![]() Write buffered voice attachment data to file. HP to set when damaged below zero in Buddha Modeīug : Activate the bug reporter. +attack, +jump etc are used for spectator control instead of being passed on to spectated botĭraw a bbox Arguments: minx miny miny maxx maxy maxz Takes a snapshot of a particular frame in a time demo.īind a key for a particular splitscreen player.īlink specified convar value between two values at the specified duration. OBSOLETE replaced by mobile_fps_* - Battery saver mode. Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completesĭraw an axis Arguments: x y z pitch yaw roll Set to 3 to see all sets, even if the value is the same.Īnimgraph_enable_dirty_netvar_optimizationĪttempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottomĪttempt to detect when the foot is on a stair and will stop it from tilting to reach the next stepĪ master convar that effectively disables the entire footlock node.Ĭonvar for toggling foot lock ground tracking.Īutomatically start recording AnimGraphs when they get created, and save them to disk when they are destroyedĪnimgraph_verify_dirty_netvar_optimizationįorce async reads to serialize for profilingĪuto_bug : create non-interactive bug report. Set to 1 to see animgraph variable changes for non-player entities. List all the currently registered anim events.Ĭomma separated list of params to filter against when drawing debug text overlays Show the idle, walk, run, and/or sprint activities. Validates the animation group channel list against the animations on load for every animation Maximum frametime to still play background expressions.ĭisable npc background expressions when you can't see them. Length of time to display ai_debug_soundent visual displays. Set to 1 to see all sounds, set to 2 to only see DANGER sounds. Reports sounds being entered into the AI sound list. If 2, it'll show non-solid entities that would do it if they were solid. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. No creating panel is Dump all of the symbols in the Panorama symbol the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is internal panorama refcounts for every CommandĪGHSFORT - Maximum amount of zombies that can be spawned.ĭebug the NPC dynamic interaction system. Help the event defined by the argument string. vconsole_set_focus,VCONSOLE_SET_FOCUS: ,.vconsole_fuzzy,VCONSOLE_FUZZY_MATCHING: ,.server_cant_query,SERVER_CANNOT_QUERY:.server_can_execute,server_can_execute,SERVER_CAN_EXECUTE: ,.disconnected,notconnected,NOT_CONNECTED: ,.clientcmd_can_execute,clientcmd_can_execute,CLIENTCMD_CAN_EXECUTE: ,.In practice, it'll probably lead to a lot more misplays than before. Quick self casting would solve this problem. Forcing you to target yourself, especially in the middle of a hectic fight or in reaction to an enemy ability, goes completely against the point. The purpose of using quick cast keybinds is to more quickly execute what you are trying to accomplish. If you have the option on, when you press the quick cast hotkey for a self-castable item/ability and there is no target under your cursor, the item/ability self-casts instead. Quick self cast would be a toggleable option to allow your quickcast hotkeys more versatility. Quick cast hotkeys, however, force you to manually target your own hero to self cast. This allows quick dodges with Eul's and force staff, lotus orb counters, etc. With normal click casting, you can double tap the hotkey to self-cast an item or ability. Originally posted by Callback:Who else here wants this as an option?
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