Brink
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Aktualna wersja na dzień 02:12, 11 maj 2011
Cvars
a_glowBaseScale | Original image contribution factor
float (cheat) |
a_glowLuminanceDependency | Dependency of the glow on the luminance(brightness)
float (cheat) |
a_glowScale | Blurred image contribution factor
float (cheat) |
a_glowSpriteMin |
string (cheat) |
a_glowSpriteSize |
float (cheat) |
a_glowSunBaseScale | Factor to scale to sun factor with
float (cheat) |
a_glowSunPower | Power to raise to sun factor to
float (cheat) |
a_glowSunScale | Factor to scale to sun factor with
float (cheat) |
a_glowThresh | Threshold above which part of the scene starts glowing
float (cheat) |
a_sun |
float (cheat) |
a_windTimeScale | Speed at which wind effects change
float (cheat) |
aas_checkBadAreas | Set to one to check the aas for any bad areas.
int (cheat) |
aas_extendFlyPaths | set to 1 to enable extending fly paths
bool (cheat) default: 1 (true) |
aas_locationMemory | used to remember a particular location, set to 'current' to store the current x,y,z location
string (cheat) |
aas_locationMemory2 | used to remember a particular location, set to 'current' to store the current x,y,z location
string (cheat) |
aas_optimizePaths | set to 1 to enable path optimization
bool (cheat) default: 1 (true) |
aas_pullPlayer | pull the player to the specified area
string (cheat) |
aas_randomPullPlayer | pull the player to a random area
int (cheat) |
aas_routingCacheErrors | Will generate an error if the max number of reachabilities for an area or max
bool (read only) default: 1 (true) |
aas_showAreaNumber | show the specific area number set
int (cheat) |
aas_showAreas | show the areas in the selected aas
int [0, 2] (cheat) |
aas_showBadAreas | show bad AAS areas
int [0, 3] (cheat) |
aas_showCluster | Set to one to draw all areas in the cluster the player is currently in.
bool (cheat) default: 0 (false) |
aas_showClustersOfSizeLT | Set to non-zero and all clusters of less or equal size are drawn.
int (cheat) |
aas_showEdgeNums | show edge nums
bool (cheat) default: 0 (false) |
aas_showFloorTrace | show floor trace
bool (cheat) default: 0 (false) |
aas_showFuncObstacles | show the AAS func_obstacles on the map
bool (cheat) default: 0 (false) |
aas_showHopPath | show hop path to specified area
string (cheat) |
aas_showManualReachabilities | show manually placed reachabilities
bool (cheat) default: 0 (false) |
aas_showObstacleAvoidance | shows obstacles along paths
int (cheat) |
aas_showObstaclePVS | show obstacle PVS for the given area
int (cheat) |
aas_showPath | show the path to the walk specified area. Static paths: 'area1 area2', 'points' or 'points0' and 'points1'
string (cheat) |
aas_showPortals | Set to one to draw all the portal areas in the map.
bool (cheat) default: 0 (false) |
aas_showPushIntoArea | show an arrow going to the closest area
bool (cheat) default: 0 (false) |
aas_showTravelTime | print the travel time to the specified goal area (only when aas_showAreas is set)
int (cheat) |
aas_showWallEdgeNums | show the number of the edges of walls
bool (cheat) default: 0 (false) |
aas_showWallEdges | show the edges of walls, 2 = project all to same height, 3 = project onscreen
int [0, 3] (cheat) |
aas_skipObstacleAvoidance | ignore all dynamic obstacles along paths
bool (cheat) default: 0 (false) |
aas_subSampleWalkPaths | set to 1 to enable walk path sub-sampling
bool (cheat) default: 1 (true) |
aas_test | select which AAS to test
string [aas_player, aas_vehicle] (cheat) |
af_contactFrictionScale | scales the contact friction
float (cheat) |
af_enable | enable/disable ragdolls.
bool default: 1 (true) |
af_forceFriction | force the given friction value
float (cheat) |
af_highlightBody | name of the body to highlight
string (cheat) |
af_highlightConstraint | name of the constraint to highlight
string (cheat) |
af_jointFrictionScale | scales the joint friction
float (cheat) |
af_maxAngularVelocity | maximum angular velocity
float (cheat) |
af_maxLinearVelocity | maximum linear velocity
float (cheat) |
af_nextConstrSet | Switch to the next available constraint set on a ragdoll
bool (cheat) default: 0 (false) |
af_showActive | show tree-like structures of articulated figures not at rest
bool (cheat) default: 0 (false) |
af_showBodies | show bodies
bool (cheat) default: 0 (false) |
af_showBodyNames | show body names
bool (cheat) default: 0 (false) |
af_showConstrainedBodies | show the two bodies contrained by the highlighted constraint
bool (cheat) default: 0 (false) |
af_showConstraintNames | show constraint names
bool (cheat) default: 0 (false) |
af_showConstraints | show constraints
bool (cheat) default: 0 (false) |
af_showInertia | show the inertia tensor of each body
bool (cheat) default: 0 (false) |
af_showLimits | show joint limits
bool (cheat) default: 0 (false) |
af_showMass | show the mass of each body
bool (cheat) default: 0 (false) |
af_showPrimaryOnly | show primary constraints only
bool (cheat) default: 0 (false) |
af_showTimings | show articulated figure cpu usage
bool (cheat) default: 0 (false) |
af_showTotalMass | show the total mass of each articulated figure
bool (cheat) default: 0 (false) |
af_showTrees | show tree-like structures
bool (cheat) default: 0 (false) |
af_showVelocity | show the velocity of each body
bool (cheat) default: 0 (false) |
af_skipFriction | skip friction
bool (cheat) default: 0 (false) |
af_skipLimits | skip joint limits
bool (cheat) default: 0 (false) |
af_skipSelfCollision | skip self collision detection
bool (cheat) default: 0 (false) |
af_testSolid | test for bodies initially stuck in solid
bool (cheat) default: 1 (true) |
af_timeScale | scales the time
float (cheat) |
af_useImpulseFriction | use impulse based contact friction
bool (cheat) default: 0 (false) |
af_useJointImpulseFriction | use impulse based joint friction
bool (cheat) default: 0 (false) |
af_useLinearTime | use linear time algorithm for tree-like structures
bool (cheat) default: 1 (true) |
af_useSymmetry | use constraint matrix symmetry
bool (cheat) default: 1 (true) |
ai_debugScript | displays script calls for the specified monster entity number
int (cheat) |
ai_fallTime | Number of seconds before the player plays the falling animation
float (cheat) |
ai_showPaths | draws path_* entities
bool (cheat) default: 0 (false) |
anim_applyJointOffsets |
bool (cheat) default: 1 (true) |
anim_debugChannel | sets the channel - -1 for all, 0 for all channel, 1 for torso, 2 for legs, 3 for head, 4 for left arm.
int (cheat) |
anim_debugClientChannel | sets the channel - -1 for all, 0 for all channel, 1 for torso, 2 for legs, 3 for head, 4 for left arm.
int (cheat) |
anim_debugClientEntity | displays information on which animations are playing on the specified entity number. set to -1 to disable, -2 for all entities.
int (cheat) |
anim_debugClientVerbosity | sets the level of info to be displays - 0 for nothing, 1 for new anim calls and 2 for frame blend info.
int (cheat) |
anim_debugEntity | displays information on which animations are playing on the specified entity number. set to -1 to disable, -2 for all entities.
int (cheat) |
anim_debugVerbosity | sets the level of info to be displays - 0 for nothing, 1 for new anim calls and 2 for frame blend info.
int (cheat) |
anim_enabled |
bool (cheat) default: 1 (true) |
anim_forceUpdate |
bool (cheat) default: 0 (false) |
anim_IKBlendTime | IK blend time in ms
int (cheat) |
anim_IKDebug | IK debug level
int (cheat) |
anim_IKDisable | disable the IK
bool (cheat) default: 0 (false) |
anim_IKInitialBlendDelay | IK raising the weapon blend delay time in ms
int (cheat) |
anim_ListKeyword | A keyword to filter listed animations by.
string (cheat) |
anim_maxBodyPitch | max pitch of body adjustment
float (cheat) |
anim_minBodyPitch | min pitch of body adjustment
float (cheat) |
anim_PhysicsJoints | procedurally apply the physics joints.
bool (cheat) default: 1 (true) |
anim_playCountLog | Enable animation play count logging
bool (cheat) default: 0 (false) |
anim_playCountLogFile | The default path to the anim play count data file.
string (cheat) |
anim_profile | enables/disables anim blend profiling, 0 = disable, 1 = enable
bool (cheat) default: 0 (false) |
anim_profileIndex | set the index of the paused anim to examine, 0 = current, 1 = one before etc...
string (cheat) |
anim_profilePause | pauses the anim blend profiling, 0 = disable, 1 = enable
bool (cheat) default: 0 (false) |
anim_showMissingAnims | Show warnings for missing animations
bool (cheat) default: 0 (false) |
anim_TwistJoints | procedurally generate the twist joints.
bool (cheat) default: 1 (true) |
bot_abilityCreditFactor |
float (cheat) |
bot_aimSkill | Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
int [0, 3] |
bot_allowJumping | Allow bots using the jump reachabilities for navigation
bool (cheat) default: 1 (true) |
bot_botActionImportance | Importance of bot actions
float (cheat) |
bot_brainDamage | Makes all bots run around in a circle. Idiots. 0: Off, 1: Sprint on the forward, 2: Jump at the end of forward, 3:Slide at the end of forward, 4: Press 'activate' to melee attack once every 2 seconds.
int (cheat) |
bot_breakPoint | Cause a program break to occur inside the bot's AI
bool (cheat) default: 0 (false) |
bot_damageClient | Take half the remaining health of the specified client
int (cheat) |
bot_debug | Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1
bool (cheat) default: 0 (false) |
bot_debugAbilities | Show selected abilities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugActiveWaypoints | Draw the waypoints currently in use by any bot
bool (cheat) default: 0 (false) |
bot_debugAimSkill | Debug aim info for bots
bool (cheat) default: 0 (false) |
bot_debugAllyAndEnemyCount | Debug visible allies and enemies for bots
bool (cheat) default: 0 (false) |
bot_debugAvoidDangerMovement | Show avoid danger movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugBestObjectives | Show this number of best objectives for all bots.
int (cheat) |
bot_debugBlockedInteractions | Debug the interactions bots consider blocked. -1 = all bots, -2 = disabled
int (cheat) |
bot_debugCombatGrenade | Debug combat grenades. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugCombatGrenadesAdvanced | More Info for combat grenade throwing.
bool (cheat) default: 0 (false) |
bot_debugCombatMovement | Debug combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugCortexBomb | Debug cortex bomb info for bots. -1 for all -2 to to disable
int (cheat) |
bot_debugCoverMovement | Debug global combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugCoverRefs | Draw the cover reference for the bot. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_debugCoverRefsCombat | Draw more info about the cover reference for the bot.
bool (cheat) default: 0 (false) |
bot_debugCoverRefsCombatRange | Draw more info about the cover reference for the bot.
bool (cheat) default: 0 (false) |
bot_debugCoverRefsMovement | Draw more info about the cover reference for the bot.
bool (cheat) default: 0 (false) |
bot_debugCovers | Set to the number of the bot you want to debug the covers of, or -1 for all
int (cheat) |
bot_debugCoversEval | Draw info about cover evaluation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_debugCurrentMoveTo | Show where the objectives are headed to.
bool (cheat) default: 0 (false) |
bot_debugCurrentObjective | Debug current objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugCurrentTarget | Show who is the main target in combat.
bool (cheat) default: 0 (false) |
bot_debugDifficulty | Debug difficulty for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugEnemyOnly |
bool (cheat) default: 0 (false) |
bot_debugEnemyVisibility | Set to -1 to debug all bot's enemy visibility, -2 to disable or to the number of the bot
int (cheat) |
bot_debugEscorting | Show info about the escorting data structures
bool (cheat) default: 0 (false) |
bot_debugEscortPlayerPath | Shows info about the path computed for players being escorted. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugIncidentalMelee | Shows information about doing melee while performing an objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugInteractionMovement | Debug bot movement while interacting.
bool (cheat) default: 0 (false) |
bot_debugInteractions | Debug interactions for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugInvalidMoves | Invalid move debug mode. Pause all bots when a bot tries to perform an invalid move, and draw relevant information.
bool (cheat) default: 0 (false) |
bot_debugInvalidMovesCombat | If set, bots report invalid moves even when they don't have an objective
bool (cheat) default: 0 (false) |
bot_debugInventoryItems | Debug inventory items for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugLogMelee | Logs the reason for doing melee. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
bool (cheat) default: 0 (false) |
bot_debugMelee | Debug melee for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugMovementHelper |
bool (cheat) default: 0 (false) |
bot_debugObjectiveEMPGrenade | Shows information about throw emp grenades objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugObjectiveEscortPlayer | Shows info info about bots escorting players. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugObjectiveHackTurret | Shows information about hack turret objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugObjectiveRemoteControl | Shows information about plant and use remote controller to turret objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugObjectiveReviving | Shows information about reviving objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugObjectives | Debug objectives for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugObjectivesOnlyTopPrio | Set to 1 to only display the top objectives for bots (requires bot_debugObjectives to be set)
bool (cheat) default: 1 (true) |
bot_debugObstacleAvoidance | Debug obstacle avoidance
bool (cheat) default: 0 (false) |
bot_debugObstacles | Debug bot obstacles in the world
bool (cheat) default: 0 (false) |
bot_debugPersonalities | Debug personalities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugRank | Debug rank for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugSenseAllyTurrets | Debug ally turrets sense. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugSenseCommandPosts | Show info about closest command posts. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugSenseDroppedWeapons | Debug dropped weapons objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugSenseDroppedWeaponsExtended | Show more information about rejected dropped weapons
bool (cheat) default: 0 (false) |
bot_debugSenseEMPTargets | Debug emp grenade objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugSenseMountedGuns | Show info about detected mounted guns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugShotBlocked | Shows the check for shot is blocked. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_debugStuckBots | Stuck debug mode. Pause all bots when a bot is stuck, and draw relevant information.
bool (cheat) default: 0 (false) |
bot_debugTapOut | Debug tapout info for bots. -1 for all -2 to to disable
int (cheat) |
bot_debugTargetMap | Debug targetmap for bots
bool (cheat) default: 0 (false) |
bot_debugTargets | Set to -1 to debug all bot's targets, -2 to disable or to the number of the bot
int (cheat) |
bot_debugTasks | Debug reasons why tasks not being selected. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_debugTaskTarget | Show target for this task. Set to the name of the task.
string (cheat) |
bot_debugWeapons | Show debug weapon info for bots. -1 for all -2 to to disable
int (cheat) |
bot_debugWeaponsExtended | Show more information about your weapons. -1 for all -2 to to disable
bool (cheat) default: 0 (false) |
bot_disableBotControl | Set to client number to remove bot control of that client.
int (cheat) |
bot_dlcAvailable | Do bots have dlc abilities available
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
bool default: 1 (true) |
bot_drawActionDist | How far away to draw the bot action info. Default is 2048
float (cheat) |
bot_drawActionGroupNum | Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled.
int (cheat) |
bot_drawActionNumber | Draw a specific bot action only. -1 = disable
int (cheat) |
bot_drawActions | Draw the bot's actions.
bool (cheat) default: 0 (false) |
bot_drawActionSize | How big to draw the bot action info. Default is 0.2
float (cheat) |
bot_drawActionTypeOnly | Filter what type of action is drawn. -1 = all actions, 0 = roam, 1 = camp, 2 = patrol, 3 = mine, 4 = turret, 5 = barricade.
int (cheat) |
bot_drawActiveActionsOnly | Draw only active bot actions. 1 = all active actions. 2 = only Security active actions. 3 = only Resistance active actions. Combo actions, that have both Security and Resistance goals, will still show up.
int (cheat) |
bot_drawActiveRoutesOnly | Only draw the active routes on the map.
bool (cheat) default: 0 (false) |
bot_drawClientNumbers | Draw every clients number above their head
bool (cheat) default: 0 (false) |
bot_drawDifficultyMatrix | Draw bot difficulty matrix
bool (cheat) default: 0 (false) |
bot_drawMovement | Show information about bot movement and orientation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_drawObstacles | Draw the bot's dynamic obstacles in the world
bool (cheat) default: 0 (false) |
bot_drawRandomLook | Shows information about random look at algorithm.
int (cheat) |
bot_drawRouteGroupOnly | Only draw routes that have the groupID specified.
int (cheat) |
bot_drawRoutes | Draw the routes on the map.
bool (cheat) default: 0 (false) |
bot_dumpCoverUsage |
bool (cheat) default: 0 (false) |
bot_enable | 0 = bots will not be loaded in the game. 1 = bots are loaded.
bool default: 1 (true) |
bot_enableBotControl | Set to client number to let a bot take control of that client.
int (cheat) |
bot_factorTimeAttackWhenEscorted | When being escorted this bot will be less time attacking according to this factor.
float (cheat) |
bot_factorTimeHiddenWhenEscorted | When being escorted this bot will be more time hidden according to this factor.
float (cheat) |
bot_fakeOverTime | Setting this to true makes the bot believe the game is in overtime
bool (cheat) default: 0 (false) |
bot_forceDifficultyResistance | Forced difficulty for resistance bots (set to the level of the difficulty you want).
int (cheat) |
bot_forceDifficultySecurity | Forced difficulty for resistance bots (set to the level of the difficulty you want).
int (cheat) |
bot_forceFlashGrenade | It makes the bots throw flash grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_forceFragGrenade | It makes the bot throw a grenade when possible. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_forceGrenadeLauncher | Force the bot to go use the grenade launcher. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_forceLevel | If set greater than zero, all bots that are spawned are forced to be of this level
int (cheat) |
bot_forceMolotovCocktail | It makes the bots throw molotov cocktails. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_forceNapalmGrenade | It makes the bots throw napalm grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_forceNoPips | Empties that number of pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_forceObjectiveImportanceCoreOnly | Only force objective importance on core objectives
bool (cheat) default: 1 (true) |
bot_forceObjectiveImportanceResistance | Force the importance value on ALL objectives
float (cheat) |
bot_forceObjectiveImportanceSecurity | Force the importance value on ALL objectives
float (cheat) |
bot_forceRank | If set greater than zero, all bots that are spawned are forced to be of this rank
int (cheat) |
bot_forceReload | Empties that bot clip, forcing him to reload. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_forceResetGrenadeCooldowns | Reset grenade cooldowns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_forceResupply | Empties all ammo for the bot, forcing him to go and resupply to a closest commandpost. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_forceSprinting | Makes the bots try to sprint always. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
bool (cheat) default: 0 (false) |
bot_forceStickyGrenade | It makes the bots throw sticky grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_godMode | Set to the bot client you want to enter god mode. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_grenadeCooldown | Global cooldown between grenades for bots.
int (cheat) |
bot_healthLossImportanceLimit |
float (cheat) |
bot_holdSprint | If set, bots will hold the sprint button down while sprinting (instead of tapping)
bool (cheat) default: 0 (false) |
bot_ignoreAllEnemies1Limit | If an objective has an importance higher than this, the bots will ignore to engage combat with ALL enemies, but they will shoot while doing the objective
float (cheat) |
bot_ignoreAllEnemies2Limit | If an objective has an importance higher than this, the bots will ignore completely ALL enemies
float (cheat) |
bot_ignoreBotActions | If set to 1, will ignore bot actions.
int (cheat) |
bot_ignoreBotActionsImportanceLimit | If a core objective has an importance higher than this, bots will ignore any bot actions while going for this objective
float (cheat) |
bot_ignoreEnemies | If set to 1, bots will ignore all enemies. Useful for debugging bot behavior
int (cheat) |
bot_ignoreGoals | If set to 1, bots will ignore all map objectives, i.e. Tasks and Bot Actions.
int (cheat) |
bot_ignoreNonAttackingEnemiesLimit | If an objective has an importance higher than this, the bots will ignore enemies that aren't shooting at them
float (cheat) |
bot_ignoreTargets |
bool (cheat) default: 0 (false) |
bot_ignoreTasks | If set to 1, bots will ignore tasks.
int (cheat) |
bot_importanceMaxPrioFactor | The priority multiplier when the importance is at max for an objective
float (cheat) |
bot_innerCoverRadius |
float (cheat) |
bot_killClient | Set the health of the specified client to 0
int (cheat) |
bot_logCombatGrenades | Logs to console when and why bots throw grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.
int (cheat) |
bot_logCurrentLTG | Logs changes in the long term goal for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_logObjectiveBuffs | Logs information about the number of buffs done for each type of buff. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_minClients | Keep a minimum number of clients on the server with bots and humans. -1 to disable
int [-1, 16] |
bot_minClientsMax | Maximum allowed value of bot_minClients. Only affects the in-game UI.
int [-1, 16] (init) |
bot_minSpeedFootStepAudible |
int (cheat) |
bot_narrowPath |
bool default: 0 (false) |
bot_noRandomJump | makes bots not randomly jump
bool (cheat) default: 0 (false) |
bot_noTapOut | makes bots not want to ever tap out, for debug purposes
bool (cheat) default: 0 (false) |
bot_numCoverGroups | Don't touch
int (cheat) |
bot_outerCoverRadius |
float (cheat) |
bot_pause | Specify the client number of the bot you want pause. -1 for all, -2 for none
int (cheat) |
bot_rankSpan | How many ranks below the highest ranked player the bots can be
int (cheat) |
bot_reactionTime |
int (cheat) |
bot_runEveryGameFrame | Set this to true for fixing bot debug drawing
bool (cheat) default: 0 (false) |
bot_runImportanceLimit | If an objective has an importance lower than this the bots won't sprint toward it
float (cheat) |
bot_showCodeCoverage | Draw bot code coverage
bool default: 0 (false) |
bot_showGuardAreas | Show guard areas.
bool (cheat) default: 0 (false) |
bot_showHealth | Shows bot health. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showHealthPips | Shows bot health pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showInteractions | Shows bot interactions. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showInterestingWaypointsOnly | Show only tactical waypoints that have any non-zero stats. Requires bot_showWaypoints
bool (cheat) default: 0 (false) |
bot_showNumTargets | Shows bot num targets. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showPath | Show the path for the bot's client number. -1 = disable.
int (cheat) |
bot_showPowerPips | Shows bot power pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showSpeed | Show speed for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showStats | Draw bot statistics
bool default: 0 (false) |
bot_showTeamBalance | Debug the class balance for bots
bool (cheat) default: 0 (false) |
bot_showTimePerforming | Show time performing objective for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showTotalAmmo | Shows bot total ammo. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
int (cheat) |
bot_showWaypoints | Show tactical waypoints.
bool (cheat) default: 0 (false) |
bot_skipThinkClient | A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.
int (cheat) |
bot_sleepWhenServerEmpty | has the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU.
bool default: 1 (true) |
bot_slideAttackLengthKill |
float (cheat) |
bot_slideAttackLengthKnockDown |
float (cheat) |
bot_slideMoveCooldown | Cooldown for bot slide avoid moves
int (cheat) |
bot_spectateDebug | If enabled, automatically sets the debug hud to the bot being spectated
bool (cheat) default: 0 (false) |
bot_testAbility | Test ability for bots. Set to the name of the ability as in base.botPersonality file.
string (cheat) |
bot_testObstacleAvoidance | test obstacle avoidance
bool (cheat) default: 0 (false) |
bot_testPathToBotAction | based on which aas type aas_test is set to, will test to see if a path is available from the players current origin, to the bot action in question. You need to join a team for this to work properly! -1 = disabled.
int (cheat) |
bot_timeToIdle | Time in seconds that a human player has to be inactive before the player goes idle and is controlled by a bot ( a player will not earn any xp while idle ). Set to -1 to disable idling.
float (cheat) |
bot_uiNumResistance | The number of Resistance bots to add to the server. -1 to disable
int |
bot_uiNumSecurity | The number of Security bots to add to the server. -1 to disable
int |
bot_useBurstFire | Enable/Disable Burst Fire for bots
bool (cheat) default: 1 (true) |
bot_useCampaignDifficulty | Should bots respect the campaign difficulty or not.
bool (cheat) default: 1 (true) |
bot_useSuicideWhenStuck | 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck
bool (cheat) default: 0 (false) |
bot_useWaypoints | Should bots use tactical waypoints or not
bool (cheat) default: 1 (true) |
bot_walkImportanceLimit | If an objective has an importance lower than this the bots will walk toward to
float (cheat) |
bot_wayPointTeamFilter | Filter waypoints per team 0 = security, 1 = resistance
int |
ccf_enableTileCache |
bool (cheat) default: 1 (true) |
cm_backFaceCull | cull back facing polygons
bool (cheat) default: 0 (false) |
cm_colorInstances | Enables/disables choosing a colour for each model to draw with
bool (cheat) default: 0 (false) |
cm_debugCollision | debug the collision detection
bool (cheat) default: 0 (false) |
cm_debugRotation | debug rotation failure
bool (cheat) default: 1 (true) |
cm_debugSetParms | debug set parameters
bool (cheat) default: 1 (true) |
cm_debugTranslation | debug translation failure
bool (cheat) default: 1 (true) |
cm_drawBrushes | Enables/disables drawing brushes during model debug drawing
bool (cheat) default: 0 (false) |
cm_drawColor | color used to draw the collision models
string (cheat) |
cm_drawFilled | draw filled polygons
bool (cheat) default: 0 (false) |
cm_drawFilledMaxArea | draw filled polygons below min area
bool (cheat) default: 0 (false) |
cm_drawFilledMinArea | draw filled polygons above min area
bool (cheat) default: 0 (false) |
cm_drawIndexScale | scale of primitive indices
float (cheat) |
cm_drawIndices | draw primitive indices
bool (cheat) default: 0 (false) |
cm_drawInternal | draw internal edges green
bool (cheat) default: 1 (true) |
cm_drawMask | collision mask
string (cheat) |
cm_drawNormals | draw polygon and edge normals
float (cheat) |
cm_drawPolygons | Enables/disables drawing polygons during model debug drawing
bool (cheat) default: 1 (true) |
cm_drawTextureVectors | draw texture vectors
float (cheat) |
cm_showConversionWarnings | sets whether to show warnings when converting models to trace models
bool (cheat) default: 0 (false) |
com_allowConsole | allow toggling console with the tilde key
bool default: 0 (false) |
com_allowFullConsole | allow a full-screen console when running the game with command line commands
bool default: 0 (false) |
com_allowToolControl | Allows Arkitekt to connect to consoles and control them remotely. 0 = disable.
bool (cheat) default: 0 (false) |
com_asyncSound | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
int [0, 1] (cheat) |
com_aviDemoHeight |
int (cheat) |
com_aviDemoSamples |
int (cheat) |
com_aviDemoTics |
int (cheat) |
com_aviDemoWidth |
int (cheat) |
com_bootLogo |
bool (cheat) default: 1 (true) |
com_cacheDictionaryMedia | Precache all media from decl dictionaries
bool default: 1 (true) |
com_compressDemos |
bool (cheat) default: 0 (false) |
com_fixedTic | Run a single game frame per render frame
int (cheat) |
com_forceGenericSIMD | force generic platform independent SIMD
bool default: 0 (false) |
com_fpuExceptions | enable FPU exceptions
bool (cheat) default: 0 (false) |
com_journal | 1 = record journal, 2 = play back journal
int [0, 2] (init) |
com_logDemos |
bool (cheat) default: 0 (false) |
com_machineSpec | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
int |
com_makingBuild | 1 when making a build
bool (cheat) default: 0 (false) |
com_makingRC | 1 when making a release candidate
bool (cheat) default: 0 (false) |
com_outputStdout | Set to 1 to output all prints to stdio
bool (cheat) default: 0 (false) |
com_preloadDemos |
bool (cheat) default: 1 (true) |
com_runningHeadless | 1 when being used as a tools/processing platform
bool (init) default: 0 (false) |
com_showAngles |
bool (cheat) default: 0 (false) |
com_showBPS | show bot think frames per second
bool default: 0 (false) |
com_showFPS | show frames rendered per second
int |
com_showMemoryUsage | show total and per frame memory usage
bool default: 0 (false) |
com_skipGameDraw |
bool (cheat) default: 0 (false) |
com_skipRenderer | skip the renderer completely
bool (cheat) default: 0 (false) |
com_skipWarnings | skip all warnings
bool default: 0 (false) |
com_speeds | show engine timings
bool default: 0 (false) |
com_storeResourceNameText | Store the text name of resources, at a memory cost
bool (init) default: 1 (true) |
com_testHitches | show hitches
int |
com_timestampPrints | print time with each console print, 1 = msec, 2 = sec
string (cheat) |
com_useFastVidRestart | Allow use of fast vid restarts
bool default: 0 (false) |
com_videoRam | holds the last amount of detected video ram
int |
com_warningCallstack | Prepend the callstack to warnings - always on when making builds
bool (cheat) default: 0 (false) |
com_wipeSeconds |
float (cheat) |
con_noPrint | print on the console but not onscreen when console is pulled up
bool default: 1 (true) |
con_notifyTime | time messages are displayed onscreen when console is pulled up
float |
con_numDisplayLines | number of console lines to be displayed on screen
float |
con_profile | show profiling information
bool default: 0 (false) |
con_scanAdjust | render console with scan borders
bool default: 0 (false) |
con_speed | speed at which the console moves up and down
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
int [0, 4] |
decl_showMissing | set to 1 to show references to missing media
bool default: 1 (true) |
decl_usageLog | creates a log of all declarations touched
bool (cheat) default: 0 (false) |
decl_useBinaryCache | cache binary versions of declarations
int (init) |
decl_useBinarySourceCache | load the source caches (if available)
bool (init) default: 1 (true) |
demo_debug | debug demo replay system
bool default: 0 (false) |
demo_finishCmd | commands to execute once demo playback has finished
string |
demo_noclip | noclip through a demo
bool (cheat) default: 0 (false) |
demo_prediction | prediction when playing back a server demo in milliseconds
int |
demo_scale | speed scaling of demo replays
float [0.01, 100] |
demo_snapshotDelay | delay between snapshots for server side demo recordings
int |
developer | developer mode
bool (read only) default: 0 (false) |
exec_maxThreads | Maximun number of job threads
int [1, 32] (init) |
font_smileyScaling | Smiley font scaling
float (cheat) |
fs_basepath |
string (init) |
fs_buildpath |
string (init) |
fs_cachePath | If set to a valid path, files will be cached to the given path for faster reads
string (init) |
fs_caseSensitiveOS |
bool (read only) default: 0 (false) |
fs_cdpath |
string (init) |
fs_copyfiles |
int [0, 5] (init) |
fs_debug |
int [0, 2] (cheat) |
fs_devpath |
string (init) |
fs_diskCacheBlockCount | Number of blocks used for disk caching, if cachePath is set
int (init) |
fs_diskCacheBlockSize | Size in bytes of a disk cache block, if cachePath is set
int (init) |
fs_diskCacheForceDisable | Forcefully disable disk caching (Xenon only)
bool (init) default: 0 (false) |
fs_diskCacheSecure | If enabled the disk cache will write out the index table after every n block write. If the game crashes or stops expectantly this will leave the majority of the cache available at the price of lower cache performance.
int (init) |
fs_game | mod path
string (init) |
fs_override | If true, files will be checked for newer versions down the stack
bool (init) default: 1 (true) |
fs_ramCacheBlockCount | Number of blocks used for ram caching
int (init) |
fs_ramCacheBlockSize | Size in bytes of a ram block
int (init) |
fs_restrict |
bool (init) default: 0 (false) |
fs_savepath |
string (init) |
fs_userpath |
string (init) |
g_abilitiesEngineer | Server may override abilities one can use.
string |
g_abilitiesGlobal | Server may override abilities one can use.
string |
g_abilitiesMedic | Server may override abilities one can use.
string |
g_abilitiesOperative | Server may override abilities one can use.
string |
g_abilitiesSoldier | Server may override abilities one can use.
string |
g_advancedHud | Draw advanced HUD
bool default: 0 (false) |
g_aimAssist | 1: Enable aim assist. 2: Show debugging info.
int |
g_aimAssistAdhesionScale | Scales sticky aim assistance when not ironsighted.
float [0, 1] (cheat) |
g_aimAssistAdhesionScaleIronSight | Scales sticky aim assistance when ironsighted.
float [0, 1] (cheat) |
g_aimAssistDampening | Sensitivity is multiplied by this when aiming at an interesting target
float (cheat) |
g_aimAssistDampeningIronSight | Sensitivity is multiplied by this when aiming at an interesting target and ironsighted
float (cheat) |
g_allowComplaint_charge | Allow complaints for teamkills with charges
bool default: 0 (false) |
g_allowComplaint_explosives | Allow complaints for teamkills with explosive weapons and items
bool default: 1 (true) |
g_allowCutsceneFreeFly | Don't force player view to the cutscene camera for debugging cutscenes.
bool (cheat) default: 0 (false) |
g_allowNonBufferedEntityAllocs | If disabled, an error will be thrown if an entity cannot be spawned in the reserved buffer for its type.
bool (cheat) default: 1 (true) |
g_allowSpecPauseFreeFly | Allow spectators to free fly when the game is paused
bool default: 1 (true) |
g_animLegsDuration | Length, in ms, of the turn anim.
int |
g_animSpeedVaultExitMaxSpeed | Highest target speed for the speed vault exit slidey anim to play (moving out of vault normally)
float |
g_animSpeedVaultExitMinSpeed | Lowest target speed for the speed vault exit slidey anim to play (moving out of vault normally)
float |
g_animStateTest1 | test value to input into player anim state machine
int (cheat) |
g_animStateTest2 | test value to input into player anim state machine
int (cheat) |
g_animStateTest3 | test value to input into player anim state machine
int (cheat) |
g_animStateTest4 | test value to input into player anim state machine
int (cheat) |
g_antiLag | Anti lag
bool default: 1 (true) |
g_antiLagDebug | 0: off 1: on
int |
g_antiLagDebugOffset | How far behind to debug a set
int [0, 2000] |
g_antiLagHistory | Time in milliseconds to keep anti lag sets
int |
g_areaSpeakerVolumeAtMaxDistance | in dB
float (cheat) |
g_autoChatter | Enable autochatter
bool (cheat) default: 1 (true) |
g_autoChatterDebug | Enable autochatter debug.
0 = off 1 == all 2 = debug priority checks. 3 = debug calls to PlayChat 4 = debug distance filtering 5 = debug active chats reset A negative value means the player will also hear chats sent to the player with that entity number int (cheat) |
g_autoChatterDebugQueuedEvents | Debugqueued events for a certain player
int (cheat) |
g_autoChatterNetworkDebug | Debug the network messages sent by autochatter manager
-1 = off -2 = all messages. -3 = local player only 0 and up = debug messages to client int (cheat) |
g_autoReadyPercent | Percentage of a full server that must be in game for auto ready to start
float |
g_autoReadyWait | Length of time in minutes auto ready will wait before starting the countdown
float |
g_autoSelectMissions | If set then auto select the highest priority mission.
int |
g_autoSelectMissions_solo | If set then auto select the highest priority mission when playing solo.
int |
g_banner_1 | banner message 1
string |
g_banner_10 | banner message 10
string |
g_banner_11 | banner message 11
string |
g_banner_12 | banner message 12
string |
g_banner_13 | banner message 13
string |
g_banner_14 | banner message 14
string |
g_banner_15 | banner message 15
string |
g_banner_16 | banner message 16
string |
g_banner_2 | banner message 2
string |
g_banner_3 | banner message 3
string |
g_banner_4 | banner message 4
string |
g_banner_5 | banner message 5
string |
g_banner_6 | banner message 6
string |
g_banner_7 | banner message 7
string |
g_banner_8 | banner message 8
string |
g_banner_9 | banner message 9
string |
g_banner_delay | delay in seconds between banner messages
int |
g_banner_loopdelay | delay in seconds before banner messages repeat, 0 = off
int |
g_bodyDecayTime | Time in seconds before decay of bodies.
float (cheat) |
g_bodyTypeHeavyColor | Heavy body type color
string |
g_bodyTypeLightColor | Light body type color
string |
g_bodyTypeMediumColor | Medium body type color
string |
g_buddyColor | color of buddies
string |
g_CaltropDebug | Toggles caltrop debugging information
bool (cheat) default: 0 (false) |
g_cameraFovRate | controls the rate of change of camera based fov changes
float (cheat) |
g_chatDefaultColor | RGBA value for normal chat prints
string |
g_chatFireTeamColor | RGBA value for fire team chat prints
string |
g_chatLineTimeout | number of seconds that each chat line stays in the history
float |
g_chatTeamColor | RGBA value for team chat prints
string |
g_cheapDecalsMaxDistance | max distance decals are created
string |
g_commandmapActiveTime | Controls how long an object should display on the commandmap once it has been spotted
float (cheat) |
g_commandMapFadeDist | distance to fade icons off at the edges
int |
g_commandMapRotateStyle | 0 = world rotates, 1 = camera rotates
int |
g_commandMapStyle | 0 = circle, 1 = square
int |
g_commandMapZoom | command map zoom level
float [0.5, 1] |
g_commandMapZoomStep | percent to increase/decrease command map zoom by
float |
g_complaintGUIDLimit | Total unique complaints at which a player will be kicked
int |
g_complaintLimit | Total complaints at which a player will be kicked
int |
g_controllerAimSmoothingCatchup | How long it takes to catch up to the users raw input.
float [1, 1000] |
g_countdown | Length (in minutes) of countdown period. 0 = none
float |
g_cutsceneCCFs | 0: Primary CCFs 1: secondary CCFs
int (cheat) |
g_damageIndicatorAlphaScale | alpha of the damage indicators
float |
g_damageIndicatorColor | color of the damage indicators
string |
g_damageIndicatorFadeTime | number of seconds that a damage indicator stays visible
float |
g_damageIndicatorRadius | radius fraction for damage indicator
float [0, 1] (cheat) |
g_damageIndicatorRadiusVariance | randomize radius +- this value
float [0, 1] (cheat) |
g_damageIndicatorSize |
float |
g_deadSpectateTime | Time to stay in first person view before forced into spectating someone. -1: Never spectate while in limbo.
int [-1, 9999] |
g_debugAbilities | Debug abilities being sent to server and dpad binds
bool (cheat) default: 1 (true) |
g_debugAnimDefMatch | prints a list of anims that appear in only the security or resistance set
int (cheat) |
g_debugAnimLookups | prints successful animation lookups
int (cheat) |
g_debugAnimStance | displays information on which stances are set on the specified entity number. set to -1 to disable.
int (cheat) |
g_debugAnimStateChannel | Filters the displayed transitions by channel
int (cheat) |
g_debugAnimStateMachineSync | Prints warning messages when client is forced into an animation state machine state by the server
bool (cheat) default: 0 (false) |
g_debugAnimStateStates | Displays states entered and exited by anim state machines
int (cheat) |
g_debugAnimStateTransitions | Displays transitions entered by anim state machines
int (cheat) |
g_debugBulletFiring | spam info about bullet traces
bool (cheat) default: 0 (false) |
g_debugChallengeScore | Debug challenge score
bool (cheat) default: 0 (false) |
g_debugCinematic |
bool (cheat) default: 0 (false) |
g_debugCrosshairDamageIndicator | prints info on crosshair damage indicator to help track down issues with it
bool (cheat) default: 0 (false) |
g_debugDamage |
bool (cheat) default: 0 (false) |
g_debugDamagePower | Shows the damage power, ie. how much damage is scaled by before being applied.
bool (cheat) default: 0 (false) |
g_debugEffectCulling | Debug effect culling
bool (cheat) default: 0 (false) |
g_debugFootsteps | prints which surfacetype the player is walking on
bool (cheat) default: 0 (false) |
g_debugFov | enables/disables debugging output of camera FOV
bool (cheat) default: 0 (false) |
g_debugGUI | 1 - Show GUI window outlines
2 - Show GUI window names 3 - Only show visible windows int (cheat) |
g_debugGUIEvents | Show the results of events
int (cheat) |
g_debugGUIFocus | Print changes to GUI focus state
float (cheat) |
g_debugGUIRenderWorld | Output information for GUI-based renderWorlds
bool (cheat) default: 0 (false) |
g_debugGUITextRect | Show windows' text rectangle outlines
bool (cheat) default: 0 (false) |
g_debugGUITextScale | Size that the debug GUI info font is drawn in.
float (cheat) |
g_debugHealth | Show various health and pip values.
bool (cheat) default: 0 (false) |
g_debugHitBeep |
bool (cheat) default: 0 (false) |
g_debugHitReactions | Enable debug hit reactions.
bool (cheat) default: 0 (false) |
g_debugHotServers |
bool default: 0 (false) |
g_debugLegAnim | Turn on debug drawing of the turn anims. green = viewAngle, red = wantedBodyAngle, blue = acutalBodyAngle
bool (cheat) default: 0 (false) |
g_debugMapScript | Entity num to debug mapscript callbacks for. -1 for no debugging or -2 for all events
int (cheat) |
g_debugObjectiveIcons | prints the name of the action key that we are using to look up the icon we are trying to draw
bool (cheat) default: 0 (false) |
g_debugPhysicsOrigin | Debug the physics origin created for an entity, set to entity number of the entity to debug
int (cheat) |
g_debugPlayerAIController | Toggles debugging of player AI controller
bool (cheat) default: 0 (false) |
g_debugPlayerCCF | 0: Off 1: Some prints enabled 2: All prints enabled
int |
g_debugPlayerList | fills UI lists with fake players
int (cheat) |
g_debugPlayerShield | Toggles extra debugging for shielding
bool (cheat) default: 0 (false) |
g_debugPlayerTasks | Displays information in the world about available tasks
bool (cheat) default: 0 (false) |
g_debugPlayerTasksContext | Debug search for a context task in front of player
bool (cheat) default: 0 (false) |
g_debugPostProcessValues | Debug dof values passed to render view
bool (cheat) default: 0 (false) |
g_debugProficiency | -1 = off -2 = all clientnum (0-16) = client only
int (cheat) |
g_debugReverb |
int (cheat) |
g_debugScript |
bool (cheat) default: 0 (false) |
g_debugScriptCalls | Print any script functions not found.
bool (cheat) default: 0 (false) |
g_debugStats | Write stats being changed as it happens
bool (cheat) default: 0 (false) |
g_debugStatsSetup | prints any problems with calculating a client rank when they connect to a server
bool default: 0 (false) |
g_debugSurfaceType | shows what the surfacetype is on the collision surface the player is looking at, 0 = off, 1 = bullet only, 2 = everything
int (cheat) |
g_debugUnlocks | Debug unlocks
bool (cheat) default: 1 (true) |
g_debugVisibility | Enables/disables display of visibility traces
bool (cheat) default: 0 (false) |
g_debugWeapon |
bool (cheat) default: 0 (false) |
g_debugWeaponAccuracy | 0: Off 1: All 2: projectile spread/spin 3: power creep 4: angle creep 5: GUI spread 6:scope sway 7: func/fx/weapon debugging
int (cheat) |
g_debugWeaponAccuracyState | Debug accuracy values used
bool (cheat) default: 0 (false) |
g_debugWeaponState | shows the current weapon state for the client index specified
int (cheat) |
g_decals | show decals such as bullet holes
bool default: 1 (true) |
g_demoAnalyze | analyze demo during playback
bool (cheat) default: 0 (false) |
g_demoOutputMDF | output entity keyframe data from demo
int [0, 2] (cheat) |
g_devUploadScore |
bool (cheat) default: 1 (true) |
g_directSpeechVolume | Volume of in world auto chatter in dB
float (cheat) |
g_disableFootsteps | enable/disable footsteps
bool (cheat) default: 0 (false) |
g_disableGlobalAudio | disable global VOIP communication
bool default: 0 (false) |
g_disableGuardProf | Turns off any guard proficiency given.
bool (cheat) default: 0 (false) |
g_dragEntity | allows dragging physics objects around by placing the crosshair over them and holding the fire button
bool (cheat) default: 0 (false) |
g_dragShowSelection |
bool (cheat) default: 0 (false) |
g_drawCollisionModelNames | List of collision model names to draw
string (cheat) |
g_drawContacts | draw physics object contacts
bool (cheat) default: 0 (false) |
g_drawHudMessages | Draw task, task success and objective text on HUD.
int |
g_drawPlayerIcons | Enables/Disables player icons
bool default: 1 (true) |
g_duckSoundsIfNotVisible | ducks certain sounds (currently just weapon fire) if the entity is not visible
float (cheat) |
g_emptyServerRestartMap | The duration in seconds to wait before an empty dedicated server match is restarted. Set to -1 to never restart.
int |
g_enableAchievements | Disabled or enabled achievements
bool (cheat) default: 1 (true) |
g_enableHitReactions | If true then enable hit reactions.
bool default: 1 (true) |
g_enableIntelGathering | Enables/Disables intel gathering missions
bool default: 1 (true) |
g_enableRumble | Toggle Controller Rumble.
bool default: 1 (true) |
g_enableSuperBuffs | Enables/Disables superbufs missions
bool default: 0 (false) |
g_enableTeamBuffs | Enables/Disables teambuffs
bool default: 1 (true) |
g_enableTracerTints | Turns tinting on for tracer effects
bool (cheat) default: 1 (true) |
g_enemyColor | color of enemy units
string |
g_enemyTextColor | color of text for enemy units
string |
g_enemyTintEnabled | enables/disables enemy color tinting, client side.
bool default: 1 (true) |
g_enemyWeaponTintColor | weapon tint color of enemy units
string |
g_execMapConfigs | Execute map cfg with same name
bool default: 0 (false) |
g_exportMask |
string (cheat) |
g_fallHardSpeed | Speed at which the player takes 'hard' (typically fatal) falling damage
float (cheat) |
g_fallMediumSpeed | Speed at which the player takes 'soft' falling damage
float (cheat) |
g_fallSoftSpeed | Speed at which the player takes 'soft' falling damage
float (cheat) |
g_fireteamColor | color of fireteam units
string |
g_fireteamLeaderColor | color of fireteam leader
string |
g_firstPersonCameraMode | 0 = last minute, independent of weapon, 1 = affects crosshair, anything else = off
int (cheat) |
g_footstepCommandmapRange | range at which footsteps are 'visible'
float (cheat) |
g_forceCinematicCutscene |
bool (cheat) default: 0 (false) |
g_forceClear | forces clearing of color buffer on main game draw
bool (cheat) default: 1 (true) |
g_forceFriends | Set what entity numbers are friends
string (cheat) |
g_forceLimboHealth | If a players health drops below this value, they are forced to limbo
int [-999, 0] (cheat) |
g_forcePlayerFireEffects | Forces the player fire effects to be turned on. Damage will not be applied.
bool (cheat) default: 0 (false) |
g_forceProgressCount | Forces the progress of any interaction to a set value. -1 off, 0 - 1 = 0 - 100%
float (cheat) |
g_fov |
int [70, 110] |
g_friendlyBotColor | color of friendly bot units
string |
g_friendlyColor | color of friendly units
string |
g_friendlyTextColor | color of text for friendly units
string |
g_friendlyWeaponTintColor | weapon tint color of friendly units
string |
g_gameReviewPause | Time (in minutes) for scores review time
float |
g_gravity |
float (cheat) |
g_guiSpeeds | Show GUI speeds
bool (cheat) default: 0 (false) |
g_gunPitch | pitch angle in degrees
float (cheat) |
g_gunRoll | roll angle in degrees
float (cheat) |
g_gunX |
float (cheat) |
g_gunY |
float (cheat) |
g_gunYaw | yaw angle in degrees
float (cheat) |
g_gunZ |
float (cheat) |
g_hackPlayerMove | 0: off 1: forward/backward 2: strafe left/right 3: forward/backward constantly (worst case for network prediction) 4: strafe left/right constantly (worst case for network prediction)
int (cheat) |
g_hackPlayerMoveTime | How many frames between forward/backward switch
int (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 int |
g_hitReactionAngle | Set the max angle of a hit reaction.
float (read only) |
g_infiniteAmmo | Give infinite ammo to the local host player
int (cheat) |
g_infinitePower | Give infinite power to the local host player
int (cheat) |
g_instantRespawn | Instant respawn
bool (cheat) default: 0 (false) |
g_interactionBackcolor | Interaction icon background color
string (cheat) |
g_interactionForecolor | Interaction icon fore color
string (cheat) |
g_interactionSelectedBack | Selected interaction background color
string (cheat) |
g_interactionSelectedFore | Selected interaction foreground color
string (cheat) |
g_interactionUpdate | Number of ms between each interactions update
int [0, 2000] (cheat) |
g_ironSightAutoZoomAngle | Angle from crosshair to target at which ironsights auto-zooming starts
float |
g_ironSightSensitivityModifier | Sensitivity is based on fov and is then raised ot the power of this value
float (cheat) |
g_itemLoadOutUnlock1 | enables unlock of weapon condition 1
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock2 | enables unlock of weapon condition 2
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock3 | enables unlock of weapon condition 3
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock4 | enables unlock of weapon condition 4
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock5 | enables unlock of weapon condition 5
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock6 | enables unlock of weapon condition 6
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock7 | enables unlock of weapon condition 7
bool (cheat) default: 0 (false) |
g_itemLoadOutUnlock8 | enables unlock of weapon condition 8
bool (cheat) default: 0 (false) |
g_kickAmplitude |
float (cheat) |
g_kickTime |
float (cheat) |
g_knockback |
float (cheat) |
g_loadingMusic | 0: dont play music during loading of main menu 1: play music while loading main menu (NB: this currently slows down the loading because the music is streamed)
bool (cheat) default: 0 (false) |
g_loadScreenWait | 0 = finish early
1 = wait for all composites loaded 2 = wait for user input or sound finished 3 = always wait for user input. 4 = wait for user input or sound finished (and make sure all composites are composited) int |
g_logDebugText |
bool (cheat) default: 0 (false) |
g_logPlayerMovement | logs the position of the specified player index to a mel script
int (cheat) |
g_logProficiency | log proficiency data
bool default: 1 (true) |
g_lowAmmoFraction | If the ammo is lower than this fraction then it is considered to be low.
float (cheat) |
g_mainMenu | main menu GUI to load
string (read only) |
g_mapRotationFixed | Fixed map rotation for objective/stopwatch, no voting. Comma separated list
string |
g_mapRotationVote | Restricts map voting to these maps on objective/stopwatch. Comma separated list
string |
g_maxEntityIconsDistance | Max distance for drawing icons above non player entities.
float (cheat) |
g_maxPlayerNameDistance | Max distance for drawing player name above heads.
float (cheat) |
g_maxPlayerWarnings | maximum warnings before player is kicked
int |
g_maxShowDistance |
float (cheat) |
g_maxSpectateTime | maximum length of time a player may spectate for
float |
g_maxYawSpinUp | Maximum Supplemental degrees per second if you keep fully turned left or right.
float (cheat) |
g_maxYawSpinUpTime | How much time it takes to reach maximum spin velocity
float (cheat) |
g_minAutoVotePlayers | If this number of players has voted, then the vote will be considered valid even if the required % of yes/no votes has not been met
int |
g_mineTriggerWarning | Show warning message on HUD when triggering a proximity mine.
bool default: 1 (true) |
g_musicActionCrossFade | How many milliseconds to cross fade action music over
int (cheat) |
g_musicDebug | 0: no music debug 1: debug game music starts/callbacks 2: debug state changes 3: debug all game music
int (cheat) |
g_musicDefaultCrossFade | How many milliseconds to cross fade music over, if not explicitly specified
int (cheat) |
g_musicDisguiseRecoverHideTime | The minimum amount of time in milliseconds the player must be hidden for after a disguise is blown before assuming it is safe again
int (cheat) |
g_musicDisguiseRecoverTime | The minimum amount of time in milliseconds that must pass after a disguise is blown before assuming it is safe again
int (cheat) |
g_musicIdleCrossFade | How many milliseconds to cross fade idle music over
int (cheat) |
g_musicIdleEnemyDistanceMax | If an enemy can see you by trace, fade out idle music, unless the enemy is further than this
float (cheat) |
g_musicIdleEnemyDistanceMin | If an enemy if facing you and this close, fade out idle music (even if there is a wall in the way)
float (cheat) |
g_musicMinTimeInIdle | The minimum amount of time that must pass before fading from idle music to silence
int (cheat) |
g_musicMinTimeInSilent | Shortest amount of silence in milliseconds, before going idle
int (cheat) |
g_musicTimeBeforeIdle | How many milliseconds of inaction has to pass before playing idle music
int (cheat) |
g_muteSpecs | Send all spectator global chat to team chat
bool default: 0 (false) |
g_nearDeathSoundMixerFraction | trigger near death sound mixer when screen becomes this saturated
float [0, 1] (cheat) |
g_neutralColor | color of neutral units
string |
g_neutralTextColor | color of text for neutral units
string |
g_neutralWeaponTintColor | weapon tint color of neutral units
string |
g_nextMap | commands to execute when the current map/campaign ends
string |
g_noBotSpectate | disables the ability to spectate bots
bool default: 0 (false) |
g_noGrenadeCooldown | Turn off cooldowns for grenades
bool (cheat) default: 0 (false) |
g_obituaries | Display obituary messages on the HUD
bool default: 1 (true) |
g_objectiveDecayTime | Length of time in seconds that it takes a construct/hack objective to decay once after the initial timeout is complete
float (cheat) |
g_password | game password
string |
g_pauseNoClip | lets you noclip around the game while it is paused
bool (cheat) default: 0 (false) |
g_pauseNoClipSpeed | speed to move when in pause noclip mode
float (cheat) |
g_playerIconSize | Size of the screen space player icons
float |
g_playerShieldRadius | How close the shielder has to be to the shieldee before shielding will occur
float (read only) |
g_playtestBalanceDamageScale | Playtest balancing global damage scale
float |
g_playtestBalanceHealthRegenDelayTimeScale | Playtest balancing global health regen delay time scale
float |
g_playtestBalanceHealthRegenTimeScale | Playtest balancing global health regen time scale
float |
g_playtestBalanceHealthScale | Playtest balancing global health scale
float |
g_playtestBalanceWeaponRecoilRateScale | Playtest balancing global weapon recoil rate scale
float |
g_playtestBalanceWeaponSpreadAngleMaxScale | Playtest balancing global weapon spread angle max scale
float |
g_playtestBalanceWeaponSpreadAngleMinScale | Playtest balancing global weapon spread angle min scale
float |
g_preloadData | Enables/disables preloading data at startup
bool (cheat) default: 0 (false) |
g_privatePassword | game password for private slots
string |
g_radioDebug | Enable radio debug prints
int (cheat) |
g_radioListenerScale | 1.0f will select whichever listener is closest. Less than 1.0f will bias towards the main listener, bigger than 1.0f will bias towards the radio listener
float (cheat) |
g_radioListenerVolume | Volume of radio listener in dB
float (cheat) |
g_radioListenerVolume3D | 3D Volume of radio listener in dB
float (cheat) |
g_radioVolume | Volume of channels sent over the radio in dB
float (cheat) |
g_recoilScale | Scale recoil by this value
float (cheat) |
g_removeStaticEntities | Remove non-dynamic entities on map spawn when they aren't needed
bool (cheat) default: 1 (true) |
g_respawnBufferTime | Time after deploy clock reaches 0 that respawns are allowed
float (cheat) |
g_rumbleWhenScreenShakesDuration | when the screen shakes, how long to rumble the controller in milliseconds
int (cheat) |
g_rumbleWhenScreenShakesForceMax | the most rumble caused by screen shake
int (cheat) |
g_rumbleWhenScreenShakesForceMin | the least rumble caused by screen shake
int (cheat) |
g_rumbleWhenScreenShakesMin | the screen must shake at least this much before rumbling the controller also
float (cheat) |
g_rumbleWhenScreenShakesType | the type of rumble caused by screen shake
int (cheat) |
g_showActiveEntities | draws boxes around thinking entities.
bool (cheat) default: 0 (false) |
g_showAreaClipSectors |
float (cheat) |
g_showcamerainfo | displays the current frame # for the camera when playing cinematics
string (cheat) |
g_showClipSectors |
int (cheat) |
g_showCollisionModels |
int [0, 3] (cheat) |
g_showCollisionWorld |
int [0, 3] (cheat) |
g_showCrosshairInfo | shows information about the entity under your crosshair
int (cheat) |
g_showCutsceneInfo | 1: Display cutscene light controller info
int (cheat) |
g_showDemoHud | draw the demo hud gui
bool (cheat) default: 0 (false) |
g_showDemoView | show player's calculated view when paused instead of free-fly cam
bool (cheat) default: 0 (false) |
g_showEffectTimelines | Show debug info for effect timelines
int (cheat) |
g_showEntityInfo |
bool (cheat) default: 0 (false) |
g_showEntityInfoPrint |
bool (cheat) default: 0 (false) |
g_showHud | draw the hud gui
bool default: 1 (true) |
g_showLights | 1: Display light entities, 2: Display active light entities, 3: Display light entities (no bounds), 4: Display active light entities (no bounds)
int (cheat) |
g_showPhysicsSimStats | Enables/disables display of object stats for physics simulation sets
bool (cheat) default: 0 (false) |
g_showPlayerOrigins | draws a debug axis at the origin of all players
bool (cheat) default: 0 (false) |
g_showPlayerShadow | enables shadow of player model
bool default: 1 (true) |
g_showPlayerSpeed | displays player movement speed for the given client number
int (cheat) |
g_showPVS |
int [0, 2] (cheat) |
g_showRenderModelBounds |
bool (cheat) default: 0 (false) |
g_showReverbs | 1: show reverbs. NB: you must set this before you load the map, otherwise reverb entities will be removed on spawn
int (cheat) |
g_showSounds | 1: ambient sounds (green/dark grey) 2: scripted map sounds (orange/medium grey) 4: entities that have sounds (yellow/light grey). 8: show rush sounds (red) 15: all of these
int (cheat) |
g_showTargets | draws entities and their targets. hidden entities are drawn grey.
bool (cheat) default: 0 (false) |
g_showTestModelFrame | displays the current animation and frame # for testmodels
bool (cheat) default: 0 (false) |
g_showTriggers | draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
bool (cheat) default: 0 (false) |
g_showVehiclePaths | draws debug information about fixed vehicle paths
bool (cheat) default: 0 (false) |
g_skipViewEffects | skip damage and other view effects
bool (cheat) default: 0 (false) |
g_skipWeaponSwitchAnimations | If 1, players won't play their weapon switching animations.
bool (cheat) default: 1 (true) |
g_smartTeamBalance | Encourages players to balance teams themselves by giving rewards.
bool (cheat) default: 1 (true) |
g_smartTeamBalanceReward | The amount of XP to give people who switch teams when asked to.
int (cheat) |
g_spawnFadeInDuration | time to fade in when spawning in seconds
float [0, 10] (cheat) |
g_speakerVolumeAtMaxDistance | in dB
float (cheat) |
g_spectateFreeFly | Disabled or enables free fly
bool default: 0 (false) |
g_spectatorMode | -1: spectate disabled 0: over the shoulder 1: over the shoulder with IFF
int |
g_spiderSenseDuration | duration of spider sense info (in milliseconds)
int |
g_spiderSenseRange | maximum range of spider sense
float |
g_spottedCoolDownPeriod | Cool down period before an enemy can be spotted another time (in MS)
int (cheat) |
g_statsSendCount | Number of stats to send per reliable message
int [1, 9999] (cheat) |
g_statsSyncDebug | Debug stats syncing
bool (cheat) default: 0 (false) |
g_stopWatchMode | stopwatch mode, 0 = ABBA, 1 = ABAB
int (cheat) |
g_subtitles | Show subtitles.
bool default: 1 (true) |
g_taskContextMaxAngle | Max angle to search for tasks at min range
float |
g_taskContextMaxRange | Range at which to apply min angle
float |
g_taskContextMinAngle | Max angle to search for tasks at max range
float |
g_taskContextMinRange | Range at which to apply max angle
float |
g_teamSwitchDelay | Delay (in seconds) before player can change teams again
int |
g_testAudioHud | test audio hud
int (cheat) |
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 int [0, 4] (cheat) |
g_testModelBlend | number of frames to blend
int (cheat) |
g_testModelRotate | test model rotation speed
string (cheat) |
g_testPostProcess | name of material to draw over screen
string (cheat) |
g_testSetMasteredWeapon1 | set weapon to mastery for weapon mastery 1
string (cheat) |
g_testSetMasteredWeapon2 | set weapon to mastery for weapon mastery 2
string (cheat) |
g_testSetMasteredWeapon3 | set weapon to mastery for weapon mastery 3
string (cheat) |
g_testSpectator |
int (cheat) |
g_testSpeech | 0: disable 1: people will speak alot randomly 2: people will speak alot over the radio randomly 3: the commander will speak alot randomly 4: the narrator will speak alot randomly
int (cheat) |
g_testViewSkin | name of skin to use for the view
string (cheat) |
g_timeoutToSpec | Timeout in minutes for players who are AFK to go into spectator mode (0=disabled)
float |
g_tooltipScale | Scale the amount of time that a tooltip is visible. less than 0 will disable all tooltips.
float |
g_tooltipVolumeScale | Change the game volume while playing a tooltip with VO.
float |
g_useBotsInPlayerTotal | Should bots count towards the number of players required to start the game?
bool default: 0 (false) |
g_useKitsModels | Enables/disables adding kit models to player models
bool (cheat) default: 1 (true) |
g_useKitStrapModels | Enables/disables adding the kit strap models to player models
bool (cheat) default: 1 (true) |
g_useRadioEffect | 0 disables radio DSP effect, 1 enables radio DSP effect
int (cheat) |
g_useSimpleStats | only look up local server stats
bool (cheat) default: 0 (false) |
g_vehiclePathMarkerNameFilter | Filter for marker name when showing debug vehicle paths.
string |
g_version | game version
string (read only) |
g_votePassPercentage | Percentage of yes votes required for a vote to pass
float [0, 100] |
g_warmupDamage | Enable/disable players taking damage during warmup
bool default: 1 (true) |
g_weaponAccuracyStateTime | Time spent in transitions between accuracy states
int (cheat) |
g_weaponEnableAngleCreep | Enable weapon angle creep on consecutive shots
bool (cheat) default: 1 (true) |
g_weaponEnablePowerCreep | Enable weapon power creep on consecutive shots
bool (cheat) default: 1 (true) |
g_weaponEnableViewKick | Enable weapon view kick
bool (cheat) default: 1 (true) |
g_weaponFireCommandmapRange | range at which gunshots are 'visible'
float (cheat) |
g_weaponStationaryAccuracyThreshold | Maximum speed the player can travel to be considered in stationary accuracy mode
float (cheat) |
g_weaponSwitchTimeout |
float |
g_weaponViewRecoilScale | View kick scale when firing bullets
float (cheat) |
g_writeNetVars | write out the net vars as they are requested, including values, min/max clamp values
bool (cheat) default: 0 (false) |
g_writeStats | 1: write stats txt files at the end of maps
2: write stats txt files after each primary objective completes 3: same as 1 but write all stats sorted (also those not changed) 4: same as 1 but write all stats flagged as log sorted (also those not changed) int (cheat) |
g_xpNotificationColor | Color of text.
string (cheat) |
g_xpNotificationFontSize | size of font drawn for stateful xp crosshair
int (cheat) |
g_xpNotificationNegativeColor | Color of negative xp text.
string (cheat) |
g_xpNotificationShowTime | time to show xp notifications center printed for stateful type
float (cheat) |
g_xpNotificationSize2D | Size of XP notification text drawn in 2D. Scales down to half size over time.
int (cheat) |
g_xpNotificationSpeed | Float up speed in units per second.
int (cheat) |
g_xpNotificationSpeed2D | Float up speed in units per second.
int (cheat) |
g_xpNotificationTime | Time to show xp notification.
int (cheat) |
g_xpNotificationType | Force notification type,
-1 = 'default' 0 = 'disable' 1 = 'world2d' 2 = 'crosshair' 3 = 'state' int [-1, 3] |
g_xpSave | stores xp for disconnected players which will be given back if they reconnect
bool default: 1 (true) |
gamedate |
string (read only) |
gamename |
string (read only) |
gui_allowSnapshotHitchCorrection | Correct timelines when notified of large time hitches
bool default: 1 (true) |
gui_controllerJoyDeadzone | Percent of full range which is considered deadzone.
float (cheat) |
gui_controllerJoyDelay | Delay to subsequent events in milliseconds.
int (cheat) |
gui_controllerJoyDelayAccel | Amount to decrease the joystick repeat delay every time it fires in milliseconds.
int (cheat) |
gui_controllerJoyMouse | 0: Generate D-pad like events 1: Controller moves the mouse cursor. 2: Mouse also generates D-pad events
int (cheat) |
gui_controllerMinJoyDelay | Smallest allowed delay from the effects of joystick repeat acceleration in milliseconds.
int (cheat) |
gui_crosshairAlpha | alpha of crosshair
float |
gui_crosshairColor | RGB color tint for crosshair elements
string |
gui_crosshairDef | name of def containing crosshair
string |
gui_crosshairKey | name of crosshair key in def specified by gui_crosshairDef
string |
gui_debugLayout | Debug UI layout classes
bool (cheat) default: 0 (false) |
gui_debugStack | 0: Off 1: Debug GUI script stacks.
int (cheat) |
gui_doubleClickTime | Delay in seconds between considering two mouse clicks a double-click
float |
gui_forcePlatformGUI | Forces the gui to take the appearance of an alternate platform. 0 = PC/OFF, 1 = XBOX360, 2 = PS3
int [0, 2] |
gui_gammaLowAlpha | Tweak gamma screen's darkest element
float (cheat) |
gui_gammaMidAlpha | Tweak gamma screen's medium element
float (cheat) |
gui_invertMenuPitch | invert mouse movement in in-game menus
bool default: 0 (false) |
gui_notificationPause | length of time between successive notifications, in seconds
float |
gui_notificationTime | length of time a user notification is on screen, in seconds
float |
gui_objectiveWheelAutoLooAt | Toggle Objective wheel Auto look at.
int [-1, 1] |
gui_ShowCursor | Toggles the display of the cursor in GUIs
bool default: 1 (true) |
gui_showRespawnText | show text about respawning when in limbo or dead
bool default: 1 (true) |
h_challengeAccepted1 | challengeGuid string 1 (represents an ACCEPTED challenge
string |
h_challengeAccepted2 | challengeGuid string 2 (represents an ACCEPTED challenge
string |
h_challengeAccepted3 | challengeGuid string 3 (represents an ACCEPTED challenge
string |
h_challengeAccepted4 | challengeGuid string 4 (represents an ACCEPTED challenge
string |
h_challengeAccepted5 | challengeGuid string 5 (represents an ACCEPTED challenge
string |
h_challengeNotified1 | challengeGuid flag 1 (represents a NOTIFIED challenge
bool default: 0 (false) |
h_challengeNotified2 | challengeGuid flag 2 (represents a NOTIFIED challenge
bool default: 0 (false) |
h_challengeNotified3 | challengeGuid flag 3 (represents a NOTIFIED challenge
bool default: 0 (false) |
h_challengeNotified4 | challengeGuid flag 4 (represents a NOTIFIED challenge
bool default: 0 (false) |
h_challengeNotified5 | challengeGuid flag 5 (represents a NOTIFIED challenge
bool default: 0 (false) |
ik_debug | show IK debug lines
bool (cheat) default: 0 (false) |
ik_enable | enable IK
bool (cheat) default: 1 (true) |
image_anisotropy | set the maximum texture anisotropy if available
string |
image_filter | changes texture filtering on mipmapped images
string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR] |
image_lodbias | change lod bias on mipmapped images
float [-1, 1] |
image_skipLoad | replace all image loads with a white texture
bool (cheat) default: 0 (false) |
image_useHQCompression | use high quality texture compression
bool (cheat) default: 0 (false) |
image_useOfflineCompression | write a batch file for offline compression of imgb files
bool (cheat) default: 0 (false) |
image_writeTGA | write .tgas of the final images for debugging
bool (cheat) default: 0 (false) |
in_anglespeedkey | angle change scale when holding down _speed button
float |
in_freeLook | look around with mouse (reverse _mlook button)
bool default: 1 (true) |
in_joy1_device | the hash of the controller device named joy1
int |
in_joy1_screen | which screen joy1 should control
int |
in_joy2_device | the hash of the controller device named joy2
int |
in_joy2_screen | which screen joy2 should control
int |
in_joy3_device | the hash of the controller device named joy3
int |
in_joy3_screen | which screen joy3 should control
int |
in_joy4_device | the hash of the controller device named joy4
int |
in_joy4_screen | which screen joy4 should control
int |
in_joy_deadzonestyle | choose between 0: square or 1: circular deadzone for aiming
bool default: 1 (true) |
in_mouse | enable mouse input
bool (cheat) default: 1 (true) |
in_pitchspeed | pitch change speed when holding down look _lookUp or _lookDown button
float |
in_player_forward_axis | which controller axis is used
int |
in_player_forward_deadZone | specifies how far large the dead-zone is on the controller axis
float |
in_player_forward_invert | inverts the axis
bool default: 1 (true) |
in_player_forward_joy | the joystick number used
int |
in_player_forward_offset | the step up the dead zone
float |
in_player_forward_power | the power of the curve after dead zone - ie acceleration
float |
in_player_forward_speed | speed of the controller input
float |
in_player_lefttrigger_axis | which controller axis is used
int |
in_player_lefttrigger_deadZone | specifies how far large the dead-zone is on the controller axis
float |
in_player_lefttrigger_invert | inverts the axis
bool default: 0 (false) |
in_player_lefttrigger_joy | the joystick number used
int |
in_player_lefttrigger_offset | the step up the dead zone
float |
in_player_lefttrigger_power | the power of the curve after dead zone - ie acceleration
float |
in_player_lefttrigger_speed | speed of the controller input
float |
in_player_pitch_axis | which controller axis is used
int |
in_player_pitch_deadZone | specifies how far large the dead-zone is on the controller axis
float |
in_player_pitch_invert | inverts the axis
bool default: 0 (false) |
in_player_pitch_joy | the joystick number used
int |
in_player_pitch_offset | the step up the dead zone
float |
in_player_pitch_power | the power of the curve after dead zone - ie acceleration
float |
in_player_pitch_speed | speed of the controller input
float |
in_player_righttrigger_axis | which controller axis is used
int |
in_player_righttrigger_deadZone | specifies how far large the dead-zone is on the controller axis
float |
in_player_righttrigger_invert | inverts the axis
bool default: 0 (false) |
in_player_righttrigger_joy | the joystick number used
int |
in_player_righttrigger_offset | the step up the dead zone
float |
in_player_righttrigger_power | the power of the curve after dead zone - ie acceleration
float |
in_player_righttrigger_speed | speed of the controller input
float |
in_player_side_axis | which controller axis is used
int |
in_player_side_deadZone | specifies how far large the dead-zone is on the controller axis
float |
in_player_side_invert | inverts the axis
bool default: 0 (false) |
in_player_side_joy | the joystick number used
int |
in_player_side_offset | the step up the dead zone
float |
in_player_side_power | the power of the curve after dead zone - ie acceleration
float |
in_player_side_speed | speed of the controller input
float |
in_player_yaw_axis | which controller axis is used
int |
in_player_yaw_deadZone | specifies how far large the dead-zone is on the controller axis
float |
in_player_yaw_invert | inverts the axis
bool default: 1 (true) |
in_player_yaw_joy | the joystick number used
int |
in_player_yaw_offset | the step up the dead zone
float |
in_player_yaw_power | the power of the curve after dead zone - ie acceleration
float |
in_player_yaw_speed | speed of the controller input
float |
in_swap_analog_axes | swap the x+y axes for the two analog input sticks
bool default: 0 (false) |
in_toggleRun | pressing _speed button toggles run on/off
bool default: 0 (false) |
in_toggleSprint | pressing _sprint button toggles run on/off
bool default: 0 (false) |
in_XInputSmartConnect | Enables polling disconnected devices infrequently, as it is slow
bool default: 1 (true) |
in_yawspeed | yaw change speed when holding down _left or _right button
float |
logFile | 1 = buffer log, 2 = flush after each print
string |
logFileFilter | Messages beginning with this prefix will not be logged
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
string |
logTimeStamps | add time stamps to console log
bool default: 0 (false) |
m_pitch | mouse pitch scale
float |
m_rawInput | use Raw Input API for mouse input
bool default: 1 (true) |
m_showMouseRate | shows mouse movement
bool (cheat) default: 0 (false) |
m_smooth | number of samples blended for mouse viewing
int [1, 8] |
m_strafeScale | mouse strafe movement scale
float |
m_strafeSmooth | number of samples blended for mouse moving
int [1, 8] |
m_yaw | mouse yaw scale
float |
net_accountName | Auto login account name
string (init) |
net_accountPassword | Auto login account password
string (init) |
net_allowCheats | Allow cheats in network game
bool (read only) default: 0 (false) |
net_allowTalkBack | 0: you cannot hear yourself when you talk into the mic 1: you can hear yourself when you talk into the mic
bool (cheat) default: 0 (false) |
net_autoConnectServer | Server to connect to after auto login is complete
string (init) |
net_channelDebugMessages | show message being sent.
1: Print if overflow 2: Print after every frame int (cheat) |
net_channelDebugMessagesSize | Warn about reliable messages greater than this value
int (cheat) |
net_channelShowDrop | show dropped packets
bool (cheat) default: 0 (false) |
net_channelShowPackets | show all packets
bool (cheat) default: 0 (false) |
net_clientConnectTimeout | connect task time out in seconds
int |
net_clientHijackConnectTimeout | connect task time out in seconds if hijacking
int |
net_clientHostConsensusTimeout | host migration host consensus time out in seconds
int |
net_clientLagOMeter | draw prediction graph
int |
net_clientMaxPrediction | maximum number of milliseconds a client can predict ahead of server.
int |
net_clientMaxRate | maximum rate requested by client from server in bytes/sec
int (read only) |
net_clientPanicHostconsensusPercent | Percentage of all members who must agree for new host to be set
int |
net_clientPanicTimeout | host migration panic time out in seconds
int |
net_clientPrediction | additional client side prediction in milliseconds
int |
net_clientRemoteConsoleAddress | remote console address
string |
net_clientRemoteConsolePassword | remote console password
string |
net_clientSelfSmoothing | smooth local client position
bool (cheat) default: 1 (true) |
net_clientServerTimeout | server time out in seconds
int |
net_clientShowSnapshot |
int [0, 4] (cheat) |
net_clientShowSnapshotRadius |
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 int |
net_demoErrorOnInvalidUserCmds | Will cause an error instead of a warning when playing back a demo with no usercmds
bool (cheat) default: 0 (false) |
net_disableSteam | Stops Steam being intialised
bool (init) default: 0 (false) |
net_forceDrop | percentage packet loss
int (cheat) |
net_forceHostMigrationHost | Force a certain client number to become the host, picks the first valid client it finds starting at this client num index
int [-1, 16] |
net_forceLatency | milliseconds latency
int (cheat) |
net_graph | 0: off 1: first client / local player 2: first client / local player only 3: entity/unreliable/ucmds/reliable/entity reliable 4: uses cvar net_graphClient/net_graphEntity
int |
net_graphClient | -2: off -1: first networked client or local client. 0 and up: client num
int |
net_graphEntity | -2: off -1: first networked client or local client. 0 and above: entity to draw
int |
net_graphPause | pause recording
bool default: 0 (false) |
net_graphScale | the number of bytes to display per pixel
float |
net_graphSort | 0: By name 1: By largest size
int |
net_ip | local IP address
string |
net_leaveRoomTimeout | np server sync time out for leaving rooms in seconds
int |
net_localSnapshotDelay | delay between snapshots in number of game frames
int |
net_matchMakingSearchTimeout | Time spent before timing out doing matchmaking
int |
net_numLocalClients | Controls the number of local clients to spawn
int |
net_p2pVoipSendRate | Minimum amount of time that must elapsed before the game sends another P2P voice packet. 0 will send P2P voice packets every game tick (1/30th second) resulting in minimum VOIP latency. Larger values (>33ms) will result in better VOIP bandwidth efficiency at the cost of increased VOIP latency
int |
net_partyInviteTimeout | party session migration time out in seconds
int |
net_serverAllowHijacking | 0: Off 1: Server hijacking enabled
int |
net_serverBalanceSnapshotTimes | balance snapshot times for a good repartition over game frames
bool default: 1 (true) |
net_serverClientTimeout | client time out in seconds
int |
net_serverDedicated | 1 = text console dedicated server, 2 = graphical dedicated server
int [0, 2] (init) |
net_serverDrawClient | number of client for which to draw view on server
int (cheat) |
net_serverListMaxResults | Number of results returned to the server browser
int |
net_serverMaxClientRate | maximum rate to a client in bytes/sec
int |
net_serverMaxReservedClientSlots | maximum number of player slots reserved for session invites
int [0, 16] (cheat) |
net_serverPort | Game port
int (init) |
net_serverPortAuth | Auth port
int (init) |
net_serverPortMaster | Master port
int (init) |
net_serverPortSpec | Spectator port - should always be 0
int (init) |
net_serverRemoteConsolePassword | remote console password
string |
net_serverSnapshotDelay | delay between snapshots in number of game frames
int |
net_serverVoipEnabled | enable/disable VoIP
bool default: 1 (true) |
net_serverVoipQuality | VoIP quality level, 1 - 10
int [1, 10] |
net_serverZombieTimeout | disconnected client timeout in seconds
int |
net_showAsyncPeerStates | show async network peer states
bool default: 0 (false) |
net_showAsyncStats | show async network stats
bool default: 0 (false) |
net_showMatchMaking | show match making and query results
bool default: 0 (false) |
net_socksEnabled |
bool default: 0 (false) |
net_socksPassword |
string |
net_socksPort |
int |
net_socksServer |
string |
net_socksUsername |
string |
net_verbose | 1 = verbose output, 2,3 = even more verbose output
int [0, 3] |
p_debug | Enables/Disables physics debug drawing
bool (cheat) default: 0 (false) |
p_playerPushAmp | Value to multiply the normalized direction of a push that is applied as a force on the pushed object.
float |
p_threaded | Enabled/Disables threaded physics mode
bool (cheat) default: 1 (true) |
password | client password used when connecting
string |
pm_bboxwidth | x/y size of player's bounding box
float |
pm_bobFixation | Turn on/off fixation compensation for eye bob (i.e. may fix soem motion sickness). http://en.wikipedia.org/wiki/Saccade, http://en.wikipedia.org/wiki/Fixation_(visual) 2 = On, with debug draws. 3 = off with debug draws.
int |
pm_bobLateralFast | Amplitude of lateral bob when at full speed.
float (read only) |
pm_bobLateralFastSprintBurst | Amplitude of lateral bob when at full sprint burst speed.
float (read only) |
pm_bobLateralSlow | Amplitude of lateral bob when at half speed.
float (read only) |
pm_bobPeriodFast | Time it takes for both feet to cycle once (in seconds) when at full speed
float (read only) |
pm_bobPeriodSlow | Time it takes for both feet to cycle once (in seconds) when at half speed
float (read only) |
pm_bobPeriodSprintBurst | Time it takes for both feet to cycle once (in seconds) when at full sprint burst speed
float (read only) |
pm_bobRollFast | Amplitude of roll based on lateral deflection of eye bob (degrees) at full speed
float (read only) |
pm_bobRollSlow | Amplitude of roll based on lateral deflection of eye bob (degrees) at half speed
float (read only) |
pm_bobRollSprint | Amplitude of roll based on lateral deflection of eye bob (degrees) at full sprint burst speed
float (read only) |
pm_bobRollStrafeFast | Amplitude of roll based on strafe at full speed
float (read only) |
pm_bobRollStrafeSlow | Amplitude of roll based on strafe at half speed
float (read only) |
pm_bobRollTurnFast | Amplitude of roll based on turning at full speed
float (read only) |
pm_bobRollTurnSlow | Amplitude of roll based on turning at half speed
float (read only) |
pm_bobSkip | Disable all bobbing. 2 = bobbing debug
int |
pm_bobVerticalFast | Amplitude of vertical bob when at full speed.
float (read only) |
pm_bobVerticalSlow | Amplitude of vertical bob when at half speed.
float (read only) |
pm_bobVerticalSprint | Amplitude of vertical bob when at full sprint burst speed.
float (read only) |
pm_bunnyhopfriction | friction applied to player in the air (lateral only)
float |
pm_cover_triggerDistance | The distance from a wall at which the 'leaning' behaviour starts to kick in.
float |
pm_crouchblendstartpressure | percent trigger pressure at which blended crouching starts
float |
pm_crouchheight | height of player's bounding box while crouched
float |
pm_crouchPopUpheight | height of player's view while crouched and peeking up
float |
pm_crouchrate | time it takes for player's view to change from standing to crouching
float |
pm_crouchshotboxheight | height of player's shot bounding box while crouched
float |
pm_crouchviewheight | height of player's view while crouched
float |
pm_deadheight | height of player's bounding box while dead
float |
pm_deadviewheight | height of player's view while dead
float |
pm_deathThirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
float (cheat) |
pm_deathThirdPersonHeight | height of camera from normal view height in 3rd person
float (cheat) |
pm_deathThirdPersonRange | camera distance from player in 3rd person
float (cheat) |
pm_debugJump | Debug output for jump information. 1 = prebaking. 2 = heights achieved
int (cheat) |
pm_democamspeed | speed the player can move while flying around in a demo
float |
pm_fallViewDeflection | Amount of influence on the eye offset when landing. Higher = faster deflection
float |
pm_fallViewReturnRate | How fast to return to normal view after a landing
float |
pm_forceagility | Hotwires the current player's move abilities, so that even heavies can use an agile's move set. Note that there may be some missing animations (where the heavy does not share the agile's animation set)
bool default: 0 (false) |
pm_friction | friction applied to player on the ground
float |
pm_hideviewheight | height of player's view while hiding
float |
pm_incapSpeed | speed a player gets when they get incapped
float |
pm_ironsight_maxpeekangle | The maximum peek (roll) angle when peeking in ironsighted mode
float |
pm_ironsightwalkspeed | speed the player can move while standing and ironsighting
float |
pm_jumpheight | approximate height the player can jump
float |
pm_mantle_debug | 0: Off 1: Debug all 2: Debug forward trace 3: Debug ledge trace 4: Debug head tracking traces 5: Debug mantle movement 6: Debug pre trace checks 7: Debug height above ground checks 8: Debug predicted wall hit 9: Debug shimmying
int |
pm_mantle_forwardTrace | Distance from the origin of the player to trace forward when looking for a wall.
int |
pm_mantle_maxHeightAir | Maximum height above player for mantle from air for an AVERAGE body type
float |
pm_mantle_maxHeightAirAgile | Maximum height above player for mantle from air for a LIGHT body type
float |
pm_mantle_maxVelocity | Max velocity of player before trying to mantle.
float |
pm_mantle_units | Units to move per second while mantling.
float |
pm_maxproneviewpitch | amount player's view can look down when prone
float |
pm_maxviewpitch | amount player's view can look down
float |
pm_meleedebug | Melee debug information
bool default: 0 (false) |
pm_meleemaxdistance | Distance of the player's melee context
float |
pm_meleemaxyaw | Melee context sweep angle
float |
pm_meleeRecoveryTime | Time it takes for repeat of melee after the melee move has finished.
float |
pm_minproneviewpitch | amount player's view can look up when prone(negative values are up)
float |
pm_minviewpitch | amount player's view can look up (negative values are up)
float |
pm_noclipspeed | speed the player can move while in noclip
float |
pm_noclipspeedsprint | speed the player can move while in noclip and sprinting
float |
pm_noclipspeedwalk | speed the player can move while in noclip and walking
float |
pm_normalheight | height of player's bounding box while standing
float |
pm_normalshotboxheight | height of player's shot bounding box, excluding the head bounding box
float |
pm_normalviewheight | height of player's view while standing
float |
pm_pausePhysics | pauses physics
bool default: 0 (false) |
pm_powerslide | adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0
float [0, 4] |
pm_proneheight | height of player's bounding box while prone
float |
pm_pronespeed | speed the player can move while prone
float |
pm_proneviewdistance | distance in front of the player's view while prone
float |
pm_proneviewheight | height of player's view while prone
float |
pm_reviverate | time it takes for player's view to change from dead to crouching via revive
float |
pm_runspeedback | speed the player can move backwards while running
float |
pm_runspeedforward | speed the player can move forwards while running
float |
pm_runspeedstrafe | speed the player can move sideways while running
float |
pm_showPlayerStateDebug | Print what states the actor transitions through in the new player state system. -1 = don't watch any actor. N = actor id number.
int (cheat) |
pm_slideboostspeed | maximum boost which the player can get from starting a slide. In effect, the initial speed boost will nudge the player up to the speed given here.
float |
pm_slidefriction | friction applied to player while sliding
float |
pm_slideminduration | Minimum time the player must stay in slide for before exiting if slide is held.
float |
pm_slideminspeed | Minimum speed the player must be above in order to avoid exiting the slide.
float |
pm_sliderate | time it takes for player's view to change from sliding to crouching or standing
float |
pm_slidespeed | speed the player can move while sliding - used more as aftertouch than actual movement
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
bool default: 1 (true) |
pm_smart_UpDownChoice | 0: Turn off using pitch to choose auto slides/crouches/mantles/vaults etc. 1: on. 2: debug
int |
pm_smart_viewArc | How much your view must face a vault/mantle grab point or slide direction before a smart move will trigger.
float |
pm_smart_viewArcAir | How much your view must face a vault/mantle grab point before a smart move will trigger IN AIR - wider than when on ground.
float |
pm_special_aas_debug | Debug special moves while using AAS.
bool default: 0 (false) |
pm_spectatebbox | size of the spectator bounding box
float |
pm_spectatespeed | speed the player can move while spectating
float |
pm_spectatespeedsprint | speed the player can move while spectating and sprinting
float |
pm_spectatespeedwalk | speed the player can move while spectating and walking
float |
pm_sprintburstduck | How far the player's head dips when sprinting
float |
pm_sprintburstfov | The target FOV when sprint BURSTING, at the beginning of a sprint. Relative to g_fov
float |
pm_sprintburstrechargestaminaduration | Length of time (in MS) it takes to fully recharge 'bonus' sprint
float |
pm_sprintburstspeedforward | Initial/Top speed of the sprint burst. You reach this speed when you have full stamina and start to sprint.
float |
pm_sprintfov | The target FOV when sprinting. Relative to g_fov
float |
pm_sprintspeedforward | speed the player can move forwards while sprinting
float |
pm_sprintspeedstrafe | speed the player can move sideways while sprinting
float |
pm_sprintWishDirFraction | The fraction of the wish direction that needs to be reached before we can begin a sprint.
float [0, 1] |
pm_thirdPerson | = 1 enables third person view, = 2 enables replay third person view
int (cheat) |
pm_thirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
float (cheat) |
pm_thirdPersonClip | clip third person view into world space
bool (cheat) default: 1 (true) |
pm_thirdPersonHeight | height of camera from normal view height in 3rd person
float (cheat) |
pm_thirdpersonmodel | Enables third person model in the first person view
bool (cheat) default: 0 (false) |
pm_thirdPersonNoPitch | ignore camera pitch when in third person mode
bool (cheat) default: 0 (false) |
pm_thirdPersonOrbit | if set, will automatically increment pm_thirdPersonAngle every frame
float (cheat) |
pm_thirdPersonRange | camera distance from player in 3rd person
float (cheat) |
pm_vault_debug | 0: Off 1: Debug all
int (cheat) |
pm_vault_hangtime | Amount of time after a 'falling exit' from a vault or mantle you are not allowed to enter a ground state (so that you vault over larger obstacles more smoothly.
float |
pm_wallHangAntiGravity | Maximum amount of antigravity when on a wall
float |
pm_wallHangAntiGravityDuration | How long it takes for antigravity's effect to completely drain (so that you don't slide down walls slowly forever)
float |
pm_wallJumpDebug | Turn on/off wall jump debug information.
float |
pm_wallJumpHeight | approximate height the player can wall jump
float |
pm_wallJumpReloadTime | Time, in milliseconds, for wallJump to fully recover full thrust
int |
pm_waterAnkleHeight | The height in water at which wading starts - fastest speed
float (cheat) |
pm_waterFloatValue | fraction of water coverage at which the player will try to float
float (cheat) |
pm_waterthrust | How much thrust you get from pressing jump under water
float |
pm_waterWaistHeight | The height in water at which wading is most dampening - slowest speed
float (cheat) |
prof_enableBackground | Whether or not to draw the background behind the profile graphs
bool (cheat) default: 1 (true) |
prof_enableLegend | Whether or not to draw the legend on the profile graphs
bool (cheat) default: 1 (true) |
ps_enable | enables/disables the particle systems, 0 = disable, 1 = enable
bool (cheat) default: 1 (true) |
ps_profile | enables/disables particle system profiling, 0 = disable, 1 = enable
bool (cheat) default: 0 (false) |
ps_showBounds | displays the bounds of particle systems, 1 = only draw dynamic bounds, 2 = only draw static bounds, 3 = draw all
int [0, 3] (cheat) |
r_ambientLightDrawMode | 0 is blended sphere, 1 is circle outline, 2 is completely off
int (cheat) |
r_ambientScale | ambient cube mapping brightness
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
int |
r_brightness | changes gamma tables
float [0.5, 2] |
r_ccfAllowLATCCompression | Enables/disables LATC support for ccf images
bool default: 0 (false) |
r_checkBounds | compare all surface bounds with precalculated ones
bool (cheat) default: 0 (false) |
r_clear | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
string (cheat) |
r_customAspectRatioH | horizontal custom aspect ratio
float |
r_customAspectRatioV | vertical custom aspect ratio
float |
r_customHeight | custom screen height
int |
r_customWidth | custom screen width
int |
r_debugArrowStep | step size of arrow cone line rotation in degrees
int [0, 120] |
r_debugAxisLength | used to set the length of drawn debug axis
string (cheat) |
r_debugEntityRefs |
int (cheat) |
r_debugFrameCommands | Prints out frame commands as they are called
bool (cheat) default: 0 (false) |
r_debugFrameCommandsFilter | Filter the type of framecommands
string (cheat) |
r_debugLineDepthTest | perform depth test on debug lines
bool default: 0 (false) |
r_debugLineWidth | width of debug lines
bool default: 1 (true) |
r_debugPolygonFilled | draw a filled polygon
bool (cheat) default: 1 (true) |
r_displayRefresh | optional display refresh rate option for vid mode
int [0, 200] |
r_drawCountThreshold | Threshold beyond which draw count is colored as red on r_showPrimitives
int (cheat) |
r_dumpShaders | Dump compiled and preprocessed shaders to text files
bool (cheat) default: 0 (false) |
r_farPlaneDist | Optional far plane clipping
float (cheat) |
r_finish | force a call to glFinish() every frame
bool (cheat) default: 0 (false) |
r_forceClear | enable clearing of main color buffer
bool (cheat) default: 1 (true) |
r_forceDistancePortalCull |
float (cheat) |
r_freeRenderMem | When Actually Freed should we also reset the buffer
string (cheat) |
r_frontBuffer | draw to front buffer for debugging
bool (cheat) default: 0 (false) |
r_fullscreen | 0 = windowed, 1 = full screen
bool default: 1 (true) |
r_gamma | changes gamma tables
float [0.1, 1.9] |
r_generateInteractions | Generate all interactions after a map load
string (cheat) |
r_glDriver | "opengl32", etc.
string (cheat) |
r_glDriverVendor | OpenGL driver vendor
string (read only) |
r_HBAONumDir | HBAO num directions
float |
r_HBAONumSteps | HBAO num steps
float |
r_ignore | Renderer debugging
bool (cheat) default: 0 (false) |
r_ignoreGLErrors | ignore GL errors
bool (cheat) default: 1 (true) |
r_inhibitEXTGPP | Disable the GPU program params extension.
bool default: 0 (false) |
r_inhibitPBO | Disable the pbo extension.
bool (cheat) default: 0 (false) |
r_jitter | randomly subpixel jitter the projection matrix
bool (cheat) default: 0 (false) |
r_jitterBias | jitter radius bias
float [0, 1] (cheat) |
r_jitterRadial | radial jitter view matrix around the specified distance
float (cheat) |
r_jitterRadius | offset from screen origin for jitter
float (cheat) |
r_jointNameOffset | offset of joint names when r_showskel is set to 1
float (cheat) |
r_jointNameScale | size of joint names when r_showskel is set to 1
float (cheat) |
r_keepOldViewEntities |
bool (cheat) default: 0 (false) |
r_lightSourceRadius | for soft-shadow sampling
float (cheat) |
r_loadAnimB | Attempt loading of binary version of animations.
int (cheat) |
r_lockDebugLines |
bool (cheat) default: 0 (false) |
r_lockedView |
int (cheat) |
r_lockSurfaces | allow moving the view point without changing the composition of the scene, including culling
bool (cheat) default: 0 (false) |
r_logFile | number of frames to emit GL logs
int (cheat) |
r_mapShotAngles | Pitch Yaw Roll of mapshot angles
string (cheat) |
r_materialOverride | overrides all materials
string (cheat) |
r_mergeModelSurfaces | combine model surfaces with the same material
bool (cheat) default: 1 (true) |
r_mode | video mode number
int |
r_multiSamples | number of antialiasing samples
int |
r_normalizeNormalMaps | Normalize normalmaps after lookup.
bool default: 1 (true) |
r_offsetfactor | polygon offset parameter
float (cheat) |
r_offsetunits | polygon offset parameter
float [-2000, 2000] |
r_renderProgramLodDistance | Sets global render program lod distance
float [-1, 1000] |
r_renderProgramLodFade | Sets global render program fade distance
float [1, 2000] |
r_retainCPUGeometry | retain CPU data after building geometry buffers
bool (cheat) default: 0 (false) |
r_sb_nvHack | polygon offset hack to get correct rendering on 16bit shadowmaps, on certain NVIDIA series cards (ie 8800)
bool (cheat) default: 0 (false) |
r_sb_occluderFacing | 0 = front faces, 1 = back faces
int (cheat) |
r_sb_parallelPolyOfsFactor | polygonOffset factor for drawing parallel light shadow buffer
float (cheat) |
r_sb_parallelPolyOfsUnits | polygonOffset units for drawing parallel light shadow buffer
float (cheat) |
r_sb_polyOfsFactor | polygonOffset factor for drawing shadow buffer
float (cheat) |
r_sb_polyOfsUnits | polygonOffset units for drawing shadow buffer
float (cheat) |
r_sb_split_lambda | The lambda-value used in the Practical Split Scheme. Valid values are 0 to 1.
float (cheat) |
r_sb_useCulling | cull occluders
bool (cheat) default: 1 (true) |
r_screenFraction | for testing fill rate, the resolution of the entire screen can be changed
int (cheat) |
r_selectedAmbientLight | Which ambient light should be drawn as selected
int (cheat) |
r_shaderPreferALU | Use ALU instructions instead of textures in shaders.
bool default: 1 (true) |
r_shaderSkipSpecCubeMaps | Use specular cube maps.
bool default: 0 (false) |
r_shadowPolygonFactor | scale value for stencil shadow drawing
float |
r_shadowPolygonFactorMT | scale value for stencil shadow drawing (megadraw method 3)
float |
r_shadowPolygonOffset | bias value added to depth test for stencil shadow drawing
float |
r_shadowPolygonOffsetMT | bias value added to depth test for stencil shadow drawing (megadraw method 3)
float |
r_shadows | enable shadows
bool default: 1 (true) |
r_shadowsHighQuality | enable high-quality shadows
bool default: 0 (false) |
r_showAlloc | report alloc/free counts
bool (cheat) default: 0 (false) |
r_showAmbientLights | show ambient light sources
string (cheat) |
r_showAtmosLightProjections | show shadow clipping maps
bool (cheat) default: 0 (false) |
r_showBackendSpeeds | show the backend timing split
int (cheat) |
r_showBatches | 1 = draw each batch with a different color; 2 = draw each batch with a colour indicating the amount of surfaces/model
int (cheat) |
r_showBatchInfo | report batch counts for various types
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
int [0, 3] (cheat) |
r_showCull | report sphere and box culling stats
bool (cheat) default: 0 (false) |
r_showCullSectors | Show cull sectors
int (cheat) |
r_showDefaultRenderEnts |
string (cheat) |
r_showDepth | display the contents of the depth buffer and the depth range
bool (cheat) default: 0 (false) |
r_showDrawOrder |
int (cheat) |
r_showDynamic | report stats on dynamic surface generation
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 )
string (cheat) |
r_showEdges | draw the sil edges
bool (cheat) default: 0 (false) |
r_showEntities | report the number of models and lights in view
bool (cheat) default: 0 (false) |
r_showEnvBounds | Show env bounds
int (cheat) |
r_showFrameTimings | displays threaded render and game cpu timings
bool (cheat) default: 0 (false) |
r_showGUISpeeds | report time spent drawing GUIs
int (cheat) |
r_showImages | 1 = show all images instead of rendering, 2 = show in proportional size
int [0, 2] (cheat) |
r_showIndexTreeBounds | Show index tree bounds
int (cheat) |
r_showInstanceInfo | Show Instance Info
int (cheat) |
r_showIntensity | draw the screen colors based on intensity, red = 0, green = 128, blue = 255
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
int [0, 3] (cheat) |
r_showInteractions | report interaction generation activity
int (cheat) |
r_showInteractionScissors | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
int [0, 2] (cheat) |
r_showLightCount | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
int [0, 3] (cheat) |
r_showLightInfo |
int (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, 4 = tint volumes based on type
int [0, 4] (cheat) |
r_showLightScissors | show light scissor rectangles
bool (cheat) default: 0 (false) |
r_showMemory | print frame memory utilization
bool (cheat) default: 0 (false) |
r_showModelScissors | show model scissor rectangles
bool (cheat) default: 0 (false) |
r_showModelTypes | show model types, red - md5, blue - area, green - lodentity, white - other
int (cheat) |
r_showNodePlanes | enables portal plane drawing
int (cheat) |
r_showNormals | draws wireframe normals
float (cheat) |
r_showOcclusionQueries | report occlusion query counts per frame
int [0, 2] (cheat) |
r_showOverDraw | enable overdraw rendering, 1 = visible only, 2 = all geometry
int [0, 2] (cheat) |
r_showParentFrustum | Shows the frustum of the parent view in subview and shadow renders.
bool (cheat) default: 0 (false) |
r_showPortals | draw portal outlines in color based on passed / not passed
int (cheat) |
r_showPrimitives | report drawsurf/index/vertex counts
int [0, 2] (cheat) |
r_showQueryTimers | Show the query_timer extension results.
bool (cheat) default: 0 (false) |
r_showSafeArea | show the safe area
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
int [0, 4] (cheat) |
r_showShadows | 1 = visualize the stencil shadow volumes, 2 = draw filled in
int [0, 4] (cheat) |
r_showSilhouette | highlight edges that are casting shadow planes
bool (cheat) default: 0 (false) |
r_showSkel | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
int [0, 2] (cheat) |
r_showSkelJointList | when drawing the skeleton only draw joints that are in this joint list
string (cheat) |
r_showSkelParent | when drawing the skeleton only draw joints that are children of this joint
string (cheat) |
r_showSpecificImages | enables wireframe rendering for specific images
string (cheat) |
r_showSpecificTris | enables wireframe rendering for specific models
string (cheat) |
r_showSurfaceAllocated | show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightBuffer
int (cheat) |
r_showSurfaceInfo | show surface material name under crosshair
int (cheat) |
r_showSurfaces | report surface/light/shadow counts
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
int [0, 3] (cheat) |
r_showTexelDensity | draws all triangles with texel density as gradient
bool (cheat) default: 0 (false) |
r_showTextureMemory | Show texture memory usage: 1 = total; 2 = per frame
int (cheat) |
r_showTexturePolarity | shade triangles by texture area polarity
bool (cheat) default: 0 (false) |
r_showTextureVectors | if > 0 draw each triangles texture (tangent) vectors
float (cheat) |
r_showTrace | show the intersection of an eye trace with the world
int (cheat) |
r_showTris | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
int [0, 3] (cheat) |
r_showUpdates | report entity and light updates and ref counts
bool (cheat) default: 0 (false) |
r_showVertexColor | draws all triangles with the solid vertex color
bool (cheat) default: 0 (false) |
r_showViewModels | 1 = displays the bounding boxes of all view models, 2 = print index numbers, 3 = show view model names
int (cheat) |
r_singleArea | only draw the portal area the view is actually in
bool (cheat) default: 0 (false) |
r_singleEntity | suppress all but one entity
int (cheat) |
r_singleLight | suppress all but one light
int (cheat) |
r_singleSurface | suppress all but one surface on each entity
int (cheat) |
r_singleTriangle | only draw a single triangle per primitive
int (cheat) |
r_skipAmbient | bypasses all non-interaction drawing
bool (cheat) default: 0 (false) |
r_skipAmbientLighting | skip ambient lighting pass drawing
bool (cheat) default: 0 (false) |
r_skipAtmosInteractions | skip all light/surface interaction drawing
int |
r_skipAtmosphere | skips atmosphere pass
bool (cheat) default: 0 (false) |
r_skipBackEnd | don't draw anything
bool (cheat) default: 0 (false) |
r_skipBump | uses a flat surface instead of the bump map
bool (cheat) default: 0 (false) |
r_skipDeforms | leave all deform materials in their original state
bool (cheat) default: 0 (false) |
r_skipDepthOfField | skip post-process depth of field effect drawing
bool (cheat) default: 0 (false) |
r_skipDiffuse | 1 = use black for diffuse, 2 = use white for diffuse
int (cheat) |
r_skipDrawSurfs | skip the draw surface render command drawing
bool (cheat) default: 0 (false) |
r_skipDynamicTextures | don't dynamically create textures
bool (cheat) default: 0 (false) |
r_skipFrontEnd | bypasses all front end work, but 2D gui rendering still draws
bool (cheat) default: 0 (false) |
r_skipGlareRendering | skip post-process glare effect drawing
bool (cheat) default: 0 (false) |
r_skipHaloRendering | skip rendering of halos
bool (cheat) default: 0 (false) |
r_skipInteractions | skip all light/surface interaction drawing
int (cheat) |
r_skipMotionBlur | skip post-process motion blur effect drawing
bool (cheat) default: 0 (false) |
r_skipOverlays | skip overlay surfaces
bool (cheat) default: 0 (false) |
r_skipParticles | 1 = skip all particle systems
int [0, 1] (cheat) |
r_skipPostProcess | skip post-process drawing
bool (cheat) default: 0 (false) |
r_skipPrePass | skip pre-pass (and all the effects that depends on it, such as depth of field)
bool default: 0 (false) |
r_skipRender | skip 3D rendering, but pass 2D
int (cheat) |
r_skipRenderContext | NULL the rendering context during backend 3D rendering
bool (cheat) default: 0 (false) |
r_skipSpecular | use black for specular
bool (cheat) default: 0 (false) |
r_skipSuppress | ignore the per-view suppressions
bool (cheat) default: 0 (false) |
r_skipTranslucent | skip the translucent interaction rendering
bool (cheat) default: 0 (false) |
r_skipUpdates | 1 = don't accept any entity or light updates, making everything static
bool (cheat) default: 0 (false) |
r_slopNormal | merge normals that dot less than this
string (cheat) |
r_slopTexCoord | merge texture coordinates this far apart
string (cheat) |
r_slopVertex | merge xyz coordinates this far apart
string (cheat) |
r_softParticles | enable soft particles
bool default: 0 (false) |
r_stateCache | check state before upload to driver
bool (cheat) default: 1 (true) |
r_swapInterval | changes wglSwapInterval
int |
r_testGamma | if > 0 draw a grid pattern to test gamma levels
float [0, 195] (cheat) |
r_testGammaBias | if > 0 draw a grid pattern to test gamma levels
float (cheat) |
r_testImageBlend | perform alpha blending on testImage
bool (cheat) default: 1 (true) |
r_testImageOffset | vertical offset of the testimage (screenspace normalized [0;1])
float (cheat) |
r_testImageScale | vertical scale of the testimage (screenspace normalized [0;1])
float (cheat) |
r_trackThreadRendermemAlloc | Check thread using render mem allocator has GL context, 0 = disable, 1 = enable
bool (cheat) default: 0 (false) |
r_triCountThreshold | Threshold beyond which triangle count is colored as red on r_showPrimitives
int (cheat) |
r_trisColor | sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format
string |
r_useAlphaToCoverage | Use alpha to coverage.
bool default: 1 (true) |
r_useAntiAliasing | use FXAA Anti-aliasing
bool default: 0 (false) |
r_useCachedDynamicModels | cache snapshots of dynamic models
bool (cheat) default: 1 (true) |
r_useConstantMaterials | use pre-calculated material registers if possible
bool (cheat) default: 1 (true) |
r_useCulling | 0 = none, 1 = sphere, 2 = sphere + box
int [0, 2] (cheat) |
r_useDeferredTangents | defer tangents calculations after deform
bool (cheat) default: 1 (true) |
r_useDepthBoundsTest | use depth bounds test to reduce shadow fill
bool (cheat) default: 1 (true) |
r_useDestinationScissor | 1 = use scissor rectangle to only render required fragments during post-processing
bool (cheat) default: 1 (true) |
r_useDitherMask | Dither out fading geometry
bool default: 1 (true) |
r_useEntityCulling | 0 = none, 1 = box
bool (cheat) default: 1 (true) |
r_useEntityScissors | 1 = use custom scissor rectangle for each entity
bool (cheat) default: 0 (false) |
r_useFrameBufferSRGB | Use sRGB frame buffers
bool (read only) default: 0 (false) |
r_useFrustumFarDistance | if != 0 force the view frustum far distance to this distance
float (cheat) |
r_useHBAO | use HBAO drawing
int |
r_useHighQualityPostProcess | enable high-quality post-processing
bool default: 0 (false) |
r_useInteractionCulling | 1 = cull interactions
bool (cheat) default: 1 (true) |
r_useInteractionCullingJob | Enables/disables jobbed interaction culling
bool (cheat) default: 1 (true) |
r_useInteractionScissors | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
int [-2, 2] (cheat) |
r_useInteractionTable | create a full entityDefs * lightDefs table to make finding interactions faster
bool (cheat) default: 1 (true) |
r_useLightCulling | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
int [0, 3] (cheat) |
r_useLightPortalFlow | use a more precise area reference determination
bool (cheat) default: 1 (true) |
r_useLightScissors | 1 = use custom scissor rectangle for each light
bool (cheat) default: 1 (true) |
r_useMaxVisDist | use the masVisDist entity parameter (on is faster)
int (cheat) |
r_useMotionBlur | use motion blur
bool default: 1 (true) |
r_useNodeCommonChildren | stop pushing reference bounds early when possible
bool (cheat) default: 1 (true) |
r_useOcclusionQueries | 1 = use occlusion queries to cull geometry
bool (cheat) default: 1 (true) |
r_useOffscreenScreenshotBuffer | 1 = use offscreen buffer for screenshots to support post-processing
bool (cheat) default: 1 (true) |
r_usePortals | 1 = use portals to perform area culling, otherwise draw everything
int (cheat) |
r_usePreciseTriangleInteractions | 1 = do winding clipping to determine if each ambiguous tri should be lit
bool (cheat) default: 0 (false) |
r_useScissor | scissor clip as portals and lights are processed
bool (cheat) default: 1 (true) |
r_useShadowCulling | try to cull shadows from partially visible lights
bool (cheat) default: 1 (true) |
r_useShadowDitherMask | Dither out fading shadows
string (cheat) |
r_useShadowFastParallel | use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors)
int |
r_useShadowInfinite | use infinite shadows
int |
r_useShadowMaps | enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
bool default: 0 (false) |
r_useShadowProjectedCull | discard triangles outside light volume before shadowing
bool (cheat) default: 1 (true) |
r_useShadowSurfaceScissor | scissor shadows by the scissor rect of the interaction surfaces
bool (cheat) default: 1 (true) |
r_useSilRemap | consider verts with the same XYZ, but different ST the same for shadows
bool (cheat) default: 1 (true) |
r_useStateCaching | avoid redundant state changes in GL_*() calls
bool (cheat) default: 1 (true) |
r_useThreadedRenderer | Enabled multi-threaded renderer.
string |
r_useTwoSidedStencil | do stencil shadows in one pass with different ops on each side
bool (cheat) default: 1 (true) |
r_useVertexBufferStream | Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream
int (cheat) |
r_useVisDebugARBPrograms | use vertex/fragment programs to visualize debugging tools
bool (cheat) default: 1 (true) |
r_verboseShaders | Verbose warning prints during shader generation
bool (cheat) default: 0 (false) |
r_visDistMult |
float [0.8, 1.2] |
r_visDistOffset |
float (cheat) |
r_writeAnimB | Write out binary versions of animations.
bool (cheat) default: 1 (true) |
r_znear | near Z clip plane distance
float [0.001, 200] (cheat) |
rb_showActive | show rigid bodies that are not at rest
bool (cheat) default: 0 (false) |
rb_showBodies | show rigid bodies
bool (cheat) default: 0 (false) |
rb_showInertia | show the inertia tensor of each rigid body
bool (cheat) default: 0 (false) |
rb_showMass | show the mass of each rigid body
bool (cheat) default: 0 (false) |
rb_showVelocity | show the velocity of each rigid body
bool (cheat) default: 0 (false) |
res_checkStale | check for newer versions of media
bool default: 0 (false) |
res_showPurge | show resource purge progress
bool default: 0 (false) |
res_showWarnings | show resource load warnings
bool default: 1 (true) |
s_autoLoudnessAttack | How fast the HDR window can move in dB/second when the in game total volume is increasing (attacking)
float (cheat) |
s_autoLoudnessConversionPostMultiplier | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project
float (read only) |
s_autoLoudnessConversionPower | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project
float (read only) |
s_autoLoudnessConversionPreMultiplier | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project
float (read only) |
s_autoLoudnessRelease | How fast the HDR window can move in dB/second when the in game total volume is decreasing (releasing)
float (cheat) |
s_biasSpatializationAtVolumeDb |
float (cheat) |
s_breakStartSound | breaks when the named sound shader is played
string (cheat) |
s_buildAllLanguages | 0: when making a build, only include the sounds for the sys_lang 1: include all supported languages for sound
int (cheat) |
s_cacheMemoryGapKB | Size in KB of the gap the sound caching tries to leave in memory to aid defragging
int (cheat) |
s_cacheThrashTimeMS | Time in milliseconds. Don't throw out samples newer than this, even to make room for brand new samples. This is to prevent thrashing the disk cache and consuming all the disk bandwidth.
int (cheat) |
s_cacheTimeMS | Time in milliseconds that extra varitations of sounds are held in cache. Setting this to 0 in map disables caching operations and flushes the cache. Setting this to 0 before a map loads causes all samples to load up front.
int (cheat) |
s_clipVolumes |
bool (cheat) default: 1 (true) |
s_constantAmplitude |
float (cheat) |
s_debugSoundEmitter |
int (cheat) |
s_debugStreamMem |
int (cheat) |
s_debugStreams |
int (cheat) |
s_debugVirtuals |
int (cheat) |
s_distanceScale | Affects how quickly volume drops off with distance
float (cheat) |
s_doorDistanceAdd | reduce sound volume with this distance when going through a closed door
float (cheat) |
s_doorFilterAdd | increase sound low pass filter by this amount when going through a door
float (cheat) |
s_doorOpenFilterAdd | increase sound low pass filter by this amount when going through an open door
float (cheat) |
s_dotbias2 |
float (cheat) |
s_dotbias4 |
float (cheat) |
s_dotbias6 |
float (cheat) |
s_dotbias8 |
float (cheat) |
s_drawSoundOcclusion | Enables/disables drawing of sound occlusion calculation information
bool (cheat) default: 0 (false) |
s_drawSounds |
int [0, 4] (cheat) |
s_drawSoundScale |
float (cheat) |
s_earSeperationAlgo | 0: legacy ear seperation algorithm, 1: new algorithm
int (cheat) |
s_enable_autoMix | Scales the final volumes of sounds to the current total volume of all sounds to give a high dynamic range.
bool (cheat) default: 1 (true) |
s_enable_autoMixRMS | Take into account the channels RMS when calculating the auto mix.
bool (cheat) default: 1 (true) |
s_enable_mic | 1: enable microphone so you can speak to other players 0: disable microphone, you wont be able to speak
bool default: 1 (true) |
s_enable_voice | 1: enable voip so you can hear other players voices (and yourself if net_allowTalkBack 1) 0: disable voip, you wont be able to hear anyone
bool default: 1 (true) |
s_esa1_maxWindow |
float (cheat) |
s_esa1_minVolume |
float (cheat) |
s_forceNumberOfSpeakers | forces the number of speakers, even if hardware detection says that number is unavailable
string |
s_generate | 0: don't load missing sound assets, 1: generate missing/outdated sound assets
int (cheat) |
s_generateIndex | 0: (default) dont generate sound index 1: generate sound index (SLOW)
bool (cheat) default: 0 (false) |
s_globalFraction | volume to all speakers when not spatialized
float |
s_hdr_cullRate | Affects how quickly volumes below s_hdr_cullVolume drop off (dB/meter)
float (cheat) |
s_hdr_cullVolume | Attenuated volumes below this quickly drop off, used to de-clutter the sonic space
float (cheat) |
s_hdr_windowMin | HDR only begins to take affect when total volume reaches this number (in dB)
float (cheat) |
s_hdr_windowSize | HDR scales the high (infinite if need be) in game dynamic range into this smaller fixed range (in dB), which should be set to the range of the physical hardware. TODO: experiment whether increasing this on quality speakers works as expected
float (cheat) |
s_languageOverride | overrides sys_lang when loading sound assets. can be used for testing a language which has sound assets but no non-sound assets
string (init) |
s_maxSoundsPerShader |
int [0, 32] (cheat) |
s_maxVirtualChannels | Maximum number of virtual channels that can play simulateously.
int (cheat) |
s_micDevice | sound device for voice audio input
string (cheat) |
s_minDistance | In meters. This is the distance that all loudness parameters are relative to. Any 3D sound closer than this can never get louder. Changing this number will scale the distance with respect to volume (see s_distanceScale)
float (cheat) |
s_minHitch | In milliseconds. How far out of sync game must lag behind the sound before the sound stops to let the game catch up
int (cheat) |
s_minVolume2 |
float (cheat) |
s_minVolume4 |
float (cheat) |
s_minVolume6 |
float (cheat) |
s_minVolume8 |
float (cheat) |
s_noReverb | 0: (default) do reverb 1: don’t do reverb
bool (cheat) default: 0 (false) |
s_noSound | 0: (default) load sound assets and initialize sound hardware 1: don’t load sound assets or initialize sound hardware
bool default: 0 (false) |
s_numberOfSpeakers | number of speakers
string |
s_occlusionFilterPower | raise the occlusion filter to this power. higher values increase occlusion more dramatically with doors, lower values have less effect
float (cheat) |
s_pc_volume | PC only volume multiplier
float (cheat) |
s_playDefaultSounds | if 1, plays a default click sound when a sound invalid. if 0, nothing is heard for invalid sounds
bool (cheat) default: 0 (false) |
s_primaryDevice | sound device for game audio output
string (cheat) |
s_reverbCrossFadeTime | Time to cross fade from one reverb to the next, in milliseconds
int (cheat) |
s_secondarySend | 0: disable secondary game audio completely (you wont be able to hear the radio!) 1: same as 0 but you can change the setting at any point 2: output secondary game audio to secondary device only 3: output secondary game audio to both primary and secondary device
int |
s_shake_windowMin | Only shake when current volume reaches this number (in dB)
float (cheat) |
s_shake_windowSize |
float (cheat) |
s_shakeMax | The maximum amount of camera shake.
float (cheat) |
s_shakeMin | The minimum amount camera shake. If the audio is quieter than this, don't bother shaking
float (cheat) |
s_shakeScale | Scales the camera shake.
float (cheat) |
s_showBackendEvents |
int [0, 1] (cheat) |
s_showBackendVoiceEvents |
int [0, 1] (cheat) |
s_showFrontendEvents |
int [0, 1] (cheat) |
s_showFrontendVoiceEvents |
int [0, 1] (cheat) |
s_showPurgedSounds | print a warning if a purged sample is played
bool (cheat) default: 0 (false) |
s_showStartSound |
int [0, 2] (cheat) |
s_showWavs | Prints wav files when they play that contain the given string e.g. s_showWavs localization will print out all localized wav files that play
string (cheat) |
s_singleEmitter | mute all sounds but this emitter
int (cheat) |
s_spatializationDecay |
float (cheat) |
s_speex_agc | automatic gain control 0: disable 1: enable
int (cheat) |
s_speex_agc_level | (0-32768) automatic gain control level 0: most aggressive (silence) 32768: least aggressive (makes no difference)
float (cheat) |
s_speex_complexity | 0-10, 0: least CPU, worst quality 10: most CPU, best quality
int (cheat) |
s_speex_denoise | denoising 0: disable 1: enable
int (cheat) |
s_speex_dereverb | reverberation removal 0: disable 1: enable
int (cheat) |
s_speex_enhance | perceptual enhancement 0: disable 1: enable
int (cheat) |
s_speex_mode | 1: narrow band (worst quality, least bandwidth) 2: wide band 3: ultra wide band (best quality, most bandwidth)
int (cheat) |
s_speex_quality | 0-10, 0: worst quality 10: best quality
float (cheat) |
s_speex_vad | voice activity detection 0: disable 1: enable
int (cheat) |
s_speex_vbr | 0: use constant bit rate 1: use variable bit rate
int (cheat) |
s_subFraction | volume to subwoofer in 5.1
float |
s_useIndex | 0: dont try to use sound index 1: try to use sound index file if present
bool (cheat) default: 1 (true) |
s_useOcclusion |
bool (cheat) default: 1 (true) |
s_voiceDevice | sound device for voice audio output
string (cheat) |
s_volume_dB | volume in dB
float |
s_volume_VoIPActive_dB | if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active
float |
s_volume_VoIPIn_dB | inbound volume adjust for voip in dB
float |
s_volume_VoIPOut_dB | outbound volume adjust for voip volume in dB
float |
s_volumeAtMaxDistance | DOES NOT WORK YET CHANGING THIS WILL BREAK VOLUMES
float (cheat) |
s_volumeFX_dB | fx (not music or speech) volume in dB
float |
s_volumeMusic_dB | music volume in dB
float |
s_volumeSpeech_dB | speech volume in dB
float |
sdnet_debugLogEnabled | SDNet Debug Logger
bool (cheat) default: 0 (false) |
sdnet_debugPrintEnabled | SDNet debug print spam - 0 = disabled, 1 = default channel, 2 = individual channels
int (cheat) |
sdnet_debugPrintEnabled_Hydra | SDNet Hydra debug print spam
bool (cheat) default: 1 (true) |
sdnet_debugPrintEnabled_QoS | SDNet QoS debug print spam
int (cheat) |
sdnet_debugPrintEnabled_Task | SDNet Task debug print spam
bool (cheat) default: 1 (true) |
sdnet_matchByAffiliates | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by highest friend & affiliate value.
bool default: 1 (true) |
sdnet_matchByLanguage | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's spoken language.
bool default: 0 (false) |
sdnet_matchByPopularity | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's.
bool default: 1 (true) |
sdnet_matchByQoS | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by best QoS values.
bool default: 1 (true) |
sdnet_matchByRandom | SDNet matchmaking preference - 0 = disabled, 1 = find sessions by game session searchDict settings only.
bool default: 0 (false) |
sdnet_matchByRank | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions where the server has the same rank.
bool default: 1 (true) |
sdnet_matchByRegion | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's world region.
bool default: 1 (true) |
sensitivity | mouse view sensitivity
float |
showLocStringsID | show localization strings ID
bool (cheat) default: 0 (false) |
si_adminname | admin name(s) - currently unsupported
string (read only) |
si_adminStart | admin required to start the match
string |
si_allowLateJoin | Enable/disable players joining a match in progress
bool default: 1 (true) |
si_allowOvertime | specified whether overtime rules apply
bool default: 1 (true) |
si_botDifficulty | difficulty of ai (-1 = ANY, 0 = EASY, 1 = NORMAL, 2 = HARD
int [-1, 2] |
si_campaign | current active campaign
string (read only) |
si_disableGlobalChat | disable global text communication
bool default: 0 (false) |
si_disableVoting | disable/enable all voting
bool default: 0 (false) |
si_email | contact email address - currently unsupported
string (read only) |
si_enemyTintEnabled | enables/disables enemy color tinting
bool default: 1 (true) |
si_gameDir | current map unlock key
string (read only) |
si_globalVoipEnabled | enables/disables global VOIP in warmup/end of game review
bool default: 0 (false) |
si_inhibitSpectators | inhibit spectators
bool default: 0 (false) |
si_irc | IRC channel - currently unsupported
string (read only) |
si_map | current active map
string (read only) |
si_maxPlayers | max number of players allowed on the server
int [1, 16] |
si_maxPlayersHuman | max number of non bot players allowed on the server. 0 or less = ignored
int [-1, 16] |
si_maxRank | the maximum rank of players that are allowed on server. only applicable if si_rankRestricted is set to 1.
int [0, 4] |
si_maxTeamSize | max number of players allowed on a single team
int [1, 16] |
si_minPlayers | minimum players before a game can be started
int |
si_motd_1 | motd line 1 - currently unsupported
string (read only) |
si_motd_2 | motd line 2 - currently unsupported
string (read only) |
si_motd_3 | motd line 3 - currently unsupported
string (read only) |
si_motd_4 | motd line 4 - currently unsupported
string (read only) |
si_name | name of the server
string |
si_needPass | enable client password checking
bool default: 0 (false) |
si_noProficiency | enable/disable XP
bool default: 0 (false) |
si_onlineMode | online mode (0 = SOLO, 1 = INVITE ONLY, 2 = FRIENDS & INVITES, 3 = EVERYONE
int |
si_playMode | play mode (0 = SOLO, 1 = CO-OP, 2 = VERSUS
int |
si_pointOfNoReturn | can be queried to see if a new player can join the match
bool (read only) default: 0 (false) |
si_privateClients | max number of private players allowed on the server
int [0, 16] |
si_rankRestricted | enables/disables player rank restrictions
bool default: 0 (false) |
si_readyPercent | percentage of players that need to ready up to start a match
int |
si_rules | ruleset for game
string |
si_scoreLimit | score at which a player/team has won
string |
si_scriptControlledtimeLimit | specifies whether the match time is controlled by script or uses the si_timelimit cvar.
bool default: 1 (true) |
si_serverConfig | current server configuration unique id
int (read only) |
si_serverType | Create MP Freeplay game Server type (0 = Dedicated, 1 = Listen
int |
si_serverURL | server information page
string |
si_teamDamage | enable team damage
bool default: 1 (true) |
si_teamForceBalance | Stop players from unbalancing teams
bool default: 1 (true) |
si_teamVoipEnabled | enables/disables team VOIP in game
bool default: 0 (false) |
si_timelimit | time limit (mins). only applicable if si_scriptControlledtimeLimit is 0.
float |
si_version | engine version
string (read only) |
si_warmupSpawn | 0: off
1: Allow for spawning in warmup and restart on game on 2: Allow for spawning in warmup but no restart on game on int |
si_website | website info - currently unsupported
string (read only) |
sys_arch |
string (init) |
sys_cpuHTStatus |
string (init) |
sys_cpuLogicalCount |
int (init) |
sys_cpuPhysicalCount |
int (init) |
sys_cpuSpeed |
int (init) |
sys_cpuString |
string (init) |
sys_lang |
string (read only) |
sys_ram |
int (init) |
sys_videoRam |
int (init) |
testLightColor | the light color to be used for a 'testlight'
string |
timescale | scales the time
float [0.1, 10] |
ui_advancedFlightControls | if true, advanced flight controls are activated
bool default: 0 (false) |
ui_autoReload | if true, weapon is automatically reloaded when the clip is empty.
bool default: 1 (true) |
ui_autoSwitchEmptyWeapons | if true, will switch to the next usable weapon when the current weapon runs out of ammo
bool default: 0 (false) |
ui_clanTagPosition | positioning of player clan tag. 0 is before their name, 1 is after
int |
ui_crouchToggle | if true, the player toggle between crouching and standing, otherwise the player must hold to crouch.
bool default: 1 (true) |
ui_drivingCameraFreelook | if true, driving cameras where there is no weapon defaults to freelook
bool default: 0 (false) |
ui_ignoreExplosiveWeapons | if true, weapons marked as explosive will be ignored during auto-switches
bool default: 1 (true) |
ui_ironSightToggle | if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.
bool default: 0 (false) |
ui_postArmFindBestWeapon | if true, after arming players' best weapon will be selected
bool default: 0 (false) |
ui_pushToTalk | If true, you must press a button to talk in a Brink match. When you release the button, your mic will be redirected to Steam voice chat. If false, you will always be talking in Brink where possible, and in Steam when Brink voice is disabled, without pushing any button
bool default: 1 (true) |
ui_rememberCameraMode | use same camera mode as was previously used when re-entering a vehicle
bool default: 0 (false) |
ui_showComplaints | if true, receive complaints popups for team kills
bool default: 1 (true) |
ui_showGun | show gun
bool default: 1 (true) |
ui_useConsoleControls | if true, use console style controls (which can conflict with PC controls). Also inhibits aim assist.
bool default: 1 (true) |
ui_voicePackName | voice pack name
int |
ui_voipReceiveFireTeam | if true, receive voice chat sent to the fireteam channel
bool default: 1 (true) |
ui_voipReceiveGlobal | if true, receive voice chat sent to the global channel
bool default: 1 (true) |
ui_voipReceiveTeam | if true, receive voice chat sent to the team channel
bool default: 1 (true) |
vt_anisotropy | virtual texture max anisotropy
float (cheat) |
vt_compression | use specified compression type if available
string (cheat) |
vt_lodBias | virtual texture bias
float |
vt_lodClamp | clamp newly loaded tiles to a maximum virtual level
int [0, 15] (cheat) |
vt_showDiagnostics | show feedback diagnostics
bool (cheat) default: 0 (false) |
vt_showLoads | show page loads
bool (cheat) default: 0 (false) |
vt_showPageLevel | color pages based on page level
bool (cheat) default: 0 (false) |
vt_showPageNumbers | render page numbers
bool (cheat) default: 0 (false) |
vt_showPageSource | color pages differently based on the page file they originate from
bool (cheat) default: 0 (false) |
vt_showPagesPerSecond | show transcode throughput
bool (cheat) default: 0 (false) |
vt_skipUpdate | don't update virtual texture
int (cheat) |
win_allowMultipleInstances | allow multiple instances running concurrently
bool (cheat) default: 0 (false) |
win_muteOnLoseFocus | mute sound if the window loses focus
bool default: 1 (true) |
win_muteVOIPOnLoseFocus | mute Brink VOIP if the window loses focus (and enable Steam VOIP instead)
bool default: 1 (true) |
win_notaskkeys | disable windows task keys
bool (read only) default: 0 (false) |
win_outputDebugString |
bool (cheat) default: 0 (false) |
win_outputEditString |
bool (cheat) default: 1 (true) |
win_timerUpdate | allows the game to be updated while dragging the window
bool (cheat) default: 0 (false) |
win_username | windows user name
string (init) |
win_viewlog |
int [0, 2] (cheat) |
win_xpos | horizontal position of window
int |
win_ypos | vertical position of window
int |