aimanager ConVars

Every variable and command in the aimanager namespace that a Rust dedicated server lists, 12 in all, with the help text it printed and the value we read. How to set them is on the ConVar overview.

Recorded on Rust build 25582902, . Values are what that server returned, which is not always the default.

12 entries

Variables 12

ConVarValueDescription
aimanager.ai_dormantTrueIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well.
aimanager.ai_dormant_max_wakeup_per_tick30ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30)
aimanager.ai_htn_animal_tick_budget4ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms)
aimanager.ai_htn_player_junkpile_tick_budget4ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms)
aimanager.ai_htn_player_tick_budget4ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms)
aimanager.ai_htn_use_agency_tickTrueIf ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true)
aimanager.ai_to_player_distance_wakeup_range160If an agent is beyond this distance to a player, it's flagged for becoming dormant.
aimanager.nav_disableFalseIf set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move
aimanager.nav_obstacles_carve_state2nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve.
aimanager.nav_waitTrueIf true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
aimanager.pathfindingiterationsperframe100The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
aimanager.setdestination_navmesh_failsafeFalseIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.

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