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en:games:star_trek_-_voyager_elite_force:cvars [2023-11-25-08-21] – [Unknown Cvars] 7saturn | en:games:star_trek_-_voyager_elite_force:cvars [2025-02-22-13-49] (current) – [Star Trek: Voyager Elite Force Cvars] 7saturn |
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Console Variables or [[..:..:game_tech:cvar|cvars]] are usually defined with ''set'' or a derivative thereof by the principle ''set variable <nowiki>"value"</nowiki>''. The following variations of ''set'' are available: | Console Variables or [[..:..:game_tech:cvar|cvars]] are usually defined with ''set'' or a derivative thereof by the principle ''set variable <nowiki>"value"</nowiki>''. The following variations of ''set'' are available: |
^ ''set'' variation ^ Meaning ^ | ^ ''set'' variation ^ Meaning ^ |
| ''set'' | sets a cvar | | | ''set'' | Sets a cvar. | |
| ''seta'' | sets a cvar and marks it as archive (meaning it will be included in the config, in ''hmconfig.cfg'' in the respective mod folders or ''baseEF'') | | | ''seta'' | Sets a cvar and marks it as archive (meaning it will be included in the config, in //hmconfig.cfg// in the respective mod folders or //baseEF//) | |
| ''sets'' | sets a cvar marks it as server information | | | ''sets'' | Sets a cvar and marks it as server information. This means, the information is also delivered to clients and for example stored in demo files. | |
| ''sett'' | sets a cvar marks it as a tool | | | ''sett'' | Sets a cvar and marks it as a tool. | |
| ''setu'' | sets a cvar marks it as user information | | | ''setu'' | Sets a cvar and marks it as user information. By default this kind of information is **not** delivered to the clients. | |
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''sv_'' at the beginning of a variable name usually stands for server variables, ''cl_'' at the beginning usually stands for client variables. | ''sv_'' at the beginning of a variable name usually stands for server variables, ''cl_'' at the beginning usually stands for client variables. |
| cg_crosshairY | "0" | | | | cg_crosshairY | "0" | | |
| cg_deferPlayers | "1" | Delay of model shop? 1=yes, 0=no, delays the reloading of models when other players join, so it's not exactly the moment of entering the server. The reload will take place at the next spawning. | | | cg_deferPlayers | "1" | Delay of model shop? 1=yes, 0=no, delays the reloading of models when other players join, so it's not exactly the moment of entering the server. The reload will take place at the next spawning. | |
| cg_draw2D | "1" | Should 2D images be used instead of 3D rendered images for items? (1=yes, 0=no), also affects the HUD | | | cg_draw2D | "1" | Should 2D images be used? (''1'' = //yes//, ''0'' = //no//). This mostly affects the HUD. If set to no, then the entire HUD is hidden. | |
| cg_draw3dIcons | "1" | 3d-display of items on? 1=yes, 0=no | | | cg_draw3dIcons | "1" | 3d-display of items on? ''1'' = //yes//, ''0'' = //no// | |
| cg_drawAmmoWarning | "1" | Should there be a warning when the ammunition count is low? (1=yes, 0=no) | | | cg_drawAmmoWarning | "1" | Should there be a warning when the ammunition count is low? (1=yes, 0=no) | |
| cg_drawAttacker | "1" | Displays the opponent's name when you face them. | | | cg_drawAttacker | "1" | Displays the opponent's name when you face them. | |
Some of the following Cvars have been reported, but could not be found by executing the command ''cvarlist'' on either vanilla EF 1.2 nor on Lilium Voyager. They may, however be part of the single-player of EF. | Some of the following Cvars have been reported, but could not be found by executing the command ''cvarlist'' on either vanilla EF 1.2 nor on Lilium Voyager. They may, however be part of the single-player of EF. |
^ Cvar ^ Description ^ | ^ Cvar ^ Description ^ |
| com_FirstTime Has the intro not been played yet? (''1''=yes, ''0''=no, if no, it will be played once after the start of the game) | | //com_FirstTime// | Has the intro not been played yet? (''1'' = yes, ''0'' = no, if no, it will be played once after the start of the game) | |
| ''com_soundMegs'' | Memory in MB that EF is allowed to use for sounds. | | | ''com_soundMegs'' | Memory in MB that EF is allowed to use for sounds. | |
| ''g_subtitles'' | Should subtitles be displayed? (''2''=in cinematics, ''1''=yes, ''0''=no) | | | ''g_subtitles'' | Should subtitles be displayed? (''2''=in cinematics, ''1''=yes, ''0''=no) | |