![]() Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Toggles graph connection display for the node that the player is looking at. Displays the allowed connections between each node for the currently selected hull type. Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it. ![]() Set how high AI bumps up ground walkers when checking steps If NPC is stepping through tasks (see ai_step ) will resume normal processing. Grey - node not available for selected hull size Second call displays the nodes and their IDs. First call displays the nodes for the given network as green objects. ![]() Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Currently selected hull size is written to the screen. Cycles through the various hull sizes. Arguments: NPC name or classname, =NPC under crosshair Drop an ai_hint at the player's current eye position. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate Bi-passes all AI logic routines and puts all NPCs into their idle animations. Debug the attempted connection between two nodes Clears bits set on nav links indicating link is unusable ![]() Erases current game stats and writes out a blank stats file Really just defines a named point you can jump to. Test_StartLoop - Denote the start of a loop. ![]() Test_RandomChance - Roll the dice and maybe run the command following the percentage chance. Test_LoopForNumSeconds - loop back to the specified start point for the specified # of seconds. Test_LoopCount - loop back to the specified loop start point the specified # of times. Test_Loop - loop back to the specified loop start point unconditionally. ![]()
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7/1/2023 12:29:56 pm
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