purpose: Scenario building or testing entities
This command is intended to help with the simple deployment of entities like pirates, police, faction and rogue drones. It can be used to stress test the client with mass combat or to persist scenarios around other objects spawned in space (like LCOs spawned with /spawn).
Do not persist anything unless you are an employee of CCP or have permission from an employee you know to have the authority to do so. Crapping all over space is a punishable offense.
/entity owner <owner-id-or-name>
Set the owner of all the entities in the encounter. All existing entities assigned to guard
objects integrated within the scenario will have their owner changed to match. Any new entities
will be created owned by the specified owner. The scenario cannot be persisted unless an
owner has been configured with this command. For the purposes of standing checks the
following rules will be used to determine what standing is used based on the owner given.
If the owner is concord, then their standing will be used, which is the security status.
If the owner is an npc corporation, then the standing of the faction the corporation
belongs to will be used. If the owner is an npc faction, then its standing will be used
directly.
/entity deploy <number> [type-id-or-name]
This will place the given number of entities in space in orbit around your ship. If no type
is specified, it will deploy a random selection of types from all the possible types that
can be deployed.
/entity undeploy
This removes the entities that you have deployed which are still orbiting your ship.
/entity adopt <object-id>
This enables the integration of destroyable objects into the scenario. Objects
adopted into a scenario will be respawned if destroyed. Only objects of group
'large collidable structure' or 'sentry gun' can be adopted.
/entity guard <object-id>
This assigns the entities currently orbiting your ship to guard the specified object.
Entities guarding an object will attack anyone who comes within a given range.
/entity occupy <object-id> -- Pending implementation.
This assigns the entities currently orbiting your ship to occupy the specified object.
Entities occupying an object will attack anyone who comes within a given range who
has a standing lower than -0.5 towards the owner of the scenario. Read up on
"/entity owner" to understand what standing is checked given the owner
of the scenario.
/entity orbit <object-id> -- Pending implementation.
This assigns the entities currently orbiting your ship to orbit the specified object.
Entities orbiting an object will only attack to defend themselves if provoked or to
defend their comrades.
/entity recall <object-id> [guard|orbit|occupy]
This recalls the entities guarding, occupying or orbiting the specified object and
makes them orbit your ship again. If "guard", "orbit" or "occupy" is given as an
additional argument, it will only recall the entities doing that specific type of
assignment.
/entity persist
This persists all the entities assigned to guard objects as a generic encounter that
will be created whenever someone comes to this place in space. If the objects that
the entities are assigned to guard are removed from space, the entities for that object
will not appear. If this is not called, the entities guarding objects that were
assigned after the last call to persist (or if it has never been called here) will
not be found after a solarsystem unload.