Benutzer-Werkzeuge

Webseiten-Werkzeuge


games:etqw_cvar_liste

FIXME hier fehlt noch eine Übersetzung aus dem Englischen.

ETQW CVAR Liste

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

Zurück zu Enemy Territory Quake Wars

Diese Website verwendet Cookies. Durch die Nutzung der Website stimmen Sie dem Speichern von Cookies auf Ihrem Computer zu. Außerdem bestätigen Sie, dass Sie unsere Datenschutzbestimmungen gelesen und verstanden haben. Wenn Sie nicht einverstanden sind, verlassen Sie die Website.Weitere Information
games/etqw_cvar_liste.txt · Zuletzt geändert: 2022-02-19-23-37 von 7saturn

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki