Activates an entity
Toggles entity bounding boxes. Usage: es_bboxes [0/1] Default is 0 (off). Set to 1 to display bounding boxes.
sets the character Z-offset change speed (in m/s), used for IK
Clear pool bookmarks when a layer is unloaded (saves memory and makes smaller saves)
Trigger a recompile of the area grid
Deactivates an entity
Usage: es_DebrisLifetimeScale 1.0
Enable entity debugging info Usage: es_debug [0/1] Default is 0 (on).
if true, log messages when entities undergo not seen timeout
Debug entity animation (toggle on off)
Displays the EntityId of all entities. Default is 0 (off), any other number enables it. Note: es_debug must be set to 1 also (or else the EntityId won't be displayed)
Debug entities creation and deletion time
Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage Usage: es_DebugEntityUsage update_rate update_rate - Time in ms to refresh memory usage calculation or 0 to disable
Filter entity usage debugging to classes which have this string in their name
Enables logging of entity events
*TODO*
Enable debug drawing of entity pools
Filter entity pool debugging for just this pool and draw more info about it
This is for profiling and debugging (for game coders and level designer) By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it's good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer. Usage: es_DebugTimers 0/1
Disable enter/leave events for proximity and area triggers
Enables debug drawing of Areas, set 2 for log details
Enables drawing of Area Grid
Enables drawing of Areas
Enables drawing of Z ray on check for Z visibility
Shows Proximity Triggers. Usage: es_DrawProximityTriggers [0-255]. The parameter sets the transparency (alpha) level. Value 1 will be changed to 70. Default is 0 (off)
Dumps information about all bookmarked entities
Dumps current entities and their states!
Dumps all used entity classes
Enable (experimental) full script save functionality
Force toggle the use of entity pools on/off. Usage: es_EnablePoolUse 1 Default is -1, or normal behavior. 0 forces system off. 1 forces system on.
Indicates the position delta by which an entity must move before the AreaManager updates position relevant data. Default: 0.1 (10 cm)
Timeout for faraway physics forceful deactivation
Toggles helpers. Usage: es_helpers [0/1] Default is 0 (off). Set to 1 to display entity helpers.
specifies whether alive characters are affected by bullet hits (0 or 1)
specifies whether dead bodies are affected by bullet hits (0 or 1)
Usage: es_ImpulseScale 0.0
Render debug info on active layers : 0 - inactive, 1 - active brush layers, 2 - all layer info, 3 - all layer and all layer pak info
Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers.
Enables collision events logging
Usage: es_MaxImpulseAdjMass 2000.0
Physical entities farther from the camera than this are forcefully deactivated
Cloth entities farther from the camera than this are forcefully deactivated
Invisible physical entities farther from the camera than this are forcefully deactivated
Usage: es_MinImpulseVel 0.0
number of seconds after which to cleanup temporary render buffers in entity
Usage: es_profileentities 1,2,3 Default is 0 (off).
Removes an entity
Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies.
Sort entity updates by class (possible optimization)
minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
Enable signature testing on entity classes the first time they're prepared from an entity pool
Toggles updating of AI entities. Usage: es_UpdateAI [0/1] Default is 1 (on). Set to 0 to prevent AI entities from updating.
Toggles updating of entity collisions. Usage: es_UpdateCollision [0/1] Default is 1 (on). Set to 0 to disable entity collision updating.
Usage: es_UpdateCollisionScript [0/1] Default is 1 (on).
Usage: es_UpdateContainer [0/1] Default is 1 (on).
Toggles entity updating. Usage: es_UpdateEntities [0/1] Default is 1 (on). Set to 0 to prevent all entities from updating.
Toggles updating of entity physics. Usage: es_UpdatePhysics [0/1] Default is 1 (on). Set to 0 to prevent entity physics from updating.
Usage: es_UpdateScript [0/1] Default is 1 (on).
Usage: es_UpdateTimer [0/1] Default is 1 (on).
Defines how we update type for the entities
Activates physics quality degradation and forceful sleeping for invisible and faraway entities
Usage: es_VisCheckForUpdate [0/1] Default is 1 (on).