> For the complete documentation index, see [llms.txt](https://rust-console-edition.gitbook.io/community-servers/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rust-console-edition.gitbook.io/community-servers/commands/world/entities.md).

# Entities

<table><thead><tr><th width="108">Auth Tier</th><th width="119">Entry Point</th><th width="258">Command</th><th width="262">Description</th><th width="113">Input Type</th><th width="97">Default</th></tr></thead><tbody><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.accuratevisiondistance</td><td>Toggles proximity-based AI detection of players.</td><td>"number"</td><td>1</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>ai.addignoreplayer</td><td>Adds the target ID to the NPCs ignore-list, meaning that they won’t be targetted by hostile AI.</td><td>"Player ID"</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.animal_ignore_food</td><td>Toggles whether animal NPCs will detect food in their surroundings.</td><td>"0/1"</td><td>1</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>ai.brainstats</td><td>Prints the amount of ‘brains’ on the map. Each AI has 1 brain.</td><td>None</td><td>N/A</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>ai.clearignoredplayers</td><td>Clears the ignore-list, meaning everyone is targettable by the AI.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>ai.ignoreplayers</td><td>Toggles AI targetting of players.</td><td>"0/1"</td><td>0</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.move</td><td>Toggles AI movement.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.npc_door_trigger_size</td><td>Scales the bounding box for doors/barricades.</td><td>"number"</td><td>1.5</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.npc_enable</td><td>Toggles AI spawning on boot. Does not affect Bradley APC.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.npc_families_no_hurt</td><td>Toggles whether NPCs of the same family cn damage each other.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.npc_gun_noise_silencer_modifier</td><td>Scales the noise of a player’s weapon silencer for AI detection.</td><td>"number"</td><td>0.15</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>ai.npc_junkpilespawn_chance</td><td>Defines the percentage chance (0 → 1) for scientists to spawn at Junkpiles.<br></td><td>"number"</td><td>0.1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.npc_patrol_point_cooldown</td><td>Defines how long a scientist NPC will wait (in seconds) before moving to their next patrol point.<br></td><td>"number"</td><td>5</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>ai.npcswimming</td><td>Toggles whether NPCs will detect if they’re swimming.</td><td>"0/1"</td><td>1</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>ai.printignoredplayers</td><td>Prints the list of currently ignored players to the console.</td><td>None</td><td>N/A</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>ai.removeignoreplayer</td><td>Removes the target ID from the NPCs ignore-list, meaning that they will be targetted by hostile AI.</td><td>"Player ID"</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>ai.think</td><td>Toggles whether AIs should update their position/movement/actions etc.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.npc_aimconescale</td><td>Scales the AI aim cone for targetting. This will affect AI accuracy.</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.npc_attackcooldownscale</td><td>Scales the AI reload and shot time. This will affect AI damage output.</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.npc_attacklengthscale</td><td>Scales the AI attack lengths per burst. This will affect AI damage output.</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.npc_attackspacingscale</td><td>Scales the time between AI attack bursts. This will affect AI damage over time.</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.npc_damagescale</td><td>Scales the raw AI damage.</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.set_easy_ai</td><td>Bulk sets the following convars:<br>NPC_damageScale = 0.25<br>NPC_attackLengthScale = 0.25<br>NPC_aimConeScale = 0.5<br>NPC_attackSpacingScale = 4<br>NPC_attackCooldownScale = 4<br>This will result in an overall easier AI experience.</td><td>"0/1"</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>attackentity.set_normal_ai</td><td>Bulk sets the following convars:<br>NPC_damageScale = 1<br>NPC_attackLengthScale = 1<br>NPC_aimConeScale = 1<br>NPC_attackSpacingScale = 1<br>NPC_attackCooldownScale = 1<br>This will result in a default AI experience.</td><td>"0/1"</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>bear.population</td><td>Controls the density of bear spawning per km².</td><td>"number"</td><td>2</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>boar.population</td><td>Controls the density of boar spawning per km².</td><td>"number"</td><td>5</td></tr><tr><td>3 - Admin</td><td><h2>📟🌌</h2></td><td>bradley.respawndelayminutes</td><td>Controls the amount of time after the Bradley APC is destroyed, that it respawns. Time is measured in real-world minutes.</td><td>"Number"</td><td>60</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>bradley.respawndelayvariance</td><td>Defines the variance at which the Bradley APC spawns. Smaller is less variance.</td><td>"Number"</td><td>1</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>cargoshipdynamic.cargoship_speed_scale</td><td>Controls the speed of the Cargo Ship. Clamped to 5.</td><td>"Number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>chicken.population</td><td>Controls the density of chicken spawning per km².</td><td>"number"</td><td>3</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>global.stopallspawnsdisable</td><td>Stops new entity from being spawned.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>global.stopallspawnsenable</td><td>Re-enables new entity spawning.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>heli.bulletaccuracy</td><td>Controls the aim-cone of the Attack Helicopter. See Event Settings for more information.</td><td>"number"</td><td>2</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>heli.bulletdamagescale</td><td>Controls the scale of the damage done by the Attack Heli’s main guns.</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>heli.cantargetplayers</td><td>Toggles whether the Attack Heli can attack players.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>heli.guns</td><td>Toggles the Attack Heli’s ability to fire its weapons.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>heli.lifetimeminutes</td><td>Defines how long before the Patrol Helicopter starts to exit, in minutes.</td><td>"number"</td><td>15</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>heli.napalm</td><td>Toggles the Attack Heli’s ability to fire its napalm attack.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>heli.rockets</td><td>Toggles the Attack Heli’s ability to fire its rockets.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>🎮</h2></td><td>heli.strafe</td><td>Force an active Patrol Helicopter to strafe at the position you are looking at. Client Only.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>heli.strafeatplayer</td><td>Force an active Patrol Helicopter to strafe at the provided player, needs to be changed to playername.</td><td>"Player ID"</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>polarbear.population</td><td>Defines the density of polar bears per km².</td><td>"number"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>server.corpses</td><td>Should a corpse be created when an entity dies.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>spawn.fill_groups</td><td>Forces a respawn on the all the group populations. Oil rig spawners etc.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>spawn.fill_individuals</td><td>Forces a respawn on the all the individual populations.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>spawn.fill_populations</td><td>Forces a respawn on the all the spawn populations. Ore nodes, animals etc.</td><td>None</td><td>N/A</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>spawn.respawn_groups</td><td>Determines if groups should respawn (Scientist spawners).</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>spawn.respawn_individuals</td><td>Determines if individual prefabs from spawn population should respawn.</td><td>"0/1"</td><td>0</td></tr><tr><td>4 - Owner</td><td><h2>📟</h2></td><td>spawn.respawn_populations</td><td>Determines if populations should respawn.</td><td>"0/1"</td><td>1</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>stag.population</td><td>Controls the density of deer spawning per km².</td><td>"number"</td><td>3</td></tr><tr><td>3 - Admin</td><td><h2>📟</h2></td><td>supply.maxcargoplanes</td><td>Defines the maximum amount of Supply Planes permitted on the server at one time. Max 50.</td><td>"Number"</td><td>50</td></tr><tr><td>4 - Owner</td><td><h2>📟🌌</h2></td><td>wolf.population</td><td>Controls the density of wolf spawning per km².</td><td>"number"</td><td>2</td></tr></tbody></table>
