60 из 2 676 команд
ФлагиКомандаПо умолчанию
adventcalendar.overrideadventcalendarday0
adventcalendar.overrideadventcalendarmonth0
ai.accuratevisiondistanceWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performanceTrue
ai.addignoreplayerAdd a player (or command user if no player is specified) to the AIs ignore list.команда
ai.aimedatangleThe angle under which the AI will think it's being aimed at at by a player10
ai.aizonestatsPrints the total count of registered AIInformationZone instances on the serverкоманда
ai.animal_ignore_foodIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)True
ai.brainstatsPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the serverкоманда
ai.clearignoredplayersRemove all players from the AIs ignore list.команда
ai.critters_frametimeFrame time budget in milliseconds for the critter FSM ticks0.2
ai.critters_startle_distanceHow close can a player get before a critter gets startled and runs away0.5
ai.debug_seedSeeds every Gen2 NPC's random numbers from this and the order it spawned in, so a run repeats. 0 seeds each one at random—
ai.debugmovedrawWhether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs.True
ai.debugmovegaitGait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprintrun
ai.debugmovespacingGap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point.2
ai.defaultinterpolationdelayDefault network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections0.1
ai.deselectnpcRemoves the NPC you are looking at from your selection and hands it back to its normal AI.команда
ai.designingenabledFalse
ai.effectaiweaponsWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safelyFalse
ai.frametimeTarget frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame5
ai.fsm_frametime_animalsFrame time budget in milliseconds for wild animal FSM ticks, on top of what the scientists left unused2
ai.fsm_frametime_livestockFrame time budget in milliseconds for livestock FSM ticks, on top of what the scientists and animals left unused0.2
ai.fsm_frametime_scientistsFrame time budget in milliseconds for scientist FSM ticks. Whatever they leave unused rolls down to the animals, then the livestock0.5
ai.groupsWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individualsTrue
ai.ignoreplayersWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interferenceFalse
ai.killanimalsKills all animal NPCs and animal NPC2 entities currently on the serverкоманда
ai.killscientistsKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the serverкоманда
ai.logissuesWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errorsFalse
ai.moveWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic runningTrue
ai.movenpcOrders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.команда
ai.nav_carve_heightThe height of the carve volume. (default: 2)2
ai.nav_carve_min_base_sizeThe minimum size we allow a carving volume to be. (default: 2)2
ai.nav_carve_min_building_blocks_to_apply_optimizationThe minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)25
ai.nav_carve_size_multiplierThe size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4)4
ai.nav_carve_use_building_optimizationIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)False
ai.navthinkWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic runningTrue
ai.npc_alertness_drain_ratenpc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01)0.01
ai.npc_alertness_to_aim_modifierThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33)0.5
ai.npc_alertness_zero_detection_modnpc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5)0.5
ai.npc_check_spawner_is_on_navmeshWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locationsTrue
ai.npc_cover_compromised_cooldownnpc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10)10
ai.npc_cover_info_tick_rate_multiplierThe rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20)20
ai.npc_cover_path_vs_straight_dist_max_diffnpc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2)2
ai.npc_cover_use_path_distanceIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.True
ai.npc_deliberate_hit_randomizerThe percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f)0.85
ai.npc_deliberate_miss_offset_multiplierThe offset with which the NPC will maximum miss the target. (default: 1.25)1.25
ai.npc_deliberate_miss_to_hit_alignment_timeThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5)1.5
ai.npc_door_trigger_sizenpc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5)1.5
ai.npc_enableIf npc_enable is set to false then npcs won't spawn. (default: true)True
ai.npc_families_no_hurtIf npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true)True
ai.npc_gun_noise_silencer_modifierThe modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)0.15
ai.npc_htn_player_base_damage_modifierBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f)1.15
ai.npc_htn_player_frustration_thresholdnpc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3)3
ai.npc_ignore_chairsIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true)True
ai.npc_junkpile_dist_aggro_gatenpc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)8
ai.npc_junkpilespawn_chancedefines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)0.07
ai.npc_max_junkpile_countnpc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30)30
ai.npc_max_population_military_tunnelsnpc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)3
ai.npc_max_roam_multiplierThis is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3)3
ai.npc_only_hurt_active_target_in_safezoneIf npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true)True