From 16fb2b35725d9672beb1fc10ed4ddf9fb51b0a54 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sat, 14 Dec 2019 11:01:29 -0600 Subject: [PATCH] Updated as per v2.0 --- Debug-Commands.md | 4 ---- 1 file changed, 4 deletions(-) diff --git a/Debug-Commands.md b/Debug-Commands.md index 04000fb..eaf1e59 100644 --- a/Debug-Commands.md +++ b/Debug-Commands.md @@ -16,8 +16,6 @@ Both support looking through the entity list, but they didn't have auto-completi ## ent_create, npc_create, etc. -**Not implemented in public build; v1.2 change** - `ent_create` is an existing command that could create an entity where a player is looking. `npc_create` is a similar existing command that could create a NPC where the player is looking, using a hull check to make sure the NPC could fit in the position. Mapbase adds auto-completion to both commands, searching through the entity factory list and allowing the commands to auto-complete based on spawnable entity classes. (todo: make npc_create only show entities prefixed with `npc_`) @@ -26,8 +24,6 @@ Mapbase adds auto-completion to both commands, searching through the entity fact ## npc_select, etc. -**Not implemented in public build; v1.2 change** - `npc_select` is an existing command that lets NPCs get "selected" for debugging purposes, such as to make them perform special actions or print additional information to the console. Using `npc_select` alone just gets the entity the player is looking at, which is standard practice, but a name can be passed as well. However, by default, this does not have auto-completion like `ent_fire` does.