130

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.

131

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

132

ai_DrawOffset

vertical offset during debug drawing (graph nodes, navigation paths, ... )

133

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

134

ai_DrawPathAdjustment

Draws the path adjustment for the AI agents. Usage: ai_DrawPathAdjustment [name]
Default is none (nobody).

135

ai_DrawPathFollower

Enables PathFollower debug drawing displaying agent paths and safe follow target.

136

ai_DrawPatterns

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.

137

ai_DrawPerceptionDebugging

Draws indicators showing enemy view intersections with perception modifiers

138

ai_DrawPerceptionHandlerModifiers

Draws perception handler modifiers on a specific AI Usage: ai_DrawPerceptionHandlerModifiers AIName Default is 'none'. AIName is the name of the AI

139

ai_DrawPerceptionIndicators

Draws indicators showing enemy current perception level of player

140

ai_DrawPerceptionModifiers

Draws perception modifier areas in game mode

141

ai_DrawPlayerRanges

Draws rings around player to assist in gauging target distance

142

ai_DrawProbableTarget

Enables/Disables drawing the position of probable target.

143

ai_DrawRadar

Draws AI radar: 0=no radar, > 0 = size of the radar on screen

144

ai_DrawRadarDist

AI radar draw distance in meters, default = 20m.

145

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.

146

ai_DrawRefPoints

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.

147

ai_DrawShooting

Name of puppet to show fire stats

148

ai_DrawSmartObjects

Draws smart Objects debug information. Usage: ai_DrawSmartObjects [0/1] Default is 0 (off) Set to 1 to draw smart objects

149

ai_DrawSoundEvents

Debug draw the sound events the AI system processes. 0=disable, 1=enable

150

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.

151

ai_DrawTargets

Distance to display the perception events of all enabled puppets. Displays target type and priority

152

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.

153

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 subject. 0 - type of AI objects to Display

154

ai_DrawUpdate

list of AI forceUpdated entities

155

ai_dumpCheckpoints

Dump CodeCoverage checkpoints to file

156

ai_DynamicHidespotsEnabled

if enabled, dynamic hidespots are considered when evaluating.

157

ai_DynamicVolumeUpdateTime

How long (max) to spend updating dynamic volume regions per AI update (in sec) 0 disables dynamic updates. 0.005 is a sensible value.

158

ai_EnableCoolMisses

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

159

ai_EnableORCA

enable obstacles avoidance system

160

ai_EnablePerceptionStanceVisibleRange

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

161

ai_EnableWarningErrors

Enable AI warnings and errors: 1 or 0

162

ai_EnableWaterOcclusion

Enables applying water occlusion to AI target visibility checks

163

ai_ExtraForbiddenRadiusDuringBeautification

Extra radius added to agents close to forbidden edges during beautification.

164

ai_ExtraRadiusDuringBeautification

Extra radius added to agents during beautification.

165

ai_ExtraVehicleAvoidanceRadiusBig

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.

166

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.

167

ai_FlowNodeAlertnessCheck

Enable the alertness check in AI flow nodes

168

ai_ForceAGAction

Forces all AI characters to specified AG action input. 0 to disable.

169

ai_ForceAGSignal

Forces all AI characters to specified AG signal input. 0 to disable.

170

ai_ForceAllowStrafing

Forces all AI characters to use/not use strafing (-1 disables)

171

ai_ForceLookAimTarget

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))

172

ai_ForcePosture

Forces all AI characters to specified posture. 0 to disable

173

ai_ForceSerializeAllObjects

Serialize all AI objects (ignore NO_SAVE flag).

174

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, Zergo-G =7

175

ai_IgnoreBulletRainStimulus

Have the Perception handler ignore all bullet rain stimulus always

176

ai_IgnoreDeadBodies

Ignore dead bodies during navigation and hidespot finding.

177

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.

178

ai_IgnoreSoundStimulus

Have the Perception Handler ignore all sound stimulus always.

179

ai_IgnoreVisibilityChecks

Makes certain visibility of checks (for teleporting etc) return false.

180

ai_IgnoreVisualStimulus

Have the Perception handler ignore all visual stimulus always

181

ai_IncludeNonColEntitiesInNavigation

Includes/Excludes non colliding objects from navigation.

182

ai_InterestSystem

Enable interest system

183

ai_InterestSystemCastRays

makes the Interest System check visibility with rays.

184

ai_IntersectionTesterQuota

Amount of deferred intersection tests allowed to be cast per frame.

185

ai_LayerSwitchDynamicLinkBump

Multiplier for the dynamic link update budget bump in frames.

186

ai_LayerSwitchDynamicLinkBumpDuration

Duration of the dynamic link update budget bump in frames.

187

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.

188

ai_LogConsoleVerbosity

None=0, progress/errors/warnings =1, event =2, comment =3

189

ai_LogFileVerbosity

None = 0, progress/errors/warnings =1, event =2, comment =3

190

ai_MovementSpeedDarkIllumMod

Multiplier for movement speed when the target is in dark light condition.

191

ai_MovementSpeedMediumIllumMod

Multiplier for movement speed when the target is in medium light condition.

192

ai_MovementSpeedSuperDarkIllumMod

Multiplier for movement speed when the target is in super dark light condition.

193

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.

194

ai_NetworkDebugBytesPerSecond

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.

195

ai_NetworkDebugChannel

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.

196

ai_NetworkDebugClientHost

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.

197

ai_NetworkDebugMinDelay

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.

198

ai_NoUpdate

Disables AI system update when 1

199

ai_ObstacleSizeThreshold

Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones

200

ai_OverlayMessageDuration

How long (seconds) to overlay AI warnings/errors

201

ai_PathfinderUpdateTime

Maximum pathfinder time per AI update

202

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.

203

ai_perception.movement_crouchMovingMultiplier

Multiplier for crouched movement speed effect on footstep sound radius

204

ai_perception.movement_crouchRadiusDefault

Default value for crouching footstep sound radius multiplier (overridden by surface type)

205

ai_perception.movement_movingSurfaceDefault

Default value for movement speed effect on footstep radius (overridden by surface type)

206

ai_perception.movement_standingMovingMultiplier

Multiplier for standing movement speed effect on footstep sound radius

207

ai_perception.movement_standingRadiusDefault

Default value for standing footstep sound radius (overridden by surface type)

208

ai_perception.movement_useSurfaceType

Toggle if surface type should be used to get the base radius instead of cvars

209

ai_PlayerAffectedByLight

Sets if player is affected by light from observable perception checks

210

ai_PredictivePathFollowing

Sets if AI should use the predictive path following if allowed by the type's config.

211

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.

212

ai_ProneVisibleRange

Max perception range for AI when player is proning

213

ai_PuppetDirSpeedControl

Does puppet speed control based on their current move dir

214

ai_RadiusForAutoForbidden

If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.

215

ai_RayCasterQuota

Amount of deferred rays allowed to be cast per frame!

216

ai_RecordCommunicationStats

Turns on/off recording of communication stats to a log.
Usage: ai_RecordCommunicationStats [0/1]

217

ai_Recorder

Sets AI Recorder mode. Default is 0 - off.

218

ai_Recorder_Auto

Auto record the AI when in Editor mode game

219

ai_Recorder_Buffer

Set the size of the AI debug recording buffer

220

ai_Recorder_Start

Reset and start the AI Recorder on demand

221

ai_Recorder_Stop

Stop the AI Recorder. If logging in memory, saves it to disk.

222

ai_RecordLog

log all the AI state changes on stats_target

223

ai_reload

Reload AI system scripts and data

224

ai_resetCommStats

Resets current communication statistics.
Usage: ai_resetCommStats

225

ai_RODAliveTime

The base level time the player can survive under fire.

226

ai_RODAmbientFireInc

Increment for the alive time when the target is within the kill-zone of the target.

227

ai_RODCheckpointMercyTime

The amount of time the AI will not hit the target when the target has reloaded from a checkpoint.

228

ai_RODCombatRangeMod

Combat-zone distance = attackRange * combatRangeMod.

229

ai_RODCoverFireTimeMod

Multiplier for cover fire times set in weapon descriptor.

230

ai_RODDirInc

Increment how the orientation of the target affects the alive time. 0=disable

231

ai_RODFakeHitChance

Percentage of the missed hits that will instead be hits dealing very little damage.

232

ai_RODKillRangeMod

Kill-zone distance = attackRange * killRangeMod.

233

ai_RODKillZoneInc

Increment how the target is within the kill-zone of the target.

234

ai_RODLowHealthMercyTime

The amount of time the AI will not hit the target when the target crosses the low health threshold.

235

ai_RODMoveInc

Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable

236

ai_RODReactionDarkIllumInc

Increase for reaction time when the target is in dark light condition.

237

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.

238

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.

239

ai_RODReactionLeanInc

Increase to the reaction to when the target is leaning.

240

ai_RODReactionMediumIllumInc

Increase for reaction time when the target is in medium light condition.

241

ai_RODReactionSuperDarkIllumInc

Increase for reaction time when the target is in super dark light condition.

242

ai_RODReactionTime

Uses rate of death as damage control method.

243

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

244

ai_ShowBehaviorCalls

Prints out each behavior LUA call for each puppet: 1 or 0

245

ai_SightRangeDarkIllumMod

Multiplier for sightrange when the target is in dark light condition.

246

ai_SightRangeMediumIllumMod

Multiplier for sightrange when the target is in medium light condition.

247

ai_SightRangeSuperDarkIllumMod

Multiplier for sightrange when the target is in super dark light condition.

248

ai_SimpleWayptPassability

Use simplified and faster passability recalculation for human waypoint links where possible.

249

ai_SmartObjectUpdateTime

How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002

250

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.

251

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.

252

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.

253

ai_start_coordination

Starts the specified coordination.
Usage: ai_start_coordination groupId coordinationName

254

ai_StartupMode

Sets startup mode for AI system (supported values: "default"/"GDC09"). Important: case-sensitive!!!

255

ai_StatsDisplayMode

Select display mode for the AI stats manager
Usage: 0 - Hidden, 1 - Show

256

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.

257

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

258

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

259

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.

260

ai_TacticalPointsDebugDrawMode

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

261

ai_TacticalPointsDebugFadeMode

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

262

ai_TacticalPointsDebugScaling

Scale the size of debugging spheres for visibility

263

ai_TacticalPointsDebugTime

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

264

ai_TacticalPointsWarnings

Toggles TPS Warnings on and off

265

ai_TacticalPointUpdateTime

Maximum allowed update time in main AI thread for Tactical Point System
Usage: ai_TacticalPointUpdateTime
Default is 0.0003

266

ai_TargetTracking

Set which method to use for target tracking. 0=disable, 1=Perception Handlers, 2=Target Tracks

267

ai_TargetTracks_DeadForgetTime

At most the length of time it takes for an agent to forget about a target that has been killed

268

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.

269

ai_ThreadedVolumeNavPreprocess

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. ;)

270

ai_UpdateAllAlways

If non-zero then over-rides the auto-disabling of invisible/distant AI

271

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

272

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.

273

ai_UseAlternativeReadability

Switch between normal and alternative SoundPack for AI readability.

274

ai_UseCalculationStopperCounter

Uses a (calibrated) counter instead of time in AI updates

275

ai_UseSimplePathfindingHeuristic

Toggles the AI using a straight simple distance heuristic for debugging.
Usage: ai_UseSimpleHeuristic [0/1]

276

ai_UseSmartPathFollower

Enables Smart PathFollower (default: 1).

277

ai_UseSmartPathFollower_AABB_based

Enables Smart PathFollower to use AABB checks and other optimizations

278

ai_UseSmartPathFollower_LookAheadDistance

LookAheadDistance of SmartPathFollower

279

ai_validateAllSmartObjects

Statically validate all smart objects and log the result.
Usage: ai_validateAllSmartObjects

280

ai_warn_signal_duration

Log warning if a signal handler takes longer than x millis

281

ai_WaterOcclusion

scales how much water hides player from AI

282

ai_WIPCode

Work in progress code. Used to unlock features still under development.

283

ai_writeCommStats

Dumps current statistics to log file.
Usage: ai_writeCommStats