Console Command List/N

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Command Default Cheat? Help Text
name 0 Current user name.
nav begin area Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav clear walkable marks Erase any previously placed walkable positions.
nav connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav corner lower Lower the selected corner of the currently marked Area.
nav corner raise Raise the selected corner of the currently marked Area.
nav corner select Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav crouch Toggles the 'must crouch in this area' flag used by the AI system.
nav delete Deletes the currently highlighted Area.
nav disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav edit 0 Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav end area Defines the second corner of a new Area and creates it.
nav generate Generate a Navigation Mesh for the current map and save it to disk.
nav jump Toggles the 'traverse this area by jumping' flag used by the AI system.
nav load Loads the Navigation Mesh for the current map.
nav mark Marks the Area under the cursor for manipulation by subsequent editing commands.
nav mark unnamed Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav mark walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav no jump Toggles the 'don't jump in this area' flag used by the AI system.
nav place floodfill Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav place pick Sets the current Place to the Place of the Area under the cursor.
nav precise Toggles the 'don't avoid obstacles' flag used by the AI system.
nav quicksave 1 Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav save Saves the current Navigation Mesh to disk.
nav show approach points 0 Show Approach Points in the Navigation Mesh.
nav show danger 0 Show current 'danger' levels.
nav splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav split To split an Area into two, align the split line using your cursor and invoke the split command.
nav strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav toggle place mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav toggle place painting Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav use place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net blockmsg 0 Yes 1|name>
net channels Shows net channel info.
net chokeloop 0 Apply bandwidth choke to loopback packets.
net drawslider 0 Draw completion slider during signon.
net droppackets 0 Yes Drops next n packets on client.
net fakelag 0 Yes Lag all incoming network data (including loopback) by this many milliseconds.
net fakeloss 0 Yes Simulate packet loss as a percentage (negative means drop 1/n packets).
net graph 0 Draw the network usage graph.
net graphheight 64 None
net graphpos 1 None
net graphsolid 1 None
net maxfilesize 16 Max filesize server can transfer to clients.
net maxfragments 1280 Max fragment bytes per packet.
net scale 5 None
net showdrop 0 Show dropped packets in console
net showevents 0 Print game event infos to console.
net showfragments 0 Show netchannel fragments.
net showmsg 0 1|name>
net showpeaks 0 Show messages for large packets only: <size>
net showsplits 0 Show info about packet splits.
net showtcp 0 Dump TCP stream summary to console.
net showudp 0 Dump UPD packets summary to console
net start Initializes multiplayer network sockets.
net synctags 0 Yes Insert tokens into the net stream to find client/server mismatches.
next 0 Yes Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo Play next demo in sequence.
noclip Yes Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.
notarget Toggle. Player becomes hidden to NPCs.
npc ammo deplete Subtracts half of the target's ammo.
npc_barnacle_swallow 0 Use prototype swallow code.
npc bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_citizen_auto_player_squad 1 None
npc_citizen_auto_player_squad_allow_use 0 None
npc_citizen_explosive_resist 0 None
npc_citizen_insignia 0 None
npc_citizen_squad_marker 0 None
npc combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc conditions Displays all the current AI conditions that an NPC has in the overlay text.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
Arguments
{npc_class_name}.
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). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
Arguments
{npc_class_name}.
npc create equipment 0 None
npc destroy Removes the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc destroy unselected Removes all NPCs from the universe that aren't currently selected.
npc enemies Shows memory of NPC. Draws an X on top of each memory.
Blue
Eluded entities (don't know where it went)
Green
Unreachable entities (can't get to it)
Red
Current enemy
Magenta
Current target entity
Pink
All other entities drawn
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
npc go Selected NPC(s) will go to the location that the player is looking (shown with a purple box).
npc go do run 1 Set whether should run on NPC go.
npc go random Sends all selected NPC(s) to a random node.
npc heal Heals the target back to full health.
npc height adjust 1 Enable test mode for ik height adjustment.
npc kill Kills the given NPC(s)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc nearest Draw's a while box around the NPC(s) nearest node
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc reset Reloads schedules for all NPC's from their script files.
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:
Blue
Path to a node
Cyan
Detour around an object (triangulation)
Red
Jump
Maroon
Path to final target position
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc select Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at
npc sentences 0 None
npc speakall Force the npc to try and speak all their responses.
npc squads Obsolete. Replaced by npc_combat.
npc steering Displays the steering obstructions of the NPC (used to perform local avoidance)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc steering all Displays the steering obstructions of all NPCs (used to perform local avoidance).
npc_strider_height_adj 0 None
npc_strider_shake_ropes_magnitude 150 None
npc_strider_shake_ropes_radius 1200 None
npc task text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc thinknow Trigger NPC to think.
npc viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc vphysics 0 None