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