A B C D E F G H I J K L M [N] O P Q R S T U V W Z
Команда Значение Тип Описание
name0 , "a", "user", "print"Current user name
nav_begin_areacmd  Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav_clear_walkable_markscmd  Erase any previously placed walkable positions.
nav_connect cmd  To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_corner_lowercmd  Lower the selected corner of the currently marked Area.
nav_corner_raisecmd  Raise the selected corner of the currently marked Area.
nav_corner_select cmd  Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouchcmd  Toggles the 'must crouch in this area' flag used by the AI system.
nav_deletecmd  Deletes the currently highlighted Area.
nav_disconnectcmd  To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_edit0 , "sv"Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_areacmd  Defines the second corner of a new Area and creates it.
nav_generatecmd  Generate a Navigation Mesh for the current map and save it to disk.
nav_jumpcmd  Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_loadcmd  Loads the Navigation Mesh for the current map.
nav_markcmd  Marks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamedcmd  Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable cmd  Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_merge cmd  To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_no_jump cmd  Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill cmd  Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pickcmd  Sets the current Place to the Place of the Area under the cursor.
nav_precise cmd  Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave 1 , "sv"Set to one to skip the time consuming phases of the analysis.Useful for data collection and testing.
nav_savecmd  Saves the current Navigation Mesh to disk.
nav_show_approach_points0 , "sv"Show Approach Points in the Navigation Mesh.
nav_show_danger 0 , "sv"Show current 'danger' levels.
nav_splicecmd  To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split cmd  To split an Area into two, align the split line using your cursor and invoke the split command.
nav_strip cmd  Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_mode cmd  Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting cmd  Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_place cmd  If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg0 , "cheat" Discards incoming message: <0|1|name>
net_channelscmd  Shows net channel info
net_chokeloop 0  Apply bandwidth choke to loopback packets
net_drawslider0  Draw completion slider during signon
net_droppackets 0 , "cheat" Drops next n packets on client
net_fakelag 0 , "cheat" Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss0 , "cheat" Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph 0 , "a", "cl" Draw the network usage graph
net_graphheight 64, "cl" 
net_graphpos1 , "a", "cl"  
net_graphsolid1 , "a", "cl"  
net_maxfragments1280 Max fragment bytes per packet.
net_scale 5 , "a", "cl"  
net_showdrop0  Show dropped packets in console
net_showevents0  Print game event infos to console.
net_showfragments 0  Show netchannel fragments
net_showmsg 0  Show incoming message: <0|1|name>
net_showpeaks 0  Show messages for large packets only:
net_showsplits0  Show info about packet splits
net_showtcp 0  Dump TCP stream summary to console
net_showudp 0  Dump UPD packets summary to console
net_start cmd  Inits multiplayer network sockets
net_synctags0 , "cheat" Insert tokens into the net stream to find client/server mismatches.
next0 , "cheat" Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemocmd  Play next demo in sequence.
noclipcmd  Toggle. Player becomes non-solid and flies.
notargetcmd  Toggle. Player becomes hidden to NPCs.
npc_ammo_depletecmd  Subtracts half of the target's ammo
npc_bipasscmd  Displays the local movement attempts by the given NPC(s) (triangulation detours).Failed bypass routes are displayed in red, successful bypasses are shown in green.Arguments:{entity_name} / {class_name} / no argument picks what player is looking at.
npc_combatcmd  Displays text debugging information about the squad and enemy of the selected NPC(See Overlay Text)Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_conditionscmd  Displays all the current AI conditions that an NPC has in the overlay text.Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_createcmd  Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).Note that this only works for npc classes that are already in the world.You can not create an entity that doesn't have an instance in the level.Arguments: {npc_class_name}
npc_create_aimedcmd  Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location).Note that this only works for npc classes that are already in the world.You can not create an entity that doesn't have an instance in the level.Arguments: {npc_class_name}
npc_create_equipment0 , "sv" 
npc_destroy cmd  Removes the given NPC(s) from the universe Arguments:{npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_destroy_unselectedcmd  Removes all NPCs from the universe that aren't currently selected
npc_enemies cmd  Shows memory of NPC.Draws an X on top of each memory.Eluded entities drawn in blue (don't know where it went)Unreachable entities drawn in green (can't get to it)Current enemy drawn in redCurrent target entity drawn in magentaAll other entities drawn in pinkArguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_focus cmd  Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_freezecmd  Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.Arguments: -none-
npc_gocmd  Selected NPC(s) will go to the location that the player is looking (shown with a purple box)Arguments: -none-
npc_go_do_run 1 , "sv"Set whether should run on NPC go
npc_go_random cmd  Sends all selected NPC(s) to a random node.Arguments:-none-
npc_healcmd  Heals the target back to full health
npc_height_adjust 1 , "a", "sv" Enable test mode for ik height adjustment
npc_killcmd  Kills the given NPC(s) Arguments:{npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest cmd  Draw's a while box around the NPC(s) nearest nodeArguments:{entity_name} / {class_name} / no argument picks what player is looking at
npc_reset cmd  Reloads schedules for all NPC's from their script filesArguments: -none-
npc_route cmd  Displays the current route of the given NPC as a line on the screen.Waypoints along the route are drawn as small cyan rectangles.Line is color coded in the following manner:Blue - path to a nodeCyan - detour around an object (triangulation)Red - jumpMaroon - path to final target positionArguments:{npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_selectcmd  Select or deselects the given NPC(s) for later manipulation.Selected NPC's are shown surrounded by a red translucent boxArguments:{entity_name} / {class_name} / no argument picks what player is looking at
npc_sentences 0 , "sv" 
npc_speakallcmd  Force the npc to try and speak all thier responses
npc_squadscmd  Obsolete.Replaced by npc_combat
npc_steeringcmd  Displays the steering obstructions of the NPC (used to perform local avoidance)Arguments:{entity_name} / {class_name} / no argument picks what player is looking at
npc_steering_allcmd  Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text cmd  Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current scheduleArguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_tasks cmd  Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_thinknowcmd  Trigger NPC to think
npc_viewconecmd  Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)Arguments:{entity_name} / {class_name} / no argument picks what player is looking at
npc_vphysics0 , "sv" 
A B C D E F G H I J K L M [N] O P Q R S T U V W Z


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