Nexuiz cvars g Part 2

cvar Function Default Value
g_nexballNexball: Basketball and Soccer go Nexuiz0
g_nexball_basketball_bouncefactorvelocity loss when the ball bounces0.6
g_nexball_basketball_bouncestopspeed at which the ball stops when it hits the ground (multiplied by sv_gravity)75
g_nexball_basketball_carrier_speedspeed multiplier for the ballcarrier0.9
g_nexball_basketball_delay_holdtime before a player who caught the ball loses it (anti-ballcamp)20
g_nexball_basketball_delay_hold_forteamtime before a ball reset when a team holds the ball for too long60
g_nexball_basketball_effects_defaultdefault: dim light. The original version used 1024 (fire) but it gives bad performance8
g_nexball_basketball_meteruse the power meter for basketball1
g_nexball_basketball_meter_maxpowermaximal multiplier to the launching speed when using the power meter1.2
g_nexball_basketball_meter_minpowerminimal multiplier to the launching speed when using the power meter0.5
g_nexball_basketball_teamsteal1 to allow players to steal from teammates, 0 to disallow1
g_nexball_basketball_trail1 to leave a trail1
g_nexball_delay_collecttime before the same player can catch the ball he launched0.5
g_nexball_delay_goaldelay between a goal and a ball reset3
g_nexball_delay_idlemaximal idle time before a reset10
g_nexball_delay_starttime the ball stands on its spawn before being released3
g_nexball_football_boost_forwardforward velocity boost when the ball is touched100
g_nexball_football_boost_upvertical velocity boost when the ball is touched200
g_nexball_football_bouncefactorvelocity loss when the ball bounces0.6
g_nexball_football_bouncestopspeed at which the ball stops when it hits the ground (multiplied by sv_gravity)75
g_nexball_football_physics0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try2
g_nexball_football_trail1 to leave a trail0
g_nexball_goalleadlimitNexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)-1
g_nexball_goallimitNexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)-1
g_nexball_meter_periodtime to make a full cycle on the power meter1
g_nexball_radar_showallplayers1: show every player and the ball on the radar 0: only show teammates and the ball on the radar1
g_nexball_sound_bouncebouncing sound (0: off)1
g_nexball_trail_color1-256 for different colors (Quake palette, 254 is white)254
g_nexuizversionNexuiz version (formatted for humans)2.5svn
g_nick_flood_penaltyduration of the nick flood penalty0.5
g_nick_flood_penalty_rednumber of changes to allow before totally disorienting the player30
g_nick_flood_penalty_yellownumber of changes to allow before warning and movement blocking3
g_nick_flood_timeouttime after which nick flood protection resets (set to 0 to disable nick flood checking)120
g_nixnexNo Items Nexuiz - instead of pickup items, everyone plays with the same weapon. After some time, a countdown will start, after which everyone will switch to another weapon, and so on0
g_nixnex_with_laseralways carry the laser as an additional weapon in NixNex0
g_norecoilif set to 1 shooting weapons won't make you crosshair to move upwards (recoil)0
g_onslaughtOnslaught: take control points towards the enemy generator and then destroy it0
g_onslaught_cp_buildhealthcustom cvar100
g_onslaught_cp_buildtimecustom cvar10
g_onslaught_cp_healthcustom cvar1000
g_onslaught_cp_regencustom cvar20
g_onslaught_gen_healthcustom cvar5000
g_pickup_armorbigcustom cvar50
g_pickup_armorbig_maxcustom cvar999
g_pickup_armorlargecustom cvar100
g_pickup_armorlarge_maxcustom cvar999
g_pickup_armormediumcustom cvar25
g_pickup_armormedium_maxcustom cvar999
g_pickup_armorsmallcustom cvar5
g_pickup_armorsmall_maxcustom cvar999
g_pickup_cellscustom cvar25
g_pickup_cells_maxcustom cvar999
g_pickup_fuelcustom cvar25
g_pickup_fuel_jetpackcustom cvar50
g_pickup_fuel_maxcustom cvar999
g_pickup_healthlargecustom cvar50
g_pickup_healthlarge_maxcustom cvar999
g_pickup_healthmediumcustom cvar25
g_pickup_healthmedium_maxcustom cvar999
g_pickup_healthmegacustom cvar100
g_pickup_healthmega_maxcustom cvar999
g_pickup_healthsmallcustom cvar5
g_pickup_healthsmall_maxcustom cvar999
g_pickup_itemsif set to 0 all items (health, armor, ammo, weapons…) are removed from the map1
g_pickup_nailscustom cvar80
g_pickup_nails_maxcustom cvar999
g_pickup_respawntime_ammocustom cvar15
g_pickup_respawntime_longcustom cvar30
g_pickup_respawntime_mediumcustom cvar20
g_pickup_respawntime_powerupcustom cvar120
g_pickup_respawntime_shortcustom cvar15
g_pickup_respawntime_weaponcustom cvar15
g_pickup_respawntimejitter_ammocustom cvar0
g_pickup_respawntimejitter_longcustom cvar0
g_pickup_respawntimejitter_mediumcustom cvar0
g_pickup_respawntimejitter_powerupcustom cvar10
g_pickup_respawntimejitter_shortcustom cvar0
g_pickup_respawntimejitter_weaponcustom cvar0
g_pickup_rocketscustom cvar15
g_pickup_rockets_maxcustom cvar999
g_pickup_shellscustom cvar15
g_pickup_shells_maxcustom cvar999
g_pinataif set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed0
g_player_alphacustom cvar1
g_player_brightnessset to 2 for brighter players0
g_powerup_shieldif set to 0 the shield (invincibility) powerup will not spawn on the map1
g_powerup_strengthif set to 0 the strength powerup will not spawn on the map1
g_powerup_superhealthif set to 0 the mega health powerup will not spawn on the map1
g_projectiles_newton_stylecustom cvar2
g_raceRace: be faster than your opponents0
g_race_laps_limitRace laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)-1
g_race_qualifying_timelimitcustom cvar0
g_race_qualifying_timelimit_overridecustom cvar-1
g_race_teamswhen 2, 3, or 4, the race is played as a team game (the team members can add up their laps)0
g_respawn_delaynumber of seconds you have to wait before you can respawn again2
g_respawn_mapsettingscustom cvar1
g_respawn_wavescustom cvar0
g_rune_respawn_delaycustom cvar0
g_rune_respawn_wavescustom cvar0
g_runematchRunematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)0
g_runematch_allow_sameallow matching rune-curse pairs0
g_runematch_drop_runes_maxonly drop up to 2 runes, the rest should respawn2
g_runematch_fixedspawnsuse fixed runematch spawns if available1
g_runematch_frags_killed_runeholdercustom cvar5
g_runematch_frags_killedby_runeholdercustom cvar4
g_runematch_frags_norunecustom cvar0
g_runematch_point_leadlimitRunematch point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)-1
g_runematch_point_limitRunematch point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)-1
g_runematch_pointamtcustom cvar1
g_runematch_pointratecustom cvar5
g_runematch_respawntimehow soon after being dropped to respawn15
g_runematch_rune_alphacustom cvar0.78
g_runematch_rune_color_strengthcustom cvar1.0
g_runematch_rune_effectsEF_ADDITIVE + EF_FULLBRIGHT = 544544
g_runematch_rune_glow_colorcustom cvar0
g_runematch_rune_glow_sizecustom cvar0
g_runematch_shuffletimehow often runes change position30
g_shootfromcenterweapon gets moved to the center, shots still come from the barrel of your weapon0
g_shootfromclientlet client decide if it has the gun left, center or right (WARNING: cheating potential)0
g_shootfromeyeshots are fired from your eye/crosshair0
g_shootfromfixedoriginif set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used
g_showweaponspawns1: display sprites for weapon spawns found on the map when a weapon key is pressed and the weapon is not available0
g_spawn_furthestcustom cvar0.5
g_spawnpoints_auto_move_out_of_solidif set to 1 you will see a warning if a spawn point was placed inside a solid0
g_spawnpoints_autodropif set to 1, automatically drop spawn point locations if they were placed too high0
g_spawnshieldtimenumber of seconds you are invincible after you spawned, this shield is lost after you fire0
g_spawnsoundset to 0 if you don't want to hear the spawn sound when a player spawns1
g_start_ammo_cellscustom cvar0
g_start_ammo_fuelcustom cvar0
g_start_ammo_nailscustom cvar0
g_start_ammo_rocketscustom cvar0
g_start_ammo_shellscustom cvar40
g_start_delaydelay before the game starts, so everyone can join; recommended to set this to like 15 on a public server0
g_start_weapon_campingrifle0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_crylink0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_electro0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_grenadelauncher0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_hagar0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_hlac0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_hook0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_laser0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_minstanex0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_nex0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_porto0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_rocketlauncher0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_shotgun0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_tuba0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_start_weapon_uzi0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default-1
g_tdmTeam Deathmatch: the team who kills their opponents most often wins0
g_tdm_respawn_delaycustom cvar0
g_tdm_respawn_wavescustom cvar0
g_tdm_teamshow many teams are in team deathmatch (set by mapinfo)2
g_tdm_teams_overridehow many teams are in team deathmatch0
g_teamdamage_resetspeedfor teamplay 4: how fast player's teamdamage count decreases30
g_teamdamage_thresholdfor teamplay 4: threshold over which to apply mirror damage50
g_telefragscustom cvar1
g_throughfloorset to 0 to disable damage through floor1
g_touchexplodecustom cvar0
g_touchexplode_damagecustom cvar10
g_touchexplode_edgedamagecustom cvar0
g_touchexplode_forcecustom cvar150
g_touchexplode_radiuscustom cvar50
g_turretscustom cvar1
g_turrets_aimidle_delaycustom cvar5
g_turrets_nofirecustom cvar0
g_turrets_reloadcvarscustom cvar0
g_turrets_targetscan_maxdelaycustom cvar1
g_turrets_targetscan_mindelaycustom cvar0.1
g_turrets_unit_ewheel_speed_fastcustom cvar500
g_turrets_unit_ewheel_speed_slowcustom cvar150
g_turrets_unit_ewheel_speed_slowercustom cvar50
g_turrets_unit_ewheel_speed_stopcustom cvar25
g_turrets_unit_ewheel_std_aim_firetolerance_distcustom cvar150
g_turrets_unit_ewheel_std_aim_maxpitchcustom cvar45
g_turrets_unit_ewheel_std_aim_maxrotcustom cvar20
g_turrets_unit_ewheel_std_aim_speedcustom cvar90
g_turrets_unit_ewheel_std_ammocustom cvar500
g_turrets_unit_ewheel_std_ammo_maxcustom cvar4000
g_turrets_unit_ewheel_std_ammo_rechargecustom cvar50
g_turrets_unit_ewheel_std_healthcustom cvar200
g_turrets_unit_ewheel_std_respawntimecustom cvar30
g_turrets_unit_ewheel_std_shot_dmgcustom cvar20
g_turrets_unit_ewheel_std_shot_forcecustom cvar50
g_turrets_unit_ewheel_std_shot_radiuscustom cvar50
g_turrets_unit_ewheel_std_shot_refirecustom cvar0.1
g_turrets_unit_ewheel_std_shot_speedcustom cvar3000
g_turrets_unit_ewheel_std_shot_spreadcustom cvar25
g_turrets_unit_ewheel_std_shot_vollycustom cvar2
g_turrets_unit_ewheel_std_shot_volly_refirecustom cvar1
g_turrets_unit_ewheel_std_target_rangecustom cvar5000
g_turrets_unit_ewheel_std_target_range_mincustom cvar0.1
g_turrets_unit_ewheel_std_target_range_optimalcustom cvar900
g_turrets_unit_ewheel_std_target_select_anglebiascustom cvar0.5
g_turrets_unit_ewheel_std_target_select_missilebiascustom cvar0
g_turrets_unit_ewheel_std_target_select_playerbiascustom cvar1
g_turrets_unit_ewheel_std_target_select_rangebiascustom cvar0.25
g_turrets_unit_ewheel_std_target_select_samebiascustom cvar2
g_turrets_unit_ewheel_std_track_typecustom cvar1
g_turrets_unit_ewheel_turnratecustom cvar200
g_turrets_unit_flac_std_aim_firetolerance_distcustom cvar150
g_turrets_unit_flac_std_aim_maxpitchcustom cvar35
g_turrets_unit_flac_std_aim_maxrotcustom cvar360
g_turrets_unit_flac_std_aim_speedcustom cvar360
g_turrets_unit_flac_std_ammocustom cvar400
g_turrets_unit_flac_std_ammo_maxcustom cvar1000
g_turrets_unit_flac_std_ammo_rechargecustom cvar100
g_turrets_unit_flac_std_healthcustom cvar700
g_turrets_unit_flac_std_respawntimecustom cvar90
g_turrets_unit_flac_std_shot_dmgcustom cvar20
g_turrets_unit_flac_std_shot_forcecustom cvar25
g_turrets_unit_flac_std_shot_radiuscustom cvar100
g_turrets_unit_flac_std_shot_refirecustom cvar0.1
g_turrets_unit_flac_std_shot_speedcustom cvar2000
g_turrets_unit_flac_std_shot_spreadcustom cvar0.02
g_turrets_unit_flac_std_shot_vollycustom cvar0
g_turrets_unit_flac_std_shot_volly_refirecustom cvar0
g_turrets_unit_flac_std_target_rangecustom cvar4000
g_turrets_unit_flac_std_target_range_mincustom cvar500
g_turrets_unit_flac_std_target_range_optimalcustom cvar1250
g_turrets_unit_flac_std_target_select_anglebiascustom cvar0.5
g_turrets_unit_flac_std_target_select_missilebiascustom cvar1
g_turrets_unit_flac_std_target_select_playerbiascustom cvar0
g_turrets_unit_flac_std_target_select_rangebiascustom cvar0.25
g_turrets_unit_flac_std_target_select_samebiascustom cvar1
g_turrets_unit_flac_std_track_accel_pitchcustom cvar0.25
g_turrets_unit_flac_std_track_accel_rotcustom cvar0.8
g_turrets_unit_flac_std_track_blendratecustom cvar0.6
g_turrets_unit_flac_std_track_typecustom cvar3
g_turrets_unit_fusreac_std_ammocustom cvar0
g_turrets_unit_fusreac_std_ammo_maxcustom cvar300
g_turrets_unit_fusreac_std_ammo_rechargecustom cvar150
g_turrets_unit_fusreac_std_healthcustom cvar700
g_turrets_unit_fusreac_std_respawntimecustom cvar90
g_turrets_unit_fusreac_std_shot_dmgcustom cvar25
g_turrets_unit_fusreac_std_shot_refirecustom cvar0.1
g_turrets_unit_fusreac_std_shot_speedcustom cvar1
g_turrets_unit_fusreac_std_target_rangecustom cvar1024
g_turrets_unit_fusreac_std_target_range_mincustom cvar1
g_turrets_unit_hellion_std_aim_firetolerance_distcustom cvar200
g_turrets_unit_hellion_std_aim_maxpitchcustom cvar20
g_turrets_unit_hellion_std_aim_maxrotcustom cvar360
g_turrets_unit_hellion_std_aim_speedcustom cvar100
g_turrets_unit_hellion_std_ammocustom cvar100
g_turrets_unit_hellion_std_ammo_maxcustom cvar200
g_turrets_unit_hellion_std_ammo_rechargecustom cvar50
g_turrets_unit_hellion_std_healthcustom cvar500
g_turrets_unit_hellion_std_respawntimecustom cvar90
g_turrets_unit_hellion_std_shot_dmgcustom cvar50
g_turrets_unit_hellion_std_shot_forcecustom cvar250
g_turrets_unit_hellion_std_shot_radiuscustom cvar80
g_turrets_unit_hellion_std_shot_refirecustom cvar0.25
g_turrets_unit_hellion_std_shot_speedcustom cvar650
g_turrets_unit_hellion_std_shot_speed_gaincustom cvar1.01
g_turrets_unit_hellion_std_shot_speed_maxcustom cvar4000
g_turrets_unit_hellion_std_shot_spreadcustom cvar0.08
g_turrets_unit_hellion_std_shot_vollycustom cvar2
g_turrets_unit_hellion_std_shot_volly_refirecustom cvar4
g_turrets_unit_hellion_std_target_rangecustom cvar6000
g_turrets_unit_hellion_std_target_range_mincustom cvar150
g_turrets_unit_hellion_std_target_range_optimalcustom cvar4500
g_turrets_unit_hellion_std_target_select_anglebiascustom cvar0.01
g_turrets_unit_hellion_std_target_select_missilebiascustom cvar0
g_turrets_unit_hellion_std_target_select_playerbiascustom cvar1
g_turrets_unit_hellion_std_target_select_rangebiascustom cvar0.7
g_turrets_unit_hellion_std_target_select_samebiascustom cvar0.01
g_turrets_unit_hellion_std_track_accel_pitchcustom cvar0.25
g_turrets_unit_hellion_std_track_accel_rotcustom cvar0.5
g_turrets_unit_hellion_std_track_blendratecustom cvar0.75
g_turrets_unit_hellion_std_track_typecustom cvar3
g_turrets_unit_hk_std_aim_firetolerance_distcustom cvar500
g_turrets_unit_hk_std_aim_maxpitchcustom cvar20
g_turrets_unit_hk_std_aim_maxrotcustom cvar360
g_turrets_unit_hk_std_aim_speedcustom cvar100
g_turrets_unit_hk_std_ammocustom cvar120
g_turrets_unit_hk_std_ammo_maxcustom cvar240
g_turrets_unit_hk_std_ammo_rechargecustom cvar16
g_turrets_unit_hk_std_healthcustom cvar500
g_turrets_unit_hk_std_respawntimecustom cvar90
g_turrets_unit_hk_std_shot_dmgcustom cvar120
g_turrets_unit_hk_std_shot_forcecustom cvar600
g_turrets_unit_hk_std_shot_radiuscustom cvar200
g_turrets_unit_hk_std_shot_refirecustom cvar5
g_turrets_unit_hk_std_shot_speedcustom cvar500
g_turrets_unit_hk_std_shot_speed_accelcustom cvar1025
g_turrets_unit_hk_std_shot_speed_accel2custom cvar1.05
g_turrets_unit_hk_std_shot_speed_decelcustom cvar0.9
g_turrets_unit_hk_std_shot_speed_maxcustom cvar1000
g_turrets_unit_hk_std_shot_speed_turnratecustom cvar0.25
g_turrets_unit_hk_std_shot_spreadcustom cvar0
g_turrets_unit_hk_std_shot_vollycustom cvar0
g_turrets_unit_hk_std_shot_volly_refirecustom cvar0
g_turrets_unit_hk_std_target_rangecustom cvar6000
g_turrets_unit_hk_std_target_range_mincustom cvar220
g_turrets_unit_hk_std_target_range_optimalcustom cvar5000
g_turrets_unit_hk_std_target_select_anglebiascustom cvar0.1
g_turrets_unit_hk_std_target_select_missilebiascustom cvar0
g_turrets_unit_hk_std_target_select_playerbiascustom cvar1
g_turrets_unit_hk_std_target_select_rangebiascustom cvar0.5
g_turrets_unit_hk_std_target_select_samebiascustom cvar0.01
g_turrets_unit_hk_std_track_accel_pitchcustom cvar0.25
g_turrets_unit_hk_std_track_accel_rotcustom cvar0.5
g_turrets_unit_hk_std_track_blendratecustom cvar0.25
g_turrets_unit_hk_std_track_typecustom cvar3
g_turrets_unit_machinegun_std_aim_firetolerance_distcustom cvar70
g_turrets_unit_machinegun_std_aim_maxpitchcustom cvar25
g_turrets_unit_machinegun_std_aim_maxrotcustom cvar360
g_turrets_unit_machinegun_std_aim_speedcustom cvar200
g_turrets_unit_machinegun_std_ammocustom cvar300
g_turrets_unit_machinegun_std_ammo_maxcustom cvar1500
g_turrets_unit_machinegun_std_ammo_rechargecustom cvar75
g_turrets_unit_machinegun_std_healthcustom cvar256
g_turrets_unit_machinegun_std_respawntimecustom cvar60
g_turrets_unit_machinegun_std_shot_dmgcustom cvar10
g_turrets_unit_machinegun_std_shot_forcecustom cvar20
g_turrets_unit_machinegun_std_shot_radiuscustom cvar0
g_turrets_unit_machinegun_std_shot_refirecustom cvar0.1
g_turrets_unit_machinegun_std_shot_speedcustom cvar34920
g_turrets_unit_machinegun_std_shot_spreadcustom cvar15
g_turrets_unit_machinegun_std_shot_vollycustom cvar6
g_turrets_unit_machinegun_std_shot_volly_refirecustom cvar1
g_turrets_unit_machinegun_std_target_rangecustom cvar4500
g_turrets_unit_machinegun_std_target_range_mincustom cvar2
g_turrets_unit_machinegun_std_target_range_optimalcustom cvar1000
g_turrets_unit_machinegun_std_target_select_anglebiascustom cvar0.5
g_turrets_unit_machinegun_std_target_select_missilebiascustom cvar0
g_turrets_unit_machinegun_std_target_select_playerbiascustom cvar1
g_turrets_unit_machinegun_std_target_select_rangebiascustom cvar0.25
g_turrets_unit_machinegun_std_target_select_samebiascustom cvar0.25
g_turrets_unit_machinegun_std_track_accel_pitchcustom cvar0.25
g_turrets_unit_machinegun_std_track_accel_rotcustom cvar0.8
g_turrets_unit_machinegun_std_track_blendratecustom cvar0.3
g_turrets_unit_machinegun_std_track_typecustom cvar3
g_turrets_unit_mlrs_std_aim_firetolerance_distcustom cvar125
g_turrets_unit_mlrs_std_aim_maxpitchcustom cvar15
g_turrets_unit_mlrs_std_aim_maxrotcustom cvar360
g_turrets_unit_mlrs_std_aim_speedcustom cvar125
g_turrets_unit_mlrs_std_ammocustom cvar420
g_turrets_unit_mlrs_std_ammo_maxcustom cvar420
g_turrets_unit_mlrs_std_ammo_rechargecustom cvar35
g_turrets_unit_mlrs_std_healthcustom cvar500
g_turrets_unit_mlrs_std_respawntimecustom cvar60
g_turrets_unit_mlrs_std_shot_dmgcustom cvar70
g_turrets_unit_mlrs_std_shot_forcecustom cvar25
g_turrets_unit_mlrs_std_shot_radiuscustom cvar125
g_turrets_unit_mlrs_std_shot_refirecustom cvar0.2
g_turrets_unit_mlrs_std_shot_speedcustom cvar2000
g_turrets_unit_mlrs_std_shot_spreadcustom cvar25
g_turrets_unit_mlrs_std_shot_vollycustom cvar3
g_turrets_unit_mlrs_std_shot_volly_refirecustom cvar2.5
g_turrets_unit_mlrs_std_target_rangecustom cvar3000
g_turrets_unit_mlrs_std_target_range_mincustom cvar500
g_turrets_unit_mlrs_std_target_range_optimalcustom cvar500
g_turrets_unit_mlrs_std_target_select_anglebiascustom cvar0.5
g_turrets_unit_mlrs_std_target_select_missilebiascustom cvar0
g_turrets_unit_mlrs_std_target_select_playerbiascustom cvar1
g_turrets_unit_mlrs_std_target_select_rangebiascustom cvar0.25
g_turrets_unit_mlrs_std_target_select_samebiascustom cvar0.25
g_turrets_unit_mlrs_std_track_accel_pitchcustom cvar0.25
g_turrets_unit_mlrs_std_track_accel_rotcustom cvar0.8
g_turrets_unit_mlrs_std_track_blendratecustom cvar0.3
g_turrets_unit_mlrs_std_track_typecustom cvar3
g_turrets_unit_phaser_std_aim_firetolerance_distcustom cvar100
g_turrets_unit_phaser_std_aim_maxpitchcustom cvar30
g_turrets_unit_phaser_std_aim_maxrotcustom cvar360
g_turrets_unit_phaser_std_aim_speedcustom cvar150
g_turrets_unit_phaser_std_ammocustom cvar1000
g_turrets_unit_phaser_std_ammo_maxcustom cvar2000
g_turrets_unit_phaser_std_ammo_rechargecustom cvar25
g_turrets_unit_phaser_std_healthcustom cvar500
g_turrets_unit_phaser_std_respawntimecustom cvar90
g_turrets_unit_phaser_std_shot_dmgcustom cvar100
g_turrets_unit_phaser_std_shot_forcecustom cvar5
g_turrets_unit_phaser_std_shot_radiuscustom cvar8
g_turrets_unit_phaser_std_shot_refirecustom cvar4
g_turrets_unit_phaser_std_shot_speedcustom cvar4
g_turrets_unit_phaser_std_shot_spreadcustom cvar0
g_turrets_unit_phaser_std_shot_vollycustom cvar0
g_turrets_unit_phaser_std_shot_volly_refirecustom cvar5
g_turrets_unit_phaser_std_target_rangecustom cvar3000
g_turrets_unit_phaser_std_target_range_mincustom cvar0
g_turrets_unit_phaser_std_target_range_optimalcustom cvar1500
g_turrets_unit_phaser_std_target_select_anglebiascustom cvar0.25
g_turrets_unit_phaser_std_target_select_missilebiascustom cvar0
g_turrets_unit_phaser_std_target_select_playerbiascustom cvar1
g_turrets_unit_phaser_std_target_select_rangebiascustom cvar0.85
g_turrets_unit_phaser_std_target_select_samebiascustom cvar0
g_turrets_unit_phaser_std_track_accel_pitchcustom cvar0.5
g_turrets_unit_phaser_std_track_accel_rotcustom cvar0.9
g_turrets_unit_phaser_std_track_blendratecustom cvar0.1
g_turrets_unit_phaser_std_track_typecustom cvar3
g_turrets_unit_plasma_dual_aim_firetolerance_distcustom cvar300
g_turrets_unit_plasma_dual_aim_maxpitchcustom cvar30
g_turrets_unit_plasma_dual_aim_maxrotcustom cvar360
g_turrets_unit_plasma_dual_aim_speedcustom cvar150
g_turrets_unit_plasma_dual_ammocustom cvar320
g_turrets_unit_plasma_dual_ammo_maxcustom cvar640
g_turrets_unit_plasma_dual_ammo_rechargecustom cvar40
g_turrets_unit_plasma_dual_healthcustom cvar500
g_turrets_unit_plasma_dual_respawntimecustom cvar60
g_turrets_unit_plasma_dual_shot_dmgcustom cvar80
g_turrets_unit_plasma_dual_shot_forcecustom cvar100
g_turrets_unit_plasma_dual_shot_radiuscustom cvar150
g_turrets_unit_plasma_dual_shot_refirecustom cvar0.35
g_turrets_unit_plasma_dual_shot_speedcustom cvar2000
g_turrets_unit_plasma_dual_shot_spreadcustom cvar15
g_turrets_unit_plasma_dual_shot_vollycustom cvar0
g_turrets_unit_plasma_dual_shot_volly_refirecustom cvar0
g_turrets_unit_plasma_dual_target_rangecustom cvar3000
g_turrets_unit_plasma_dual_target_range_mincustom cvar80
g_turrets_unit_plasma_dual_target_range_optimalcustom cvar1000
g_turrets_unit_plasma_dual_target_select_anglebiascustom cvar0.4
g_turrets_unit_plasma_dual_target_select_missilebiascustom cvar0
g_turrets_unit_plasma_dual_target_select_playerbiascustom cvar1
g_turrets_unit_plasma_dual_target_select_rangebiascustom cvar0.2
g_turrets_unit_plasma_dual_target_select_samebiascustom cvar0.4
g_turrets_unit_plasma_dual_track_accel_pitchcustom cvar0.25
g_turrets_unit_plasma_dual_track_accel_rotcustom cvar0.8
g_turrets_unit_plasma_dual_track_blendratecustom cvar0.4
g_turrets_unit_plasma_dual_track_typecustom cvar3
g_turrets_unit_plasma_std_aim_firetolerance_distcustom cvar100
g_turrets_unit_plasma_std_aim_maxpitchcustom cvar30
g_turrets_unit_plasma_std_aim_maxrotcustom cvar360
g_turrets_unit_plasma_std_aim_speedcustom cvar200
g_turrets_unit_plasma_std_ammocustom cvar320
g_turrets_unit_plasma_std_ammo_maxcustom cvar640
g_turrets_unit_plasma_std_ammo_rechargecustom cvar40
g_turrets_unit_plasma_std_healthcustom cvar500
g_turrets_unit_plasma_std_respawntimecustom cvar60
g_turrets_unit_plasma_std_shot_dmgcustom cvar80
g_turrets_unit_plasma_std_shot_forcecustom cvar100
g_turrets_unit_plasma_std_shot_radiuscustom cvar150
g_turrets_unit_plasma_std_shot_refirecustom cvar0.6
g_turrets_unit_plasma_std_shot_speedcustom cvar2000
g_turrets_unit_plasma_std_shot_spreadcustom cvar15
g_turrets_unit_plasma_std_shot_vollycustom cvar0
g_turrets_unit_plasma_std_shot_volly_refirecustom cvar0
g_turrets_unit_plasma_std_target_rangecustom cvar3500
g_turrets_unit_plasma_std_target_range_mincustom cvar200
g_turrets_unit_plasma_std_target_range_optimalcustom cvar500
g_turrets_unit_plasma_std_target_select_anglebiascustom cvar0.25
g_turrets_unit_plasma_std_target_select_missilebiascustom cvar0
g_turrets_unit_plasma_std_target_select_playerbiascustom cvar1
g_turrets_unit_plasma_std_target_select_rangebiascustom cvar0.5
g_turrets_unit_plasma_std_target_select_samebiascustom cvar0.01
g_turrets_unit_plasma_std_track_accel_pitchcustom cvar0.25
g_turrets_unit_plasma_std_track_accel_rotcustom cvar0.8
g_turrets_unit_plasma_std_track_blendratecustom cvar0.4
g_turrets_unit_plasma_std_track_typecustom cvar3
g_turrets_unit_tesla_std_ammocustom cvar200
g_turrets_unit_tesla_std_ammo_maxcustom cvar1000
g_turrets_unit_tesla_std_ammo_rechargecustom cvar15
g_turrets_unit_tesla_std_healthcustom cvar1000
g_turrets_unit_tesla_std_respawntimecustom cvar120
g_turrets_unit_tesla_std_shot_dmgcustom cvar100
g_turrets_unit_tesla_std_shot_forcecustom cvar400
g_turrets_unit_tesla_std_shot_refirecustom cvar1
g_turrets_unit_tesla_std_shot_vollycustom cvar1
g_turrets_unit_tesla_std_shot_volly_refirecustom cvar2.5
g_turrets_unit_tesla_std_target_rangecustom cvar1000
g_turrets_unit_tesla_std_target_range_mincustom cvar0
g_turrets_unit_tesla_std_target_select_missilebiascustom cvar1
g_turrets_unit_tesla_std_target_select_playerbiascustom cvar1
g_turrets_unit_walker_speed_jumpcustom cvar800
g_turrets_unit_walker_speed_roamcustom cvar100
g_turrets_unit_walker_speed_runcustom cvar300
g_turrets_unit_walker_speed_stopcustom cvar90
g_turrets_unit_walker_speed_swimcustom cvar200
g_turrets_unit_walker_speed_walkcustom cvar200
g_turrets_unit_walker_std_aim_firetolerance_distcustom cvar100
g_turrets_unit_walker_std_aim_maxpitchcustom cvar15
g_turrets_unit_walker_std_aim_maxrotcustom cvar90
g_turrets_unit_walker_std_aim_speedcustom cvar45
g_turrets_unit_walker_std_ammocustom cvar500
g_turrets_unit_walker_std_ammo_maxcustom cvar4000
g_turrets_unit_walker_std_ammo_rechargecustom cvar100
g_turrets_unit_walker_std_healthcustom cvar500
g_turrets_unit_walker_std_meele_dmgcustom cvar100
g_turrets_unit_walker_std_meele_forcecustom cvar600
g_turrets_unit_walker_std_meele_rangecustom cvar150
g_turrets_unit_walker_std_respawntimecustom cvar60
g_turrets_unit_walker_std_rocket_dmgcustom cvar50
g_turrets_unit_walker_std_rocket_forcecustom cvar150
g_turrets_unit_walker_std_rocket_radiuscustom cvar150
g_turrets_unit_walker_std_rocket_refirecustom cvar10
g_turrets_unit_walker_std_rocket_speedcustom cvar900
g_turrets_unit_walker_std_rocket_tunratecustom cvar0.4
g_turrets_unit_walker_std_rockets_rangecustom cvar4000
g_turrets_unit_walker_std_rockets_range_mincustom cvar500
g_turrets_unit_walker_std_shot_dmgcustom cvar5
g_turrets_unit_walker_std_shot_forcecustom cvar10
g_turrets_unit_walker_std_shot_radiuscustom cvar0
g_turrets_unit_walker_std_shot_refirecustom cvar0.05
g_turrets_unit_walker_std_shot_speedcustom cvar18000
g_turrets_unit_walker_std_shot_spreadcustom cvar25
g_turrets_unit_walker_std_shot_vollycustom cvar10
g_turrets_unit_walker_std_shot_volly_refirecustom cvar1
g_turrets_unit_walker_std_target_rangecustom cvar5000
g_turrets_unit_walker_std_target_range_mincustom cvar0
g_turrets_unit_walker_std_target_range_optimalcustom cvar100
g_turrets_unit_walker_std_target_select_anglebiascustom cvar0.5
g_turrets_unit_walker_std_target_select_missilebiascustom cvar0
g_turrets_unit_walker_std_target_select_playerbiascustom cvar1
g_turrets_unit_walker_std_target_select_rangebiascustom cvar0.25
g_turrets_unit_walker_std_target_select_samebiascustom cvar0.25
g_turrets_unit_walker_std_track_typecustom cvar1
g_use_ammunitionif set to 0 all weapons you pick up have unlimited ammunition1
g_vampireset to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health0
g_voice_flood_spvnormal voices: seconds between voices to not count as flooding4
g_voice_flood_spv_teamteam voices: seconds between voices to not count as flooding2
g_warmupsplit the game into a warmup- and match-stage when set to 10
g_warmup_allgunsif set players start with all guns in warmup mode0
g_warmup_allow_timeoutif set to 0 you cannot use the calltimeout command during the warmup-stage but only during the match stage0
g_warmup_limitif set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage, otherwise warmup will be limited to this time in SECONDS (useful for public matches)60
g_warmup_start_ammo_cellsstarting values when being in warmup-stage50
g_warmup_start_ammo_fuelstarting values when being in warmup-stage0
g_warmup_start_ammo_nailsstarting values when being in warmup-stage150
g_warmup_start_ammo_rocketsstarting values when being in warmup-stage50
g_warmup_start_ammo_shellsstarting values when being in warmup-stage50
g_warmup_start_armorstarting values when being in warmup-stage100
g_warmup_start_healthstarting values when being in warmup-stage250
g_waypointeditorcustom cvar0
g_waypoints_for_itemsmake waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always1
g_waypointsprite_deadlifetimecustom cvar1
g_waypointsprite_deployed_lifetimecustom cvar10
g_waypointsprite_distancealphaexponentcustom cvar2
g_waypointsprite_limitedrangecustom cvar5120
g_waypointsprite_minalphacustom cvar0.4
g_waypointsprite_minscalecustom cvar1
g_waypointsprite_normdistancecustom cvar512
g_waypointsprite_scalecustom cvar1
g_waypointsprite_stuffbindscustom cvar0
g_waypointsprite_timealphaexponentcustom cvar1
g_weapon_stayif set to 1 or 2, weapons stay after they were picked up (1: weapons you don't have yet give you ammo of their type, 2: weapons don't give ammo, but instead players start with one pickup-load of ammo by default)0
g_weaponarenaput in a list of weapons to enable a weapon arena mode, or try „all“ or „most“0
g_weapondamagefactorweapon damage multiplier1
g_weaponforcefactorweapon force multiplier1
g_weaponratefactorweapon fire rate multiplier1
g_weaponreplace_campingriflecustom cvar
g_weaponreplace_crylinkcustom cvar
g_weaponreplace_electrocustom cvar
g_weaponreplace_grenadelaunchercustom cvar
g_weaponreplace_hagarcustom cvar
g_weaponreplace_hlaccustom cvar
g_weaponreplace_hookcustom cvar
g_weaponreplace_lasercustom cvar
g_weaponreplace_minstanexcustom cvar
g_weaponreplace_nexcustom cvar
g_weaponreplace_portocustom cvar
g_weaponreplace_rocketlaunchercustom cvar
g_weaponreplace_shotguncustom cvar
g_weaponreplace_tubacustom cvar
g_weaponreplace_uzicustom cvar
g_weaponspeedfactorweapon projectile speed multiplier1
gamecfgunused cvar in quake, can be used by mods1
gameversionversion of game data (mod-specific) to be sent to querying clients20000
gameversion_maxmaximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone20699
gameversion_minminimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone20000
gl_combinefaster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)1
gl_ditherenables OpenGL dithering (16bit looks bad with this off)1
gl_ext_separatestencilmake use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension1
gl_ext_stenciltwosidemake use of GL_EXT_stenciltwoside extension (NVIDIA only)1
gl_finishmake the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)0
gl_flashblendrender bright coronas for dynamic lights instead of actual lighting, fast but ugly0
gl_lightmapsdraws only lightmaps, no texture (for level designers)0
gl_lockarraysenables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal0
gl_lockarrays_minimumverticesminimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance1
gl_max_sizemaximum allowed texture size, can be used to reduce video memory usage, note: this is automatically reduced to match video card capabilities (such as 256 on 3Dfx cards before Voodoo4/5)2048
gl_mesh_drawrangeelementsuse glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)1
gl_mesh_prefer_short_elementsuse GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT1
gl_mesh_testarrayelementuse glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)0
gl_mesh_testmanualfeedinguse glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)0
gl_paranoidenables OpenGL error checking and other tests0
gl_picmipreduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%1
gl_polyblendtints view while underwater, hurt, etc1
gl_printcheckerrorprints all OpenGL error checks, useful to identify location of driver crashes0
gl_texture_anisotropyanisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values1
gl_texturecompressionwhether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup0
gl_texturecompression_2dwhether to compress 2d (hud/menu) textures other than the font0
gl_texturecompression_colorwhether to compress colormap (diffuse) textures1
gl_texturecompression_glosswhether to compress glossmap (specular) textures1
gl_texturecompression_glowwhether to compress glowmap (luma) textures1
gl_texturecompression_lightcubemapswhether to compress light cubemaps (spotlights and other light projection images)1
gl_texturecompression_normalwhether to compress normalmap (normalmap) textures0
gl_texturecompression_q3bspdeluxemapswhether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)0
gl_texturecompression_q3bsplightmapswhether to compress lightmaps in q3bsp format levels0
gl_texturecompression_skywhether to compress sky textures1
gl_vbomake use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)3

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