ETQW CVAR List

cvar Description
a_glowBaseScale Original image contribution factor
type: float (cheat)
a_glowLuminanceDependency Dependency of the glow on the luminance(brightness)
type: float (cheat)
a_glowScale Blurred image contribution factor
type: float (cheat)
a_glowSpriteMin type: string (cheat)
a_glowSpriteSize type: float (cheat)
a_glowSunBaseScale Factor to scale to sun factor with
type: float (cheat)
a_glowSunPower Power to raise to sun factor to
type: float (cheat)
a_glowSunScale Factor to scale to sun factor with
type: float (cheat)
a_glowThresh Threshold above which part of the scene starts glowing
type: float (cheat)
a_sun type: float (cheat)
a_windTimeScale Speed at which wind effects change
type: float (cheat)
aas_extendFlyPaths set to 1 to enable extending fly paths
type: bool (cheat)
default: 1 (true)
aas_locationMemory used to remember a particular location, set to 'current' to store the current x,y,z location
type: string (cheat)
aas_optimizePaths set to 1 to enable path optimization
type: bool (cheat)
default: 1 (true)
aas_pullPlayer pull the player to the specified area
type: string (cheat)
aas_pullWalk walk instead of sprint
type: bool (cheat)
default: 0 (false)
aas_randomPullPlayer pull the player to a random area
type: bool (cheat)
default: 0 (false)
aas_showAreas show the areas in the selected aas
type: bool (cheat)
default: 0 (false)
aas_showEdgeNums show edge nums
type: bool (cheat)
default: 0 (false)
aas_showFloorTrace show floor trace
type: bool (cheat)
default: 0 (false)
aas_showHopPath show hop path to specified area
type: string (cheat)
aas_showNearestCoverArea show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4)
type: int (cheat)
aas_showNearestInsideArea show the nearest area that is inside
type: bool (cheat)
default: 0 (false)
aas_showObstacleAvoidance shows obstacles along paths
type: bool (cheat)
default: 0 (false)
aas_showPath show the path to the walk specified area
type: string (cheat)
aas_showPushIntoArea show an arrow going to the closest area
type: bool (cheat)
default: 0 (false)
aas_showTravelTime print the travel time to the specified goal area (only when aas_showAreas is set)
type: int (cheat)
aas_showWallEdgeNums show the number of the edges of walls
type: bool (cheat)
default: 0 (false)
aas_showWallEdges show the edges of walls, 2 = project all to same height, 3 = project onscreen
type: int [0, 3] (cheat)
aas_skipObstacleAvoidance ignore all dynamic obstacles along paths
type: bool (cheat)
default: 0 (false)
aas_subSampleWalkPaths set to 1 to enable walk path sub-sampling
type: bool (cheat)
default: 1 (true)
aas_test select which AAS to test
type: string [aas_player, aas_vehicle] (cheat)
af_contactFrictionScale scales the contact friction
type: float (cheat)
af_forceFriction force the given friction value
type: float (cheat)
af_highlightBody name of the body to highlight
type: string (cheat)
af_highlightConstraint name of the constraint to highlight
type: string (cheat)
af_jointFrictionScale scales the joint friction
type: float (cheat)
af_maxAngularVelocity maximum angular velocity
type: float (cheat)
af_maxLinearVelocity maximum linear velocity
type: float (cheat)
af_showActive show tree-like structures of articulated figures not at rest
type: bool (cheat)
default: 0 (false)
af_showBodies show bodies
type: bool (cheat)
default: 0 (false)
af_showBodyNames show body names
type: bool (cheat)
default: 0 (false)
af_showConstrainedBodies show the two bodies contrained by the highlighted constraint
type: bool (cheat)
default: 0 (false)
af_showConstraintNames show constraint names
type: bool (cheat)
default: 0 (false)
af_showConstraints show constraints
type: bool (cheat)
default: 0 (false)
af_showInertia show the inertia tensor of each body
type: bool (cheat)
default: 0 (false)
af_showLimits show joint limits
type: bool (cheat)
default: 0 (false)
af_showMass show the mass of each body
type: bool (cheat)
default: 0 (false)
af_showPrimaryOnly show primary constraints only
type: bool (cheat)
default: 0 (false)
af_showTimings show articulated figure cpu usage
type: bool (cheat)
default: 0 (false)
af_showTotalMass show the total mass of each articulated figure
type: bool (cheat)
default: 0 (false)
af_showTrees show tree-like structures
type: bool (cheat)
default: 0 (false)
af_showVelocity show the velocity of each body
type: bool (cheat)
default: 0 (false)
af_skipFriction skip friction
type: bool (cheat)
default: 0 (false)
af_skipLimits skip joint limits
type: bool (cheat)
default: 0 (false)
af_skipSelfCollision skip self collision detection
type: bool (cheat)
default: 0 (false)
af_testSolid test for bodies initially stuck in solid
type: bool (cheat)
default: 1 (true)
af_timeScale scales the time
type: float (cheat)
af_useImpulseFriction use impulse based contact friction
type: bool (cheat)
default: 0 (false)
af_useJointImpulseFriction use impulse based joint friction
type: bool (cheat)
default: 0 (false)
af_useLinearTime use linear time algorithm for tree-like structures
type: bool (cheat)
default: 1 (true)
af_useSymmetry use constraint matrix symmetry
type: bool (cheat)
default: 1 (true)
ai_debugAnimState displays animState changes for the specified monster entity number
type: int (cheat)
ai_debugMove draws movement information for monsters
type: bool (cheat)
default: 0 (false)
ai_debugScript displays script calls for the specified monster entity number
type: int (cheat)
ai_debugTrajectory draws trajectory tests for monsters
type: bool (cheat)
default: 0 (false)
ai_fallTime Number of seconds before the player plays the falling animation
type: float (cheat)
anim_forceUpdate type: bool (cheat)
default: 0 (false)
anim_maxBodyPitch max pitch of body adjustment
type: float (cheat)
anim_minBodyPitch min pitch of body adjustment
type: float (cheat)
anim_reduced type: bool (cheat)
default: 1 (true)
anim_showMissingAnims Show warnings for missing animations
type: bool (cheat)
default: 0 (false)
aor_animationCutoffScale scale the aor animation cutoff distance
type: float
aor_ikCutoffScale scale the aor ik cutoff distance
type: float
aor_physicsCutoffScale scale the aor physics cutoff distance
type: float
aor_physicsLod1StartScale scale the aor physics lod 1 distance
type: float
aor_physicsLod2StartScale scale the aor physics lod 2 distance
type: float
aor_physicsLod3StartScale scale the aor physics lod 3 distance
type: float
bot_aimSkill Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
type: int
bot_breakPoint Cause a program break to occur inside the bot's AI
type: bool (cheat)
default: 0 (false)
bot_canDropDeployables 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables
type: bool (cheat)
default: 1 (true)
bot_canStrafeJump 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away
type: bool (cheat)
default: 0 (false)
bot_debug Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1
type: bool (cheat)
default: 0 (false)
bot_debugAirVehicles Debug bot air vehicle usage. -1 = disable
type: int (cheat)
bot_debugGroundVehicles Debug bot ground vehicle usage. -1 = disable
type: int (cheat)
bot_debugMapScript Allows you to debug the bot script.
type: bool (cheat)
default: 0 (false)
bot_debugObstacles Debug bot obstacles in the world
type: bool (cheat)
default: 0 (false)
bot_debugPersonalVehicles Only used for debugging the use of the husky/icarus.
type: bool (cheat)
default: 0 (false)
bot_debugSpeed Debug bot's move speed. -1 = disable
type: int (cheat)
bot_debugWeapons Only used for debugging bots weapons.
type: bool (cheat)
default: 0 (false)
bot_doObjectives 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player
type: bool
default: 1 (true)
bot_drawActionDist How far away to draw the bot action info. Default is 2048
type: float (cheat)
bot_drawActionGroupNum Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled.
type: int (cheat)
bot_drawActionNumber Draw a specific bot action only. -1 = disable
type: int (cheat)
bot_drawActions Draw the bot's actions.
type: bool (cheat)
default: 0 (false)
bot_drawActionSize How big to draw the bot action info. Default is 0.2
type: float (cheat)
bot_drawActiveActionsOnly Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up.
type: int (cheat)
bot_drawClientNumbers Draw every clients number above their head
type: bool (cheat)
default: 0 (false)
bot_drawNodes draw vehicle path nodes
type: bool (cheat)
default: 0 (false)
bot_drawObstacles Draw the bot's dynamic obstacles in the world
type: bool (cheat)
default: 0 (false)
bot_drawRoutes Draw the bot's routes.
type: bool (cheat)
default: 0 (false)
bot_enable 0 = bots will not be loaded in the game. 1 = bots are loaded.
type: bool
default: 1 (true)
bot_fakePing Have the bots display fake pings in the scoreboard
type: int
bot_followMe Have the bots follow you in debug mode
type: bool (cheat)
default: 0 (false)
bot_hud Print out the bots debug info onto the players HUD. Set to the clientNum of the bot to debug. 0 = disable. Make sure bot_debug is 1.
type: int (cheat)
bot_ignoreEnemies If set to 1, bots will ignore all enemies. Useful for debugging bot behavior
type: int (cheat)
bot_ignoreGoals If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior
type: int (cheat)
bot_knifeOnly goofy mode where the bots only use their knifes in combat.
type: bool (cheat)
default: 0 (false)
bot_minClients Keep a minimum number of clients on the server with bots. -1 to disable
type: int
bot_noChat 0 = bots chat, 1 = bots never chat
type: bool
default: 0 (false)
bot_noRandomJump makes bots not randomly jump
type: bool (cheat)
default: 0 (false)
bot_noTapOut makes bots not want to ever tap out, for debug purposes
type: bool (cheat)
default: 0 (false)
bot_noTaunt 0 = bots taunt, 1 = bots never taunt
type: bool
default: 1 (true)
bot_pause Pause the bot's thinking - useful for screenshots/debugging/etc
type: bool (cheat)
default: 0 (false)
bot_showPath Show the path for the bot's client number. -1 = disable.
type: int (cheat)
bot_sillyWarmup 0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup
type: bool
default: 1 (true)
bot_skill Sets the bot's default AI skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
type: int
bot_skipThinkClient A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.
type: int (cheat)
bot_suicide Causes all bots to suicide. Useful for debugging.
type: bool (cheat)
default: 0 (false)
bot_testObstacleAvoidance test obstacle avoidance
type: bool (cheat)
default: 0 (false)
bot_threadFixedDelay force the bot AI to always trail bot_threadFrameDelay frames behind
type: bool
default: 0 (false)
bot_threadFrameDelay maximum number of game frames the bot AI can trail behind
type: int [0, 4]
bot_threading enable running the bot AI in a separate thread
type: bool
default: 1 (true)
bot_uiNumGDF The number of gdf bots to add to the server. -1 to disable
type: int
bot_uiNumStrogg The number of strogg bots to add to the server. -1 to disable
type: int
bot_uiSkill The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
type: int
bot_useShotguns 0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns.
type: bool
default: 1 (true)
bot_useSpawnHosts 0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts
type: bool
default: 1 (true)
bot_useVehicles 0 = bots dont use vehicles, 1 = bots do use vehicles
type: bool (cheat)
default: 1 (true)
bse_debris disable effect debris
type: bool (cheat)
default: 1 (true)
bse_debug display debug info about effect
type: int (cheat)
bse_detailLevel Detail setting for effects
type: float
bse_effectsStats type: string (cheat)
bse_enabled set to false to disable all effects
type: bool (cheat)
default: 1 (true)
bse_maxDecalDistance Maximum distance from the viewer to spawn decals
type: float (cheat)
bse_physics disable effect physics
type: bool (cheat)
default: 1 (true)
bse_projectileEffect this effect will replace projectile explosions
type: string (cheat)
bse_rateCost rate cost multiplier for spawned effects
type: float
bse_rateLimit rate limit for spawned effects
type: float
bse_render disable effect rendering
type: bool (cheat)
default: 1 (true)
bse_showBounds display debug bounding boxes effect
type: int (cheat)
bse_simple simple versions of effects
type: bool
default: 0 (false)
bse_singleEffect set to the name of the effect that is only played
type: string (cheat)
bse_speeds print bse frame statistics
type: int (cheat)
cm_backFaceCull cull back facing polygons
type: bool (cheat)
default: 0 (false)
cm_debugCollision debug the collision detection
type: bool (cheat)
default: 0 (false)
cm_debugRotation debug rotation failure
type: bool (cheat)
default: 1 (true)
cm_debugSetParms debug set parameters
type: bool (cheat)
default: 1 (true)
cm_debugTranslation debug translation failure
type: bool (cheat)
default: 1 (true)
cm_drawColor color used to draw the collision models
type: string (cheat)
cm_drawFilled draw filled polygons
type: bool (cheat)
default: 0 (false)
cm_drawIndexScale scale of primitive indices
type: float (cheat)
cm_drawIndices draw primitive indices
type: bool (cheat)
default: 0 (false)
cm_drawInternal draw internal edges green
type: bool (cheat)
default: 1 (true)
cm_drawMask collision mask
type: string [none, solid, opaque, water, playerclip, moveableclip, ikclip, slidemover, body, corpse, trigger, vehicleclip, rendermodel, projectile, explosion, monster, forcefield] (cheat)
cm_drawNormals draw polygon and edge normals
type: float (cheat)
cm_drawTraces draw polygon and edge normals
type: bool (cheat)
default: 0 (false)
cm_loadRenderModels allow loading of render models for collision at run time
type: bool (cheat)
default: 1 (true)
cm_showCompiledModelstats show stats for all compiled collision models
type: bool (cheat)
default: 0 (false)
cm_showConversionWarnings sets whether to show warnings when converting models to trace models
type: bool (cheat)
default: 0 (false)
cm_storeCollisionModelStats any models converted will be stored for output later using the command dumpCollisionModelStats
type: bool (cheat)
default: 0 (false)
cm_testAngle type: float (cheat)
cm_testBox type: string (cheat)
cm_testBoxRotation type: string (cheat)
cm_testCollision type: bool (cheat)
default: 0 (false)
cm_testLength type: float (cheat)
cm_testModel type: int (cheat)
cm_testOrigin type: string (cheat)
cm_testRadius type: float (cheat)
cm_testRandomMany type: bool (cheat)
default: 0 (false)
cm_testReset type: bool (cheat)
default: 0 (false)
cm_testRotation type: bool (cheat)
default: 1 (true)
cm_testTimes type: int (cheat)
cm_testTranslation type: bool (cheat)
default: 1 (true)
cm_testWalk type: bool (cheat)
default: 1 (true)
cm_writeCompiledCollisionModels write out generated collision models to disk
type: bool (cheat)
default: 0 (false)
com_allowConsole allow toggling console with the tilde key
type: bool
default: 0 (false)
com_asyncInput sample input from the async thread
type: bool (cheat)
default: 0 (false)
com_asyncSound 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
type: int [0, 1] (cheat)
com_aviDemoHeight type: int (cheat)
com_aviDemoSamples type: int (cheat)
com_aviDemoTics type: int (cheat)
com_aviDemoWidth type: int (cheat)
com_compressDemos type: bool (cheat)
default: 0 (false)
com_fixedTic type: bool (cheat)
default: 0 (false)
com_forceGenericSIMD force generic platform independent SIMD
type: bool
default: 0 (false)
com_gpuSpec hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality
type: int
com_journal 1 = record journal, 2 = play back journal
type: int [0, 2] (init)
com_logDemos type: bool (cheat)
default: 0 (false)
com_machineSpec hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
type: int
com_makingBuild 1 when making a build
type: bool (cheat)
default: 0 (false)
com_makingRC 1 when making a release candidate
type: bool (cheat)
default: 0 (false)
com_minTics type: int (cheat)
com_preciseTic run one game tick every async thread update
type: bool (cheat)
default: 1 (true)
com_preloadDemos type: bool (cheat)
default: 1 (true)
com_purgeAll purge everything between level loads
type: bool
default: 0 (false)
com_showAngles type: bool (cheat)
default: 0 (false)
com_showBPS show bot think frames per second
type: bool
default: 0 (false)
com_showDemo type: bool (cheat)
default: 0 (false)
com_showFPS show frames rendered per second
type: bool
default: 0 (false)
com_showMemoryUsage show total and per frame memory usage
type: bool
default: 0 (false)
com_showSoundDecoders show sound decoders
type: bool
default: 0 (false)
com_showTics type: bool (cheat)
default: 0 (false)
com_showTPS show mega tiles loaded per second
type: bool
default: 0 (false)
com_skipGameDraw type: bool (cheat)
default: 0 (false)
com_skipRenderer skip the renderer completely
type: bool (cheat)
default: 0 (false)
com_skipWarnings skip all warnings
type: bool
default: 0 (false)
com_speeds show engine timings
type: bool
default: 0 (false)
com_timestampPrints print time with each console print, 1 = msec, 2 = sec
type: string (cheat)
com_unlock_avgFrames average out render times over n frames for extra renders management
type: int
com_unlock_maxFPS maximum FPS unlock will try to reach (only works in timing methods 1 & 2) - zero = no limit
type: int
com_unlock_safetyMargin percentage safety margin under which not to trigger an extra render
type: float
com_unlock_timingMethod method of timing interpolated/extrapolated frames: 0 = whenever they fit; 1 = on boundaries of framerate multiples of 30; 2 = like 1, but using total previous everything time to estimate, not just render time
type: int
com_unlockFPS allow renderer to go faster than game ticks
type: bool
default: 1 (true)
com_useBinaryDecls Load binary versions of declarations falling back to text if not found
type: bool (cheat)
default: 1 (true)
com_useFastVidRestart Allow use of fast vid restarts
type: bool
default: 0 (false)
com_videoRam holds the last amount of detected video ram
type: int
com_wipeSeconds type: float (cheat)
com_writeBinaryDecls Write binary versions of declarations
type: bool (cheat)
default: 0 (false)
con_noPrint print on the console but not onscreen when console is pulled up
type: bool
default: 1 (true)
con_notifyTime time messages are displayed onscreen when console is pulled up
type: float
con_speed speed at which the console moves up and down
type: float
decl_show set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references
type: int [0, 4] (cheat)
decl_usageLog creates a log of all declarations touched
type: bool (cheat)
default: 0 (false)
demo_debug debug demo replay system
type: bool
default: 0 (false)
demo_noclip noclip through a demo
type: bool (cheat)
default: 0 (false)
demo_prediction prediction when playing back a server demo in milliseconds
type: int
demo_scale speed scaling of demo replays
type: float [0.01, 100]
demo_snapshotDelay delay between snapshots for server side demo recordings
type: int
developer developer mode
type: bool
default: 0 (false)
fs_basepath type: string (init)
fs_caseSensitiveOS type: bool (cheat)
default: 0 (false)
fs_cdpath type: string (init)
fs_copyfiles type: int [0, 5] (init)
fs_debug type: int [0, 2] (cheat)
fs_devpath type: string (init)
fs_game mod path
type: string (init)
fs_game_base alternate mod path, searched after the main fs_game path, before the basedir
type: string (init)
fs_restrict type: bool (init)
default: 0 (false)
fs_savepath type: string (init)
fs_searchAddons search all addon pk4s ( disables addon functionality )
type: bool (cheat)
default: 0 (false)
fs_toolsPath quoted paths that are searched for tools
type: string (cheat)
fs_userpath type: string (init)
g_allowComplaint_charge Allow complaints for teamkills with charges
type: bool
default: 0 (false)
g_allowComplaint_explosives Allow complaints for explosive weapons and items
type: bool
default: 1 (true)
g_allowComplaint_firesupport Allow complaints for teamkills with fire support
type: bool
default: 1 (true)
g_allowLateJoin Enable/disable players joining a match in progress
type: bool
default: 1 (true)
g_autoFireTeam Prompt to join a fireteam when switching to a new team.
type: bool
default: 0 (false)
g_banner_1 banner message 1
type: string
g_banner_10 banner message 10
type: string
g_banner_11 banner message 11
type: string
g_banner_12 banner message 12
type: string
g_banner_13 banner message 13
type: string
g_banner_14 banner message 14
type: string
g_banner_15 banner message 15
type: string
g_banner_16 banner message 16
type: string
g_banner_2 banner message 2
type: string
g_banner_3 banner message 3
type: string
g_banner_4 banner message 4
type: string
g_banner_5 banner message 5
type: string
g_banner_6 banner message 6
type: string
g_banner_7 banner message 7
type: string
g_banner_8 banner message 8
type: string
g_banner_9 banner message 9
type: string
g_banner_delay delay between banner messages
type: int
g_banner_loopdelay delay before banner messages repeat, 0 = off
type: int
g_cacheDictionaryMedia Precache all media from entity dictionaries
type: bool
default: 1 (true)
g_chatDefaultColor RGBA value for normal chat prints
type: string
g_chatFireTeamColor RGBA value for fire team chat prints
type: string
g_chatLineTimeout number of seconds that each chat line stays in the history
type: float
g_chatTeamColor RGBA value for team chat prints
type: string
g_cheapDecalsMaxDistance max distance decals are created
type: string
g_collisionModelMask type: int (cheat)
g_commandMapZoom command map zoom level
type: float [0.125, 0.75]
g_commandMapZoomStep percent to increase/decrease command map zoom by
type: float
g_compiledScriptSafety enables extra safety checks in exported scripts
type: bool (cheat)
default: 1 (true)
g_complaintGUIDLimit Total unique complaints at which a player will be kicked
type: int
g_complaintLimit Total complaints at which a player will be kicked
type: int
g_damageIndicatorAlphaScale alpha of the damage indicators
type: float
g_damageIndicatorColor color of the damage indicators
type: string
g_damageIndicatorFadeTime number of seconds that a damage indicator stays visible
type: float
g_damageIndicatorHeight height of the damage indicators
type: float
g_damageIndicatorWidth width of the damage indicators
type: float
g_debugAnim displays information on which animations are playing on the specified entity number. set to -1 to disable.
type: int (cheat)
g_debugAnimLookups prints successful animation lookups
type: int (cheat)
g_debugAnimStance displays information on which stances are set on the specified entity number. set to -1 to disable.
type: int (cheat)
g_debugBounds checks for models with bounds > 2048
type: bool (cheat)
default: 0 (false)
g_debugCinematic type: bool (cheat)
default: 0 (false)
g_debugDamage type: bool (cheat)
default: 0 (false)
g_debugFootsteps prints which surfacetype the player is walking on
type: bool (cheat)
default: 0 (false)
g_debugForceFields type: bool (cheat)
default: 0 (false)
g_debugFrameCommands Prints out frame commands as they are called
type: bool (cheat)
default: 0 (false)
g_debugFrameCommandsFilter Filter the type of framecommands
type: string (cheat)
g_debugGUI Show GUI window outlines
type: bool (cheat)
default: 0 (false)
g_debugGUIEvents Show the results of events
type: int (cheat)
g_debugGUIRenderWorld Output information for GUI-based renderWorlds
type: bool (cheat)
default: 0 (false)
g_debugGUITextRect Show windows' text rectangle outlines
type: bool (cheat)
default: 0 (false)
g_debugGUITextScale Size that the debug GUI info font is drawn in.
type: float (cheat)
g_debugLocations type: bool (cheat)
default: 0 (false)
g_debugMask debugs a deployment mask
type: string (cheat)
g_debugNetworkWrite type: bool (cheat)
default: 0 (false)
g_debugPlayerList fills UI lists with fake players
type: int (cheat)
g_debugProficiency type: bool (cheat)
default: 0 (false)
g_debugScript type: bool (cheat)
default: 0 (false)
g_debugSpecatorList fills the spectator list with fake players
type: int (cheat)
g_debugVehicleDriveForces show info about wheeled drive forces
type: bool (cheat)
default: 0 (false)
g_debugVehicleFeedback show info about wheeled suspension feedback
type: bool (cheat)
default: 0 (false)
g_debugVehicleFrictionFeedback show info about wheeled surface friction feedback
type: bool (cheat)
default: 0 (false)
g_debugVehicleHoverPads show info about hoverpads
type: bool (cheat)
default: 0 (false)
g_debugVehicleHurtZones show info about the hurtZone component
type: bool (cheat)
default: 0 (false)
g_debugVehiclePseudoHover show info about the pseudoHover component
type: bool (cheat)
default: 0 (false)
g_debugVehicleWheelForces show info about wheel forces
type: bool (cheat)
default: 0 (false)
g_debugWakes Debug the vehicle wakes
type: bool (cheat)
default: 0 (false)
g_debugWeapon type: bool (cheat)
default: 0 (false)
g_debugWeaponSpread displays the current spread value for the weapon
type: bool (cheat)
default: 0 (false)
g_debugWorldTasks draws a sphere around ranged based tasks
type: bool (cheat)
default: 0 (false)
g_decals show decals such as bullet holes
type: bool
default: 1 (true)
g_demoAnalyzationSectorSize sector size for stat generation
type: int (cheat)
g_demoAnalyze analyze demo during playback
type: bool (cheat)
default: 0 (false)
g_demoOutputMDF output entity keyframe data from demo
type: int [0, 2] (cheat)
g_disableFootsteps enable/disable footsteps
type: bool (cheat)
default: 0 (false)
g_disableGlobalAudio disable global VOIP communication
type: bool
default: 0 (false)
g_disableGlobalChat disable global text communication
type: bool
default: 0 (false)
g_disableTransportDebris type: bool (cheat)
default: 0 (false)
g_disableVehicleSpawns disables vehicles spawning from construction pads
type: string (cheat)
g_disasm disassemble script into base/script/disasm.txt on the local drive when script is compiled
type: bool (cheat)
default: 0 (false)
g_dragDamping type: float (cheat)
g_dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button
type: bool (cheat)
default: 0 (false)
g_dragMaxforce type: float (cheat)
g_dragShowSelection type: bool (cheat)
default: 0 (false)
g_drawContacts draw physics object contacts
type: bool (cheat)
default: 0 (false)
g_drawPlayerDamage Draws numbers above the player's head every time they take damage ( Must be enabled on the server too )
type: bool (cheat)
default: 0 (false)
g_drawPlayerIcons Enables/Disables player icons
type: bool
default: 1 (true)
g_drawRouteConstraints draws lines showing route constraints
type: int (cheat)
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
type: int [0, 7] (cheat)
g_enemyColor color of enemy units
type: string
g_execMapConfigs Execute map cfg with same name
type: bool
default: 0 (false)
g_exportMask type: string (cheat)
g_forceClear forces clearing of color buffer on main game draw (faster)
type: bool (cheat)
default: 1 (true)
g_fov type: int
g_frametime displays timing information for each game frame
type: bool (cheat)
default: 0 (false)
g_friendlyColor color of friendly units
type: string
g_gameReviewPause Time (in minutes) for scores review time
type: float
g_gameReviewReadyWait wait for players to ready up before going to the next map
type: bool
default: 0 (false)
g_gravity type: float (cheat)
g_guiSpeeds Show GUI speeds
type: bool (cheat)
default: 0 (false)
g_gunX type: float (cheat)
g_gunY type: float (cheat)
g_gunZ type: float (cheat)
g_hitBeep play hit beep sound when you inflict damage.
0 = do nothing
1 = beep/flash cross-hair
2 = beep
3 = flash cross-hair
type: int
g_kickAmplitude type: float (cheat)
g_kickBanLength length of time a kicked player will be banned for
type: float
g_kickTime type: float (cheat)
g_knockback type: int (cheat)
g_logObjectives log objective completion info
type: bool
default: 1 (true)
g_logProficiency log proficiency data
type: bool
default: 1 (true)
g_maxPlayerWarnings maximum warnings before player is kicked
type: int
g_maxShowDistance type: float (cheat)
g_maxSpectateTime maximum length of time a player may spectate for
type: float
g_maxTransportDebrisExtraHigh The maximum number of pieces of extra high priority (really large) debris. -1 means no limit.
type: int
g_maxTransportDebrisHigh The maximum number of pieces of high priority (large) debris. -1 means no limit.
type: int
g_maxTransportDebrisLow The maximum number of pieces of low priority (small) debris. -1 means no limit.
type: int
g_maxTransportDebrisMedium The maximum number of pieces of medium priority (middling) debris. -1 means no limit.
type: int
g_maxVoiceChats maximum number of voice chats a player may do in a period of time
type: int
g_maxVoiceChatsOver time over which the maximum number of voice chat limit is applied
type: int
g_muteSpecs Send all spectator global chat to team chat
type: bool
default: 0 (false)
g_neutralColor color of neutral units
type: string
g_nextMap commands to execute when the current map/campaign ends
type: string
g_noBotSpectate disables the ability to spectate bots
type: bool
default: 1 (true)
g_noProficiency enable/disable XP
type: bool
default: 0 (false)
g_noRouteConstraintKick enables/disables players being kicked for deviating from routes
type: bool
default: 0 (false)
g_noRouteMaskDestruction enables/disables the mcp being destroyed when driven outside the mask
type: bool
default: 0 (false)
g_noVehicleDecay enables / disables vehicle decay
type: bool (cheat)
default: 0 (false)
g_password game password
type: string
g_playerArrowIconSize Size of the screen space player arrow icons
type: float
g_playerIconAlphaScale alpha to apply to world-based objective icons
type: float
g_playerIconSize Size of the screen space player icons
type: float
g_playerPushForce force players can be pushed by other players
type: float (cheat)
g_playTooltipSound Play the sound attached to a tooltip when it is shown
type: bool
default: 1 (true)
g_privatePassword game password for private slots
type: string
g_radialMenuMouseInput 0 - no mouse input
1 - mouse input, no view movement
2 - mouse input, view movement
type: int
g_radialMenuMouseSensitivity Mouse input scale
type: float
g_radialMenuStyle Sets the style of the quick chat menu: 0 = radial, 1 = vertical
type: int
g_radialMenuUseNumberShortcuts Use numbers instead of alpha-numeric shortcuts
type: bool
default: 1 (true)
g_removeStaticEntities Remove non-dynamic entities on map spawn when they aren't needed
type: bool (cheat)
default: 1 (true)
g_rotateCommandMap Rotate the command map around the player
type: bool
default: 1 (true)
g_showActiveEntities draws boxes around thinking entities.
type: bool (cheat)
default: 0 (false)
g_showAreaClipSectors type: float (cheat)
g_showcamerainfo displays the current frame # for the camera when playing cinematics
type: string (cheat)
g_showChatLocation show/hide locations in chat text
type: bool (cheat)
default: 1 (true)
g_showClipSectorFilter type: string (cheat)
g_showClipSectors type: bool (cheat)
default: 0 (false)
g_showCollisionModels type: bool (cheat)
default: 0 (false)
g_showCollisionTraces type: bool (cheat)
default: 0 (false)
g_showCollisionWorld type: int (cheat)
g_showCommandMapNames Show/hide location text on the commandmap
type: bool (cheat)
default: 0 (false)
g_showCompileStats sets whether to show stats at the end of compilation or not
type: bool (cheat)
default: 0 (false)
g_showCrosshairInfo shows information about the entity under your crosshair
type: int (cheat)
g_showDemoHud draw the demo hud gui
type: bool (cheat)
default: 0 (false)
g_showDemoView show player's calculated view when paused instead of free-fly cam
type: bool (cheat)
default: 0 (false)
g_showEntityInfo type: bool (cheat)
default: 0 (false)
g_showEntityInfoPrint type: bool (cheat)
default: 0 (false)
g_showFireTeamLocation show/hide locations in fireteam box text
type: bool
default: 0 (false)
g_showHud draw the hud gui
type: bool (cheat)
default: 1 (true)
g_showLocationWayPoints Show/hide location waypoints in the world
type: int (cheat)
g_showPlayerShadow enables shadow of player model
type: bool
default: 1 (true)
g_showPlayerSpeed displays player movement speed
type: bool
default: 0 (false)
g_showPVS type: int [0, 2] (cheat)
g_showRenderModelBounds type: bool (cheat)
default: 0 (false)
g_showTargets draws entities and their targets. hidden entities are drawn grey.
type: bool (cheat)
default: 0 (false)
g_showTestModelFrame displays the current animation and frame # for testmodels
type: bool (cheat)
default: 0 (false)
g_showTriggers draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
type: bool (cheat)
default: 0 (false)
g_showVehiclePathNodes type: int (cheat)
g_showWayPoints show or hide world-based objective icons
type: bool
default: 1 (true)
g_skipDeployChecks Skips deployment territory checks, etc
type: bool (cheat)
default: 0 (false)
g_skipIntro skip the opening intro movie
type: bool (read only)
default: 1 (true)
g_skipLocalizedPrecipitation Enable/disable precipitation effects
type: bool (cheat)
default: 0 (false)
g_skipPostProcess draw the post process gui
type: bool (cheat)
default: 0 (false)
g_skipPrecipitation Enable/disable precipitation effects
type: bool (cheat)
default: 0 (false)
g_skipVehicleAccelFeedback skip acceleration effects on wheeled suspensions
type: bool (cheat)
default: 0 (false)
g_skipVehicleFrictionFeedback ignore the effects of surface friction
type: bool (cheat)
default: 0 (false)
g_skipVehicleTurnFeedback skip turn ducking effects on wheeled suspensions
type: bool (cheat)
default: 0 (false)
g_skipViewEffects skip damage and other view effects
type: bool (cheat)
default: 0 (false)
g_skipWeaponSwitchAnimations If 1, players won't play their weapon switching animations.
type: bool (cheat)
default: 1 (true)
g_spectateLerpScale Controls view smoothing for spectators
type: float [0.2, 1]
g_stopWatchMode stopwatch mode, 0 = ABBA, 1 = ABAB
type: int (cheat)
g_teamSwitchDelay Delay (in seconds) before player can change teams again
type: int
g_testLadders type: bool (cheat)
default: 0 (false)
g_testModelAnimate test model animation,
0 = cycle anim with origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once
type: int [0, 4] (cheat)
g_testModelBlend number of frames to blend
type: int (cheat)
g_testModelRotate test model rotation speed
type: string (cheat)
g_testParticle test particle visualization, set by the particle editor
type: int (cheat)
g_testParticleName name of the particle being tested by the particle editor
type: string (cheat)
g_testPostProcess name of material to draw over screen
type: string (cheat)
g_testSpectator type: int (cheat)
g_testViewSkin name of skin to use for the view
type: string (cheat)
g_transportDebrisExtraHighCutoff Beyond this distance from the viewpoint extra high priority debris will not be spawned. -1 means no limit.
type: int
g_transportDebrisHighCutoff Beyond this distance from the viewpoint high priority debris will not be spawned. -1 means no limit.
type: int
g_transportDebrisLowCutoff Beyond this distance from the viewpoint low priority debris will not be spawned. -1 means no limit.
type: int
g_transportDebrisMediumCutoff Beyond this distance from the viewpoint medium priority debris will not be spawned. -1 means no limit.
type: int
g_unlock_interpolateMoving interpolate moving objects in fps unlock mode
type: bool
default: 1 (true)
g_unlock_updateAngles update view angles in fps unlock mode
type: bool
default: 1 (true)
g_unlock_updateViewpos update view origin in fps unlock mode
type: bool
default: 1 (true)
g_unlock_viewStyle 0: extrapolate view origin, 1: interpolate view origin
type: int
g_useCompiledScript enable/disable native compiled scripts
type: bool
default: 1 (true)
g_useSimpleStats only look up local server stats
type: bool (cheat)
default: 0 (false)
g_useTraceCollection Use optimized trace collections
type: bool (cheat)
default: 1 (true)
g_vehicleForce type: float (cheat)
g_vehicleSteerKeyScale The scale of the wheeled vehicle steering keys - 1 is standard, 2 is twice as fast, etc
type: float
g_vehicleSuspensionDamping type: float (cheat)
g_vehicleSuspensionDown type: float (cheat)
g_vehicleSuspensionKCompress type: float (cheat)
g_vehicleSuspensionUp type: float (cheat)
g_vehicleTireFriction type: float (cheat)
g_vehicleVelocity type: float (cheat)
g_vehicleWheelTracesPerFrame What fraction of the wheels are updated per frame
type: float (cheat)
g_version game version
type: string (read only)
g_volumeMusic_dB music volume in dB
type: float
g_votePassPercentage Percentage of yes votes required for a vote to pass
type: float [0, 100]
g_voteWait Delay (in minutes) before player may perform a callvote again
type: float
g_walkerTraceDistance distance to check for space for the walker to move
type: float
g_warmup Length (in minutes) of warmup period
type: float
g_warmupDamage Enable/disable players taking damage during warmup
type: bool
default: 1 (true)
g_waypointAlphaScale alpha to apply to world-based objective icons
type: float
g_waypointDistanceMax min distance at which to show max icon size
type: float
g_waypointDistanceMin max distance at which to show min icon size
type: float
g_waypointSizeMax max world-view icon size
type: float
g_waypointSizeMin min world-view icon size
type: float
g_weaponSwitchTimeout type: float
g_xpSave stores xp for disconnected players which will be given back if they reconnect
type: bool
default: 1 (true)
gamedate type: string (read only)
gamename type: string (read only)
gui_crosshairAlpha alpha of crosshair
type: float
gui_crosshairColor RGB color tint for crosshair elements
type: string
gui_crosshairDef name of def containing crosshair
type: string
gui_crosshairGrenadeAlpha alpha of grenade timer components
type: float
gui_crosshairKey name of crosshair key in def specified by gui_crosshairDef
type: string
gui_crosshairSpreadAlpha alpha of spread components
type: float
gui_crosshairSpreadScale amount to scale the spread indicator movement
type: float
gui_crosshairStatsAlpha alpha of health/ammo/reload components
type: float
gui_debugLayout Debug UI layout classes
type: bool (cheat)
default: 0 (false)
gui_debugRadialMenus Show radial menu debugging info
type: bool (cheat)
default: 0 (false)
gui_doubleClickTime Delay in seconds between considering two mouse clicks a double-click
type: float
gui_notificationPause length of time between successive notifications, in seconds
type: float
gui_notificationTime length of time a user notification is on screen, in seconds
type: float
gui_scoreBoardSort 0 - group by XP, 1 - group by fireteam, then by XP
type: int
gui_showTooltips Globally enable or disable tooltips.
type: bool
default: 1 (true)
gui_tooltipDelay Delay in seconds before tooltips pop up.
type: float
ik_debug show IK debug lines
type: bool (cheat)
default: 0 (false)
ik_enable enable IK
type: bool (cheat)
default: 1 (true)
image_anisotropy set the maximum texture anisotropy if available
type: string
image_bumpPicMip Uses a miplevel X steps down
type: int [-4, 2]
image_colorMipLevels development aid to see texture mip usage
type: bool (cheat)
default: 0 (false)
image_detailPower Controls how fast the detail textures fade out (0 = normal mipmaps, 1 is falloff after the first level)
type: string
image_diffusePicMip Uses a miplevel X steps down
type: int [-4, 2]
image_editorPicMip type: int [-4, 1] (cheat)
image_filter changes texture filtering on mipmapped images
type: string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR]
image_globalPicMip globally uses a miplevel X steps down
type: int [-4, 2]
image_ignoreHighQuality ignore high quality setting on materials
type: string
image_lodbias change lod bias on mipmapped images
type: float [-1, 1]
image_lodDistance Distance at wich images don't need full resolution
type: float (cheat)
image_picMip Uses a miplevel X steps down
type: int [-4, 2]
image_picMipEnable Enable picmip
type: int
image_roundDown round bad sizes down to nearest power of two
type: bool
default: 1 (true)
image_showBackgroundLoads 1 = print number of outstanding background loads
type: bool (cheat)
default: 0 (false)
image_skipUpload used during the build process, will skip uploads
type: bool (cheat)
default: 0 (false)
image_specularPicMip Uses a miplevel X steps down
type: int [-4, 2]
image_useAllFormats allow alpha/intensity/luminance/luminance+alpha
type: bool
default: 1 (true)
image_useBackgroundLoads 1 = enable background loading of images
type: bool
default: 1 (true)
image_useCompression 0 = force everything to high quality
type: bool
default: 1 (true)
image_useNormalCompression 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available
type: int
image_useOfflineCompression write a batch file for offline compression of DDS files
type: bool (cheat)
default: 0 (false)
image_usePrecompressedTextures use .dds files if present
type: string
image_writeNormalTGA write .tgas of the final normal maps for debugging
type: bool (cheat)
default: 0 (false)
image_writeNormalTGAPalletized write .tgas of the final palletized normal maps for debugging
type: bool (cheat)
default: 0 (false)
image_writePrecompressedTextures write .dds files if necessary
type: bool (cheat)
default: 0 (false)
image_writeTGA write .tgas of the non normal maps for debugging
type: bool (cheat)
default: 0 (false)
in_anglespeedkey angle change scale when holding down _speed button
type: float
in_car_pitch_axis which controller axis is used
type: int
in_car_pitch_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_car_pitch_invert inverts the axis
type: bool
default: 1 (true)
in_car_pitch_joy the joystick number used
type: int
in_car_pitch_offset the step up the dead zone
type: float
in_car_pitch_power the power of the curve after dead zone - ie acceleration
type: float
in_car_pitch_speed speed of the controller input
type: float
in_car_steering_axis which controller axis is used
type: int
in_car_steering_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_car_steering_invert inverts the axis
type: bool
default: 0 (false)
in_car_steering_joy the joystick number used
type: int
in_car_steering_offset the step up the dead zone
type: float
in_car_steering_power the power of the curve after dead zone - ie acceleration
type: float
in_car_steering_speed speed of the controller input
type: float
in_car_throttle_axis which controller axis is used
type: int
in_car_throttle_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_car_throttle_invert inverts the axis
type: bool
default: 1 (true)
in_car_throttle_joy the joystick number used
type: int
in_car_throttle_offset the step up the dead zone
type: float
in_car_throttle_power the power of the curve after dead zone - ie acceleration
type: float
in_car_throttle_speed speed of the controller input
type: float
in_car_yaw_axis which controller axis is used
type: int
in_car_yaw_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_car_yaw_invert inverts the axis
type: bool
default: 1 (true)
in_car_yaw_joy the joystick number used
type: int
in_car_yaw_offset the step up the dead zone
type: float
in_car_yaw_power the power of the curve after dead zone - ie acceleration
type: float
in_car_yaw_speed speed of the controller input
type: float
in_freeLook look around with mouse (reverse _mlook button)
type: bool
default: 1 (true)
in_heli_forward_axis which controller axis is used
type: int
in_heli_forward_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_heli_forward_invert inverts the axis
type: bool
default: 0 (false)
in_heli_forward_joy the joystick number used
type: int
in_heli_forward_offset the step up the dead zone
type: float
in_heli_forward_power the power of the curve after dead zone - ie acceleration
type: float
in_heli_forward_speed speed of the controller input
type: float
in_heli_side_axis which controller axis is used
type: int
in_heli_side_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_heli_side_invert inverts the axis
type: bool
default: 1 (true)
in_heli_side_joy the joystick number used
type: int
in_heli_side_offset the step up the dead zone
type: float
in_heli_side_power the power of the curve after dead zone - ie acceleration
type: float
in_heli_side_speed speed of the controller input
type: float
in_heli_throttle_axis which controller axis is used
type: int
in_heli_throttle_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_heli_throttle_invert inverts the axis
type: bool
default: 1 (true)
in_heli_throttle_joy the joystick number used
type: int
in_heli_throttle_offset the step up the dead zone
type: float
in_heli_throttle_power the power of the curve after dead zone - ie acceleration
type: float
in_heli_throttle_speed speed of the controller input
type: float
in_heli_yaw_axis which controller axis is used
type: int
in_heli_yaw_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_heli_yaw_invert inverts the axis
type: bool
default: 0 (false)
in_heli_yaw_joy the joystick number used
type: int
in_heli_yaw_offset the step up the dead zone
type: float
in_heli_yaw_power the power of the curve after dead zone - ie acceleration
type: float
in_heli_yaw_speed speed of the controller input
type: float
in_hovertank_forward_axis which controller axis is used
type: int
in_hovertank_forward_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_hovertank_forward_invert inverts the axis
type: bool
default: 1 (true)
in_hovertank_forward_joy the joystick number used
type: int
in_hovertank_forward_offset the step up the dead zone
type: float
in_hovertank_forward_power the power of the curve after dead zone - ie acceleration
type: float
in_hovertank_forward_speed speed of the controller input
type: float
in_hovertank_pitch_axis which controller axis is used
type: int
in_hovertank_pitch_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_hovertank_pitch_invert inverts the axis
type: bool
default: 1 (true)
in_hovertank_pitch_joy the joystick number used
type: int
in_hovertank_pitch_offset the step up the dead zone
type: float
in_hovertank_pitch_power the power of the curve after dead zone - ie acceleration
type: float
in_hovertank_pitch_speed speed of the controller input
type: float
in_hovertank_side_axis which controller axis is used
type: int
in_hovertank_side_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_hovertank_side_invert inverts the axis
type: bool
default: 0 (false)
in_hovertank_side_joy the joystick number used
type: int
in_hovertank_side_offset the step up the dead zone
type: float
in_hovertank_side_power the power of the curve after dead zone - ie acceleration
type: float
in_hovertank_side_speed speed of the controller input
type: float
in_hovertank_turn_axis which controller axis is used
type: int
in_hovertank_turn_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_hovertank_turn_invert inverts the axis
type: bool
default: 0 (false)
in_hovertank_turn_joy the joystick number used
type: int
in_hovertank_turn_offset the step up the dead zone
type: float
in_hovertank_turn_power the power of the curve after dead zone - ie acceleration
type: float
in_hovertank_turn_speed speed of the controller input
type: float
in_hovertank_yaw_axis which controller axis is used
type: int
in_hovertank_yaw_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_hovertank_yaw_invert inverts the axis
type: bool
default: 1 (true)
in_hovertank_yaw_joy the joystick number used
type: int
in_hovertank_yaw_offset the step up the dead zone
type: float
in_hovertank_yaw_power the power of the curve after dead zone - ie acceleration
type: float
in_hovertank_yaw_speed speed of the controller input
type: float
in_joy1_device the hash of the controller device named joy1
type: int
in_joy2_device the hash of the controller device named joy2
type: int
in_joy3_device the hash of the controller device named joy3
type: int
in_joy4_device the hash of the controller device named joy4
type: int
in_mouse enable mouse input
type: bool (cheat)
default: 1 (true)
in_pitchspeed pitch change speed when holding down look _lookUp or _lookDown button
type: float
in_player_forward_axis which controller axis is used
type: int
in_player_forward_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_player_forward_invert inverts the axis
type: bool
default: 1 (true)
in_player_forward_joy the joystick number used
type: int
in_player_forward_offset the step up the dead zone
type: float
in_player_forward_power the power of the curve after dead zone - ie acceleration
type: float
in_player_forward_speed speed of the controller input
type: float
in_player_pitch_axis which controller axis is used
type: int
in_player_pitch_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_player_pitch_invert inverts the axis
type: bool
default: 1 (true)
in_player_pitch_joy the joystick number used
type: int
in_player_pitch_offset the step up the dead zone
type: float
in_player_pitch_power the power of the curve after dead zone - ie acceleration
type: float
in_player_pitch_speed speed of the controller input
type: float
in_player_side_axis which controller axis is used
type: int
in_player_side_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_player_side_invert inverts the axis
type: bool
default: 0 (false)
in_player_side_joy the joystick number used
type: int
in_player_side_offset the step up the dead zone
type: float
in_player_side_power the power of the curve after dead zone - ie acceleration
type: float
in_player_side_speed speed of the controller input
type: float
in_player_yaw_axis which controller axis is used
type: int
in_player_yaw_deadZone specifies how far large the dead-zone is on the controller axis
type: float
in_player_yaw_invert inverts the axis
type: bool
default: 1 (true)
in_player_yaw_joy the joystick number used
type: int
in_player_yaw_offset the step up the dead zone
type: float
in_player_yaw_power the power of the curve after dead zone - ie acceleration
type: float
in_player_yaw_speed speed of the controller input
type: float
in_toggleRun pressing _speed button toggles run on/off
type: bool
default: 0 (false)
in_toggleSprint pressing _sprint button toggles run on/off
type: bool
default: 0 (false)
in_yawspeed yaw change speed when holding down _left or _right button
type: float
logFile 1 = buffer log, 2 = flush after each print
type: string
logFileName name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second
type: string
logTimeStamps add time stamps to console log
type: bool
default: 0 (false)
m_helicopterPitch helicopter mouse pitch scale
type: float
m_helicopterYaw helicopter mouse yaw scale
type: float
m_pitch mouse pitch scale
type: float
m_showMouseRate shows mouse movement
type: bool (cheat)
default: 0 (false)
m_smooth number of samples blended for mouse viewing
type: int [1, 8]
m_strafeScale mouse strafe movement scale
type: float
m_strafeSmooth number of samples blended for mouse moving
type: int [1, 8]
m_yaw mouse yaw scale
type: float
msv_useSampleGame use the sample game instead of the etqw SKU
type: bool (cheat)
default: 0 (false)
net_allowCheats Allow cheats in network game
type: bool
default: 0 (false)
net_aorPVSScale AoR scale for outside of PVS
type: float (cheat)
net_autoLANScan automatically scan for LAN servers
type: int [0, 60]
net_channelShowDrop show dropped packets
type: bool (cheat)
default: 0 (false)
net_channelShowPackets show all packets
type: bool (cheat)
default: 0 (false)
net_checkSync enable data synchronization
type: bool (cheat)
default: 1 (true)
net_clientAORFilter type: string (cheat)
net_clientLagOMeter draw prediction graph
type: bool
default: 0 (false)
net_clientMaxPrediction maximum number of milliseconds a client can predict ahead of server.
type: int
net_clientMaxRate maximum rate requested by client from server in bytes/sec
type: int
net_clientPrediction additional client side prediction in milliseconds
type: int
net_clientPunkbusterEnabled is client side PunkBuster enabled?
type: bool
default: 0 (false)
net_clientRemoteConsoleAddress remote console address
type: string
net_clientRemoteConsolePassword remote console password
type: string
net_clientSelfSmoothing smooth local client position
type: bool (cheat)
default: 1 (true)
net_clientServerTimeout server time out in seconds
type: int
net_clientShowAOR type: int [0, 3] (cheat)
net_clientShowSnapshot type: int [0, 4] (cheat)
net_clientShowSnapshotRadius type: float (cheat)
net_clientSkipUsercmd skip ucmds generation -
0: no skipping
1: no skipping. when multiple game frames, send single packet
2: skip. when multiple game frames send only first
3: skip. when multiple game frames send only last
type: int
net_clientUsercmdBackup number of usercmds to resend
type: int [0, 10]
net_demoErrorOnInvalidUserCmds Will cause an error instead of a warning when playing back a demo with no usercmds
type: bool (cheat)
default: 0 (false)
net_forceDrop percentage packet loss
type: int (cheat)
net_forceLatency milliseconds latency
type: int (cheat)
net_httpPassword Password used with HTTP authentication to download server assets
type: string (cheat)
net_httpProxy Use an http proxy to download game content from servers. Use http://proxy_address:proxy_port. See net_httpProxyUser, net_httpProxyPassword, net_httpProxyMode
type: string
net_httpProxyMode Proxy configuration mode, 0 - don't use a proxy, 1 - attempt to read from environment (over-write cvar settings on launch), 2 - use cvar settings
type: int
net_httpProxyPassword Password used with http proxy authentication
type: string (cheat)
net_httpProxyUser Username used with http proxy authentication
type: string (cheat)
net_httpUser Username used with HTTP authentication to download server assets
type: string (cheat)
net_ip IP address of the local network card to be listened on
type: string
net_limitApparentMaxErrorAllowance fraction of the current physics speed added to the maximum apparent speed due to client prediction error
type: float
net_limitApparentMaxLagAllowance fraction of the current physics speed added to the maximum apparent speed due to client lag
type: float
net_limitApparentMinSpeed minimum value for maximum apparent speed to reach
type: float
net_limitApparentVelocity limit the apparent velocity of objects in prediction to realistic levels
type: bool
default: 1 (true)
net_maxPlayerCollisionMerge maximum number of player collision steps to merge together during client reprediction
type: int
net_port local IP port number
type: int
net_predictionErrorDecay Enable/disable prediction error decay
type: bool
default: 1 (true)
net_serverAllowServerMod allow server-side mods
type: bool
default: 0 (false)
net_serverBalanceSnapshotTimes balance snapshot times for a good repartition over game frames
type: bool
default: 1 (true)
net_serverClientTimeout client time out in seconds
type: int
net_serverDedicated 1 = text console dedicated server, 2 = graphical dedicated server
type: int [0, 2] (init)
net_serverDrawClient number of client for which to draw view on server
type: int (cheat)
net_serverLicenseCodeFile If not empty, allows license code to be stored outside of the game file system
type: string
net_serverMaxClientRate maximum rate to a client in bytes/sec
type: int
net_serverMaxReservedClientSlots maximum number of player slots reserved for session invites
type: int [0, 32] (cheat)
net_serverMaxUsercmdRelay maximum number of usercmds from other clients the server relays to a client
type: int [1, 10]
net_serverPunkbusterEnabled is server side PunkBuster enabled?
type: bool
default: 0 (false)
net_serverReloadEngine perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0
type: int
net_serverRemoteConsolePassword remote console password
type: string
net_serverSnapshotDelay delay between snapshots in number of game frames
type: int
net_serverStoreLicenseCode Store the license code for dedicated server on disk (1: encrypted, 2: not encrypted)
type: int
net_serverZombieTimeout disconnected client timeout in seconds
type: int
net_showAsyncStats show async network stats
type: bool
default: 0 (false)
net_socksEnabled type: bool
default: 0 (false)
net_socksPassword type: string
net_socksPort type: int
net_socksServer type: string
net_socksUsername type: string
net_staggerPlayerGroundChecks skip every other ground check during forward prediction
type: bool
default: 1 (true)
net_updateAutoDownload control auto download of game updates. 0: no, 1: prompt on client, auto download on server 2: always auto download
type: int
net_updateAutoExecute execute the installer once downloaded. 0: no, 1: yes on client, not on server, 2: yes
type: int
net_useAOR Enable/Disable Area of Relevance
type: bool (cheat)
default: 1 (true)
net_useUPnP Use UPnP for external address identification
type: bool
default: 1 (true)
net_verbose 1 = verbose output, 2,3 = even more verbose output
type: int [0, 3]
password client password used when connecting
type: string
pm_bboxwidth x/y size of player's bounding box
type: float
pm_bobpitch type: float
pm_bobroll type: float
pm_bobup type: float
pm_crouchbob bob much faster when crouched
type: float
pm_crouchheight height of player's bounding box while crouched
type: float
pm_crouchrate time it takes for player's view to change from standing to crouching
type: float
pm_crouchspeed speed the player can move while crouched
type: float
pm_crouchviewheight height of player's view while crouched
type: float
pm_deadheight height of player's bounding box while dead
type: float
pm_deadviewheight height of player's view while dead
type: float
pm_deathThirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_deathThirdPersonHeight height of camera from normal view height in 3rd person
type: float (cheat)
pm_deathThirdPersonRange camera distance from player in 3rd person
type: float (cheat)
pm_democamspeed speed the player can move while flying around in a demo
type: float (cheat)
pm_deployThirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_deployThirdPersonHeight height of camera from normal view height in 3rd person
type: float (cheat)
pm_deployThirdPersonRange camera distance from player in 3rd person
type: float (cheat)
pm_friction friction applied to player on the ground
type: float
pm_jumpheight approximate height the player can jump
type: float
pm_maxproneviewpitch amount player's view can look down when prone
type: float
pm_maxviewpitch amount player's view can look down
type: float
pm_minproneviewpitch amount player's view can look up when prone(negative values are up)
type: float
pm_minviewpitch amount player's view can look up (negative values are up)
type: float
pm_noclipspeed speed the player can move while in noclip
type: float
pm_noclipspeedsprint speed the player can move while in noclip and sprinting
type: float
pm_noclipspeedwalk speed the player can move while in noclip and walking
type: float
pm_normalheight height of player's bounding box while standing
type: float
pm_normalviewheight height of player's view while standing
type: float
pm_pausePhysics pauses physics
type: bool
default: 0 (false)
pm_powerslide adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0
type: float [0, 4]
pm_proneheight height of player's bounding box while prone
type: float
pm_pronespeed speed the player can move while prone
type: float
pm_proneviewdistance distance in front of the player's view while prone
type: float
pm_proneviewheight height of player's view while prone
type: float
pm_runbob bob faster when running
type: float
pm_runpitch type: float
pm_runroll type: float
pm_runspeed speed the player can move while running
type: float
pm_runspeedback speed the player can move backwards while running
type: float
pm_runspeedforward speed the player can move forwards while running
type: float
pm_runspeedstrafe speed the player can move sideways while running
type: float
pm_slidevelocity what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide
type: bool
default: 1 (true)
pm_spectatebbox size of the spectator bounding box
type: float
pm_spectatespeed speed the player can move while spectating
type: float
pm_spectatespeedsprint speed the player can move while spectating and sprinting
type: float
pm_sprintspeed speed the player can move while sprinting
type: float
pm_sprintspeedforward speed the player can move forwards while sprinting
type: float
pm_sprintspeedstrafe speed the player can move sideways while sprinting
type: float
pm_stepsize maximum height the player can step up without jumping
type: float
pm_thirdPerson enables third person view
type: bool (cheat)
default: 0 (false)
pm_thirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_thirdPersonClip clip third person view into world space
type: bool (cheat)
default: 1 (true)
pm_thirdPersonHeight height of camera from normal view height in 3rd person
type: float (cheat)
pm_thirdPersonNoPitch ignore camera pitch when in third person mode
type: bool (cheat)
default: 0 (false)
pm_thirdPersonOrbit if set, will automatically increment pm_thirdPersonAngle every frame
type: float (cheat)
pm_thirdPersonRange camera distance from player in 3rd person
type: float (cheat)
pm_vehicleSoundLerpScale type: float
pm_walkbob bob slowly when walking
type: float
pm_walkspeed speed the player can move while walking
type: float
pm_waterFloatValue fraction of water coverage at which the player will try to float
type: float (cheat)
pm_waterSpeed speed player will be pushed up in water when totally under water
type: float (cheat)
r_32ByteVtx Uses 32bit vtx
type: string (cheat)
r_ambientARB 0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program
type: bool (cheat)
default: 0 (false)
r_ambientLightDrawMode 0 is blended sphere, 1 is circle outline, 2 is completely off
type: int (cheat)
r_ambientMap ambient cube map base name
type: string (cheat)
r_ambientMapNoUpdate disabled dynamic ambient cubemap texture uploading
type: string (cheat)
r_ambientScale ambient cube mapping brightness
type: float (cheat)
r_aspectRatio aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV
type: int
r_atmosScale atmosphere brightness
type: float (cheat)
r_brightness changes gamma tables
type: float [0.5, 2]
r_checkBounds compare all surface bounds with precalculated ones
type: bool (cheat)
default: 0 (false)
r_clear force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
type: string (cheat)
r_combinedReflectDist Distance where the planar reflection gets cut of
type: string (cheat)
r_customAspectRatioH horizontal custom aspect ratio
type: float
r_customAspectRatioV vertical custom aspect ratio
type: float
r_customHeight custom screen height
type: int
r_customWidth custom screen width
type: int
r_debugArrowStep step size of arrow cone line rotation in degrees
type: int [0, 120]
r_debugAxisLength used to set the length of drawn debug axis
type: string (cheat)
r_debugEntityRefs type: int (cheat)
r_debugImposters Show some extra information on imposter rendering
type: bool (cheat)
default: 0 (false)
r_debugLineDepthTest perform depth test on debug lines
type: bool
default: 0 (false)
r_debugLineWidth width of debug lines
type: bool
default: 1 (true)
r_debugPolygonFilled draw a filled polygon
type: bool (cheat)
default: 1 (true)
r_debugViewEntities type: int (cheat)
r_depthFill Enable depth only pass
type: string (cheat)
r_depthFillCutoff Screen Rect Area required to render
type: string (cheat)
r_depthFillNoColour Disable depth fill colour write
type: string (cheat)
r_depthRangeStartDefault type: string (cheat)
r_depthRangeWeaponHackEnd type: string (cheat)
r_depthRangeWeaponHackScale type: string (cheat)
r_detailFade Distance fading control ('reloadImages all' needed)
type: float [0, 1]
r_detailRatio Ratio of detail texture to main texture
type: int (cheat)
r_detailTexture Detail texture on landscape ('reparseDecls renderProgram' needed)
type: bool
default: 1 (true)
r_displayRefresh optional display refresh rate option for vid mode
type: int [0, 200]
r_dumpShaders Dump compiled and preprocessed shaders to text files
type: string (cheat)
r_dynamicModelCacheMegs Number of megabytes to cache dynamic model instantiations in.
type: int (cheat)
r_farPlaneDist Optional far plane clipping
type: float (cheat)
r_finish force a call to glFinish() every frame
type: bool (cheat)
default: 0 (false)
r_flareSize scale the flare deforms from the material def
type: float (cheat)
r_flushPurgeableModels Delete all cached purgeable models
type: bool (cheat)
default: 0 (false)
r_forceDistancePortalCull type: float (cheat)
r_forceGLFinish force finish within backend
type: int (cheat)
r_forceLoadImages draw all images to screen after registration
type: bool
default: 0 (false)
r_frontBuffer draw to front buffer for debugging
type: bool (cheat)
default: 0 (false)
r_fullscreen 0 = windowed, 1 = full screen
type: bool
default: 1 (true)
r_gamma changes gamma tables
type: float [0.5, 3]
r_generateInteractions Generate all interactions after a map load
type: string (cheat)
r_glDriver “”“opengl32”“, etc.
type: string (cheat)”
r_glDriverVendor OpenGL driver vendor
type: string (cheat)
r_glowbase base glare level
type: float (cheat)
r_ignore used for random debugging without defining new vars
type: string (cheat)
r_ignore2 used for random debugging without defining new vars
type: string (cheat)
r_ignoreGLErrors ignore GL errors
type: bool (cheat)
default: 1 (true)
r_imposterCoverage type: float (cheat)
r_imposterCutoff Size in pixels at which imposters stop drawing
type: int (cheat)
r_imposterFadeEnd Size in pixels at which imposters are fully faded in (and the original stops drawing)
type: int (cheat)
r_imposterFadeStart Size in pixels at which imposters start to fade in
type: int (cheat)
r_inhibitFBO Disable the fbo extension.
type: bool (cheat)
default: 0 (false)
r_jitter randomly subpixel jitter the projection matrix
type: bool (cheat)
default: 0 (false)
r_jitterBias jitter radius bias
type: float [0, 1] (cheat)
r_jitterRadial radial jitter view matrix around the specified distance
type: float (cheat)
r_jitterRadius offset from screen origin for jitter
type: float (cheat)
r_jointNameOffset offset of joint names when r_showskel is set to 1
type: float (cheat)
r_jointNameScale size of joint names when r_showskel is set to 1
type: float (cheat)
r_keepOldViewEntities type: bool (cheat)
default: 0 (false)
r_lightAllBackFaces light all the back faces, even when they would be shadowed
type: bool (cheat)
default: 0 (false)
r_lightScale all light intensities are multiplied by this
type: float (cheat)
r_lightSourceRadius for soft-shadow sampling
type: float (cheat)
r_lispAlternateOrigin Use alternative ways of calculating the shadow view origin.
type: int (cheat)
r_lispAlternateZfar Use a different calculation for the warp factor.
type: int (cheat)
r_lispAngle Angle to rotate the shadowview in ndc space
type: int (cheat)
r_lispCorrectForViewAngle Correct warp factor based on the angle with the light.
type: int (cheat)
r_lispDebugFrustum Allow the use of the existing projeciton matrix to debug certain lightspace cases.
type: int (cheat)
r_lispflipx Test some stuff
type: float (cheat)
r_lispflipy Test some stuff
type: float (cheat)
r_lispflipz Test some stuff
type: float (cheat)
r_lisptest Test some stuff
type: int (cheat)
r_lispUseBodyVector Use body vector instead of the view vector
type: bool (cheat)
default: 1 (true)
r_listMissingInstanceProgs list mia render programs for instancing
type: bool (cheat)
default: 0 (false)
r_loadAnimB Attempt loading of binary version of animations.
type: bool (cheat)
default: 1 (true)
r_loadModelBs allow loading of modelb render models
type: bool (cheat)
default: 1 (true)
r_lockDebugLines type: bool (cheat)
default: 0 (false)
r_lockedView type: int (cheat)
r_lockSurfaces allow moving the view point without changing the composition of the scene, including culling
type: bool (cheat)
default: 0 (false)
r_logFile number of frames to emit GL logs
type: int (cheat)
r_mapShotAngles Pitch Yaw Roll of mapshot angles
type: string (cheat)
r_materialOverride overrides all materials
type: string (cheat)
r_matey AVAST!
type: string (cheat)
r_maxViewEntities type: int (cheat)
r_MD5FreeScaledAndBase type: bool (cheat)
default: 1 (true)
r_MD5LoadBinary type: bool (cheat)
default: 0 (false)
r_MD5LodAltLodNaming type: bool (cheat)
default: 1 (true)
r_MD5LodBias LOD bias for a MD5 mesh
type: int (cheat)
r_MD5LodPrint Print a message when an LOD state changes
type: bool (cheat)
default: 0 (false)
r_MD5LodScale LOD scaling for a MD5 mesh
type: float
r_MD5MaxLodStages maximum number of LOD stages loaded for a MD5 mesh
type: int (cheat)
r_MD5UseDrawVertFast type: bool (cheat)
default: 1 (true)
r_MD5UseHardwareSkinning Do MD5 skinning partially on the GPU
type: bool (read only)
default: 1 (true)
r_MD5WriteBinary type: bool (cheat)
default: 0 (false)
r_megaDrawMethod type: int
r_megaFadeTime type: int
r_megaShowGrid show a grid pattern
type: bool (cheat)
default: 0 (false)
r_megaShowTileSize show tile sizes
type: bool (cheat)
default: 0 (false)
r_megaStreamBlocks type: int [1, 32]
r_megaStreamFromDVD type: bool
default: 0 (false)
r_megaTilesPerSecond only update a limited number of mega texture tiles per second
type: int
r_megaUpscale type: bool
default: 0 (false)
r_mergeModelSurfaces combine model surfaces with the same material
type: bool (cheat)
default: 1 (true)
r_mirrorplaneslop Amount to offset reflection clipping planes
type: string (cheat)
r_mode video mode number
type: int
r_multiSamples number of antialiasing samples
type: int
r_noDoubleAtmosphere Uses the stencil buffer to avoid atmosphere-ing
type: string (cheat)
r_normalizeNormalMaps Normalize normalmaps after lookup.
type: bool
default: 1 (true)
r_notchDir refraction plane offset direction
type: float (cheat)
r_occlusionBBDebug Display occlusion BB test
type: int (cheat)
r_occlusionCutoff Don't do occlusion queries if screen space in pixels is bigger than this
type: int (cheat)
r_occlusionDebug Print debug info on occlusion queries, 2 = skip all oq gl commands, 3 = skip oq readback command
type: int (cheat)
r_occlusionFlush Use explicit glFlush after firing off queries
type: bool (cheat)
default: 0 (false)
r_occlusionSystem 0 = Clever, 1 = Frame delay
type: int (cheat)
r_occlusionThreshold Consider object as occluded if less or equal than x pixels are visible.
type: int (cheat)
r_occlusionWaitPredict Predict as objects as visibe when waiting for result.
type: bool (cheat)
default: 1 (true)
r_offsetfactor polygon offset parameter
type: float (cheat)
r_offsetunits polygon offset parameter
type: float (cheat)
r_orderIndexes perform index reorganization to optimize vertex use
type: bool (cheat)
default: 1 (true)
r_refractFovChange FOV modification used during refraction subview rendering
type: float (cheat)
r_refractOffset refraction plane offset
type: float (cheat)
r_renderProgramLodDistance Sets global render program lod distance
type: float
r_renderProgramLodFade Sets global render program fade distance
type: float (cheat)
r_screenFraction for testing fill rate, the resolution of the entire screen can be changed
type: int (cheat)
r_selectedAmbientLight Which ambient light should be drawn as selected
type: int (cheat)
r_shaderPreferALU Use ALU instructions instead of textures in shaders.
type: bool
default: 1 (true)
r_shaderQuality Sets the level of detail to use for shaders, 0 = highest
type: int
r_shaderSkipSpecCubeMaps Use specular cube maps.
type: bool
default: 0 (false)
r_shadowPass enable shadow pass
type: bool (cheat)
default: 1 (true)
r_shadowPolygonFactor scale value for stencil shadow drawing
type: float
r_shadowPolygonOffset bias value added to depth test for stencil shadow drawing
type: float
r_shadows enable shadows
type: bool
default: 1 (true)
r_showAlloc report alloc/free counts
type: bool (cheat)
default: 0 (false)
r_showAmbientLights show ambient light sources
type: string (cheat)
r_showBackendSpeeds show the backend timing split
type: int (cheat)
r_showBatches draw each batch with a different color
type: bool (cheat)
default: 0 (false)
r_showBatchInfo report batch counts for various types
type: int (cheat)
r_showBatchSize highlighting of draw batches that fall below the desired polygons per draw call (purple really bad, red bad, yellow moderate, green good), 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
type: int [0, 3] (cheat)
r_showCull report sphere and box culling stats
type: bool (cheat)
default: 0 (false)
r_showCullSectors Show cull sectors
type: int (cheat)
r_showDefaultRenderEnts type: string (cheat)
r_showDefs report the number of modeDefs and lightDefs in view
type: bool (cheat)
default: 0 (false)
r_showDemo report reads and writes to the demo file
type: bool (cheat)
default: 0 (false)
r_showDepth display the contents of the depth buffer and the depth range
type: bool (cheat)
default: 0 (false)
r_showDominantTri draw lines from vertexes to center of dominant triangles
type: bool (cheat)
default: 0 (false)
r_showDrawOrder type: int (cheat)
r_showDynamic report stats on dynamic surface generation
type: bool (cheat)
default: 0 (false)
r_showDynamicDefs Show dynamic updating entities i.e. freeing cached models and/or shadow volumes ( purple = entity def changed, cyan = model callback forced update )
type: string (cheat)
r_showEdges draw the sil edges
type: bool (cheat)
default: 0 (false)
r_showEntityScissors show entity scissor rectangles
type: bool (cheat)
default: 0 (false)
r_showEnvBounds Show env bounds
type: int (cheat)
r_showFacePlanes shows shadow volume face planes
type: float (cheat)
r_showGUISpeeds report time spent drawing GUIs
type: int (cheat)
r_showImages 1 = show all images instead of rendering, 2 = show in proportional size
type: int [0, 2] (cheat)
r_showIndexTreeBounds Show index tree bounds
type: int (cheat)
r_showInstanceInfo Show Instance Info
type: int (cheat)
r_showIntensity draw the screen colors based on intensity, red = 0, green = 128, blue = 255
type: bool (cheat)
default: 0 (false)
r_showInteractionFrustums 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
type: int [0, 3] (cheat)
r_showInteractions report interaction generation activity
type: bool (cheat)
default: 0 (false)
r_showInteractionScissors 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
type: int [0, 2] (cheat)
r_showLightCount 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
type: int [0, 3] (cheat)
r_showLights 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
type: int [0, 3] (cheat)
r_showLightScale report the scale factor applied to drawing for overbrights
type: bool (cheat)
default: 0 (false)
r_showLightScissors show light scissor rectangles
type: bool (cheat)
default: 0 (false)
r_showMegaTexture report megatexture upload/bind counts
type: bool (cheat)
default: 0 (false)
r_showMegaTextureLevels Display the different levels using color coded textures.
type: bool (cheat)
default: 0 (false)
r_showMegaTextureSTGrid Show megaTexture ST grid
type: bool (cheat)
default: 0 (false)
r_showMemory print frame memory utilization
type: bool (cheat)
default: 0 (false)
r_showModelTypes show model types, red - md5, blue - area, green - lodentity, white - other
type: int (cheat)
r_showNodePlanes enables portal plane drawing
type: bool (cheat)
default: 0 (false)
r_showNormals draws wireframe normals
type: float (cheat)
r_showOcclusions Show occlusion queries culled by occlusion queries
type: bool (cheat)
default: 0 (false)
r_showOverDraw 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
type: int [0, 3] (cheat)
r_showParentFrustum Shows the frustum of the parent view in subview and shadow renders.
type: bool (cheat)
default: 0 (false)
r_showPortals draw portal outlines in color based on passed / not passed
type: int (cheat)
r_showPrimitives report drawsurf/index/vertex counts
type: int (cheat)
r_showQuadTrees draw quadtree outlines in color, 1 = 3D, 2 = 2D, 3 = depth buffered 3D
type: int (cheat)
r_showQueryTimers Show the query_timer extension results.
type: bool (cheat)
default: 0 (false)
r_showShadowCount colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
type: int [0, 4] (cheat)
r_showShadows 1 = visualize the stencil shadow volumes, 2 = draw filled in
type: int [0, 4] (cheat)
r_showSilhouette highlight edges that are casting shadow planes
type: bool (cheat)
default: 0 (false)
r_showSkel draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
type: int [0, 2] (cheat)
r_showSmp show which end (front or back) is blocking
type: bool (cheat)
default: 0 (false)
r_showStuffCache Show allocation events of the stuff cache
type: bool (cheat)
default: 0 (false)
r_showSurfaceAllocated show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightCache
type: int (cheat)
r_showSurfaceInfo show surface material name under crosshair
type: int (cheat)
r_showSurfaces report surface/light/shadow counts
type: bool (cheat)
default: 0 (false)
r_showTangentSpace shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
type: int [0, 3] (cheat)
r_showTexelDensity draws all triangles with texel density as gradient
type: bool (cheat)
default: 0 (false)
r_showTextureMemory Show texture memory usage: 1 = total; 2 = per frame
type: int (cheat)
r_showTexturePolarity shade triangles by texture area polarity
type: bool (cheat)
default: 0 (false)
r_showTextureVectors if > 0 draw each triangles texture (tangent) vectors
type: float (cheat)
r_showTrace show the intersection of an eye trace with the world
type: int (cheat)
r_showTris enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
type: int [0, 3] (cheat)
r_showUnsmoothedTangents if 1, put all nvidia register combiner programming in display lists
type: bool (cheat)
default: 0 (false)
r_showUpdates report entity and light updates and ref counts
type: bool (cheat)
default: 0 (false)
r_showVertexCache type: int (cheat)
r_showVertexColor draws all triangles with the solid vertex color
type: bool (cheat)
default: 0 (false)
r_showviewEntities 1 = displays the bounding boxes of all view models, 2 = print index numbers
type: int (cheat)
r_singleArea only draw the portal area the view is actually in
type: bool (cheat)
default: 0 (false)
r_singleEntity suppress all but one entity
type: int (cheat)
r_singleLight suppress all but one light
type: int (cheat)
r_singleSurface suppress all but one surface on each entity
type: int (cheat)
r_singleTriangle only draw a single triangle per primitive
type: int (cheat)
r_skipAmbient bypasses all non-interaction drawing
type: bool (cheat)
default: 0 (false)
r_skipAreaSurfaces skip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipAtmosInteractions skip all light/surface interaction drawing
type: int
r_skipAtmosphere skips atmosphere pass
type: bool (cheat)
default: 0 (false)
r_skipBackEnd don't draw anything
type: bool (cheat)
default: 0 (false)
r_skipBlendLights skip all blend lights
type: bool (cheat)
default: 0 (false)
r_skipBump uses a flat surface instead of the bump map
type: bool (cheat)
default: 0 (false)
r_skipCopyTexture do all rendering, but don't actually copyTexSubImage2D
type: bool (cheat)
default: 0 (false)
r_skipDeforms leave all deform materials in their original state
type: bool (cheat)
default: 0 (false)
r_skipDepthAmbient uses legacy black depth fill (instead of ambient fill)
type: bool
default: 0 (false)
r_skipDiffuse 1 = use black for diffuse, 2 = use white for diffuse
type: int (cheat)
r_skipDynamicTextures don't dynamically create textures
type: bool (cheat)
default: 0 (false)
r_skipFogLights skip all fog lights
type: bool (cheat)
default: 0 (false)
r_skipFrontEnd bypasses all front end work, but 2D gui rendering still draws
type: bool (cheat)
default: 0 (false)
r_skipImposters Skip imposter generation and rendering
type: bool (cheat)
default: 0 (false)
r_skipInstances skip rendering of instances
type: bool (cheat)
default: 0 (false)
r_skipInteractions skip all light/surface interaction drawing
type: int (cheat)
r_skipLodEntitySurfaces skip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipLWOSurfaces skip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipMD5Surfaces skip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipMegaTexture Stop updating the megatexture origin
type: bool (cheat)
default: 0 (false)
r_skipMegaTextureSurfaces skip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipMegaTextureUpload Disable the actual texture uploads (backend loading etc. will still happen)
type: bool (cheat)
default: 0 (false)
r_skipNotMegaTextureSurfaces skip rendering of non mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipOverlays skip overlay surfaces
type: bool (cheat)
default: 0 (false)
r_skipParticles 1 = skip all particle systems
type: int [0, 1] (cheat)
r_skipRefractCopy uses copy of frame buffer
type: bool
default: 0 (false)
r_skipRender skip 3D rendering, but pass 2D
type: bool (cheat)
default: 0 (false)
r_skipRenderContext NULL the rendering context during backend 3D rendering
type: bool (cheat)
default: 0 (false)
r_skipROQ skip ROQ decoding
type: bool (cheat)
default: 0 (false)
r_skipShadowviews Skips shadow map rendering.
type: bool (cheat)
default: 0 (false)
r_skipShadowViewsBackend Skip the rendering but all other setup is done.
type: bool (cheat)
default: 0 (false)
r_skipSpecular use black for specular
type: bool (cheat)
default: 0 (false)
r_skipStuff Don't draw stuff models
type: bool
default: 0 (false)
r_skipSubviews 1 = don't render any gui elements on surfaces
type: int (cheat)
r_skipSuppress ignore the per-view suppressions
type: bool (cheat)
default: 0 (false)
r_skipTranslucent skip the translucent interaction rendering
type: bool (cheat)
default: 0 (false)
r_skipUpdates 1 = don't accept any entity or light updates, making everything static
type: bool (cheat)
default: 0 (false)
r_slopNormal merge normals that dot less than this
type: string (cheat)
r_slopTexCoord merge texture coordinates this far apart
type: string (cheat)
r_slopVertex merge xyz coordinates this far apart
type: string (cheat)
r_SMPSharedCtx SMP renderer uses shared context
type: string (cheat)
r_softParticles Enable soft particles
type: bool
default: 0 (false)
r_sortEffects Depth sort effects by their origin
type: bool (cheat)
default: 1 (true)
r_sortInteractions Sort interactions per material and VBO.
type: bool (cheat)
default: 1 (true)
r_sortParticles Enable depth sorting of certain particle systems
type: bool (cheat)
default: 1 (true)
r_sortStuff Depth sort enable/disable
type: bool (cheat)
default: 1 (true)
r_stateCache check state before upload to drive
type: string (cheat)
r_stuffCacheMegs Number of megabytes to cache stuff models.
type: int (cheat)
r_stuffFadeEnd Max vis distance for the stuff models
type: float (cheat)
r_stuffFadeStart Distance at which stuff starts fading
type: float (cheat)
r_stuffLod Where lod models stop drawing (they start at r_stuffFadeEnd)
type: float (cheat)
r_stuffUpdateAngle Camera needs to rotate more than X degrees for stuff models to update
type: string (cheat)
r_stuffUpdateDistance Camera needs to move more than X units for stuff models to update
type: string (cheat)
r_subviewOnly 1 = don't render main view, allowing subviews to be debugged
type: bool (cheat)
default: 0 (false)
r_swapInterval changes wglSwapInterval
type: int
r_testGamma if > 0 draw a grid pattern to test gamma levels
type: float [0, 195] (cheat)
r_testGammaBias if > 0 draw a grid pattern to test gamma levels
type: float (cheat)
r_testStepGamma if > 0 draw a grid pattern to test gamma levels
type: float (cheat)
r_trisColor sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format
type: string
r_useAlphaToCoverage Use alpha to coverage.
type: bool
default: 1 (true)
r_useCachedDynamicModels cache snapshots of dynamic models
type: bool (cheat)
default: 1 (true)
r_useClippedLightScissors 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
type: int [0, 2] (cheat)
r_useCombinerDisplayLists put all nvidia register combiner programming in display lists
type: bool (cheat)
default: 1 (true)
r_useConstantMaterials use pre-calculated material registers if possible
type: bool (cheat)
default: 1 (true)
r_useCulling 0 = none, 1 = sphere, 2 = sphere + box
type: int [0, 2] (cheat)
r_useDeferredTangents defer tangents calculations after deform
type: bool (cheat)
default: 1 (true)
r_useDepthBoundsTest use depth bounds test to reduce shadow fill
type: bool (cheat)
default: 1 (true)
r_useDestinationScissor 1 = use scissor rectangle to only render required fragments during post-processing
type: bool (cheat)
default: 1 (true)
r_useDitherMask Dither out fading geometry
type: bool
default: 1 (true)
r_useEntityCallbacks if 0, issue the callback immediately at update time, rather than defering
type: bool (cheat)
default: 1 (true)
r_useEntityCulling 0 = none, 1 = box
type: bool (cheat)
default: 1 (true)
r_useEntityScissors 1 = use custom scissor rectangle for each entity
type: bool (cheat)
default: 0 (false)
r_useExternalShadows 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
type: int [0, 2] (cheat)
r_useFrustumFarDistance if != 0 force the view frustum far distance to this distance
type: float (cheat)
r_useIndexBuffers use ARB_vertex_buffer_object for indexes
type: int [0, 1]
r_useIndexHier type: string (cheat)
r_useInteractionCulling 1 = cull interactions
type: bool (cheat)
default: 1 (true)
r_useInteractionScissors 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
type: int [-2, 2] (cheat)
r_useInteractionTable create a full entityDefs * lightDefs table to make finding interactions faster
type: bool (cheat)
default: 1 (true)
r_useLightCulling 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
type: int [0, 3] (cheat)
r_useLightPortalFlow use a more precise area reference determination
type: bool (cheat)
default: 1 (true)
r_useLightScissors 1 = use custom scissor rectangle for each light
type: bool (cheat)
default: 1 (true)
r_useMaxVisDist use the masVisDist entity parameter (on is faster)
type: int (cheat)
r_useMegaTextureImageCompression DXT compress megatexture data before uploading to hardware
type: bool (cheat)
default: 1 (true)
r_useNodeCommonChildren stop pushing reference bounds early when possible
type: bool (cheat)
default: 1 (true)
r_useNV20MonoLights use pass optimization for mono lights
type: int (cheat)
r_useOcclusionQueries Use hardware occlusion queries
type: bool (cheat)
default: 1 (true)
r_useOffscreenScreenshotBuffer 1 = use offscreen buffer for screenshots to support post-processing
type: bool (cheat)
default: 1 (true)
r_useOptimizedShadows use the dmap generated static shadow volumes
type: bool (cheat)
default: 1 (true)
r_usePortals 1 = use portals to perform area culling, otherwise draw everything
type: bool (cheat)
default: 1 (true)
r_usePreciseTriangleInteractions 1 = do winding clipping to determine if each ambiguous tri should be lit
type: bool (cheat)
default: 0 (false)
r_useQuadTree Use a quad tree for the cluster models
type: bool (cheat)
default: 1 (true)
r_useRewriteVbo type: string (cheat)
r_useSampleCoverage Use multisample coverage to fade entities.
type: bool (cheat)
default: 1 (true)
r_useScissor scissor clip as portals and lights are processed
type: bool (cheat)
default: 1 (true)
r_useShadowCulling try to cull shadows from partially visible lights
type: bool (cheat)
default: 1 (true)
r_useShadowDitherMask Dither out fading shadows
type: string (cheat)
r_useShadowFastParallel use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors)
type: bool (cheat)
default: 0 (false)
r_useShadowMaps enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
type: bool (cheat)
default: 0 (false)
r_useShadowProjectedCull discard triangles outside light volume before shadowing
type: bool (cheat)
default: 1 (true)
r_useShadowSurfaceScissor scissor shadows by the scissor rect of the interaction surfaces
type: bool (cheat)
default: 1 (true)
r_useShadowVisDistMult type: float
r_useSilRemap consider verts with the same XYZ, but different ST the same for shadows
type: bool (cheat)
default: 1 (true)
r_useSMP Enabled smp renderer
type: string (cheat)
r_useStateCaching avoid redundant state changes in GL_*() calls
type: bool (cheat)
default: 1 (true)
r_useTripleTextureARB cards with 3+ texture units do a two pass instead of three pass
type: bool (cheat)
default: 1 (true)
r_useTwoSidedStencil do stencil shadows in one pass with different ops on each side
type: bool (cheat)
default: 1 (true)
r_useVertexBuffers use ARB_vertex_buffer_object for vertexes
type: int [0, 1] (cheat)
r_useVertexBufferStream Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream
type: int (cheat)
r_useVisDebugARBPrograms use vertex/fragment `q`programs to visualize debugging tools
type: bool (cheat)
default: 1 (true)
r_vertexBufferMegs type: int (cheat)
r_visDistMult type: float [0.8, 1]
r_visDistOfs type: float (cheat)
r_writeAnimB Write out binary versions of animations.
type: bool (cheat)
default: 0 (false)
r_writeModelB write out modelb versions of static models
type: bool (cheat)
default: 0 (false)
r_znear near Z clip plane distance
type: float [0.001, 200] (cheat)
rb_showActive show rigid bodies that are not at rest
type: bool (cheat)
default: 0 (false)
rb_showBodies show rigid bodies
type: bool (cheat)
default: 0 (false)
rb_showContacts show contact points on rigid bodies
type: bool (cheat)
default: 0 (false)
rb_showInertia show the inertia tensor of each rigid body
type: bool (cheat)
default: 0 (false)
rb_showMass show the mass of each rigid body
type: bool (cheat)
default: 0 (false)
rb_showTimings show rigid body cpu usage
type: int (cheat)
rb_showVelocity show the velocity of each rigid body
type: bool (cheat)
default: 0 (false)
s_clipVolumes type: bool (cheat)
default: 1 (true)
s_constantAmplitude type: float (cheat)
s_debugSoundEmitter type: int (cheat)
s_decompressionLimit specifies maximum uncompressed sample length in seconds
type: int
s_doorDistanceAdd reduce sound volume with this distance when going through a door
type: float (cheat)
s_dotbias2 type: float (cheat)
s_dotbias6 type: float (cheat)
s_drawSounds type: int [0, 4] (cheat)
s_drawSoundScale type: float (cheat)
s_driver sound driver
type: string [best, openal, dsound]
s_force22kHz type: bool (cheat)
default: 0 (false)
s_globalFraction volume to all speakers when not spatialized
type: float
s_ignoreALErrors ignore OpenAL errors
type: bool (cheat)
default: 1 (true)
s_libOpenAL OpenAL DLL name/path
type: string
s_loadSoundsOnDemand enable on demand loading of sounds
type: bool (init)
default: 0 (false)
s_maxLowPrioritySounds Maximum number of low priority sounds which can be active at once
type: int
s_maxSoundsPerShader type: int [0, 10]
s_meterTopTime type: int
s_minVolume2 type: float (cheat)
s_minVolume6 type: float (cheat)
s_noSound type: bool (cheat)
default: 0 (false)
s_numberOfSpeakers number of speakers
type: string
s_playDefaultSound play a beep for missing sounds
type: bool
default: 1 (true)
s_quadraticFalloff type: bool (cheat)
default: 1 (true)
s_realTimeDecoding type: bool (init)
default: 1 (true)
s_reverse type: bool
default: 0 (false)
s_showForcedStopSound warn when a sound channel gets forcefully stopped
type: bool (cheat)
default: 0 (false)
s_showLevelMeter type: bool (cheat)
default: 0 (false)
s_showPurgedSounds print a warning if a purged sample is played
type: bool (cheat)
default: 0 (false)
s_showStartSound type: bool (cheat)
default: 0 (false)
s_singleEmitter mute all sounds but this emitter
type: int (cheat)
s_spatializationDecay type: float
s_subFraction volume to subwoofer in 5.1
type: float
s_useAdpcmCompression Use adpcm compression on single channel uncompressed samples
type: bool
default: 1 (true)
s_useDeferredSettings use OpenAL deferred settings
type: bool (cheat)
default: 1 (true)
s_useOcclusion type: bool (cheat)
default: 1 (true)
s_voipVolumeIn_dB inbound volume adjust for voip in dB
type: float
s_voipVolumeOut_dB outbound volume adjust for voip volume in dB
type: float
s_volume_dB volume in dB
type: float
sensitivity mouse view sensitivity
type: float
si_adminname admin name(s)
type: string
si_adminStart admin required to start the match
type: string
si_campaign current active campaign
type: string (read only)
si_campaignInfo current campaign map info
type: string (read only)
si_disableVoting disable/enable all voting
type: string
si_email contact email address
type: string
si_irc IRC channel
type: string
si_map current active map
type: string (read only)
si_maxPlayers max number of players allowed on the server
type: int [1, 32]
si_minPlayers minimum players before a game can be started
type: int
si_motd_1 motd line 1
type: string
si_motd_2 motd line 2
type: string
si_motd_3 motd line 3
type: string
si_motd_4 motd line 4
type: string
si_name name of the server
type: string
si_needPass enable client password checking
type: bool
default: 0 (false)
si_privateClients max number of private players allowed on the server
type: int [0, 32]
si_pure server is pure and does not allow modified data
type: bool
default: 1 (true)
si_readyPercent percentage of players that need to ready up to start a match
type: float
si_rules ruleset for game
type: string
si_spectators allow spectators or require all clients to play
type: bool
default: 1 (true)
si_teamDamage enable team damage
type: bool
default: 1 (true)
si_teamForceBalance Stop players from unbalancing teams
type: bool
default: 1 (true)
si_timelimit time limit (mins)
type: float
si_version engine version
type: string (read only)
si_website website info
type: string
sm_backOffsetFactor Offet factor for shadow buffer rendering.
type: float (cheat)
sm_backOffsetUnits Offet units for shadow buffer rendering.
type: float (cheat)
sm_boundsExpand Nudge bounds a bit to account for innacuarcies
type: float (cheat)
sm_clipfrustum Clip the shadow map frustum to the scene bounds
type: bool (cheat)
default: 0 (false)
sm_farplane Frustum far plane for shadow map rendering
type: float (cheat)
sm_frontFaces Render front faces as well as back faces.
type: bool (cheat)
default: 0 (false)
sm_frontOffsetFactor Offet factor for shadow buffer rendering.
type: float (cheat)
sm_frontOffsetUnits Offet units for shadow buffer rendering.
type: float (cheat)
sm_mapping Which mapping to use when generating shadow maps. (0=uniform, 1=perspective, 2=light space perspective)
type: int (cheat)
sm_mediumplane Frustum far plane for high res shadow map rendering
type: float (cheat)
sm_occlusionQueries Use occlusion queries in shadow map rendering.
type: bool (cheat)
default: 1 (true)
sm_renderBackFaces Use backfaces to render shadow maps
type: bool (cheat)
default: 1 (true)
sys_arch type: string (init)
sys_cpuHTStatus type: string (init)
sys_cpuLogicalCount type: int (init)
sys_cpuPhysicalCount type: int (init)
sys_cpuSpeed type: int (init)
sys_cpuString type: string (init)
sys_lang type: string [english, spanish, italian, german, french, russian, polish, korean, japanese, chinese]
sys_ram type: int (init)
sys_videoRam type: int (init)
testLightColor the light color to be used for a 'testlight'
type: string
timescale scales the time
type: float [0.1, 10]
ui_advancedDrivingControls if true, advanced driving controls are activated
type: bool
default: 0 (false)
ui_advancedFlightControls if true, advanced flight controls are activated
type: bool
default: 0 (false)
ui_autoSwitchEmptyWeapons if true, will switch to the next usable weapon when the current weapon runs out of ammo
type: bool
default: 1 (true)
ui_clanTag player clan tag
type: string
ui_clanTagPosition positioning of player clan tag. 0 is before their name, 1 is after
type: int
ui_drivingCameraFreelook if true, driving cameras where there is no weapon defaults to freelook
type: bool
default: 0 (false)
ui_ignoreExplosiveWeapons if true, weapons marked as explosive will be ignored during auto-switches
type: bool
default: 1 (true)
ui_name player name
type: string
ui_postArmFindBestWeapon if true, after arming players' best weapon will be selected
type: bool
default: 0 (false)
ui_rememberCameraMode use same camera mode as was previously used when re-entering a vehicle
type: bool
default: 0 (false)
ui_showGun show gun
type: bool
default: 1 (true)
wave_amplength Amplitude to length ratio
type: string (cheat)
wave_angledeviation Angular deviation of waves
type: string (cheat)
wave_fadespeed How quick individual waves fade in and out
type: string (cheat)
wave_gravity Gavity constant for waves (controls speed based on wavelength)
type: string (cheat)
wave_maxlength Maximum wave length
type: string (cheat)
wave_minlength Minimum wave length
type: string (cheat)
win_allowMultipleInstances allow multiple instances running concurrently
type: bool (cheat)
default: 0 (false)
win_notaskkeys disable windows task keys
type: bool (cheat)
default: 1 (true)
win_outputDebugString type: bool (cheat)
default: 0 (false)
win_outputEditString type: bool (cheat)
default: 1 (true)
win_timerUpdate allows the game to be updated while dragging the window
type: bool (cheat)
default: 0 (false)
win_username windows user name
type: string (init)
win_viewlog type: int (cheat)
win_xpos horizontal position of window
type: int
win_ypos vertical position of window
type: int

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