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(Utworzył nową stronę „== Cvars== {| style="border: 1px solid #AAAAAA;" width="100%" | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowBaseScale | valign="...”)

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

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