es_Entity System Flashcards Preview

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Flashcards in es_Entity System Deck (59)
1

es_activateEntity

Activates an entity

2

es_bboxes

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

3

es_CharZOffsetSpeed

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

4

es_ClearPoolBookmarksOnLayerUnload

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

5

es_compile_area_grid

Trigger a recompile of the area grid

6

es_deactivateEntity

Deactivates an entity

7

es_DebrisLifetimeScale

Usage: es_DebrisLifetimeScale 1.0

8

es_debug

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

9

es_debug_not_seen_timeout

if true, log messages when entities undergo not seen timeout

10

es_debugEntityLifetime

Debug entities creation and deletion time

11

es_DebugEntityUsage

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

12

es_DebugEntityUsageFilter

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

13

es_DebugEvents

Enables logging of entity events

14

es_DebugFindEntity

TODO

15

es_DebugPool

Enable debug drawing of entity pools

16

es_DebugPoolFilter

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

17

es_DebugTimers

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

18

es_DisableTriggers

Disable enter/leave events for proximity and area triggers

19

es_DrawAreaDebug

Enables debug drawing of Areas, set 2 for log details

20

es_DrawAreaGrid

Enables drawing of Area Grid

21

es_DrawAreas

Enables drawing of Areas

22

es_DrawProximityTriggers

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

23

es_DrawSoundProxyZRay

Enables drawing of Z ray on check for Z visibility

24

es_dump_bookmarks

Dumps information about all bookmarked entities

25

es_dump_entities

Dumps current entities and their states!

26

es_dump_entity_classes_in_use

Dumps all used entity classes

27

es_enable_full_script_save

Enable (experimental) full script save functionality

28

es_EnablePoolUse

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

29

es_FarPhysTimeout

Timeout for faraway physics forceful deactivation

30

es_helpers

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

31

es_HitCharacters

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

32

es_HitDeadBodies

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

33

es_ImpulseScale

Usage: es_ImpulseScale 0.0

34

es_LayerDebugInfo

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

35

es_LayerSaveLoadSerialization

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

36

es_log_collisions

Enables collision events logging

37

es_MaxImpulseAdjMass

Usage: es_MaxImpulseAdjMass 2000.0

38

es_MaxPhysDist

Physical entities farther from the camera than this are forcefully deactivated

39

es_MaxPhysDistCloth

Cloth entities farther from the camera than this are forcefully deactivated

40

es_MaxPhysDistInvisible

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

41

es_MinImpulseVel

Usage: es_MinImpulseVel 0.0

42

es_not_seen_timeout

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

43

es_profileentities

Usage: es_profileentities 1,2,3
Default is 0 (off).

44

es_removeEntity

Removes an entity

45

es_SaveLoadUseLUANoSaveFlag

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

46

es_SortUpdatesByClass

Sort entity updates by class (possible optimization)

47

es_SplashThreshold

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

48

es_SplashTimeout

minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0

49

es_TestPoolSignatures

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

50

es_UpdateAI

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

51

es_UpdateCollision

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

52

es_UpdateCollisionScript

Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).

53

es_UpdateContainer

Usage: es_UpdateContainer [0/1]
Default is 1 (on).

54

es_UpdateEntities

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

55

es_UpdatePhysics

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

56

es_UpdateScript

Usage: es_UpdateScript [0/1]
Default is 1 (on).

57

es_UpdateTimer

Usage: es_UpdateTimer [0/1]
Default is 1 (on).

58

es_UsePhysVisibilityChecks

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

59

es_VisCheckForUpdate

Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).