Entities
Last updated
Last updated
Command | Input | Description | Default | |
---|---|---|---|---|
ai.accuratevisiondistance
"number"
Toggles proximity-based AI detection of players.
1
ai.animal_ignore_food
"0/1"
Toggles whether animal NPCs will detect food in their surroundings.
1
ai.ignoreplayers
"0/1"
Toggles AI targetting of players.
0
ai.move
"0/1"
Toggles AI movement.
1
ai.npc_door_trigger_size
"number"
Scales the bounding box for doors/barricades.
1.5
ai.npc_enable
"0/1"
Toggles AI spawning on boot. Does not affect Bradley APC.
1
ai.npc_families_no_hurt
"0/1"
Toggles whether NPCs of the same family cn damage each other.
1
ai.npc_gun_noise_silencer_modifier
"number"
Scales the noise of a player’s weapon silencer for AI detection.
0.15
ai.npc_junkpilespawn_chance
"number"
Defines the percentage chance (0 → 1) for scientists to spawn at Junkpiles.
0.1
ai.npc_patrol_point_cooldown
"number"
Defines how long a scientist NPC will wait (in seconds) before moving to their next patrol point.
5
ai.npcswimming
"0/1"
Toggles whether NPCs will detect if they’re swimming.
1
ai.printignoredplayers
none
Prints the list of currently ignored players to the console.
N/A
ai.think
"0/1"
Toggles whether AIs should update their position/movement/actions etc.
1
attackentity.npc_aimconescale
"number"
Scales the AI aim cone for targetting. This will affect AI accuracy.
1
attackentity.npc_attackcooldownscale
"number"
Scales the AI reload and shot time. This will affect AI damage output.
1
attackentity.npc_attacklengthscale
"number"
Scales the AI attack lengths per burst. This will affect AI damage output.
1
attackentity.npc_attackspacingscale
"number"
Scales the time between AI attack bursts. This will affect AI damage over time.
1
attackentity.npc_damagescale
"number"
Scales the raw AI damage.
1
attackentity.set_easy_ai
"0/1"
Bulk sets the following convars:
NPC_damageScale = 0.25
NPC_attackLengthScale = 0.25
NPC_aimConeScale = 0.5
NPC_attackSpacingScale = 4
NPC_attackCooldownScale = 4
This will result in an overall easier AI experience.
N/A
attackentity.set_normal_ai
"0/1"
Bulk sets the following convars:
NPC_damageScale = 1
NPC_attackLengthScale = 1
NPC_aimConeScale = 1
NPC_attackSpacingScale = 1
NPC_attackCooldownScale = 1
This will result in a default AI experience.
N/A
bear.population
"number"
Controls the density of bear spawning per km².
2
boar.population
"number"
Controls the density of boar spawning per km².
5
chicken.population
"number"
Controls the density of chicken spawning per km².
3
global.stopallspawnsdisable
none
Stops new entity from being spawned.
N/A
global.stopallspawnsenable
none
Re-enables new entity spawning.
N/A
heli.bulletaccuracy
"number"
Controls the aim-cone of the Attack Helicopter. See Event Settings for more information.
2
heli.bulletdamagescale
"number"
Controls the scale of the damage done by the Attack Heli’s main guns.
1
heli.cantargetplayers
"0/1"
Toggles whether the Attack Heli can attack players.
1
heli.guns
"0/1"
Toggles the Attack Heli’s ability to fire its weapons.
1
heli.lifetimeminutes
"number"
Defines how long before the Patrol Helicopter starts to exit, in minutes.
15
heli.napalm
"0/1"
Toggles the Attack Heli’s ability to fire its napalm attack.
1
heli.rockets
"0/1"
Toggles the Attack Heli’s ability to fire its rockets.
1
heli.strafe
none
Force an active Patrol Helicopter to strafe at the position you are looking at. Client Only.
N/A
heli.strafeatplayer
"player ID"
Force an active Patrol Helicopter to strafe at the provided player, needs to be changed to playername.
N/A
server.corpses
"0/1"
Should a corpse be created when an entity dies.
1
server.useminimumplantcondition
"0/1"
Determines if plants should use the minimum quality level. This quality is set from either LightQuality, WaterQuality, GroundQuality, TemperatureQuality, whichever is lowest.
1
servermgr.imalumberjack
"A(number)" "B(number)" "C(number)"
Automatically chops “A” amount of trees, every “B” seconds, for a total of “C” trees.
N/A
servermgr.stoplumberjack
none
Stops the lumberjack command.
N/A
servermgr.therapture
"X(number)"
Culls X sleeping players from the server. Leave blank to cull all sleeping players.
N/A
spawn.fill_groups
none
Forces a respawn on the all the group populations. Oil rig spawners etc.
N/A
spawn.fill_individuals
none
Forces a respawn on the all the individual populations.
N/A
spawn.fill_populations
none
Forces a respawn on the all the spawn populations. Ore nodes, animals etc.
N/A
spawn.respawn_groups
"0/1"
Determines if groups should respawn (Scientist spawners).
1
spawn.respawn_individuals
"0/1"
Determines if individual prefabs from spawn population should respawn.
0
spawn.respawn_populations
"0/1"
Determines if populations should respawn.
1
spawnhandler.enforcelimits
"0/1"
Ensures that the spawn populations are not exceeding the max limits.
”1 forceAll”
will ensure all populations are enforced regardless of their enforcepopulationlimits setting.
N/A
stag.population
"number"
Controls the density of deer spawning per km².
3
wolf.population
"number"
Controls the density of wolf spawning per km².
2
ai.addignoreplayer
"player ID"
Adds the target ID to the NPCs ignore-list, meaning that they won’t be targetted by hostile AI.
N/A
ai.brainstats
none
Prints the amount of ‘brains’ on the map. Each AI has 1 brain.
N/A
ai.clearignoredplayers
none
Clears the ignore-list, meaning everyone is targettable by the AI.
N/A
ai.removeignoreplayer
"player ID"
Removes the target ID from the NPCs ignore-list, meaning that they will be targetted by hostile AI.
N/A
bradley.respawndelayminutes
"number"
Controls the amount of time after the Bradley APC is destroyed, that it respawns. Time is measured in real-world minutes.
60
bradley.respawndelayvariance
"number"
Defines the variance at which the Bradley APC spawns. Smaller is less variance.
1
cargoshipdynamic. cargoship_speed_scale
"number"
Controls the speed of the Cargo Ship. Clamped to 5.
1
supply.maxcargoplanes
"number"
Defines the maximum amount of Supply Planes permitted on the server at one time. Max 50.
50