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Payday 2 Ai Commands



Remove a Pokemon from the Daycare. There must be an empty slot in your Team. You have to remove both to put in a new pair.ExtraOther commands are somewhat randomly mixed in here, but some are very important. WIP. Below is just the command list ingame. More info later.1. .flyFly to a different region2. .gift @trainer Gift PKC to a trainer3. .sortbox Sort your box4. .autocorrectToggle on/off the in-game auto-correct5. .notifToggle on/off your in-game notifications6. .privacyToggle on/off your in-game privacy7. .infoCheck some general information about Myuu including the timezone8. .rafCheck your RAF information9. .skinsApply a skin to a Pokémon Unlisted Commands.quests




Payday 2 Ai Commands



As the name implies, this bot was developed for sending timed and repeating messages. It is a feature-rich bot with little to no setup process involved. All you need to do is add the bot to your server and start using the commands to schedule the messages and other functions.


Try $natural at 10 AM on the 15th of July send Happy Birthday to @user. The bot can understand such complex commands too sent using natural language and reminds you on the day with the message you mentioned.


The Teleport is a 3x2 weapon room unlocked at level five. The Teleport allows crew to board an enemy ship and decimate enemy systems and crew. To teleport to the enemy ship, a crew member must be able to enter the Teleport room, and the room must be fully operational and charged. Once the crew member is inside the Teleport, just drag the crew member to the yellow arrow to switch the view to the enemy ship, then into a room on the enemy ship. This can also be done with crew AI commands targeting enemy rooms.


Make sure that the developer console is enabled in the game settings (keyboard > advanced). Enable developer mode and cheats with developer 1 and sv_cheats 1 commands. Aim at an NPC and open console (the game should be automatically paused) and use command impulse 103. Example output for Antlion Soldier:


god (God mode) and host_timescale x (slow down time; the default is host_timescale 1, for example host_timescale 0.25) can be used as supplementary commands.Please note that the command tells the current health and damage is taken into account, to get base health be sure to aim at an intact character.


The language was simpler in the early days of Dungeon Keeper's development, with certain commands having fewer parameters and others had yet to be merged into one. Development of the language continues in KeeperFX, with the introduction of new commands and updates to existing ones ongoing as of 2021.


The language relies heavily on if statements (though it doesn't support 'else' clauses), despite only supporting up to 48 of them in any one script. Any event in a level (whether that be an Action Point being triggered, a timer reaching a certain value, or something else) requires an if statement for its evaluation for anything to happen because of it. Each condition specified by an if statement is checked once per game turn. Certain commands that are often triggered by such conditions can only be executed once, unless preceded by a command that allows re-execution.


Outside of if statements, the only commands available pertain to setting up the level, such as specifying what's available to whom, what computer players there are and their AI type, and initialising flags and timers (which can also be done in if statements).


KeeperFX features commands that allow for far greater manipulation of the map than the original game; it supports commands to give players gold, alter terrain, change a creature's owner, amongst others.


The Deeper Dungeons added the QUICK_OBJECTIVE and QUICK_INFORMATION commands, which include the string-defining behaviour of the earlier CREATE_TEXT command. Strings created by these commands are put into their own buffer, and are discrete from the ones in the data files.


Shitpost is a mediocre discord.js bot written by MineFX and AdminRAT. My goal was to create a bot with literally no purpose but being completly random. With this bot you can rate how gay your friends are, use a magic 8 ball to answer the dumbest questions, and even more dumb commands.


By using the console you can modify various game parameters in Pillars of Eternity and Pillars of Eternity II: Deadfire. However most console commands are classified as "cheats", and the command IRoll20s must first be entered into the console to activate those.


WARNING: Activating the console cheats causes achievements to be disabled for that game, not only for the session. Though entering IRoll20s another time or reloading a subsequently created savegame will disable cheats again, the achievements remain blocked unless a savegame from before using the command initially for the affected play through is chosen.WARNING: Using console commands may mess up your game.


On home consoles, the console can be opened by holding down the left trigger (LT on Xbox, L2 on PS4), then clicking in the right thumbstick (RS on Xbox, R3 on PS4). This will bring up the virtual keyboard, where you may type the command. After entering the command, press enter to finalize input and close the virtual keyboard. It can then be submitted by clicking (or double clicking) the right thumbstick again. A physical keyboard may also be plugged in to make inputting commands easier.


The console can be opened up in-game, and in the main menu - but not during loading screens. Also note that the combat log/output is not visible while on the world map, which can make observing the result of entered commands difficult.


Most commands have parameters (also called "arguments"), that are entered after the command and describe information that the command should act on. Parameters are named to give some indication as to what they are for, or what information is expected.


Here, "GiveItem" is the command, and "Item_Pet_Kaz" is its parameter. Note that most commands are NOT case sensitive. If the parameter contains spaces, enclose it, or the entire parameter section, in quotes to prevent the whitespace being flagged as the end of a parameter. Escape characters are not supported in the console, however Unity-formatted Rich Text is.


As with a traditional console, you can use the Up and Down arrow keys to cycle through previously entered commands, and use the Tab key to complete partially entered commands and parameters (but only object instances of the parameter type) to save having to type them out. Pressing tab key after a completed command or parameter will cycle to the next valid value, and shift-tab will cycle to the previous value. Deadfire has slightly more control over navigating, selecting, and cursoring through text in the console, but both games have these features.


Multiple commands can be chained together using & between commands (that is, space-ampersand-space). If you plan on entering many commands at once, look at using the built in Exec and Batch functions. You can also use BindCommand to bind a command to a key or key combination so that it executes whenever the key combination is pressed, which saves having to open the console or type anything at all.


In Pillars of Eternity II: Deadfire, the commands available are pulled from the classes Game.Scripts, and Game.CommandLine. More information regarding the syntax and parameters of these commands (only in Game.Scripts) can be found in the modding documentation, either in the game directory Pillars of Eternity II\Docs\Modding\scripts.html or on Obsidian's website here.


Some commands take parameters that reference GameObject instances in-game. These objects either exist as part of the loaded scene, or are created at runtime by "instantiating" a prefab, hence the term "instances". Examples of instanced objects are characters, creatures, party members (including the player), stores, etc. Generally any object in the scene that was created and has a "presence" in game can be referred to as an instance. Because instantiated objects only exist as part of the running scene, they are unloaded and loaded in as part of it, and therefore cannot be referenced unless the player is in the location where the instance is still in memory.


Many character-centric instances are unloaded on the world map, meaning any commands that reference a character instance ID will fail to find the associated object, and therefore will not work when used on the world map. This can be confusing, as the console output is not shown to indicate this. As a general rule of thumb, always use instance commands (with an instance name) in player navigable scenes, or alternatively use the cached/fixed GUIDs instead (as listed below), as these will always resolve successfully.


In addition to instances, some commands require parameters that take the ID/GUID of fixed data not pertaining to a particular instance of an object. This includes things like items, maps, conversations or abilities. Wherever a command lists a parameter as "Guid (SomeTypeHere)", it expects either the name or the GUID of data of that type. Most of these IDs can be found on the associated wiki page.


Some commands require the name of a prefab, and will accept either the path of the prefab prefabs/characters/poe2_creatures/cre_naga_flame_warrior.prefab, or simply the name without extension. The command FindPrefab can be used to find the name a prefab, taking an AssetBundleHint enumeration and any portion of the ID of the object.


Conditionals are functions that perform some sort of check to return a Boolean true or false. They are often used in scripted interactions and dialogue where it requires a check to be performed before allowing an action, or presenting a dialogue option for example. They are similar to regular commands, but they cannot be used directly. Instead you can use Eval to print the result of a conditional. 2ff7e9595c


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