

If NPC is stepping through tasks (see ai_step ) will resume normal processing. Green Ground node Cyan Air node Magenta Climb node Grey Node not available for selected hull size Orange Node currently locked 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. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rateĬycles through the various hull sizes. Highlights what blocks (or is able to block) NPC line of sight.ĭebug the attempted connection between two nodesīypasses all AI logic routines and puts all NPCs into their idle animations. Show random expression decisions for NPCs. 3 Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 2 Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. Commands starting with letter "A" CommandĬlears bits set on nav links indicating link is unusableġ Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. Note: Commands with "Yes" in "Cheat?" column require sv_cheats 1 to be active before working.
