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Mod commands
Dreamy Cecil edited this page May 11, 2022
·
17 revisions
This document contains commands that can be entered in console to execute specific mod features.
-
MOD_QuickBot()
- quick bot addition (usesBOT_strSpawnName
andBOT_strSpawnTeam
) -
MOD_AddBot(name, AMC filename, team)
- bot addition with custom name and player skin (empty strings for random) and also team (empty string for no team) -
MOD_RemoveBot(name)
- remove bots with a certain name from the game -
MOD_RemoveAllBots()
- remove all bots from the game -
MOD_BotUpdate()
- update settings for all bots (ifBOT_strBotEdit
isn't blank, only updates bots with that name)
-
BOT_strBotEdit
- name of a bot for editing its settings (leave blank for all bots) -
BOT_strSpawnName
- quick add bots with this specific name -
BOT_strSpawnTeam
- quick add bots in this specific team -
BOT_ResetBotConfig(difficulty)
- reset all bot settings to some difficulty preset
0 - Dummy preset (like Normal, but bots don't shoot and only collect weapons)
1 - Easy preset (bots are pretty inaccurate and not very decisive)
2 - Normal preset (default settings)
3 - Hard preset (bots are really precise)
All other values (such as -1 or 5) default to the "Normal" preset.
For specific bot behaviour customization go to Options -> Advanced options -> Bot Mod Customization
in game (all commands start with BOT_
)
-
MOD_bEntityIDs
- display IDs of all entities nearby (forMOD_NavMeshPointEntity()
) -
MOD_bClientSandbox
- let server clients edit world's NavMesh (only for the server) -
MOD_bBotThoughts
- display bot's thoughts on screen for debugging purposes (only for the server) -
MOD_SetWeapons(weapon type/mask, players)
- change all weapon items or player weapons on the map:
Change weapon type of all CWeaponItems:
weapon type - WeaponItemType index of CWeaponItem entity
players - set to 0
WeaponItemType indices:
1 - Colt
2 - Single shotgun
3 - Double shotgun
4 - Tommygun
5 - Minigun
6 - Rocket launcher
7 - Grenade launcher
8 - Sniper
9 - Flamer
10 - Laser
11 - Chainsaw
12 - Cannon
--------------------------------
Change current player weapons and "Give Weapons" property of all CPlayerMarkers:
weapon mask - binary mask in base 10 (e.g. 148 = 128 + 16 + 4)
players - set to 1
Weapon bits for the mask:
1 - Knife
2 - Colt
4 - Double Colt
8 - Single shotgun
16 - Double shotgun
32 - Tommygun
64 - Minigun
128 - Rocket launcher
256 - Grenade launcher
512 - Chainsaw
1024 - Flamer
2048 - Laser
4096 - Sniper
8192 - Cannon
-
MOD_GenerateNavMesh(connect)
- simple NavMesh generator for the current world:
0 - generate points
1 - connect points
-
MOD_NavMeshSave()
- save current NavMesh intoCecil/Navmeshes
under the world filename -
MOD_NavMeshLoad()
- load current NavMesh fromCecil/Navmeshes
under the world filename -
MOD_NavMeshClear()
- clear the entire NavMesh
-
MOD_iRenderNavMesh
- display world NavMesh:
0 - disabled
1 - render points
2 - render connections and range
3 - display IDs
4 - display flags
-
MOD_fNavMeshRenderRange
- NavMesh point rendering range (0
for infinite) -
MOD_iNavMeshPoint
- currently selected NavMesh point by its ID -
MOD_NavMeshSelectPoint()
- select closest NavMesh point to the player's crosshair position or target already selected point (ifMOD_iNavMeshConnecting
is not0
)
-
MOD_NavMeshConnectionType()
- change NavMesh connection type (seeMOD_iNavMeshConnecting
) -
MOD_iNavMeshConnecting
- currently selected NavMesh connection type:
0 - disabled (point selection)
1 - one-way connection (connect current point to the target)
2 - two-way connection (connect points to each other)
3 - one-way backwards connection (connect target point to the current one)
-
MOD_AddNavMeshPoint(offset, grid size)
- create a new NavMesh point at the player position with vertical offset and snapping its position to some grid size -
MOD_DeleteNavMeshPoint()
- delete currently selected NavMesh point -
MOD_NavMeshPointInfo()
- display NavMesh point info -
MOD_ConnectNavMeshPoint(target ID)
- connect NavMesh point to the target point using its ID. -
MOD_TeleportNavMeshPoint(offset)
- move NavMesh point to the player position (with vertical offset)
-
MOD_NavMeshPointPos(x, y, z)
- change NavMesh point position -
MOD_SnapNavMeshPoint(grid size)
- snap NavMesh point position to a some grid -
MOD_NavMeshPointFlags(mask)
- set NavMesh point flags as a base 10 bit mask (e.g. 21 = 16 + 4 + 1)
Available flags:
1 "walk" - don't run from this point
2 "jump" - jump from this point
4 "crouch" - crouch while going from this point
8 "override" - apply point's flags before reaching the point (e.g. jump TO this point)
16 "unreachable" - cannot be reached directly by foot (only for target points)
32 "teleport" - point is at a teleport and has 0 distance to any target point (for calculating shorter path)
-
MOD_NavMeshPointEntity(entity ID)
- set NavMesh point entity by its ID (-1 for none) -
MOD_NavMeshPointRange(range)
- change NavMesh point range -
MOD_NavMeshPointNext(point ID)
- next important point to go to after this one
-
MOD_NavMeshPointLock(entity ID)
- set some entity as the point's "lock" (meaning that this point will only be accessible when the set entity is at the exact same place as it was when it's been set)
If you see a [pale yellow] line going to a NavMesh point, it means that it's connected to this "lock entity"
If you see any of these lines connected to the set "lock" entity, it means that the NavMesh point is currently inaccessible:
[Pale green] line indicates the difference between the origin position and the current position of the "lock" entity
[Pale blue] line indicates origin angle of the "lock" entity
[Pale red] line indicates the current angle of the "lock" entity