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Debugging and Console Commands

szapp edited this page Nov 29, 2017 · 17 revisions

Some steps have been taken to make debugging GFA easier and to help with customizing it (see Features & Configuration).

Console Commands

The below commands can be entered into the in-game console. It is opened in marvin mode (b marvin b) by pressing F2.

Command Description
GFA version Displays the current version of GFA, e.g. "Gothic Free Aim v1.0.0".
GFA license Displays the license information of GFA.
GFA info Displays the enabled features of GFA.
GFA stats Displays the shooting statistics (shots, shots hit, personal accuracy).
GFA stats reset Reset the shooting statistics to zero.
debug GFA zSpy Toggles debugging output in the zSpy, see below. It sets the constant GFA_DEBUG_PRINT. This command requires GFA_DEBUG_CONSOLE to be set to true.
debug GFA traceray Toggles the visualization of the aim ray and the determined nearest intersection. This should only be useful if the underlying GFA mechanics are modified (which is not recommended). This command requires GFA_DEBUG_CONSOLE to be set to true.
debug GFA trajectory Toggles the visualization of the trajectory of the last shot projectile that had a collision candidate. This command requires GFA_DEBUG_CONSOLE to be set to true.
debug GFA bone Toggles the visualization of the trajectory of the last shot projectile (same as `debug GFA trajectory` above) and the bounding box of the model node that was last hit. This command requires GFA_DEBUG_CONSOLE to be set to true.

Output to zSpy

When the constant GFA_DEBUG_PRINT is true, or it is enabled by console command (debug GFA zspy), additional information is printed to the zSpy for debugging.

  • Information about shots from bows and crossbows at time of shooting, containing

    • Aiming distance (meters)
    • Draw force (percent)
    • Accuracy (percent) and resulting scatter (degrees of deviation in visual angle) OR hit chance (depending on whether GFA_TRUE_HITCHANCE is enabled or disabled)
    • Recoil (percent)
    • Adjusted base damage and original base damage

    This output is only displayed if the feature free aiming for ranged weapons is used.

  • Information about critical hits from bows and crossbows at time of collision, containing

    • Damage behavior (prevent knockout, prevent kill, instant knockout, instant kill)
    • Base damage (new/old)
    • Damage on target (damage by formula)
    • Model node that was hit (bone)
    • Additional debugging information as set in the damage message.

    This output is only displayed if the feature critical hits (GFA_CRITICALHITS) is used.

  • Information at first creation of the aim vob.