staticConCommandai_disable("ai_disable",CC_AI_Disable,"Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate",FCVAR_CHEAT);
staticConCommandai_show_hints("ai_show_hints",CC_AI_ShowHints,"Displays all hints as small boxes\n\tBlue - hint is available for use\n\tRed - hint is currently being used by an NPC\n\tOrange - hint not being used by timed out\n\tGrey - hint has been disabled",FCVAR_CHEAT);
staticConCommandai_show_hull("ai_show_hull",CC_AI_ShowHull,"Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tArguments: -none-",FCVAR_CHEAT);
staticConCommandai_show_connect("ai_show_connect",CC_AI_ShowConnect,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tRed - connection disabled",FCVAR_CHEAT);
staticConCommandai_show_connect_jump("ai_show_connect_jump",CC_AI_ShowJumpConnect,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tRed - connection disabled",FCVAR_CHEAT);
staticConCommandai_show_connect_fly("ai_show_connect_fly",CC_AI_ShowFlyConnect,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tRed - connection disabled",FCVAR_CHEAT);
staticConCommandai_step("ai_step",CC_AI_Step,"NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'",FCVAR_CHEAT);
staticConCommandai_next_hull("ai_next_hull",CC_AI_NextHull,"Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments: -none-",FCVAR_CHEAT);
staticConCommandai_hull("ai_hull",CC_AI_Hull,"Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments: NPC name or classname, <none>=NPC under crosshair",FCVAR_CHEAT);
staticConCommandai_nodes("ai_nodes",CC_AI_Nodes,"Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:\n\tGreen - ground node\n\tCyan - air node\n\tMagenta - climb node\n\tGrey - node not available for selected hull size\n\tOrange - node currently locked",FCVAR_CHEAT);
CON_COMMAND(ai_show_node,"Highlight the specified node")
staticConCommandai_show_visibility("ai_show_visibility",CC_AI_ShowVisibility,"Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.",FCVAR_CHEAT);
staticConCommandai_show_graph_connect("ai_show_graph_connect",CC_AI_GraphConnect,"Toggles graph connection display for the node that the player is looking at. 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. Nodes that are not connected via the net graph from the selected node will be drawn in blue.",FCVAR_CHEAT);
staticConCommandnpc_bipass("npc_bipass",CC_NPC_Bipass,"Displays the local movement attempts by the given NPC(s)(triangulationdetours).Failedbypassroutesaredisplayedinred,successfulbypassesareshowningreen.\n\tArguments:{entity_name}/{class_name}/noargumentpickswhatplayerislookingat.", FCVAR_CHEAT);
staticConCommandnpc_destroy("npc_destroy",CC_NPC_Destroy,"Removes the given NPC(s)fromtheuniverse\nArguments:{npc_name}/{npc_class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_kill("npc_kill",CC_NPC_Kill,"Kills the given NPC(s)\nArguments:{npc_name}/{npc_class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_enemies("npc_enemies",CC_NPC_Enemies,"Shows memory of NPC. Draws an X on top of each memory.\n\tEluded entities drawn in blue (don't know where it went)\n\tUnreachableentitiesdrawningreen(can'tgettoit)\n\tCurrentenemydrawninred\n\tCurrenttargetentitydrawninmagenta\n\tAllotherentitiesdrawninpink\n\tArguments:{npc_name}/{npcclass_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_focus("npc_focus",CC_NPC_Focus,"Displays red line to NPC's enemy (if has one)andbluelinetoNPC'stargetentity(ifhasone)\n\tArguments:{npc_name}/{npcclass_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_create("npc_create",CC_NPC_Create,"Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).Notethatthisonlyworksfornpcclassesthatarealreadyintheworld.Youcannotcreateanentitythatdoesn'thaveaninstanceinthelevel.\n\tArguments:{npc_class_name}", FCVAR_CHEAT);
staticConCommandnpc_create_aimed("npc_create_aimed",CC_NPC_Create_Aimed,"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).Notethatthisonlyworksfornpcclassesthatarealreadyintheworld.Youcannotcreateanentitythatdoesn'thaveaninstanceinthelevel.\n\tArguments:{npc_class_name}", FCVAR_CHEAT);
staticConCommandnpc_destroy_unselected("npc_destroy_unselected",CC_NPC_DestroyUnselected,"Removes all NPCs from the universe that aren't currently selected",FCVAR_CHEAT);
//Only Teleport one NPC if more than one is selected.
if(npc->m_debugOverlays&OVERLAY_NPC_SELECTED_BIT)
{
npc->Teleport(&tr.endpos,NULL,NULL);
break;
}
npc=gEntList.NextEntByClass(npc);
}
}
}
staticConCommandnpc_teleport("npc_teleport",CC_NPC_Teleport,"Selected NPC will teleport to the location that the player is looking (shown with a purple box)\n\tArguments:-none-", FCVAR_CHEAT);
staticConVarnpc_go_do_run("npc_go_do_run","1",0,"Set whether should run on NPC go");
staticConCommandnpc_nearest("npc_nearest",CC_NPC_Nearest,"Draw's a while box around the NPC(s)nearestnode\n\tArguments:{entity_name}/{class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_route("npc_route",CC_NPC_Route,"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:\n\tBlue - path to a node\n\tCyan - detour around an object (triangulation)\n\tRed-jump\n\tMaroon-pathtofinaltargetposition\n\tArguments:{npc_name}/{npc_class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_select("npc_select",CC_NPC_Select,"Select or deselects the given NPC(s)forlatermanipulation.SelectedNPC'sareshownsurroundedbyaredtranslucentbox\n\tArguments:{entity_name}/{class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_combat("npc_combat",CC_NPC_Combat,"Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)\n\tArguments:{npc_name}/{npcclass_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
// For backwards compatibility
staticConCommandnpc_squads("npc_squads",CC_NPC_Combat,"Obsolete. Replaced by npc_combat",FCVAR_CHEAT);
staticConCommandnpc_tasks("npc_tasks",CC_NPC_Tasks,"Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)\n\tArguments:{npc_name}/{npcclass_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_task_text("npc_task_text",CC_NPC_Task_Text,"Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at ",FCVAR_CHEAT);
staticConCommandnpc_conditions("npc_conditions",CC_NPC_Conditions,"Displays all the current AI conditions that an NPC has in the overlay text.\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at",FCVAR_CHEAT);
staticConCommandnpc_viewcone("npc_viewcone",CC_NPC_Viewcone,"Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)\n\tArguments:{entity_name}/{class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_relationships("npc_relationships",CC_NPC_Relationships,"Displays the relationships between this NPC and all others.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at",FCVAR_CHEAT);
staticConCommandnpc_steering("npc_steering",CC_NPC_ViewSteeringRegulations,"Displays the steering obstructions of the NPC (used to perform local avoidance)\n\tArguments:{entity_name}/{class_name}/noargumentpickswhatplayerislookingat", FCVAR_CHEAT);
staticConCommandnpc_steering_all("npc_steering_all",CC_NPC_ViewSteeringRegulationsAll,"Displays the steering obstructions of all NPCs (used to perform local avoidance)\n", FCVAR_CHEAT);