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HOW TO USE "The AI"
#1
Question 
al little help? Smile[/quote]

USAGE: ai (!)target field (value), or ai (!) target [list/delete]
target can be an entity number, a targetname, an entity classname,
'all', 'axis', 'allies', or 'neutral'
if ! immediately precedes target, it uses AI that don't match target
field can be one of:
type : int
accuracy : float
lookforward : vector
lookright : vector
lookup : vector
fovcosine : float
fovcosinebusy : float
upaimlimit : float
downaimlimit : float
rightaimlimit : float
leftaimlimit : float
maxsightdistsqrd : float
sightlatency : int
ignoreclosefoliage : byte
interval : float
teammovewaittime : int
damagetaken : int
damagedir : vector
damageyaw : int
damagelocation : string
damageweapon : string
damagemod : int
proneok : int
walkdistfacingmotion: float
walkdist : float
desiredangle : float
pacifist : byte
pacifistwait : int
footstepdetectdist : float
footstepdetectdistwalk: float
footstepdetectdistsprint: float
reactiontargetpos : vector
newenemyreactiondistsq: float
ignoreexplosionevents: byte
ignoresuppression : int
suppressionwait : int
suppressionduration : int
suppressionstarttime: int
suppressionmeter : float
name : string
weapon : string
dontavoidplayer : int
grenadeawareness : float
grenade : entnum
grenadeweapon : int
grenadeammo : int
favoriteenemy : sentient
highlyawareradius : float
minpaindamage : int
allowpain : byte
allowdeath : byte
delayeddeath : byte
diequietly : byte
forceragdollimmediate: byte
providecoveringfire : byte
doingambush : byte
combatmode : int
alertlevel : int
alertlevelint : int
useable : byte
ignoretriggers : byte
pushable : byte
dropweapon : int
drawoncompass : int
groundtype : string
anim_pose : string
goalradius : float
goalheight : float
goalpos : vector
nodeoffsetpos : vector
ignoreforfixednodesafecheck: byte
fixednode : byte
fixednodesaferadius : float
pathgoalpos : vector
pathrandompercent : int
usechokepoints : byte
stopanimdistsq : float
lastenemysightpos : vector
pathenemylookahead : float
pathenemyfightdist : float
meleeattackdist : float
movemode : string
usecombatscriptatcover: byte
safetochangescript : byte
keepclaimednode : byte
keepclaimednodeifvalid: byte
keepnodeduringscriptedanim: byte
dodangerreact : byte
dangerreactduration : int
nododgemove : byte
leanamount : float
turnrate : float
badplaceawareness : float
damageshield : byte
nogrenadereturnthrow: byte
noattackeraccuracymod: byte
frontshieldanglecos : float
lookaheaddir : vector
lookaheaddist : float
lookaheadhitsstairs : byte
velocity : vector
prevanimdelta : vector
exposedduration : int
requestarrivalnotify: int
scriptedarrivalent : entnum
goingtoruntopos : int
engagemindist : float
engageminfalloffdist: float
engagemaxdist : float
engagemaxfalloffdist: float
finalaccuracy : float
facemotion : byte
gunblockedbywall : byte
relativedir : byte
lockorientation : byte
maxfaceenemydist : float
stairsstate : string
script : string
prevscript : string
threatbias : int
syncedmeleetarget : entnum
ignoreme : byte
ignoreall : byte
maxvisibledist : float
surprisedbymedistsq : float
ignorerandombulletdamage: byte
dodamagetoall : byte
turretinvulnerability: byte
health : int
maxhealth : int
targetname : string
code_classname : string
classname : string
spawnflags : int
model : string
takedamage : int
[Image: justhad.jpg]
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#2
lockorientation : byte
O.o
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#3
also, wtf is that
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#4
Good question, I got no idea what's going on in this thread.
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#5
yer whats the question man , please reframe it
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