Entities

Server Owner

The table below contains a list of Entity Commands available for Server Owners.

Type
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

Server Admin

The table below contains a list of Entity Commands available for Server Admins and above.

Command
Input
Description
Default

📟

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

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