CONSOLEPREFIXES

Console Commands and Variables with Prefix ES_



Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE

Alphabetically Sorted

Console Variables and Commands

    es_activateEntity

      
      Activates an entity
      

    es_bboxes

      
      Toggles entity bounding boxes.
      Usage: es_bboxes [0/1]
      Default is 0 (off). Set to 1 to display bounding boxes.
      

    es_CharZOffsetSpeed

      DUMPTODISK
      
      sets the character Z-offset change speed (in m/s), used for IK
      

    es_ClearPoolBookmarksOnLayerUnload

      
      Clear pool bookmarks when a layer is unloaded (saves memory and makes smaller saves)
      

    es_compile_area_grid

      
      Trigger a recompile of the area grid
      

    es_deactivateEntity

      
      Deactivates an entity
      

    es_DebrisLifetimeScale

      
      Usage: es_DebrisLifetimeScale 1.0
      

    es_debug

      
      Enable entity debugging info
      Usage: es_debug [0/1]
      Default is 0 (on).
      

    es_debug_not_seen_timeout

      DUMPTODISK
      
      if true, log messages when entities undergo not seen timeout
      

    es_debugAnim

      
      Debug entity animation (toggle on off)
      

    es_debugDrawEntityIDs

      
      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)
      

    es_debugEntityLifetime

      
      Debug entities creation and deletion time
      

    es_DebugEntityUsage

      
      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
      

    es_DebugEntityUsageFilter

      
      Filter entity usage debugging to classes which have this string in their name
      

    es_DebugEvents

      
      Enables logging of entity events
      

    es_DebugFindEntity

      *TODO*

    es_DebugPool

      
      Enable debug drawing of entity pools
      

    es_DebugPoolFilter

      
      Filter entity pool debugging for just this pool and draw more info about it
      

    es_DebugTimers

      
      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
      

    es_DisableTriggers

      
      Disable enter/leave events for proximity and area triggers
      

    es_DrawAreaDebug

      
      Enables debug drawing of Areas, set 2 for log details
      

    es_DrawAreaGrid

      
      Enables drawing of Area Grid
      

    es_DrawAreas

      
      Enables drawing of Areas
      

    es_DrawAudioProxyZRay

      
      Enables drawing of Z ray on check for Z visibility
      

    es_DrawProximityTriggers

      
      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)
      

    es_dump_bookmarks

      
      Dumps information about all bookmarked entities
      

    es_dump_entities

      
      Dumps current entities and their states!
      

    es_dump_entity_classes_in_use

      
      Dumps all used entity classes
      

    es_enable_full_script_save

      DUMPTODISK
      
      Enable (experimental) full script save functionality
      

    es_EnablePoolUse

      
      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.
      

    es_EntityUpdatePosDelta

      
      Indicates the position delta by which an entity must move before the AreaManager updates position relevant data.
      Default: 0.1 (10 cm)
      

    es_FarPhysTimeout

      
      Timeout for faraway physics forceful deactivation
      

    es_helpers

      
      Toggles helpers.
      Usage: es_helpers [0/1]
      Default is 0 (off). Set to 1 to display entity helpers.
      

    es_HitCharacters

      
      specifies whether alive characters are affected by bullet hits (0 or 1)
      

    es_HitDeadBodies

      
      specifies whether dead bodies are affected by bullet hits (0 or 1)
      

    es_ImpulseScale

      
      Usage: es_ImpulseScale 0.0
      

    es_LayerDebugInfo

      
      Render debug info on active layers : 0 - inactive, 1 - active brush layers, 2 - all layer info, 3 - all layer and all layer pak info
      

    es_LayerSaveLoadSerialization

      
      Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers.
      

    es_log_collisions

      
      Enables collision events logging
      

    es_MaxImpulseAdjMass

      
      Usage: es_MaxImpulseAdjMass 2000.0
      

    es_MaxPhysDist

      
      Physical entities farther from the camera than this are forcefully deactivated
      

    es_MaxPhysDistCloth

      
      Cloth entities farther from the camera than this are forcefully deactivated
      

    es_MaxPhysDistInvisible

      
      Invisible physical entities farther from the camera than this are forcefully deactivated
      

    es_MinImpulseVel

      
      Usage: es_MinImpulseVel 0.0
      

    es_not_seen_timeout

      DUMPTODISK
      
      number of seconds after which to cleanup temporary render buffers in entity
      

    es_profileentities

      
      Usage: es_profileentities 1,2,3
      Default is 0 (off).
      

    es_removeEntity

      
      Removes an entity
      

    es_SaveLoadUseLUANoSaveFlag

      
      Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies.
      

    es_SortUpdatesByClass

      
      Sort entity updates by class (possible optimization)
      

    es_SplashThreshold

      
      minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
      

    es_SplashTimeout

      
      minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
      

    es_TestPoolSignatures

      
      Enable signature testing on entity classes the first time they're prepared from an entity pool
      

    es_UpdateAI

      
      Toggles updating of AI entities.
      Usage: es_UpdateAI [0/1]
      Default is 1 (on). Set to 0 to prevent AI entities from updating.
      

    es_UpdateCollision

      
      Toggles updating of entity collisions.
      Usage: es_UpdateCollision [0/1]
      Default is 1 (on). Set to 0 to disable entity collision updating.
      

    es_UpdateCollisionScript

      
      Usage: es_UpdateCollisionScript [0/1]
      Default is 1 (on).
      

    es_UpdateContainer

      
      Usage: es_UpdateContainer [0/1]
      Default is 1 (on).
      

    es_UpdateEntities

      
      Toggles entity updating.
      Usage: es_UpdateEntities [0/1]
      Default is 1 (on). Set to 0 to prevent all entities from updating.
      

    es_UpdatePhysics

      
      Toggles updating of entity physics.
      Usage: es_UpdatePhysics [0/1]
      Default is 1 (on). Set to 0 to prevent entity physics from updating.
      

    es_UpdateScript

      
      Usage: es_UpdateScript [0/1]
      Default is 1 (on).
      

    es_UpdateTimer

      
      Usage: es_UpdateTimer [0/1]
      Default is 1 (on).
      

    es_updateType

      
      Defines how we update type for the entities
      

    es_UsePhysVisibilityChecks

      
      Activates physics quality degradation and forceful sleeping for invisible and faraway entities
      

    es_VisCheckForUpdate

      
      Usage: es_VisCheckForUpdate [0/1]
      Default is 1 (on).