5,389
edits
(updated general notions) |
m (→Preset variables: almost done...) |
||
Line 63: | Line 63: | ||
:Green : PC retail exclusive | :Green : PC retail exclusive | ||
;Default value | ;Default value | ||
:'' | :'''# !!!''' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified) | ||
{|border=1 cellspacing=0 cellpadding= | :'''!?''' : set by engine at game/level load, depends on [[persist.dat]] | ||
{|border=1 cellspacing=0 cellpadding=2 | |||
!Type!!Name!!Default value!!Comment!!Works | !Type!!Name!!Default value!!Comment!!Works | ||
|- | |- | ||
|bool||[[ai2_barabbas_run]]||1 | |bool||[[ai2_barabbas_run]]||1 | ||
|all AI can | |"lets Barabbas run while carrying his gun"<br>WTF? ''all'' AI can ''always'' run with the WMC||?? | ||
|- | |- | ||
|bool||[[ai2_blind]]||''0'' | |bool||[[ai2_blind]]||'''0 !!!''' | ||
|turns off the AI's visual sensing system||OK | |"turns off the AI's visual sensing system"||OK | ||
|- | |- | ||
|bool||[[ai2_boss_battle]]||''0'' | |bool||[[ai2_boss_battle]]||'''0 !!!''' | ||
|enables AI boss-battle target selection||?? | |"enables AI boss-battle target selection"<br>used in '''compound''': apparently makes Muro's friends focus on yours rather than on you||?? | ||
|- | |- | ||
|bool||[[ai2_chump_stop]]||''0'' | |bool||[[ai2_chump_stop]]||'''0 !!!''' | ||
|disables the pathfinding behaviour of chump(s)||OK | |"stops the chump"<br>disables the pathfinding behaviour of chump(s)||OK | ||
|- | |- | ||
|bool||[[ai2_deaf]]||''0'' | |bool||[[ai2_deaf]]||'''0 !!!''' | ||
|turns off the AI's sound sensing system||OK | |"turns off the AI's sound sensing system"||OK | ||
|- | |- | ||
|int32||[[ai2_debug_localmove_lines]]||20 | |int32||[[ai2_debug_localmove_lines]]||20 | ||
|number of lines to cast to debug local-movement code||OK | |"number of lines to cast to debug local-movement code"||OK | ||
|-bgcolor="lime" | |-bgcolor="lime" | ||
|bool||[[ai2_debug_localmovement]]||0 | |bool||[[ai2_debug_localmovement]]||0 | ||
|debug local-movement code from player's position||OK | |"debug local-movement code from player's position"||OK | ||
|- | |- | ||
|bool||[[ai2_debug_localpathfinding]]||0 | |bool||[[ai2_debug_localpathfinding]]||0 | ||
|debug local-path code from player's position and facing||OK | |"debug local-path code from player's position and facing"||OK | ||
|- | |- | ||
|bool||[[ai2_debug_showsettingIDs]]||0 | |bool||[[ai2_debug_showsettingIDs]]||0 | ||
|shows ID numbers for combat, melee and neutral settings||?? | |"shows ID numbers for combat, melee and neutral settings"||?? | ||
|- | |- | ||
|bool||[[ai2_ignore_player]]||''0'' | |bool||[[ai2_ignore_player]]||'''0 !!!''' | ||
|makes all AI ignore the player||OK | |"makes all AI ignore the player"||OK | ||
|- | |- | ||
|bool||[[ai2_melee_weightcorrection]]||1 | |bool||[[ai2_melee_weightcorrection]]||1 | ||
|weights down non-attack techniques so they are never more than attacks||?? | |"weights down non-attack techniques so they are never more than attacks"||?? | ||
|- | |- | ||
|bool||[[ai2_printspawn]]||0 | |bool||[[ai2_printspawn]]||0 | ||
|prints information about each AI spawn||?? | |"prints information about each AI spawn"||?? | ||
|- | |- | ||
|bool||[[ai2_showactivationpaths]]||0 | |bool||[[ai2_showactivationpaths]]||0 | ||
| | |"turns on inactive ==> active pathfinding rendering"||OK | ||
|- | |- | ||
|bool||[[ai2_showastar]]||0 | |bool||[[ai2_showastar]]||0 | ||
|shows | |"shows grid squares that are evaluated by the A* pathfinding"||?? | ||
|- | |- | ||
|bool||[[ai2_showcombatranges]]||0 | |bool||[[ai2_showcombatranges]]||0 | ||
|shows | |"shows circles that represent the combat ranges of each AI"||OK | ||
|- | |- | ||
|bool||[[ai2_showconnections]]||0 | |bool||[[ai2_showconnections]]||0 | ||
| | |"turns on pathfinding connection rendering"<br>(result of a call to [[ai2_findconnections]])||OK | ||
|- | |- | ||
|bool||[[ai2_showdynamicgrids]]||0 | |bool||[[ai2_showdynamicgrids]]||0 | ||
| | |"turns on pathfinding dynamic grid display"<br>(moving obstacles; needs '''ai2_showgrids''')||OK | ||
|- | |- | ||
|bool||[[ai2_showfights]]||0 | |bool||[[ai2_showfights]]||0 | ||
| || | |"shows fights in progress"||OK? | ||
|- | |- | ||
|bool||[[ai2_showfiringspreads]]||0 | |bool||[[ai2_showfiringspreads]]||0 | ||
|shows | |"shows AI firing spread knowledge"||OK | ||
|- | |- | ||
|bool||[[ai2_showgrids]]||0 | |bool||[[ai2_showgrids]]||0 | ||
| | |"turns on pathfinding grid rendering"<br>(static grids; see [[AKVA]])||OK | ||
|- | |- | ||
|bool||[[ai2_showhealth]]||0 | |bool||[[ai2_showhealth]]||0 | ||
| | |"draws a health bar for every AI above their head"||OK | ||
|- | |- | ||
|bool||[[ai2_showintersections]]||0 | |bool||[[ai2_showintersections]]||0 | ||
| || | |"debug AI's melee intersections"||?? | ||
|- | |- | ||
|bool||[[ai2_showjoblocations]]||0 | |bool||[[ai2_showjoblocations]]||0 | ||
| || | |"draws a green cross at each AI's job location"||OK? | ||
|- | |- | ||
|bool||[[ai2_showlasers]]||0 | |bool||[[ai2_showlasers]]||0 | ||
| ||?? | |"turns on laser sights for AI2 characters"||?? | ||
|- | |- | ||
|bool||[[ai2_showlinetochar]]||0 | |bool||[[ai2_showlinetochar]]||0 | ||
|draws a line from the player to every | |"draws a line from the player to every AI"||OK | ||
|- | |- | ||
|bool||[[ai2_showlocalmelee]]||0 | |bool||[[ai2_showlocalmelee]]||0 | ||
| || | |"shows local-environment melee awareness"||OK? | ||
|- | |- | ||
|bool||[[ai2_showlos]]||0 | |bool||[[ai2_showlos]]||0 | ||
| | |"shows AI line-of-sight checking"<br>(LOS of all aiming AI leaves a permanent trace)|| OK | ||
|- | |- | ||
|bool||[[ai2_shownames]]||0 | |bool||[[ai2_shownames]]||0 | ||
| || | |"draws the name of every AI above their head"||OK | ||
|- | |- | ||
|bool||[[ai2_showpathfindingerrors]]||0 | |bool||[[ai2_showpathfindingerrors]]||0 | ||
| || | |"enables visual display of pathfinding errors"||OK? | ||
|- | |- | ||
|bool||[[ai2_showpaths]]||0 | |bool||[[ai2_showpaths]]||0 | ||
| || | |"shows the path each AI is following"||OK | ||
|- | |- | ||
|bool||[[ai2_showprediction]]||0 | |bool||[[ai2_showprediction]]||0 | ||
| || | |"shows prediction info for AI2 characters"<br>(player's "predicted" position is shown etc)||OK | ||
|- | |- | ||
|bool||[[ai2_showprojectiles]]||0 | |bool||[[ai2_showprojectiles]]||0 | ||
| || | |"shows AI projectile knowledge"||OK | ||
|- | |- | ||
|bool||[[ai2_showsounds]]||0 | |bool||[[ai2_showsounds]]||0 | ||
| || | |"shows AI sounds as they are generated"||OK | ||
|- | |- | ||
|bool||[[ai2_showtargeting]]||0 | |bool||[[ai2_showtargeting]]||0 | ||
| || | |"shows targeting info for AI2 characters"||OK | ||
|- | |- | ||
|bool||[[ai2_showvision]]||0 | |bool||[[ai2_showvision]]||0 | ||
| || | |"shows each AI's vision cones (central and peripheral)"||OK | ||
|- | |- | ||
|int32||[[ai2_spacing_cookies]]||2 | |int32||[[ai2_spacing_cookies]]||2 | ||
| || | |"number of cookies per fight"<br>the more cookies, the more attacks: 0 means nothing but maneuver||OK | ||
|- | |- | ||
|bool||[[ai2_spacing_enable]]||1 | |bool||[[ai2_spacing_enable]]||1 | ||
| || | |"master enable switch for spacing behavior"||OK? | ||
|- | |- | ||
|bool||[[ | |bool||[[ai2_spacing_weights]]||1 | ||
| || | |"enables position-sensitive weighting of spacing behaviors"||OK? | ||
|- | |- | ||
|int32||[[ai2_stopignoring_count]]||6 | |int32||[[ai2_stopignoring_count]]||6 | ||
|number of events before the AI will stop ignoring||?? | |"set the number of events before the AI will stop ignoring"||?? | ||
|- | |- | ||
|int32||[[ai2_stopignoring_time]]||240 | |int32||[[ai2_stopignoring_time]]||240 | ||
| | |"set the delay timer before the AI forgets about ignored events"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_hit_everything||0 | |bool||am_hit_everything||0 | ||
|makes the laser pointer hit all objects||?? | |"makes the laser pointer hit all objects"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_invert||''? | |bool||am_invert||'''!?''' | ||
|inverts aiming||OK | |"inverts aiming"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_show_axes||0 | |bool||am_show_axes||0 | ||
| || | |"shows world axes"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_show_closest||0 | |bool||am_show_closest||0 | ||
| || | |"dumps the closest GQ index to console"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_show_filenames||0 | |bool||am_show_filenames||0 | ||
| | |"dumps the closest GQ index file/obj name to console"<br>WTF? shows debug box, but doesn't dump anything||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||character_name_distance||150. | |float||character_name_distance||150. | ||
| | |"specifies the distance from the camera that character names no longer draw"<br>(probably needs show_characters)||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_active||1 | |bool||chr_active||1 | ||
| | |"enables character activity"<br>(0 freezes animation etc)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_aim_width||70. | |float||chr_aim_width||70. | ||
|width of the aiming arc, in degrees||OK | |"number of degress of aiming width"<br>width of the aiming arc, in degrees||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_all_active||0 | |bool||chr_all_active||0 | ||
|forces | |"forces all characters to be active"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_auto_aim_arc||90. | |float||chr_auto_aim_arc||90. | ||
|width of the auto aiming arc, in degrees||OK | |"number of degress of auto aiming arc"<br>width of the auto aiming arc, in degrees||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_auto_aim_dist||40. | |float||chr_auto_aim_dist||40. | ||
| | |"distance for auto aiming"<br>upper threshold, in world units||OK | ||
|- | |- | ||
|bool||chr_big_head||''0'' | |bool||chr_big_head||'''0 !!!''' | ||
| | |"draws everyone with a big head"<br>(head size set by chr_big_head_amount)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_big_head_amount||4. | |float||chr_big_head_amount||4. | ||
| | |"Controls the size of the big head"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_block_angle||20. | |float||chr_block_angle||20. | ||
| | |"controls the angle at which the characters can block"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||chr_buffer_size||8 | |int32||chr_buffer_size||8 | ||
| || | |"0 = normal buffer, otherwise buffer duration"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_collision_box||1 | |bool||chr_collision_box||1 | ||
| || | |"toggles character bounding box / bounding sphere collision"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_collision_grow||0. | |float||chr_collision_grow||0. | ||
| || | |"sets character bounding box collision grow amount"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_corpse_fade_offscreen||1 | |bool||chr_corpse_fade_offscreen||1 | ||
|makes | |"makes corpses fade when they are offscreen"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||chr_death_fade_frames||180 | |int32||chr_death_fade_frames||180 | ||
| | |"the number of game ticks until charaters fade over"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||chr_death_fade_start||7200 | |int32||chr_death_fade_start||7200 | ||
| | |"the number of game ticks until charaters begin to fade"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_debug_aiming_screen||0 | |bool||chr_debug_aiming_screen||0 | ||
| | |"turns on aiming screen debugging"<br>(dumps AS changes to console)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_characters|| | |bool||chr_debug_characters||0 | ||
| || | |"enables debugging information for characters"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_collision|| || | | |bool||chr_debug_collision||0 | ||
|"turns on/off debugging of collision"<br>(melee collision info written to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_fall|| || | | |bool||chr_debug_fall||0 | ||
|"controls debugging falling"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_footsteps|| || | | |bool||chr_debug_footsteps||0 | ||
|"footstep debugging mode"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_footsteps_verbose|| || | | |bool||chr_debug_footsteps_verbose||0 | ||
|"verbose footstep debugging mode"<br>(dumps anim/type/frame to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_handle|| || | | |bool||chr_debug_handle||0 | ||
|"turns on debugging for the handle code"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_impacts|| || | | |bool||chr_debug_impacts||0 | ||
|"prints debugging info about character melee impacts"<br>(to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_overlay|| || | | |bool||chr_debug_overlay||0 | ||
|"enables debugging information for overlays"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_pathfinding|| || | | |bool||chr_debug_pathfinding||0 | ||
|"control pathfinding debugging"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_debug_sphere||0 | |bool||chr_debug_sphere||0 | ||
| | |"enables sphere tree debugging for characters"<br>(draws collision spheres for every character)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| | |int32||chr_debug_target||0 | ||
| || | |"selects the character debugging target"<br>(used by all debugging routines)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_debug_trigger_quad||0 | |bool||chr_debug_trigger_quad||0 | ||
| || | |"controls trigger quad debugging"<br>(draws characters as vertical lines)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_disable_melee||0| | |bool||chr_disable_melee||0 | ||
|"turns off all melee damage"<br>(also disables knockdowns; does NOT disable throws)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_disable_visactive||0| | |bool||chr_disable_visactive||0 | ||
|"disables visibility activation"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_draw_aiming_vector||0 | |bool||chr_draw_aiming_vector||0 | ||
|enables drawing of the aiming vector||OK | |"enables drawing of the aiming vector"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_draw_all_characters||0 | |bool||chr_draw_all_characters||0 | ||
|forces the drawing of all characters (also keeps them active)||OK | |"forces the drawing of all characters"<br>(also keeps them active)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_draw_facing_vector|| || | | |bool||chr_draw_facing_vector||0 | ||
|"enables drawing of the facing vector"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_draw_weapon|| || | | |bool||chr_draw_weapon||1 | ||
|"controls drawing of weapons"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_enable_collision||1| | |bool||chr_enable_collision||1 | ||
|"enables character collision"<br>(does NOT prevent throws)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||chr_lod||-1| | |int32||chr_lod||-1 | ||
|"forces a given lod if it is between 0 and 4"<br>(uses automatic LOD otherwise)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_mini_me||0| | |bool||chr_mini_me||0 | ||
|"decreases the size of the main character"<br>(custom zise set by chr_mini_me_amount)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_mini_me_amount||0.5| | |float||chr_mini_me_amount||0.5 | ||
|"controls the size of the main character"<br>(if chr_mini_me is enabled)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_pin_character||0| | |bool||chr_pin_character||0 | ||
|"pins a character to the ground"<br>(freezes coordinates of ''all'' chars)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_print_sound|| || | | |bool||chr_print_sound||0 | ||
|"turns on printing of the sound effect"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_show_bnv|| || | | |bool||chr_show_bnv||0 | ||
|"shows the bnv of the main character"<br>(pathfindng volume; see [[AKVA]])||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_show_lod|| || | | |bool||chr_show_lod||0 | ||
|"shows the current lod of the main character"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_show_movement|| || | | |int32||chr_show_movement||0 | ||
|"enables movement debugging information for characters"<br>(dumps XZ velocity to console every # frames)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_weapon_auto_aim||1| | |bool||chr_weapon_auto_aim||1 | ||
|"enables auto aiming"<br>(melee auto aiming not affected)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cinematic_xoffset||20.| | |float||cinematic_xoffset||20. | ||
|"offset from the vertical edge of the screen for the cinematic insert"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cinematic_yoffset||65.| | |float||cinematic_yoffset||65. | ||
|"offset from the horizontal edge of the screen for the cinematic insert"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cm_canter_unarmed||7.| | |float||cm_canter_unarmed||7. | ||
|"camera canter"<br>(when not aiming; in degrees)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cm_canter_weapon||8.| | |float||cm_canter_weapon||8. | ||
|"camera canter"<br>(when aiming, in degrees)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cm_distance||33.| | |float||cm_distance||33. | ||
|"camera distance"<br>(to target, in world units)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cm_height||15.| | |float||cm_height||15. | ||
|"camera target"<br>(target height to feet of target character, in world units)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||cm_jello_amt||20| | |int32||cm_jello_amt||20 | ||
|"sets the transparency of walls"<br>(for [[Jello]] mode, in % )||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cm_jello_radius||12. | |float||cm_jello_radius||12. | ||
|radius of effect of [[Jello]] mode||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||cm_lookspring_percent||0.5| | |float||cm_lookspring_percent||0.5 | ||
|"at what percent of lookspring fight mode turns off"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||cm_plane_test||1| | |bool||cm_plane_test||1 | ||
|"jello camera plane test"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||co_display|| || | | |bool||co_display||1 | ||
|"enables console display"<br>(console output only)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||co_fade_time|| || | | |int32||co_fade_time||600 | ||
|"the fade time of the console"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||co_message_display|| || | | |bool||co_message_display||1 | ||
|"enables text message display"<br>(dmsg and prompts)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||co_priority|| || | | |int32||co_priority||0 | ||
|"changes the priority of messages to display on the console"<br>not sure what messages have priority >0||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||debug_consoles|| || | | |1||debug_consoles||0 | ||
|"prints debugging information about console usage"<br>(information about ''ingame'' consoles; prints to ''dev mode'' console ^^)||OK | |||
|-bgcolor="red" | |-bgcolor="red" | ||
| ||debug_font_cache|| || | | |??||debug_font_cache||?? | ||
|??||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||debug_gun_behavior|| || | | |bool||debug_gun_behavior||0 | ||
|"enable AI gun behavior debugging"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||debug_impacts|| || | | |bool||debug_impacts||0 | ||
|"prints impacts as they occur"<br>(to console; footsteps, melee, projectiles...)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||debug_scripts|| || | | |bool||debug_scripts||0 | ||
|"enable script debugging"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||debug_triggers|| || | | |bool||debug_triggers||0 | ||
|"enable trigger volume debugging"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||debug_weapons|| || | | |bool||debug_weapons||0 | ||
|"prints debugging info about weapon particle events"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||door_drawframes|| || | | |bool||door_drawframes||0 | ||
|"draws doorframes for all unplaced doors"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||door_ignore_locks||0 | |bool||door_ignore_locks||0 | ||
| | |"disables all door locks"||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||door_pop_lighting|| || | | |bool||door_pop_lighting||0 | ||
|"uses bad door lighting"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||door_show_activation|| || | | |bool||door_show_activation||0 | ||
|"draws a circle where door activates"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||door_show_debug|| || | | |bool||door_show_debug||0 | ||
|"shows debug geometry"<br>(dumps events to console)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||[[draw_every_frame]]||0 | |bool||[[draw_every_frame]]||0 | ||
|forces | |"forces drawing of every frame"<br>(every '''draw_every_frame_multiple'''th frame)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||[[draw_every_frame_multiple]]||1 | |int32||[[draw_every_frame_multiple]]||1 | ||
|| | ||"draw every frame multiple"<br>set drawing frequency if '''draw_every_frame''' is ON||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_collision||1 | |bool||env_collision||1 | ||
|enables environment collision||?? | |"enables environment collision"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_drawallgqs||0 | |bool||env_drawallgqs||0 | ||
| ||?? | |"draw all the GQs"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_drawfrustum||0 | |bool||env_drawfrustum||0 | ||
| ||?? | |"draw the frustum around the environment camera"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_drawvisonly||0 | |bool||env_drawvisonly||0 | ||
| ||?? | |"draw only the GQs used for visibility"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||[[env_highlight_gq]]||-1 | |int32||[[env_highlight_gq]]||-1 | ||
| | |"highlights a particular gq"<br>(-1 means none)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||[[env_ray_number]]||20 | |int32||[[env_ray_number]]||20 | ||
|number | |"sets the number of rays to cast"<br>(per frame?)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_show_ghostgqs||0 | |bool||env_show_ghostgqs||0 | ||
| || | |"when true show ghost GQs"||OK? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_show_leafnodes||0 | |bool||env_show_leafnodes||0 | ||
| ||?? | |"enables display of environment octtree leaf nodes"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_show_octnode_gqs||0 | |bool||env_show_octnode_gqs||0 | ||
| || | |"when true the environment only renders triangles in the octnode that contains the manual camera"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_show_octtree||0 | |bool||env_show_octtree||0 | ||
| || | |"enables display of environment octtree traversal"||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||[[env_show_quad_count]]||0|| | | |bool||[[env_show_quad_count]]||0 | ||
|"shows the count of visable environment quads"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_show_rays||0|| | | |bool||env_show_rays||0 | ||
|"draw the rays"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_show_stairflagged||0|| | | |bool||env_show_stairflagged||0 | ||
|"show specially flagged noncollision quads"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||fast_lookup|| || | | |bool||fast_lookup||0 | ||
|"enables fast lookup"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||fast_mode|| || | | |bool||fast_mode||0 | ||
|"makes the game run fast"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||flag_name_distance|| || | | |float||flag_name_distance||150.0 | ||
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||flag_new_id|| || | | |int32||flag_new_id||'''!?''' | ||
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||footstep_flash|| || | | |bool||footstep_flash||0 | ||
|"footstep flash mode"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||fx_laser_width|| || | | |float||fx_laser_width||0.2 | ||
|width of lasers (weapons and triggers)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||gl_disable_depth_reads||0| | |bool||gl_disable_depth_reads||0 | ||
|"disable_depth_reads"||?? | |||
|-bgcolor="red" | |-bgcolor="red" | ||
| ||gl_disable_dxt1|| || | | |??||gl_disable_dxt1||?? | ||
|??||?? | |||
|-bgcolor="red" | |-bgcolor="red" | ||
| ||gl_disable_packed_pixels|| || | | |??||gl_disable_packed_pixels||?? | ||
|??||?? | |||
|- | |- | ||
|float||gl_fog_blue||'''0.25'''| | |float||gl_fog_blue||'''0.25 !!!''' | ||
|"fog blue"<br>(amount: 0 to 1)||OK | |||
|- | |- | ||
|float||gl_fog_end||'''1.'''| | |float||gl_fog_end||'''1. !!!''' | ||
|"fog end"||OK | |||
|- | |- | ||
|float||gl_fog_green||'''0.25'''| | |float||gl_fog_green||'''0.25 !!!''' | ||
|"fog green"<br>(amount: 0 to 1)||OK | |||
|- | |- | ||
|float||gl_fog_red||'''0.25'''| | |float||gl_fog_red||'''0.25 !!!''' | ||
|"fog red"<br>(amount: 0 to 1)||OK | |||
|- | |- | ||
|float||gl_fog_start||'''0.975'''| | |float||gl_fog_start||'''0.975 !!!''' | ||
|"fog start"||OK | |||
|-bgcolor="red" | |-bgcolor="red" | ||
| ||gl_mipmap_offset|| || | | |??||gl_mipmap_offset||?? | ||
|??||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_input_accel|| || | | |float||gs_input_accel||5.0 | ||
|"use this to control the input sensitivity"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_screen_shot_reduce|| || | | |int32||gs_screen_shot_reduce||0 | ||
|"2^n amount of reduction"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_characters|| || | | |bool||gs_show_characters||0 | ||
|"turns on the drawing of characters"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||gs_show_corpses||1| | |bool||gs_show_corpses||1 | ||
|"show corpses"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_environment|| || | | |bool||gs_show_environment||1 | ||
|"turns on doing the environment"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_object_count|| || | | |bool||gs_show_object_count||0 | ||
|"shows the count of objects"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_objects|| || | | |bool||gs_show_objects||1 | ||
|"turns on the drawing of objects"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_particles|| || | | |bool||gs_show_particles||1 | ||
|"turns on the drawing of particles"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_physics_count|| || | | |bool||gs_show_physics_count||0 | ||
|"shows the count of physics"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_scripting_count|| || | | |bool||gs_show_scripting_count||0 | ||
|"shows the count of active scripting contexts"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_shadows|| || | | |bool||gs_show_shadows||1 | ||
|"enables character shadows"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_show_sky|| || | | |bool||gs_show_sky||1 | ||
|"turns on the sky"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||gs_show_ui||1| | |bool||gs_show_ui||1 | ||
|"turns on the ui" (aka HUD)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_sleep|| || | | |bool||gs_sleep||0 | ||
|"turns on a call to sleep to make debugging easier"||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||gs_stable_ear|| || | | |bool||gs_stable_ear||1 | ||
|"makes the ear stable"||?? | |||
|- | |- | ||
|bool||[[invincible]]||''0''| | |bool||[[invincible]]||'''0 !!!''' | ||
|"makes player invincible"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||laser_alpha|| || | | |bool||laser_alpha||0 | ||
|WTF? lasers are always transparent||?? | |||
|-bgcolor="lime" | |-bgcolor="lime" | ||
| ||li_center_cursor|| || | | |bool||li_center_cursor||1 | ||
|"should we center the cursor"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_buffer_clear|| || | | |bool||m3_buffer_clear||1 | ||
|"toggles buffer clear"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_clear_color|| || | | |bool||m3_clear_color||0 | ||
|??||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_double_buffer|| || | | |bool||m3_double_buffer||1 | ||
|"toggles double buffer mode"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_fill_solid|| || | | |bool||m3_fill_solid||1 | ||
|"toggles wireframe/solid"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_shade_vertex|| || | | |bool||m3_shade_vertex||1 | ||
|"vertex shader on/off"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_texture|| || | | |bool||m3_texture||1 | ||
|0 >> crash ^^||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||m3_zcompareon|| || | | |bool||m3_zcompareon||1 | ||
|"true if zcompare is on"||OK | |||
|- | |- | ||
|bool||marketing_line_off||0| | |bool||marketing_line_off||0 | ||
|"turns the laser line off"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||ob_show_debug|| || | | |bool||ob_show_debug||0 | ||
|"enable physics debugging visuals"<br>(shows spheres for doors etc)||OK | |||
|- | |- | ||
|bool||[[omnipotent]]||''0''| | |bool||[[omnipotent]]||'''0 !!!''' | ||
|"makes player omnipotent"||OK | |||
|- | |- | ||
| ||p3_debug_collision|| || | | |int32||p3_debug_collision||256 | ||
|"enables collision debugging display"<br>(actually a boolean; only the low bit counts)||OK | |||
|- | |- | ||
| ||p3_everything_breakable|| || | | |bool||p3_everything_breakable||0 | ||
|"makes every quad breakable"||OK | |||
|- | |- | ||
| ||p3_furniture_breakable|| || | | |bool||p3_furniture_breakable||0 | ||
|"makes all furniture breakable"||OK | |||
|- | |- | ||
| ||p3_glass_breakable|| || | | |bool||p3_glass_breakable||1 | ||
|"enables breakable glass"||OK | |||
|- | |- | ||
| ||p3_show_env_collision|| || | | |bool||p3_show_env_collision||0 | ||
|"draws particle / environment collisions"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||patrolpath_name_distance|| || | | |float||patrolpath_name_distance||150.0 | ||
|"specifies the distance from the camera that patrol point names no longer draw"<br>(probably needs show_patrolpaths)||?? | |||
|- | |- | ||
| ||ph_active|| || | | |bool||ph_active||1 | ||
|"enable physics"||OK | |||
|- | |- | ||
| ||ph_debug_keyforces|| || | | |bool||ph_debug_keyforces||0 | ||
|"toggle keyboard applied forces"||?? | |||
|- | |- | ||
| ||ph_show_collisions|| || | | |bool||ph_show_collisions||0 | ||
|"toggle display of colliding quads"||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||recoil_base|| || | | |float||recoil_base||0.0 | ||
|"base" (for current ONWC; needs recoil_edit)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||recoil_edit|| || | | |bool||recoil_edit||0 | ||
|"enables editable recoil"<br>||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||recoil_factor|| || | | |float||recoil_factor||0.0 | ||
|"factor" (for current ONWC; needs recoil_edit)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||recoil_max|| || | | |float||recoil_max||0.0 | ||
|"factor" (for current ONWC; needs recoil_edit)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||recoil_return_speed|| || | | |float||recoil_return_speed||0.0 | ||
|"factor" (for current ONWC; needs recoil_edit)||OK | |||
|- | |- | ||
|int32||save_point||''? | |int32||save_point||'''!?''' | ||
|which save point we are on||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||saved_film_character_offset||1 | |int32||saved_film_character_offset||1 | ||
| || | |"dumps the filmed animation data of the player to file"||OK? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||saved_film_loop||0 | |bool||saved_film_loop||0 | ||
Line 530: | Line 639: | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|string||sc_bind_f2||"" | |string||sc_bind_f2||"" | ||
|animation bound to '''cutscene1'''||OK | |name of animation bound to '''cutscene1'''||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|string||sc_bind_f3||"" | |string||sc_bind_f3||"" | ||
|animation bound to '''cutscene2'''||OK | |name of animation bound to '''cutscene2'''||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||show_characters|| | |bool||show_characters||0 | ||
| | |"enables the display of character starting positions"<br>(see BINA/OBJC/CHAR)||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||show_chr_env_collision||0 | |bool||show_chr_env_collision||0 | ||
| || | |"draws character / environment collisions"<br>(same as ph_show_collisions?)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||show_flags||0 | |bool||show_flags||0 | ||
| | |"enables the display of flags"<br>(see BINA/OBJC/FLAG)||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||show_laser_env_collision||0 | |bool||show_laser_env_collision||0 | ||
| || | |"draws laser / environment collisions"<br>(works with any loaded gun)||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||show_patrolpaths||0 | |bool||show_patrolpaths||0 | ||
| ||?? | |"enables the display of AI patrol path objects"<br>(see BINA/OBJC/PATR)||?? | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||show_performance||0 | |bool||show_performance||0 | ||
Line 613: | Line 722: | ||
|suppresses prompt about new objectives or moves||OK | |suppresses prompt about new objectives or moves||OK | ||
|- | |- | ||
|bool||[[unstoppable]]||''0'' | |bool||[[unstoppable]]||'''0 !!!''' | ||
|makes player unstoppable||OK | |makes player unstoppable||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" |