Console/AI

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Console commands and functions for AI:
Command: ai_CalcHumanMovementTable 
script: 
help: 

Command: ai_ReadabilityReload 
script: 
help: Reloads readability xml files.

Command: ai_ReadabilityTest 
script: 
help: Tests the readability pack of specified entity.
If no readability name is specified all readabilities will be played.
Usage: ai_ReadabilityTest <entity name> [readability name]   - to play a readability
       ai_ReadabilityTest stop   - to stop the currently playing readability set.

Command: ai_ReloadLookUp 
script: 
help: Reloads perception distance scale look-up xml files.

variable: ai_AdjustPathsAroundDynamicObstacles 
type: int
current: 1
help: Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles

variable: ai_AgentStatsDist DUMPTODISK
type: int
current: 150
help: Sets agent statistics draw distance, such as current goalpipe, command and target.
Usage: ai_AgentStatsDist [view distance]
Default is 20 meters. Works with ai_DebugDraw enabled.

variable: ai_AllowAccuracyDecrease SAVEGAME
type: int
current: 1
help: Set to 1 to enable AI accuracy decrease when target is moving lateraly.

variable: ai_AllowAccuracyIncrease SAVEGAME
type: int
current: 0
help: Set to 1 to enable AI accuracy increase when target is standing still.

variable: ai_AllTime 
type: int
current: 0
help: 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 1 ms (ok)
	White: 1 ms to 5 ms
	Red: more than 5 ms
You must enable ai_DebugDraw before you can use this tool.

variable: ai_AmbientFireQuota DUMPTODISK
type: int
current: 2
help: Number of units allowed to hit the player at a time.

variable: ai_AmbientFireUpdateInterval DUMPTODISK
type: float
current: 2
help: Ambient fire update interval. Controls how often puppet's ambient fire status is updated.

variable: ai_AttemptStraightPath 
type: int
current: 1
help: Toggles AI attempting a simple straight path when possible.
Default is 1 (on).

variable: ai_Autobalance 
type: int
current: 0
help: Set to 1 to enable autobalancing.

variable: ai_BannedNavSoTime DUMPTODISK
type: float
current: 20
help: Time indicating how long invalid navsos should be banned.

variable: ai_BeautifyPath 
type: int
current: 1
help: 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 optimisation (AI uses non-optimised path).

variable: ai_BigBrushCheckLimitSize DUMPTODISK
type: float
current: 15
help: to be used for finding big objects not enclosed into forbidden areas

variable: ai_CloakIncrementMod DUMPTODISK
type: float
current: 1
help: how fast cloak fades out

variable: ai_CloakMaxDist DUMPTODISK
type: float
current: 5
help: closer than that - cloak starts to fade out

variable: ai_CloakMinDist DUMPTODISK
type: float
current: 1
help: closer than that - cloak not effective

variable: ai_CrowdControlInPathfind 
type: int
current: 1
help: Toggles AI using crowd control in pathfinding.
Usage: ai_CrowdControlInPathfind [0/1]
Default is 1 (on).

variable: ai_DebugDraw DUMPTODISK
type: int
current: 0
help: Toggles the AI debugging view.
Usage: ai_DebugDraw [0/1]
Default is 0 (off). ai_DebugDraw displays AI rays and targets 
and enables the view for other AI debugging tools.

variable: ai_DebugDrawAdaptiveUrgency DUMPTODISK
type: int
current: 0
help: Enables drawing the adaptive movement urgency.

variable: ai_DebugDrawAmbientFire DUMPTODISK
type: int
current: 0
help: Displays fire quota on puppets.

variable: ai_DebugDrawAStarOpenList DUMPTODISK
type: string
current: 0
help: 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.

variable: ai_DebugDrawBannedNavsos 
type: int
current: 0
help: Toggles drawing banned navsos [default 0 is off]


variable: ai_DebugDrawBulletEvents DUMPTODISK
type: int
current: 0
help: Debug draw the bullet events the AI system processes. 0=disable, 1=enable.

variable: ai_DebugDrawCollisionEvents DUMPTODISK
type: int
current: 0
help: Debug draw the collision events the AI system processes. 0=disable, 1=enable.

variable: ai_DebugDrawCrowdControl 
type: int
current: 0
help: Draws crowd control debug information. 0=off, 1=on

variable: ai_DebugDrawDamageControl DUMPTODISK
type: int
current: 0
help: Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.

variable: ai_DebugDrawDamageParts DUMPTODISK
type: int
current: 0
help: Draws the damage parts of puppets and vehicles.

variable: ai_DebugDrawDeadBodies DUMPTODISK
type: int
current: 0
help: Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).

variable: ai_DebugDrawDynamicHideObjectsRange DUMPTODISK
type: int
current: 0
help: Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).

variable: ai_DebugDrawExpensiveAccessoryQuota DUMPTODISK
type: int
current: 0
help: Displays expensive accessory usage quota on puppets.

variable: ai_DebugDrawGrenadeEvents DUMPTODISK
type: int
current: 0
help: Debug draw the grenade events the AI system processes. 0=disable, 1=enable.

variable: ai_DebugDrawHashSpaceAround DUMPTODISK
type: string
current: 0
help: Validates and draws the navigation node hash space around specified entity.

variable: ai_DebugDrawHidespotRange DUMPTODISK
type: int
current: 0
help: Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).

variable: ai_DebugDrawLightLevel DUMPTODISK
type: int
current: 0
help: Debug AI light level manager

variable: ai_DebugDrawObstrSpheres DUMPTODISK
type: int
current: 0
help: Draws all the existing obstruction spheres.

variable: ai_DebugDrawPlayerActions DUMPTODISK
type: int
current: 0
help: Debug draw special player actions.

variable: ai_DebugDrawReinforcements DUMPTODISK
type: int
current: -1
help: Enables debug draw for reinforcement logic for specified group.
Usage: ai_DebugDrawReinforcements <groupid>, or -1 to disable.

variable: ai_DebugDrawSoundEvents DUMPTODISK
type: int
current: 0
help: Debug draw the sound events the AI system processes. 0=disable, 1=enable.

variable: ai_DebugDrawStanceSize DUMPTODISK
type: int
current: 0
help: Draws the game logic representation of the stance size of the AI agents.

variable: ai_DebugDrawVegetationCollisionDist DUMPTODISK
type: int
current: 0
help: Enables drawing vegetation collision closer than a distance projected onto the terrain.

variable: ai_DebugDrawVolumeVoxels DUMPTODISK
type: int
current: 0
help: 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

variable: ai_DebugInterestSystem DUMPTODISK
type: int
current: 0
help: Display debugging information on interest system

variable: ai_DebugPathfinding 
type: int
current: 0
help: Toggles output of pathfinding information [default 0 is off]


variable: ai_DebugTargetSilhouette DUMPTODISK
type: int
current: 0
help: Draws the silhouette used for missing the target while shooting.

variable: ai_DrawagentFOV 
type: float
current: 0
help: 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, value 0.1 will draw the cone to distance of 10%
of the sight range, etc. ai_DebugDraw must be enabled before
this tool can be used.

variable: ai_DrawAreas DUMPTODISK
type: int
current: 0
help: Enables/Disables drawing behavior related areas.

variable: ai_DrawBadAnchors DUMPTODISK
type: int
current: -1
help: Toggles drawing out of bounds AI objects of particular type for debugging AI.

variable: ai_DrawDistanceLUT 
type: int
current: 0
help: Draws the distance lookup table graph overlay.

variable: ai_DrawExplosions DUMPTODISK
type: int
current: 0
help: enable displaying all the registered explosion-spots/craters


variable: ai_DrawFakeDamageInd DUMPTODISK
type: int
current: 0
help: Draws fake damage indicators on the player.

variable: ai_DrawFakeHitEffects DUMPTODISK
type: int
current: 0
help: Draws fake hit effects the player.

variable: ai_DrawFakeTracers DUMPTODISK
type: int
current: 0
help: Draws fake tracers around the player.

variable: ai_DrawFormations DUMPTODISK
type: int
current: 0
help: 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.

variable: ai_DrawGetEnclosingFailures DUMPTODISK
type: float
current: 0
help: Set to the number of seconds you want GetEnclosing() failures visualized.  Set to 0 to turn visualization off.

variable: ai_DrawGoals DUMPTODISK
type: int
current: 0
help: 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.

variable: ai_DrawGroup DUMPTODISK
type: int
current: -2
help: draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing


variable: ai_DrawGroupTactic DUMPTODISK
type: int
current: 0
help: draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.

variable: ai_DrawHidespots DUMPTODISK
type: int
current: 0
help: Draws latest hide-spot positions for all agents withing specified range.

variable: ai_DrawModifiers 
type: int
current: 0
help: Toggles the AI debugging view of navigation modifiers.

variable: ai_DrawNode DUMPTODISK
type: string
current: none
help: Toggles visibility of named agent's position on AI triangulation.
Usage: ai_DrawNode [ai agent's name]
Default is 0. Set to 1 to show the current triangle on terrain level
and closest vertex to player.

variable: ai_DrawNodeLinkCutoff 
type: float
current: 0
help: 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.

variable: ai_DrawNodeLinkType 
type: int
current: 0
help: 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

variable: ai_DrawOffset 
type: float
current: 0.1
help: vertical offset during debug drawing

variable: ai_DrawPath DUMPTODISK
type: string
current: none
help: Draws the generated paths of the AI agents.
Usage: ai_DrawPath [name]
Default is none (nobody).

variable: ai_DrawPathAdjustment DUMPTODISK
type: string
current: none
help: Draws the path adjustment for the AI agents.
Usage: ai_DrawPathAdjustment [name]
Default is none (nobody).

variable: ai_DrawPatterns DUMPTODISK
type: int
current: 0
help: 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.

variable: ai_DrawProbableTarget DUMPTODISK
type: int
current: 0
help: Enables/Disables drawing the position of probable target.

variable: ai_DrawRadar DUMPTODISK
type: int
current: 0
help: Draws AI radar: 0=no radar, >0 = size of the radar on screen

variable: ai_DrawRadarDist DUMPTODISK
type: int
current: 20
help: AI radar draw distance in meters, default=20m.

variable: ai_DrawReadibilities DUMPTODISK
type: int
current: 0
help: 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.

variable: ai_DrawRefPoints DUMPTODISK
type: string
current: 
help: Toggles reference points view for debugging AI.
Usage: ai_DrawRefPoints [0/1]
Default is 0 (off). Indicates the AI reference points by drawing
cyan balls at their positions.

variable: ai_DrawShooting 
type: string
current: none
help: Name of puppet to show fire stats

variable: ai_DrawSmartObjects DUMPTODISK
type: int
current: 0
help: Draws smart object debug information.
Usage: ai_DrawSmartObjects [0/1]
Default is 0 (off). Set to 1 to draw the smart objects.

variable: ai_DrawStats DUMPTODISK
type: int
current: 0
help: Toggles drawing stats for AI objects withing range.

variable: ai_DrawTargets DUMPTODISK
type: int
current: 0
help: 

variable: ai_DrawTrajectory DUMPTODISK
type: int
current: 0
help: Records and draws the trajectory of the stats target: 0=do not record, 1=record.

variable: ai_DrawType DUMPTODISK
type: int
current: -1
help: Toggles drawing AI objects of particular type for debugging AI.


variable: ai_DrawUpdate DUMPTODISK
type: int
current: 0
help: list of AI forceUpdated entities

variable: ai_DrawVisCheckQueue DUMPTODISK
type: int
current: 0
help: list of pending vis-check trace requests

variable: ai_DynamicTriangularUpdateTime 
type: float
current: 0.002
help: How long (max) to spend updating triangular waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value


variable: ai_DynamicVolumeUpdateTime 
type: float
current: 0.001
help: How long (max) to spend updating dynamic volume regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value


variable: ai_DynamicWaypointUpdateTime 
type: float
current: 0.0005
help: How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.0005 is a sensible value


variable: ai_EnableAsserts DUMPTODISK
type: int
current: 0
help: Enable AI asserts: 1 or 0

variable: ai_EnableWarningsErrors DUMPTODISK
type: int
current: 1
help: Enable AI warnings and errors: 1 or 0

variable: ai_ExtraForbiddenRadiusDuringBeautification 
type: float
current: 1
help: Extra radius added to agents close to forbidden edges during beautification.

variable: ai_ExtraRadiusDuringBeautification 
type: float
current: 0.2
help: Extra radius added to agents during beautification.

variable: ai_ExtraVehicleAvoidanceRadiusBig DUMPTODISK
type: float
current: 4
help: 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.

variable: ai_ExtraVehicleAvoidanceRadiusSmall DUMPTODISK
type: float
current: 0.5
help: 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.

variable: ai_ForceAllowStrafing 
type: int
current: -1
help: Forces all AI characters to use/not use strafing (-1 disables)

variable: ai_ForceLookAimTarget 
type: string
current: none
help: Forces all AI characters to use/not use a fixed look/aim target
none disables
x, y, xz or yz sets it to the appropriate direction
otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))

variable: ai_ForceStance 
type: int
current: -1
help: Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6

variable: ai_HideDraw 
type: int
current: 0
help: Toggles the triangulation display.
Usage: ai_HideDraw [0/1]
Default is 0 (off). Set to 1 to display the triangulation
which the AI uses to hide (objects made 'hideable' affect
AI triangulation). When ai_HideDraw is off, the normal
obstacle triangulation is displayed instead.
Used with ai_DebugDraw and other AI path tools.

variable: ai_IgnorePlayer 
type: int
current: 0
help: 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.

variable: ai_IgnoreVisibilityChecks 
type: int
current: 0
help: Makes certain visibility checks (for teleporting etc) return false.

variable: ai_IncludeNonColEntitiesInNavigation 
type: int
current: 1
help: Includes/Excludes noncolliding objects from navigation.

variable: ai_InterestDetectMovement DUMPTODISK
type: int
current: 0
help: Enable movement detection in interest system

variable: ai_InterestEnableScan DUMPTODISK
type: int
current: 0
help: Enable interest system scan mode

variable: ai_InterestScalingAmbient DUMPTODISK
type: float
current: 1
help: Scale the interest value given to Ambient interest items (e.g. static/passive objects)

variable: ai_InterestScalingEyeCatching DUMPTODISK
type: float
current: 14
help: Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)

variable: ai_InterestScalingMovement DUMPTODISK
type: float
current: 1
help: Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)

variable: ai_InterestScalingScan DUMPTODISK
type: float
current: 50
help: Scale the interest value given to passively scanning the environment

variable: ai_InterestScalingView DUMPTODISK
type: float
current: 1
help: Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)

variable: ai_InterestSwitchBoost DUMPTODISK
type: float
current: 2
help: Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)

variable: ai_InterestSystem DUMPTODISK
type: int
current: 0
help: Enable interest system

variable: ai_Locate DUMPTODISK
type: string
current: none
help: 


variable: ai_LogConsoleVerbosity DUMPTODISK
type: int
current: 0
help: None = 0, progress = 1, event = 2, comment = 3

variable: ai_LogFileVerbosity DUMPTODISK
type: int
current: 1
help: None = 0, progress = 1, event = 2, comment = 3

variable: ai_LogSignals 
type: int
current: 0
help: Maximum radius at which player can interact with other entities

variable: ai_MaxSignalDuration 
type: float
current: 3
help: Maximum radius at which player can interact with other entities

variable: ai_MaxVisRaysPerFrame 
type: int
current: 100
help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed 
Usage: ai_MaxVisRaysPerFrame <number>
Default is 100. 


variable: ai_MovementSpeedDarkIllumMod SAVEGAME
type: float
current: 0.6
help: Multiplier for movement speed when the target is in dark light condition.

variable: ai_MovementSpeedMediumIllumMod SAVEGAME
type: float
current: 0.8
help: Multiplier for movement speed when the target is in medium light condition.

variable: ai_NoUpdate 
type: int
current: 0
help: 

variable: ai_ObstacleSizeThreshold DUMPTODISK
type: float
current: 1.2
help: Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones

variable: ai_OverlayMessageDuration DUMPTODISK
type: float
current: 5
help: How long (seconds) to overlay AI warnings/errors

variable: ai_PathfinderUpdateTime 
type: float
current: 0.005
help: Maximum pathfinder time per AI update


variable: ai_PathfindTimeLimit 
type: float
current: 2
help: Specifies how many seconds an individual AI can hold the pathfinder blocked
Usage: ai_PathfindTimeLimit 1.5
Default is 2. A lower value will result in more path requests that end in NOPATH -
although the path may actually exist.

variable: ai_PredictivePathFollowing 
type: int
current: 1
help: Sets if AI should use the predictive path following if allowed by the type's config.

variable: ai_ProfileGoals 
type: int
current: 0
help: 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.

variable: ai_ProtoROD DUMPTODISK
type: int
current: 0
help: Proto

variable: ai_ProtoRODAffectMove DUMPTODISK
type: int
current: 0
help: Proto

variable: ai_ProtoRODAliveTime DUMPTODISK
type: float
current: 10
help: Proto

variable: ai_ProtoRODFireRange DUMPTODISK
type: float
current: 35
help: Proto

variable: ai_ProtoRODGrenades DUMPTODISK
type: int
current: 1
help: Proto

variable: ai_ProtoRODHealthGraph DUMPTODISK
type: int
current: 0
help: Proto

variable: ai_ProtoRODLogScale DUMPTODISK
type: int
current: 0
help: Proto

variable: ai_ProtoRODReactionTime DUMPTODISK
type: float
current: 2
help: Proto

variable: ai_ProtoRODRegenTime DUMPTODISK
type: float
current: 8
help: Proto

variable: ai_ProtoRODSilhuette DUMPTODISK
type: int
current: 0
help: Proto

variable: ai_ProtoRODSpeedMod DUMPTODISK
type: int
current: 1
help: Proto

variable: ai_PuppetDirSpeedControl 
type: int
current: 1
help: Does puppet speed control based on their current move dir

variable: ai_RadiusForAutoForbidden 
type: float
current: 1
help: If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.

variable: ai_Recorder DUMPTODISK
type: int
current: 0
help: Enables AI debug recording


variable: ai_Recorder_Buffer DUMPTODISK
type: int
current: 1024
help: Set the size of the AI debug recording buffer


variable: ai_RecordFilter DUMPTODISK
type: int
current: 0
help: 

variable: ai_RecordLog DUMPTODISK
type: int
current: 0
help: log all the AI state changes on stats_target

variable: ai_RODAliveTime DUMPTODISK
type: float
current: 6
help: The base level time the player can survive under fire.

variable: ai_RODAmbientFireInc DUMPTODISK
type: float
current: 3
help: Increment for the alive time when the target is within the kill-zone of the target.

variable: ai_RODCombatRangeMod DUMPTODISK
type: float
current: 0.55
help: Combat-zone distance = attackRange * combatRangeMod.

variable: ai_RODCoverFireTimeMod DUMPTODISK
type: float
current: 1
help: Multiplier for cover fire times set in weapon descriptor.

variable: ai_RODDirInc DUMPTODISK
type: float
current: 0
help: Increment how the orientation of the target affects the alive time. 0=disable

variable: ai_RODKillRangeMod DUMPTODISK
type: float
current: 0.15
help: Kill-zone distance = attackRange * killRangeMod.

variable: ai_RODKillZoneInc DUMPTODISK
type: float
current: -4
help: Increment how the target is within the kill-zone of the target.

variable: ai_RODLowHealthMercyTime DUMPTODISK
type: float
current: 4
help: The amount of time the AI will not hit the target when the target crosses the low health threshold.

variable: ai_RODMoveInc DUMPTODISK
type: float
current: 3
help: Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable

variable: ai_RODReactionDarkIllumInc DUMPTODISK
type: float
current: 0.3
help: Increase for reaction time when the target is in dark light condition.

variable: ai_RODReactionDirInc DUMPTODISK
type: float
current: 1
help: 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.

variable: ai_RODReactionDistInc DUMPTODISK
type: float
current: 0.1
help: Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.

variable: ai_RODReactionLeanInc DUMPTODISK
type: float
current: 0.2
help: Increase to the reaction to when the target is leaning.

variable: ai_RODReactionMediumIllumInc DUMPTODISK
type: float
current: 0.2
help: Increase for reaction time when the target is in medium light condition.

variable: ai_RODReactionTime DUMPTODISK
type: float
current: 0.2
help: Uses rate of death as damage control method.

variable: ai_RODStanceInc DUMPTODISK
type: float
current: 2
help: 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

variable: ai_SightRangeDarkIllumMod SAVEGAME
type: float
current: 0.5
help: Multiplier for sightrange when the target is in dark light condition.

variable: ai_SightRangeMediumIllumMod SAVEGAME
type: float
current: 0.8
help: Multiplier for sightrange when the target is in medium light condition.

variable: ai_SimpleWayptPassability DUMPTODISK
type: int
current: 1
help: Use simplified and faster passability recalculation for human waypoint links where possible.

variable: ai_SmartObjectUpdateTime 
type: float
current: 0.002
help: How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002

variable: ai_SOMSpeedCombat SAVEGAME
type: float
current: 4.5
help: Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
Usage: ai_SOMSpeedCombat 4.5
Default is 4.5. A lower value causes the AI to react to the enemy
to more slowly during combat.

variable: ai_SOMSpeedRelaxed SAVEGAME
type: float
current: 1.5
help: Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
Usage: ai_SOMSpeedRelaxed 1.5
Default is 4.5. A lower value causes the AI to react to the enemy
to more slowly during combat.

variable: ai_SoundPerception 
type: int
current: 1
help: 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.

variable: ai_StatsTarget DUMPTODISK
type: string
current: none
help: Focus debugging information on a specific AI
Usage: ai_StatsTarget AIName
Default is 'none'. AIName is the name of the AI
on which to focus.

variable: ai_SteepSlopeAcrossValue 
type: float
current: 0.6
help: 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


variable: ai_SteepSlopeUpValue 
type: float
current: 1
help: 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

variable: ai_SystemUpdate 
type: int
current: 1
help: Toggles the regular AI system update.
Usage: ai_SystemUpdate [0/1]
Default is 1 (on). Set to 0 to disable ai system updating.

variable: ai_ThreadedVolumeNavPreprocess DUMPTODISK
type: int
current: 1
help: 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. ;)

variable: ai_TickCounter DUMPTODISK
type: int
current: 0
help: Enables AI tick counter


variable: ai_UpdateAllAlways 
type: int
current: 0
help: If non-zero then over-rides the auto-disabling of invisible/distant AI

variable: ai_UpdateInterval 
type: float
current: 0.13
help: In seconds the amount of time between two full updates for AI  
Usage: ai_UpdateInterval <number>
Default is 0.1. Number is time in seconds


variable: ai_UpdateProxy 
type: int
current: 1
help: 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.

variable: ai_UseAlternativeReadability SAVEGAME
type: int
current: 0
help: Switch between normal and alternative SoundPack for AI readability.

variable: ai_UseCalculationStopperCounter 
type: int
current: 0
help: Uses a (calibrated) counter instead of time in AI updates

variable: ai_UseObjectPosWithExactPos DUMPTODISK
type: int
current: 0
help: Use object position when playing exact positioning.

variable: ai_WaterOcclusion DUMPTODISK
type: float
current: 0.5
help: scales how much water hides player from AI

variable: aim_assistAimEnabled 
type: int
current: 1
help: Enable/disable aim assitance on aim zooming

variable: aim_assistAutoCoeff 
type: float
current: 0.5
help: The scale of auto weapons' aim assistance at continuous fire

variable: aim_assistCrosshairDebug 
type: int
current: 0
help: debug crosshair aim assistance

variable: aim_assistCrosshairSize 
type: int
current: 25
help: screen size used for crosshair aim assistance

variable: aim_assistMaxDistance 
type: float
current: 150
help: The maximum range at which autoaim operates

variable: aim_assistRestrictionTimeout 
type: float
current: 20
help: The restriction timeout on aim assistance after user uses a mouse

variable: aim_assistSearchBox 
type: float
current: 100
help: The area autoaim looks for enemies within

variable: aim_assistSingleCoeff 
type: float
current: 1
help: The scale of single-shot weapons' aim assistance

variable: aim_assistSnapDistance 
type: float
current: 3
help: The maximum deviation autoaim is willing to compensate for

variable: aim_assistTriggerEnabled 
type: int
current: 1
help: Enable/disable aim assistance on firing the weapon

variable: aim_assistVerticalScale 
type: float
current: 0.75
help: The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)


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