CVarDescription
a_glowBaseScaleOriginal image contribution factor
type: float (cheat)
a_glowLuminanceDependencyDependency of the glow on the luminance(brightness)
type: float (cheat)
a_glowScaleBlurred image contribution factor
type: float (cheat)
a_glowSpriteMintype: string (cheat)
a_glowSpriteSizetype: float (cheat)
a_glowSunBaseScaleFactor to scale to sun factor with
type: float (cheat)
a_glowSunPowerPower to raise to sun factor to
type: float (cheat)
a_glowSunScaleFactor to scale to sun factor with
type: float (cheat)
a_glowThreshThreshold above which part of the scene starts glowing
type: float (cheat)
a_suntype: float (cheat)
a_windTimeScaleSpeed at which wind effects change
type: float (cheat)
aas_checkBadAreasSet to one to check the aas for any bad areas.
type: int (cheat)
aas_extendFlyPathsset to 1 to enable extending fly paths
type: bool (cheat)
default: 1 (true)
aas_locationMemoryused to remember a particular location, set to 'current' to store the current x,y,z location
type: string (cheat)
aas_locationMemory2used to remember a particular location, set to 'current' to store the current x,y,z location
type: string (cheat)
aas_optimizePathsset to 1 to enable path optimization
type: bool (cheat)
default: 1 (true)
aas_pullPlayerpull the player to the specified area
type: string (cheat)
aas_randomPullPlayerpull the player to a random area
type: int (cheat)
aas_routingCacheErrorsWill generate an error if the max number of reachabilities for an area or max
type: bool (read only)
default: 1 (true)
aas_showAreaNumbershow the specific area number set
type: int (cheat)
aas_showAreasshow the areas in the selected aas
type: int [0, 2] (cheat)
aas_showBadAreasshow bad AAS areas
type: int [0, 3] (cheat)
aas_showClusterSet to one to draw all areas in the cluster the player is currently in.
type: bool (cheat)
default: 0 (false)
aas_showClustersOfSizeLTSet to non-zero and all clusters of less or equal size are drawn.
type: int (cheat)
aas_showEdgeNumsshow edge nums
type: bool (cheat)
default: 0 (false)
aas_showFloorTraceshow floor trace
type: bool (cheat)
default: 0 (false)
aas_showFuncObstaclesshow the AAS func_obstacles on the map
type: bool (cheat)
default: 0 (false)
aas_showHopPathshow hop path to specified area
type: string (cheat)
aas_showManualReachabilitiesshow manually placed reachabilities
type: bool (cheat)
default: 0 (false)
aas_showObstacleAvoidanceshows obstacles along paths
type: int (cheat)
aas_showObstaclePVSshow obstacle PVS for the given area
type: int (cheat)
aas_showPathshow the path to the walk specified area. Static paths: 'area1 area2', 'points' or 'points0' and 'points1'
type: string (cheat)
aas_showPortalsSet to one to draw all the portal areas in the map.
type: bool (cheat)
default: 0 (false)
aas_showPushIntoAreashow an arrow going to the closest area
type: bool (cheat)
default: 0 (false)
aas_showTravelTimeprint the travel time to the specified goal area (only when aas_showAreas is set)
type: int (cheat)
aas_showWallEdgeNumsshow the number of the edges of walls
type: bool (cheat)
default: 0 (false)
aas_showWallEdgesshow the edges of walls, 2 = project all to same height, 3 = project onscreen
type: int [0, 3] (cheat)
aas_skipObstacleAvoidanceignore all dynamic obstacles along paths
type: bool (cheat)
default: 0 (false)
aas_subSampleWalkPathsset to 1 to enable walk path sub-sampling
type: bool (cheat)
default: 1 (true)
aas_testselect which AAS to test
type: string [aas_player, aas_vehicle] (cheat)
af_contactFrictionScalescales the contact friction
type: float (cheat)
af_enableenable/disable ragdolls.
type: bool
default: 1 (true)
af_forceFrictionforce the given friction value
type: float (cheat)
af_highlightBodyname of the body to highlight
type: string (cheat)
af_highlightConstraintname of the constraint to highlight
type: string (cheat)
af_jointFrictionScalescales the joint friction
type: float (cheat)
af_maxAngularVelocitymaximum angular velocity
type: float (cheat)
af_maxLinearVelocitymaximum linear velocity
type: float (cheat)
af_nextConstrSetSwitch to the next available constraint set on a ragdoll
type: bool (cheat)
default: 0 (false)
af_showActiveshow tree-like structures of articulated figures not at rest
type: bool (cheat)
default: 0 (false)
af_showBodiesshow bodies
type: bool (cheat)
default: 0 (false)
af_showBodyNamesshow body names
type: bool (cheat)
default: 0 (false)
af_showConstrainedBodiesshow the two bodies contrained by the highlighted constraint
type: bool (cheat)
default: 0 (false)
af_showConstraintNamesshow constraint names
type: bool (cheat)
default: 0 (false)
af_showConstraintsshow constraints
type: bool (cheat)
default: 0 (false)
af_showInertiashow the inertia tensor of each body
type: bool (cheat)
default: 0 (false)
af_showLimitsshow joint limits
type: bool (cheat)
default: 0 (false)
af_showMassshow the mass of each body
type: bool (cheat)
default: 0 (false)
af_showPrimaryOnlyshow primary constraints only
type: bool (cheat)
default: 0 (false)
af_showTimingsshow articulated figure cpu usage
type: bool (cheat)
default: 0 (false)
af_showTotalMassshow the total mass of each articulated figure
type: bool (cheat)
default: 0 (false)
af_showTreesshow tree-like structures
type: bool (cheat)
default: 0 (false)
af_showVelocityshow the velocity of each body
type: bool (cheat)
default: 0 (false)
af_skipFrictionskip friction
type: bool (cheat)
default: 0 (false)
af_skipLimitsskip joint limits
type: bool (cheat)
default: 0 (false)
af_skipSelfCollisionskip self collision detection
type: bool (cheat)
default: 0 (false)
af_testSolidtest for bodies initially stuck in solid
type: bool (cheat)
default: 1 (true)
af_timeScalescales the time
type: float (cheat)
af_useImpulseFrictionuse impulse based contact friction
type: bool (cheat)
default: 0 (false)
af_useJointImpulseFrictionuse impulse based joint friction
type: bool (cheat)
default: 0 (false)
af_useLinearTimeuse linear time algorithm for tree-like structures
type: bool (cheat)
default: 1 (true)
af_useSymmetryuse constraint matrix symmetry
type: bool (cheat)
default: 1 (true)
ai_debugScriptdisplays script calls for the specified monster entity number
type: int (cheat)
ai_fallTimeNumber of seconds before the player plays the falling animation
type: float (cheat)
ai_showPathsdraws path_* entities
type: bool (cheat)
default: 0 (false)
anim_applyJointOffsetstype: bool (cheat)
default: 1 (true)
anim_debugChannelsets 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_debugClientChannelsets 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_debugClientEntitydisplays information on which animations are playing on the specified entity number. set to -1 to disable, -2 for all entities.
type: int (cheat)
anim_debugClientVerbositysets 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_debugEntitydisplays information on which animations are playing on the specified entity number. set to -1 to disable, -2 for all entities.
type: int (cheat)
anim_debugVerbositysets 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_enabledtype: bool (cheat)
default: 1 (true)
anim_forceUpdatetype: bool (cheat)
default: 0 (false)
anim_IKBlendTimeIK blend time in ms
type: int (cheat)
anim_IKDebugIK debug level
type: int (cheat)
anim_IKDisabledisable the IK
type: bool (cheat)
default: 0 (false)
anim_IKInitialBlendDelayIK raising the weapon blend delay time in ms
type: int (cheat)
anim_ListKeywordA keyword to filter listed animations by.
type: string (cheat)
anim_maxBodyPitchmax pitch of body adjustment
type: float (cheat)
anim_minBodyPitchmin pitch of body adjustment
type: float (cheat)
anim_PhysicsJointsprocedurally apply the physics joints.
type: bool (cheat)
default: 1 (true)
anim_playCountLogEnable animation play count logging
type: bool (cheat)
default: 0 (false)
anim_playCountLogFileThe default path to the anim play count data file.
type: string (cheat)
anim_profileenables/disables anim blend profiling, 0 = disable, 1 = enable
type: bool (cheat)
default: 0 (false)
anim_profileIndexset the index of the paused anim to examine, 0 = current, 1 = one before etc...
type: string (cheat)
anim_profilePausepauses the anim blend profiling, 0 = disable, 1 = enable
type: bool (cheat)
default: 0 (false)
anim_showMissingAnimsShow warnings for missing animations
type: bool (cheat)
default: 0 (false)
anim_TwistJointsprocedurally generate the twist joints.
type: bool (cheat)
default: 1 (true)
bot_abilityCreditFactortype: float (cheat)
bot_aimSkillSets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
type: int [0, 3]
bot_allowJumpingAllow bots using the jump reachabilities for navigation
type: bool (cheat)
default: 1 (true)
bot_botActionImportanceImportance of bot actions
type: float (cheat)
bot_brainDamageMakes 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_breakPointCause a program break to occur inside the bot's AI
type: bool (cheat)
default: 0 (false)
bot_damageClientTake half the remaining health of the specified client
type: int (cheat)
bot_debugDebug various bot subsystems. Many bot debugging features are disabled if this is not set to 1
type: bool (cheat)
default: 0 (false)
bot_debugAbilitiesShow selected abilities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugActiveWaypointsDraw the waypoints currently in use by any bot
type: bool (cheat)
default: 0 (false)
bot_debugAimSkillDebug aim info for bots
type: bool (cheat)
default: 0 (false)
bot_debugAllyAndEnemyCountDebug visible allies and enemies for bots
type: bool (cheat)
default: 0 (false)
bot_debugAvoidDangerMovementShow avoid danger movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugBestObjectivesShow this number of best objectives for all bots.
type: int (cheat)
bot_debugBlockedInteractionsDebug the interactions bots consider blocked. -1 = all bots, -2 = disabled
type: int (cheat)
bot_debugCombatGrenadeDebug combat grenades. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugCombatGrenadesAdvancedMore Info for combat grenade throwing.
type: bool (cheat)
default: 0 (false)
bot_debugCombatMovementDebug combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugCortexBombDebug cortex bomb info for bots. -1 for all -2 to to disable
type: int (cheat)
bot_debugCoverMovementDebug global combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugCoverRefsDraw 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_debugCoverRefsCombatDraw more info about the cover reference for the bot.
type: bool (cheat)
default: 0 (false)
bot_debugCoverRefsCombatRangeDraw more info about the cover reference for the bot.
type: bool (cheat)
default: 0 (false)
bot_debugCoverRefsMovementDraw more info about the cover reference for the bot.
type: bool (cheat)
default: 0 (false)
bot_debugCoversSet to the number of the bot you want to debug the covers of, or -1 for all
type: int (cheat)
bot_debugCoversEvalDraw info about cover evaluation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.
type: int (cheat)
bot_debugCurrentMoveToShow where the objectives are headed to.
type: bool (cheat)
default: 0 (false)
bot_debugCurrentObjectiveDebug current objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugCurrentTargetShow who is the main target in combat.
type: bool (cheat)
default: 0 (false)
bot_debugDifficultyDebug difficulty for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugEnemyOnlytype: bool (cheat)
default: 0 (false)
bot_debugEnemyVisibilitySet to -1 to debug all bot's enemy visibility, -2 to disable or to the number of the bot
type: int (cheat)
bot_debugEscortingShow info about the escorting data structures
type: bool (cheat)
default: 0 (false)
bot_debugEscortPlayerPathShows 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_debugIncidentalMeleeShows 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_debugInteractionMovementDebug bot movement while interacting.
type: bool (cheat)
default: 0 (false)
bot_debugInteractionsDebug interactions for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugInvalidMovesInvalid 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_debugInvalidMovesCombatIf set, bots report invalid moves even when they don't have an objective
type: bool (cheat)
default: 0 (false)
bot_debugInventoryItemsDebug inventory items for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugLogMeleeLogs 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_debugMeleeDebug melee for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugMovementHelpertype: bool (cheat)
default: 0 (false)
bot_debugObjectiveEMPGrenadeShows 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_debugObjectiveEscortPlayerShows 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_debugObjectiveHackTurretShows information about hack turret objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugObjectiveRemoteControlShows 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_debugObjectiveRevivingShows information about reviving objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugObjectivesDebug objectives for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugObjectivesOnlyTopPrioSet to 1 to only display the top objectives for bots (requires bot_debugObjectives to be set)
type: bool (cheat)
default: 1 (true)
bot_debugObstacleAvoidanceDebug obstacle avoidance
type: bool (cheat)
default: 0 (false)
bot_debugObstaclesDebug bot obstacles in the world
type: bool (cheat)
default: 0 (false)
bot_debugPersonalitiesDebug personalities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugRankDebug rank for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugSenseAllyTurretsDebug ally turrets sense. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugSenseCommandPostsShow info about closest command posts. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugSenseDroppedWeaponsDebug dropped weapons objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugSenseDroppedWeaponsExtendedShow more information about rejected dropped weapons
type: bool (cheat)
default: 0 (false)
bot_debugSenseEMPTargetsDebug emp grenade objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugSenseMountedGunsShow info about detected mounted guns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_debugShotBlockedShows 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_debugStuckBotsStuck debug mode. Pause all bots when a bot is stuck, and draw relevant information.
type: bool (cheat)
default: 0 (false)
bot_debugTapOutDebug tapout info for bots. -1 for all -2 to to disable
type: int (cheat)
bot_debugTargetMapDebug targetmap for bots
type: bool (cheat)
default: 0 (false)
bot_debugTargetsSet to -1 to debug all bot's targets, -2 to disable or to the number of the bot
type: int (cheat)
bot_debugTasksDebug 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_debugTaskTargetShow target for this task. Set to the name of the task.
type: string (cheat)
bot_debugWeaponsShow debug weapon info for bots. -1 for all -2 to to disable
type: int (cheat)
bot_debugWeaponsExtendedShow more information about your weapons. -1 for all -2 to to disable
type: bool (cheat)
default: 0 (false)
bot_disableBotControlSet to client number to remove bot control of that client.
type: int (cheat)
bot_dlcAvailableDo bots have dlc abilities available
type: bool (cheat)
default: 0 (false)
bot_doObjectives0 = 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_drawActionDistHow far away to draw the bot action info. Default is 2048
type: float (cheat)
bot_drawActionGroupNumFilter what action groups to draw with the bot_drawAction cmd. -1 = disabled.
type: int (cheat)
bot_drawActionNumberDraw a specific bot action only. -1 = disable
type: int (cheat)
bot_drawActionsDraw the bot's actions.
type: bool (cheat)
default: 0 (false)
bot_drawActionSizeHow big to draw the bot action info. Default is 0.2
type: float (cheat)
bot_drawActionTypeOnlyFilter 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_drawActiveActionsOnlyDraw 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_drawActiveRoutesOnlyOnly draw the active routes on the map.
type: bool (cheat)
default: 0 (false)
bot_drawClientNumbersDraw every clients number above their head
type: bool (cheat)
default: 0 (false)
bot_drawDifficultyMatrixDraw bot difficulty matrix
type: bool (cheat)
default: 0 (false)
bot_drawMovementShow 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_drawObstaclesDraw the bot's dynamic obstacles in the world
type: bool (cheat)
default: 0 (false)
bot_drawRandomLookShows information about random look at algorithm.
type: int (cheat)
bot_drawRouteGroupOnlyOnly draw routes that have the groupID specified.
type: int (cheat)
bot_drawRoutesDraw the routes on the map.
type: bool (cheat)
default: 0 (false)
bot_dumpCoverUsagetype: bool (cheat)
default: 0 (false)
bot_enable0 = bots will not be loaded in the game. 1 = bots are loaded.
type: bool
default: 1 (true)
bot_enableBotControlSet to client number to let a bot take control of that client.
type: int (cheat)
bot_factorTimeAttackWhenEscortedWhen being escorted this bot will be less time attacking according to this factor.
type: float (cheat)
bot_factorTimeHiddenWhenEscortedWhen being escorted this bot will be more time hidden according to this factor.
type: float (cheat)
bot_fakeOverTimeSetting this to true makes the bot believe the game is in overtime
type: bool (cheat)
default: 0 (false)
bot_forceDifficultyResistanceForced difficulty for resistance bots (set to the level of the difficulty you want).
type: int (cheat)
bot_forceDifficultySecurityForced difficulty for resistance bots (set to the level of the difficulty you want).
type: int (cheat)
bot_forceFlashGrenadeIt 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_forceFragGrenadeIt 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_forceGrenadeLauncherForce 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_forceLevelIf set greater than zero, all bots that are spawned are forced to be of this level
type: int (cheat)
bot_forceMolotovCocktailIt 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_forceNapalmGrenadeIt 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_forceNoPipsEmpties that number of pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_forceObjectiveImportanceCoreOnlyOnly force objective importance on core objectives
type: bool (cheat)
default: 1 (true)
bot_forceObjectiveImportanceResistanceForce the importance value on ALL objectives
type: float (cheat)
bot_forceObjectiveImportanceSecurityForce the importance value on ALL objectives
type: float (cheat)
bot_forceRankIf set greater than zero, all bots that are spawned are forced to be of this rank
type: int (cheat)
bot_forceReloadEmpties 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_forceResetGrenadeCooldownsReset grenade cooldowns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_forceResupplyEmpties 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_forceSprintingMakes 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_forceStickyGrenadeIt 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_godModeSet 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_grenadeCooldownGlobal cooldown between grenades for bots.
type: int (cheat)
bot_healthLossImportanceLimittype: float (cheat)
bot_holdSprintIf set, bots will hold the sprint button down while sprinting (instead of tapping)
type: bool (cheat)
default: 0 (false)
bot_ignoreAllEnemies1LimitIf 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_ignoreAllEnemies2LimitIf an objective has an importance higher than this, the bots will ignore completely ALL enemies
type: float (cheat)
bot_ignoreBotActionsIf set to 1, will ignore bot actions.
type: int (cheat)
bot_ignoreBotActionsImportanceLimitIf a core objective has an importance higher than this, bots will ignore any bot actions while going for this objective
type: float (cheat)
bot_ignoreEnemiesIf set to 1, bots will ignore all enemies. Useful for debugging bot behavior
type: int (cheat)
bot_ignoreGoalsIf set to 1, bots will ignore all map objectives, i.e. Tasks and Bot Actions.
type: int (cheat)
bot_ignoreNonAttackingEnemiesLimitIf an objective has an importance higher than this, the bots will ignore enemies that aren't shooting at them
type: float (cheat)
bot_ignoreTargetstype: bool (cheat)
default: 0 (false)
bot_ignoreTasksIf set to 1, bots will ignore tasks.
type: int (cheat)
bot_importanceMaxPrioFactorThe priority multiplier when the importance is at max for an objective
type: float (cheat)
bot_innerCoverRadiustype: float (cheat)
bot_killClientSet the health of the specified client to 0
type: int (cheat)
bot_logCombatGrenadesLogs 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_logCurrentLTGLogs 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_logObjectiveBuffsLogs 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_minClientsKeep a minimum number of clients on the server with bots and humans. -1 to disable
type: int [-1, 16]
bot_minClientsMaxMaximum allowed value of bot_minClients. Only affects the in-game UI.
type: int [-1, 16] (init)
bot_minSpeedFootStepAudibletype: int (cheat)
bot_narrowPathtype: bool
default: 0 (false)
bot_noRandomJumpmakes bots not randomly jump
type: bool (cheat)
default: 0 (false)
bot_noTapOutmakes bots not want to ever tap out, for debug purposes
type: bool (cheat)
default: 0 (false)
bot_numCoverGroupsDon't touch
type: int (cheat)
bot_outerCoverRadiustype: float (cheat)
bot_pauseSpecify the client number of the bot you want pause. -1 for all, -2 for none
type: int (cheat)
bot_rankSpanHow many ranks below the highest ranked player the bots can be
type: int (cheat)
bot_reactionTimetype: int (cheat)
bot_runEveryGameFrameSet this to true for fixing bot debug drawing
type: bool (cheat)
default: 0 (false)
bot_runImportanceLimitIf an objective has an importance lower than this the bots won't sprint toward it
type: float (cheat)
bot_showCodeCoverageDraw bot code coverage
type: bool
default: 0 (false)
bot_showGuardAreasShow guard areas.
type: bool (cheat)
default: 0 (false)
bot_showHealthShows bot health. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showHealthPipsShows bot health pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showInteractionsShows bot interactions. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showInterestingWaypointsOnlyShow only tactical waypoints that have any non-zero stats. Requires bot_showWaypoints
type: bool (cheat)
default: 0 (false)
bot_showNumTargetsShows bot num targets. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showPathShow the path for the bot's client number. -1 = disable.
type: int (cheat)
bot_showPowerPipsShows bot power pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showSpeedShow speed for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showStatsDraw bot statistics
type: bool
default: 0 (false)
bot_showTeamBalanceDebug the class balance for bots
type: bool (cheat)
default: 0 (false)
bot_showTimePerformingShow time performing objective for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showTotalAmmoShows bot total ammo. Set to -1 for all bots -2 for disabled, otherwise the number of the bot
type: int (cheat)
bot_showWaypointsShow tactical waypoints.
type: bool (cheat)
default: 0 (false)
bot_skipThinkClientA debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.
type: int (cheat)
bot_sleepWhenServerEmptyhas the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU.
type: bool
default: 1 (true)
bot_slideAttackLengthKilltype: float (cheat)
bot_slideAttackLengthKnockDowntype: float (cheat)
bot_slideMoveCooldownCooldown for bot slide avoid moves
type: int (cheat)
bot_spectateDebugIf enabled, automatically sets the debug hud to the bot being spectated
type: bool (cheat)
default: 0 (false)
bot_testAbilityTest ability for bots. Set to the name of the ability as in base.botPersonality file.
type: string (cheat)
bot_testObstacleAvoidancetest obstacle avoidance
type: bool (cheat)
default: 0 (false)
bot_testPathToBotActionbased 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_timeToIdleTime 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_uiNumResistanceThe number of Resistance bots to add to the server. -1 to disable
type: int
bot_uiNumSecurityThe number of Security bots to add to the server. -1 to disable
type: int
bot_useBurstFireEnable/Disable Burst Fire for bots
type: bool (cheat)
default: 1 (true)
bot_useCampaignDifficultyShould bots respect the campaign difficulty or not.
type: bool (cheat)
default: 1 (true)
bot_useSuicideWhenStuck0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck
type: bool (cheat)
default: 0 (false)
bot_useWaypointsShould bots use tactical waypoints or not
type: bool (cheat)
default: 1 (true)
bot_walkImportanceLimitIf an objective has an importance lower than this the bots will walk toward to
type: float (cheat)
bot_wayPointTeamFilterFilter waypoints per team 0 = security, 1 = resistance
type: int
ccf_enableTileCachetype: bool (cheat)
default: 1 (true)
cm_backFaceCullcull back facing polygons
type: bool (cheat)
default: 0 (false)
cm_colorInstancesEnables/disables choosing a colour for each model to draw with
type: bool (cheat)
default: 0 (false)
cm_debugCollisiondebug the collision detection
type: bool (cheat)
default: 0 (false)
cm_debugRotationdebug rotation failure
type: bool (cheat)
default: 1 (true)
cm_debugSetParmsdebug set parameters
type: bool (cheat)
default: 1 (true)
cm_debugTranslationdebug translation failure
type: bool (cheat)
default: 1 (true)
cm_drawBrushesEnables/disables drawing brushes during model debug drawing
type: bool (cheat)
default: 0 (false)
cm_drawColorcolor used to draw the collision models
type: string (cheat)
cm_drawFilleddraw filled polygons
type: bool (cheat)
default: 0 (false)
cm_drawFilledMaxAreadraw filled polygons below min area
type: bool (cheat)
default: 0 (false)
cm_drawFilledMinAreadraw filled polygons above min area
type: bool (cheat)
default: 0 (false)
cm_drawIndexScalescale of primitive indices
type: float (cheat)
cm_drawIndicesdraw primitive indices
type: bool (cheat)
default: 0 (false)
cm_drawInternaldraw internal edges green
type: bool (cheat)
default: 1 (true)
cm_drawMaskcollision mask
type: string (cheat)
cm_drawNormalsdraw polygon and edge normals
type: float (cheat)
cm_drawPolygonsEnables/disables drawing polygons during model debug drawing
type: bool (cheat)
default: 1 (true)
cm_drawTextureVectorsdraw texture vectors
type: float (cheat)
cm_showConversionWarningssets whether to show warnings when converting models to trace models
type: bool (cheat)
default: 0 (false)
com_allowConsoleallow toggling console with the tilde key
type: bool
default: 0 (false)
com_allowFullConsoleallow a full-screen console when running the game with command line commands
type: bool
default: 0 (false)
com_allowToolControlAllows Arkitekt to connect to consoles and control them remotely. 0 = disable.
type: bool (cheat)
default: 0 (false)
com_asyncSound0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
type: int [0, 1] (cheat)
com_aviDemoHeighttype: int (cheat)
com_aviDemoSamplestype: int (cheat)
com_aviDemoTicstype: int (cheat)
com_aviDemoWidthtype: int (cheat)
com_bootLogotype: bool (cheat)
default: 1 (true)
com_cacheDictionaryMediaPrecache all media from decl dictionaries
type: bool
default: 1 (true)
com_compressDemostype: bool (cheat)
default: 0 (false)
com_fixedTicRun a single game frame per render frame
type: int (cheat)
com_forceGenericSIMDforce generic platform independent SIMD
type: bool
default: 0 (false)
com_fpuExceptionsenable FPU exceptions
type: bool (cheat)
default: 0 (false)
com_journal1 = record journal, 2 = play back journal
type: int [0, 2] (init)
com_logDemostype: bool (cheat)
default: 0 (false)
com_machineSpechardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
type: int
com_makingBuild1 when making a build
type: bool (cheat)
default: 0 (false)
com_makingRC1 when making a release candidate
type: bool (cheat)
default: 0 (false)
com_outputStdoutSet to 1 to output all prints to stdio
type: bool (cheat)
default: 0 (false)
com_preloadDemostype: bool (cheat)
default: 1 (true)
com_runningHeadless1 when being used as a tools/processing platform
type: bool (init)
default: 0 (false)
com_showAnglestype: bool (cheat)
default: 0 (false)
com_showBPSshow bot think frames per second
type: bool
default: 0 (false)
com_showFPSshow frames rendered per second
type: int
com_showMemoryUsageshow total and per frame memory usage
type: bool
default: 0 (false)
com_skipGameDrawtype: bool (cheat)
default: 0 (false)
com_skipRendererskip the renderer completely
type: bool (cheat)
default: 0 (false)
com_skipWarningsskip all warnings
type: bool
default: 0 (false)
com_speedsshow engine timings
type: bool
default: 0 (false)
com_storeResourceNameTextStore the text name of resources, at a memory cost
type: bool (init)
default: 1 (true)
com_testHitchesshow hitches
type: int
com_timestampPrintsprint time with each console print, 1 = msec, 2 = sec
type: string (cheat)
com_useFastVidRestartAllow use of fast vid restarts
type: bool
default: 0 (false)
com_videoRamholds the last amount of detected video ram
type: int
com_warningCallstackPrepend the callstack to warnings - always on when making builds
type: bool (cheat)
default: 0 (false)
com_wipeSecondstype: float (cheat)
con_noPrintprint on the console but not onscreen when console is pulled up
type: bool
default: 1 (true)
con_notifyTimetime messages are displayed onscreen when console is pulled up
type: float
con_numDisplayLinesnumber of console lines to be displayed on screen
type: float
con_profileshow profiling information
type: bool
default: 0 (false)
con_scanAdjustrender console with scan borders
type: bool
default: 0 (false)
con_speedspeed at which the console moves up and down
type: float
decl_showset 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_showMissingset to 1 to show references to missing media
type: bool
default: 1 (true)
decl_usageLogcreates a log of all declarations touched
type: bool (cheat)
default: 0 (false)
decl_useBinaryCachecache binary versions of declarations
type: int (init)
decl_useBinarySourceCacheload the source caches (if available)
type: bool (init)
default: 1 (true)
demo_debugdebug demo replay system
type: bool
default: 0 (false)
demo_finishCmdcommands to execute once demo playback has finished
type: string
demo_noclipnoclip through a demo
type: bool (cheat)
default: 0 (false)
demo_predictionprediction when playing back a server demo in milliseconds
type: int
demo_scalespeed scaling of demo replays
type: float [0.01, 100]
demo_snapshotDelaydelay between snapshots for server side demo recordings
type: int
developerdeveloper mode
type: bool (read only)
default: 0 (false)
exec_maxThreadsMaximun number of job threads
type: int [1, 32] (init)
font_smileyScalingSmiley font scaling
type: float (cheat)
fs_basepathtype: string (init)
fs_buildpathtype: string (init)
fs_cachePathIf set to a valid path, files will be cached to the given path for faster reads
type: string (init)
fs_caseSensitiveOStype: bool (read only)
default: 0 (false)
fs_cdpathtype: string (init)
fs_copyfilestype: int [0, 5] (init)
fs_debugtype: int [0, 2] (cheat)
fs_devpathtype: string (init)
fs_diskCacheBlockCountNumber of blocks used for disk caching, if cachePath is set
type: int (init)
fs_diskCacheBlockSizeSize in bytes of a disk cache block, if cachePath is set
type: int (init)
fs_diskCacheForceDisableForcefully disable disk caching (Xenon only)
type: bool (init)
default: 0 (false)
fs_diskCacheSecureIf 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_gamemod path
type: string (init)
fs_overrideIf true, files will be checked for newer versions down the stack
type: bool (init)
default: 1 (true)
fs_ramCacheBlockCountNumber of blocks used for ram caching
type: int (init)
fs_ramCacheBlockSizeSize in bytes of a ram block
type: int (init)
fs_restricttype: bool (init)
default: 0 (false)
fs_savepathtype: string (init)
fs_userpathtype: string (init)
g_abilitiesEngineerServer may override abilities one can use.
type: string
g_abilitiesGlobalServer may override abilities one can use.
type: string
g_abilitiesMedicServer may override abilities one can use.
type: string
g_abilitiesOperativeServer may override abilities one can use.
type: string
g_abilitiesSoldierServer may override abilities one can use.
type: string
g_advancedHudDraw advanced HUD
type: bool
default: 0 (false)
g_aimAssist1: Enable aim assist. 2: Show debugging info.
type: int
g_aimAssistAdhesionScaleScales sticky aim assistance when not ironsighted.
type: float [0, 1] (cheat)
g_aimAssistAdhesionScaleIronSightScales sticky aim assistance when ironsighted.
type: float [0, 1] (cheat)
g_aimAssistDampeningSensitivity is multiplied by this when aiming at an interesting target
type: float (cheat)
g_aimAssistDampeningIronSightSensitivity is multiplied by this when aiming at an interesting target and ironsighted
type: float (cheat)
g_allowComplaint_chargeAllow complaints for teamkills with charges
type: bool
default: 0 (false)
g_allowComplaint_explosivesAllow complaints for teamkills with explosive weapons and items
type: bool
default: 1 (true)
g_allowCutsceneFreeFlyDon't force player view to the cutscene camera for debugging cutscenes.
type: bool (cheat)
default: 0 (false)
g_allowNonBufferedEntityAllocsIf 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_allowSpecPauseFreeFlyAllow spectators to free fly when the game is paused
type: bool
default: 1 (true)
g_animLegsDurationLength, in ms, of the turn anim.
type: int
g_animSpeedVaultExitMaxSpeedHighest target speed for the speed vault exit slidey anim to play (moving out of vault normally)
type: float
g_animSpeedVaultExitMinSpeedLowest target speed for the speed vault exit slidey anim to play (moving out of vault normally)
type: float
g_animStateTest1test value to input into player anim state machine
type: int (cheat)
g_animStateTest2test value to input into player anim state machine
type: int (cheat)
g_animStateTest3test value to input into player anim state machine
type: int (cheat)
g_animStateTest4test value to input into player anim state machine
type: int (cheat)
g_antiLagAnti lag
type: bool
default: 1 (true)
g_antiLagDebug0: off 1: on
type: int
g_antiLagDebugOffsetHow far behind to debug a set
type: int [0, 2000]
g_antiLagHistoryTime in milliseconds to keep anti lag sets
type: int
g_areaSpeakerVolumeAtMaxDistancein dB
type: float (cheat)
g_autoChatterEnable autochatter
type: bool (cheat)
default: 1 (true)
g_autoChatterDebugEnable 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_autoChatterDebugQueuedEventsDebugqueued events for a certain player
type: int (cheat)
g_autoChatterNetworkDebugDebug 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_autoReadyPercentPercentage of a full server that must be in game for auto ready to start
type: float
g_autoReadyWaitLength of time in minutes auto ready will wait before starting the countdown
type: float
g_autoSelectMissionsIf set then auto select the highest priority mission.
type: int
g_autoSelectMissions_soloIf set then auto select the highest priority mission when playing solo.
type: int
g_banner_1banner message 1
type: string
g_banner_10banner message 10
type: string
g_banner_11banner message 11
type: string
g_banner_12banner message 12
type: string
g_banner_13banner message 13
type: string
g_banner_14banner message 14
type: string
g_banner_15banner message 15
type: string
g_banner_16banner message 16
type: string
g_banner_2banner message 2
type: string
g_banner_3banner message 3
type: string
g_banner_4banner message 4
type: string
g_banner_5banner message 5
type: string
g_banner_6banner message 6
type: string
g_banner_7banner message 7
type: string
g_banner_8banner message 8
type: string
g_banner_9banner message 9
type: string
g_banner_delaydelay in seconds between banner messages
type: int
g_banner_loopdelaydelay in seconds before banner messages repeat, 0 = off
type: int
g_bodyDecayTimeTime in seconds before decay of bodies.
type: float (cheat)
g_bodyTypeHeavyColorHeavy body type color
type: string
g_bodyTypeLightColorLight body type color
type: string
g_bodyTypeMediumColorMedium body type color
type: string
g_buddyColorcolor of buddies
type: string
g_CaltropDebugToggles caltrop debugging information
type: bool (cheat)
default: 0 (false)
g_cameraFovRatecontrols the rate of change of camera based fov changes
type: float (cheat)
g_chatDefaultColorRGBA value for normal chat prints
type: string
g_chatFireTeamColorRGBA value for fire team chat prints
type: string
g_chatLineTimeoutnumber of seconds that each chat line stays in the history
type: float
g_chatTeamColorRGBA value for team chat prints
type: string
g_cheapDecalsMaxDistancemax distance decals are created
type: string
g_commandmapActiveTimeControls how long an object should display on the commandmap once it has been spotted
type: float (cheat)
g_commandMapFadeDistdistance to fade icons off at the edges
type: int
g_commandMapRotateStyle0 = world rotates, 1 = camera rotates
type: int
g_commandMapStyle0 = circle, 1 = square
type: int
g_commandMapZoomcommand map zoom level
type: float [0.5, 1]
g_commandMapZoomSteppercent to increase/decrease command map zoom by
type: float
g_complaintGUIDLimitTotal unique complaints at which a player will be kicked
type: int
g_complaintLimitTotal complaints at which a player will be kicked
type: int
g_controllerAimSmoothingCatchupHow long it takes to catch up to the users raw input.
type: float [1, 1000]
g_countdownLength (in minutes) of countdown period. 0 = none
type: float
g_cutsceneCCFs0: Primary CCFs 1: secondary CCFs
type: int (cheat)
g_damageIndicatorAlphaScalealpha of the damage indicators
type: float
g_damageIndicatorColorcolor of the damage indicators
type: string
g_damageIndicatorFadeTimenumber of seconds that a damage indicator stays visible
type: float
g_damageIndicatorRadiusradius fraction for damage indicator
type: float [0, 1] (cheat)
g_damageIndicatorRadiusVariancerandomize radius +- this value
type: float [0, 1] (cheat)
g_damageIndicatorSizetype: float
g_deadSpectateTimeTime to stay in first person view before forced into spectating someone. -1: Never spectate while in limbo.
type: int [-1, 9999]
g_debugAbilitiesDebug abilities being sent to server and dpad binds
type: bool (cheat)
default: 1 (true)
g_debugAnimDefMatchprints a list of anims that appear in only the security or resistance set
type: int (cheat)
g_debugAnimLookupsprints successful animation lookups
type: int (cheat)
g_debugAnimStancedisplays information on which stances are set on the specified entity number. set to -1 to disable.
type: int (cheat)
g_debugAnimStateChannelFilters the displayed transitions by channel
type: int (cheat)
g_debugAnimStateMachineSyncPrints warning messages when client is forced into an animation state machine state by the server
type: bool (cheat)
default: 0 (false)
g_debugAnimStateStatesDisplays states entered and exited by anim state machines
type: int (cheat)
g_debugAnimStateTransitionsDisplays transitions entered by anim state machines
type: int (cheat)
g_debugBulletFiringspam info about bullet traces
type: bool (cheat)
default: 0 (false)
g_debugChallengeScoreDebug challenge score
type: bool (cheat)
default: 0 (false)
g_debugCinematictype: bool (cheat)
default: 0 (false)
g_debugCrosshairDamageIndicatorprints info on crosshair damage indicator to help track down issues with it
type: bool (cheat)
default: 0 (false)
g_debugDamagetype: bool (cheat)
default: 0 (false)
g_debugDamagePowerShows the damage power, ie. how much damage is scaled by before being applied.
type: bool (cheat)
default: 0 (false)
g_debugEffectCullingDebug effect culling
type: bool (cheat)
default: 0 (false)
g_debugFootstepsprints which surfacetype the player is walking on
type: bool (cheat)
default: 0 (false)
g_debugFovenables/disables debugging output of camera FOV
type: bool (cheat)
default: 0 (false)
g_debugGUI1 - Show GUI window outlines
2 - Show GUI window names
3 - Only show visible windows
type: int (cheat)
g_debugGUIEventsShow the results of events
type: int (cheat)
g_debugGUIFocusPrint changes to GUI focus state
type: float (cheat)
g_debugGUIRenderWorldOutput information for GUI-based renderWorlds
type: bool (cheat)
default: 0 (false)
g_debugGUITextRectShow windows' text rectangle outlines
type: bool (cheat)
default: 0 (false)
g_debugGUITextScaleSize that the debug GUI info font is drawn in.
type: float (cheat)
g_debugHealthShow various health and pip values.
type: bool (cheat)
default: 0 (false)
g_debugHitBeeptype: bool (cheat)
default: 0 (false)
g_debugHitReactionsEnable debug hit reactions.
type: bool (cheat)
default: 0 (false)
g_debugHotServerstype: bool
default: 0 (false)
g_debugLegAnimTurn on debug drawing of the turn anims. green = viewAngle, red = wantedBodyAngle, blue = acutalBodyAngle
type: bool (cheat)
default: 0 (false)
g_debugMapScriptEntity num to debug mapscript callbacks for. -1 for no debugging or -2 for all events
type: int (cheat)
g_debugObjectiveIconsprints 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_debugPhysicsOriginDebug the physics origin created for an entity, set to entity number of the entity to debug
type: int (cheat)
g_debugPlayerAIControllerToggles debugging of player AI controller
type: bool (cheat)
default: 0 (false)
g_debugPlayerCCF0: Off 1: Some prints enabled 2: All prints enabled
type: int
g_debugPlayerListfills UI lists with fake players
type: int (cheat)
g_debugPlayerShieldToggles extra debugging for shielding
type: bool (cheat)
default: 0 (false)
g_debugPlayerTasksDisplays information in the world about available tasks
type: bool (cheat)
default: 0 (false)
g_debugPlayerTasksContextDebug search for a context task in front of player
type: bool (cheat)
default: 0 (false)
g_debugPostProcessValuesDebug 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_debugReverbtype: int (cheat)
g_debugScripttype: bool (cheat)
default: 0 (false)
g_debugScriptCallsPrint any script functions not found.
type: bool (cheat)
default: 0 (false)
g_debugStatsWrite stats being changed as it happens
type: bool (cheat)
default: 0 (false)
g_debugStatsSetupprints any problems with calculating a client rank when they connect to a server
type: bool
default: 0 (false)
g_debugSurfaceTypeshows what the surfacetype is on the collision surface the player is looking at, 0 = off, 1 = bullet only, 2 = everything
type: int (cheat)
g_debugUnlocksDebug unlocks
type: bool (cheat)
default: 1 (true)
g_debugVisibilityEnables/disables display of visibility traces
type: bool (cheat)
default: 0 (false)
g_debugWeapontype: bool (cheat)
default: 0 (false)
g_debugWeaponAccuracy0: 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_debugWeaponAccuracyStateDebug accuracy values used
type: bool (cheat)
default: 0 (false)
g_debugWeaponStateshows the current weapon state for the client index specified
type: int (cheat)
g_decalsshow decals such as bullet holes
type: bool
default: 1 (true)
g_demoAnalyzeanalyze demo during playback
type: bool (cheat)
default: 0 (false)
g_demoOutputMDFoutput entity keyframe data from demo
type: int [0, 2] (cheat)
g_devUploadScoretype: bool (cheat)
default: 1 (true)
g_directSpeechVolumeVolume of in world auto chatter in dB
type: float (cheat)
g_disableFootstepsenable/disable footsteps
type: bool (cheat)
default: 0 (false)
g_disableGlobalAudiodisable global VOIP communication
type: bool
default: 0 (false)
g_disableGuardProfTurns off any guard proficiency given.
type: bool (cheat)
default: 0 (false)
g_dragEntityallows dragging physics objects around by placing the crosshair over them and holding the fire button
type: bool (cheat)
default: 0 (false)
g_dragShowSelectiontype: bool (cheat)
default: 0 (false)
g_drawCollisionModelNamesList of collision model names to draw
type: string (cheat)
g_drawContactsdraw physics object contacts
type: bool (cheat)
default: 0 (false)
g_drawHudMessagesDraw task, task success and objective text on HUD.
type: int
g_drawPlayerIconsEnables/Disables player icons
type: bool
default: 1 (true)
g_duckSoundsIfNotVisibleducks certain sounds (currently just weapon fire) if the entity is not visible
type: float (cheat)
g_emptyServerRestartMapThe duration in seconds to wait before an empty dedicated server match is restarted. Set to -1 to never restart.
type: int
g_enableAchievementsDisabled or enabled achievements
type: bool (cheat)
default: 1 (true)
g_enableHitReactionsIf true then enable hit reactions.
type: bool
default: 1 (true)
g_enableIntelGatheringEnables/Disables intel gathering missions
type: bool
default: 1 (true)
g_enableRumbleToggle Controller Rumble.
type: bool
default: 1 (true)
g_enableSuperBuffsEnables/Disables superbufs missions
type: bool
default: 0 (false)
g_enableTeamBuffsEnables/Disables teambuffs
type: bool
default: 1 (true)
g_enableTracerTintsTurns tinting on for tracer effects
type: bool (cheat)
default: 1 (true)
g_enemyColorcolor of enemy units
type: string
g_enemyTextColorcolor of text for enemy units
type: string
g_enemyTintEnabledenables/disables enemy color tinting, client side.
type: bool
default: 1 (true)
g_enemyWeaponTintColorweapon tint color of enemy units
type: string
g_execMapConfigsExecute map cfg with same name
type: bool
default: 0 (false)
g_exportMasktype: string (cheat)
g_fallHardSpeedSpeed at which the player takes 'hard' (typically fatal) falling damage
type: float (cheat)
g_fallMediumSpeedSpeed at which the player takes 'soft' falling damage
type: float (cheat)
g_fallSoftSpeedSpeed at which the player takes 'soft' falling damage
type: float (cheat)
g_fireteamColorcolor of fireteam units
type: string
g_fireteamLeaderColorcolor of fireteam leader
type: string
g_firstPersonCameraMode0 = last minute, independent of weapon, 1 = affects crosshair, anything else = off
type: int (cheat)
g_footstepCommandmapRangerange at which footsteps are 'visible'
type: float (cheat)
g_forceCinematicCutscenetype: bool (cheat)
default: 0 (false)
g_forceClearforces clearing of color buffer on main game draw
type: bool (cheat)
default: 1 (true)
g_forceFriendsSet what entity numbers are friends
type: string (cheat)
g_forceLimboHealthIf a players health drops below this value, they are forced to limbo
type: int [-999, 0] (cheat)
g_forcePlayerFireEffectsForces the player fire effects to be turned on. Damage will not be applied.
type: bool (cheat)
default: 0 (false)
g_forceProgressCountForces the progress of any interaction to a set value. -1 off, 0 - 1 = 0 - 100%
type: float (cheat)
g_fovtype: int [70, 110]
g_friendlyBotColorcolor of friendly bot units
type: string
g_friendlyColorcolor of friendly units
type: string
g_friendlyTextColorcolor of text for friendly units
type: string
g_friendlyWeaponTintColorweapon tint color of friendly units
type: string
g_gameReviewPauseTime (in minutes) for scores review time
type: float
g_gravitytype: float (cheat)
g_guiSpeedsShow GUI speeds
type: bool (cheat)
default: 0 (false)
g_gunPitchpitch angle in degrees
type: float (cheat)
g_gunRollroll angle in degrees
type: float (cheat)
g_gunXtype: float (cheat)
g_gunYtype: float (cheat)
g_gunYawyaw angle in degrees
type: float (cheat)
g_gunZtype: float (cheat)
g_hackPlayerMove0: 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_hackPlayerMoveTimeHow many frames between forward/backward switch
type: int (cheat)
g_hitBeepplay hit beep sound when you inflict damage.
0 = do nothing
1 = beep/flash cross-hair
2 = beep
3 = flash cross-hair
type: int
g_hitReactionAngleSet the max angle of a hit reaction.
type: float (read only)
g_infiniteAmmoGive infinite ammo to the local host player
type: int (cheat)
g_infinitePowerGive infinite power to the local host player
type: int (cheat)
g_instantRespawnInstant respawn
type: bool (cheat)
default: 0 (false)
g_interactionBackcolorInteraction icon background color
type: string (cheat)
g_interactionForecolorInteraction icon fore color
type: string (cheat)
g_interactionSelectedBackSelected interaction background color
type: string (cheat)
g_interactionSelectedForeSelected interaction foreground color
type: string (cheat)
g_interactionUpdateNumber of ms between each interactions update
type: int [0, 2000] (cheat)
g_ironSightAutoZoomAngleAngle from crosshair to target at which ironsights auto-zooming starts
type: float
g_ironSightSensitivityModifierSensitivity is based on fov and is then raised ot the power of this value
type: float (cheat)
g_itemLoadOutUnlock1enables unlock of weapon condition 1
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock2enables unlock of weapon condition 2
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock3enables unlock of weapon condition 3
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock4enables unlock of weapon condition 4
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock5enables unlock of weapon condition 5
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock6enables unlock of weapon condition 6
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock7enables unlock of weapon condition 7
type: bool (cheat)
default: 0 (false)
g_itemLoadOutUnlock8enables unlock of weapon condition 8
type: bool (cheat)
default: 0 (false)
g_kickAmplitudetype: float (cheat)
g_kickTimetype: float (cheat)
g_knockbacktype: float (cheat)
g_loadingMusic0: 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_loadScreenWait0 = 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_logDebugTexttype: bool (cheat)
default: 0 (false)
g_logPlayerMovementlogs the position of the specified player index to a mel script
type: int (cheat)
g_logProficiencylog proficiency data
type: bool
default: 1 (true)
g_lowAmmoFractionIf the ammo is lower than this fraction then it is considered to be low.
type: float (cheat)
g_mainMenumain menu GUI to load
type: string (read only)
g_mapRotationFixedFixed map rotation for objective/stopwatch, no voting. Comma separated list
type: string
g_mapRotationVoteRestricts map voting to these maps on objective/stopwatch. Comma separated list
type: string
g_maxEntityIconsDistanceMax distance for drawing icons above non player entities.
type: float (cheat)
g_maxPlayerNameDistanceMax distance for drawing player name above heads.
type: float (cheat)
g_maxPlayerWarningsmaximum warnings before player is kicked
type: int
g_maxShowDistancetype: float (cheat)
g_maxSpectateTimemaximum length of time a player may spectate for
type: float
g_maxYawSpinUpMaximum Supplemental degrees per second if you keep fully turned left or right.
type: float (cheat)
g_maxYawSpinUpTimeHow much time it takes to reach maximum spin velocity
type: float (cheat)
g_minAutoVotePlayersIf 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_mineTriggerWarningShow warning message on HUD when triggering a proximity mine.
type: bool
default: 1 (true)
g_musicActionCrossFadeHow many milliseconds to cross fade action music over
type: int (cheat)
g_musicDebug0: no music debug 1: debug game music starts/callbacks 2: debug state changes 3: debug all game music
type: int (cheat)
g_musicDefaultCrossFadeHow many milliseconds to cross fade music over, if not explicitly specified
type: int (cheat)
g_musicDisguiseRecoverHideTimeThe 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_musicDisguiseRecoverTimeThe minimum amount of time in milliseconds that must pass after a disguise is blown before assuming it is safe again
type: int (cheat)
g_musicIdleCrossFadeHow many milliseconds to cross fade idle music over
type: int (cheat)
g_musicIdleEnemyDistanceMaxIf an enemy can see you by trace, fade out idle music, unless the enemy is further than this
type: float (cheat)
g_musicIdleEnemyDistanceMinIf 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_musicMinTimeInIdleThe minimum amount of time that must pass before fading from idle music to silence
type: int (cheat)
g_musicMinTimeInSilentShortest amount of silence in milliseconds, before going idle
type: int (cheat)
g_musicTimeBeforeIdleHow many milliseconds of inaction has to pass before playing idle music
type: int (cheat)
g_muteSpecsSend all spectator global chat to team chat
type: bool
default: 0 (false)
g_nearDeathSoundMixerFractiontrigger near death sound mixer when screen becomes this saturated
type: float [0, 1] (cheat)
g_neutralColorcolor of neutral units
type: string
g_neutralTextColorcolor of text for neutral units
type: string
g_neutralWeaponTintColorweapon tint color of neutral units
type: string
g_nextMapcommands to execute when the current map/campaign ends
type: string
g_noBotSpectatedisables the ability to spectate bots
type: bool
default: 0 (false)
g_noGrenadeCooldownTurn off cooldowns for grenades
type: bool (cheat)
default: 0 (false)
g_obituariesDisplay obituary messages on the HUD
type: bool
default: 1 (true)
g_objectiveDecayTimeLength of time in seconds that it takes a construct/hack objective to decay once after the initial timeout is complete
type: float (cheat)
g_passwordgame password
type: string
g_pauseNoCliplets you noclip around the game while it is paused
type: bool (cheat)
default: 0 (false)
g_pauseNoClipSpeedspeed to move when in pause noclip mode
type: float (cheat)
g_playerIconSizeSize of the screen space player icons
type: float
g_playerShieldRadiusHow close the shielder has to be to the shieldee before shielding will occur
type: float (read only)
g_playtestBalanceDamageScalePlaytest balancing global damage scale
type: float
g_playtestBalanceHealthRegenDelayTimeScalePlaytest balancing global health regen delay time scale
type: float
g_playtestBalanceHealthRegenTimeScalePlaytest balancing global health regen time scale
type: float
g_playtestBalanceHealthScalePlaytest balancing global health scale
type: float
g_playtestBalanceWeaponRecoilRateScalePlaytest balancing global weapon recoil rate scale
type: float
g_playtestBalanceWeaponSpreadAngleMaxScalePlaytest balancing global weapon spread angle max scale
type: float
g_playtestBalanceWeaponSpreadAngleMinScalePlaytest balancing global weapon spread angle min scale
type: float
g_preloadDataEnables/disables preloading data at startup
type: bool (cheat)
default: 0 (false)
g_privatePasswordgame password for private slots
type: string
g_radioDebugEnable radio debug prints
type: int (cheat)
g_radioListenerScale1.0f 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_radioListenerVolumeVolume of radio listener in dB
type: float (cheat)
g_radioListenerVolume3D3D Volume of radio listener in dB
type: float (cheat)
g_radioVolumeVolume of channels sent over the radio in dB
type: float (cheat)
g_recoilScaleScale recoil by this value
type: float (cheat)
g_removeStaticEntitiesRemove non-dynamic entities on map spawn when they aren't needed
type: bool (cheat)
default: 1 (true)
g_respawnBufferTimeTime after deploy clock reaches 0 that respawns are allowed
type: float (cheat)
g_rumbleWhenScreenShakesDurationwhen the screen shakes, how long to rumble the controller in milliseconds
type: int (cheat)
g_rumbleWhenScreenShakesForceMaxthe most rumble caused by screen shake
type: int (cheat)
g_rumbleWhenScreenShakesForceMinthe least rumble caused by screen shake
type: int (cheat)
g_rumbleWhenScreenShakesMinthe screen must shake at least this much before rumbling the controller also
type: float (cheat)
g_rumbleWhenScreenShakesTypethe type of rumble caused by screen shake
type: int (cheat)
g_showActiveEntitiesdraws boxes around thinking entities.
type: bool (cheat)
default: 0 (false)
g_showAreaClipSectorstype: float (cheat)
g_showcamerainfodisplays the current frame # for the camera when playing cinematics
type: string (cheat)
g_showClipSectorstype: int (cheat)
g_showCollisionModelstype: int [0, 3] (cheat)
g_showCollisionWorldtype: int [0, 3] (cheat)
g_showCrosshairInfoshows information about the entity under your crosshair
type: int (cheat)
g_showCutsceneInfo1: Display cutscene light controller info
type: int (cheat)
g_showDemoHuddraw the demo hud gui
type: bool (cheat)
default: 0 (false)
g_showDemoViewshow player's calculated view when paused instead of free-fly cam
type: bool (cheat)
default: 0 (false)
g_showEffectTimelinesShow debug info for effect timelines
type: int (cheat)
g_showEntityInfotype: bool (cheat)
default: 0 (false)
g_showEntityInfoPrinttype: bool (cheat)
default: 0 (false)
g_showHuddraw the hud gui
type: bool
default: 1 (true)
g_showLights1: 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_showPhysicsSimStatsEnables/disables display of object stats for physics simulation sets
type: bool (cheat)
default: 0 (false)
g_showPlayerOriginsdraws a debug axis at the origin of all players
type: bool (cheat)
default: 0 (false)
g_showPlayerShadowenables shadow of player model
type: bool
default: 1 (true)
g_showPlayerSpeeddisplays player movement speed for the given client number
type: int (cheat)
g_showPVStype: int [0, 2] (cheat)
g_showRenderModelBoundstype: bool (cheat)
default: 0 (false)
g_showReverbs1: show reverbs. NB: you must set this before you load the map, otherwise reverb entities will be removed on spawn
type: int (cheat)
g_showSounds1: 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_showTargetsdraws entities and their targets. hidden entities are drawn grey.
type: bool (cheat)
default: 0 (false)
g_showTestModelFramedisplays the current animation and frame # for testmodels
type: bool (cheat)
default: 0 (false)
g_showTriggersdraws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
type: bool (cheat)
default: 0 (false)
g_showVehiclePathsdraws debug information about fixed vehicle paths
type: bool (cheat)
default: 0 (false)
g_skipViewEffectsskip damage and other view effects
type: bool (cheat)
default: 0 (false)
g_skipWeaponSwitchAnimationsIf 1, players won't play their weapon switching animations.
type: bool (cheat)
default: 1 (true)
g_smartTeamBalanceEncourages players to balance teams themselves by giving rewards.
type: bool (cheat)
default: 1 (true)
g_smartTeamBalanceRewardThe amount of XP to give people who switch teams when asked to.
type: int (cheat)
g_spawnFadeInDurationtime to fade in when spawning in seconds
type: float [0, 10] (cheat)
g_speakerVolumeAtMaxDistancein dB
type: float (cheat)
g_spectateFreeFlyDisabled 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_spiderSenseDurationduration of spider sense info (in milliseconds)
type: int
g_spiderSenseRangemaximum range of spider sense
type: float
g_spottedCoolDownPeriodCool down period before an enemy can be spotted another time (in MS)
type: int (cheat)
g_statsSendCountNumber of stats to send per reliable message
type: int [1, 9999] (cheat)
g_statsSyncDebugDebug stats syncing
type: bool (cheat)
default: 0 (false)
g_stopWatchModestopwatch mode, 0 = ABBA, 1 = ABAB
type: int (cheat)
g_subtitlesShow subtitles.
type: bool
default: 1 (true)
g_taskContextMaxAngleMax angle to search for tasks at min range
type: float
g_taskContextMaxRangeRange at which to apply min angle
type: float
g_taskContextMinAngleMax angle to search for tasks at max range
type: float
g_taskContextMinRangeRange at which to apply max angle
type: float
g_teamSwitchDelayDelay (in seconds) before player can change teams again
type: int
g_testAudioHudtest audio hud
type: int (cheat)
g_testModelAnimatetest 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_testModelBlendnumber of frames to blend
type: int (cheat)
g_testModelRotatetest model rotation speed
type: string (cheat)
g_testPostProcessname of material to draw over screen
type: string (cheat)
g_testSetMasteredWeapon1set weapon to mastery for weapon mastery 1
type: string (cheat)
g_testSetMasteredWeapon2set weapon to mastery for weapon mastery 2
type: string (cheat)
g_testSetMasteredWeapon3set weapon to mastery for weapon mastery 3
type: string (cheat)
g_testSpectatortype: int (cheat)
g_testSpeech0: 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_testViewSkinname of skin to use for the view
type: string (cheat)
g_timeoutToSpecTimeout in minutes for players who are AFK to go into spectator mode (0=disabled)
type: float
g_tooltipScaleScale the amount of time that a tooltip is visible. less than 0 will disable all tooltips.
type: float
g_tooltipVolumeScaleChange the game volume while playing a tooltip with VO.
type: float
g_useBotsInPlayerTotalShould bots count towards the number of players required to start the game?
type: bool
default: 0 (false)
g_useKitsModelsEnables/disables adding kit models to player models
type: bool (cheat)
default: 1 (true)
g_useKitStrapModelsEnables/disables adding the kit strap models to player models
type: bool (cheat)
default: 1 (true)
g_useRadioEffect0 disables radio DSP effect, 1 enables radio DSP effect
type: int (cheat)
g_useSimpleStatsonly look up local server stats
type: bool (cheat)
default: 0 (false)
g_vehiclePathMarkerNameFilterFilter for marker name when showing debug vehicle paths.
type: string
g_versiongame version
type: string (read only)
g_votePassPercentagePercentage of yes votes required for a vote to pass
type: float [0, 100]
g_warmupDamageEnable/disable players taking damage during warmup
type: bool
default: 1 (true)
g_weaponAccuracyStateTimeTime spent in transitions between accuracy states
type: int (cheat)
g_weaponEnableAngleCreepEnable weapon angle creep on consecutive shots
type: bool (cheat)
default: 1 (true)
g_weaponEnablePowerCreepEnable weapon power creep on consecutive shots
type: bool (cheat)
default: 1 (true)
g_weaponEnableViewKickEnable weapon view kick
type: bool (cheat)
default: 1 (true)
g_weaponFireCommandmapRangerange at which gunshots are 'visible'
type: float (cheat)
g_weaponStationaryAccuracyThresholdMaximum speed the player can travel to be considered in stationary accuracy mode
type: float (cheat)
g_weaponSwitchTimeouttype: float
g_weaponViewRecoilScaleView kick scale when firing bullets
type: float (cheat)
g_writeNetVarswrite out the net vars as they are requested, including values, min/max clamp values
type: bool (cheat)
default: 0 (false)
g_writeStats1: 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_xpNotificationColorColor of text.
type: string (cheat)
g_xpNotificationFontSizesize of font drawn for stateful xp crosshair
type: int (cheat)
g_xpNotificationNegativeColorColor of negative xp text.
type: string (cheat)
g_xpNotificationShowTimetime to show xp notifications center printed for stateful type
type: float (cheat)
g_xpNotificationSize2DSize of XP notification text drawn in 2D. Scales down to half size over time.
type: int (cheat)
g_xpNotificationSpeedFloat up speed in units per second.
type: int (cheat)
g_xpNotificationSpeed2DFloat up speed in units per second.
type: int (cheat)
g_xpNotificationTimeTime to show xp notification.
type: int (cheat)
g_xpNotificationTypeForce notification type,
-1 = 'default'
0 = 'disable'
1 = 'world2d'
2 = 'crosshair'

3 = 'state'
type: int [-1, 3]
g_xpSavestores xp for disconnected players which will be given back if they reconnect
type: bool
default: 1 (true)
gamedatetype: string (read only)
gamenametype: string (read only)
gui_allowSnapshotHitchCorrectionCorrect timelines when notified of large time hitches
type: bool
default: 1 (true)
gui_controllerJoyDeadzonePercent of full range which is considered deadzone.
type: float (cheat)
gui_controllerJoyDelayDelay to subsequent events in milliseconds.
type: int (cheat)
gui_controllerJoyDelayAccelAmount to decrease the joystick repeat delay every time it fires in milliseconds.
type: int (cheat)
gui_controllerJoyMouse0: Generate D-pad like events 1: Controller moves the mouse cursor. 2: Mouse also generates D-pad events
type: int (cheat)
gui_controllerMinJoyDelaySmallest allowed delay from the effects of joystick repeat acceleration in milliseconds.
type: int (cheat)
gui_crosshairAlphaalpha of crosshair
type: float
gui_crosshairColorRGB color tint for crosshair elements
type: string
gui_crosshairDefname of def containing crosshair
type: string
gui_crosshairKeyname of crosshair key in def specified by gui_crosshairDef
type: string
gui_debugLayoutDebug UI layout classes
type: bool (cheat)
default: 0 (false)
gui_debugStack0: Off 1: Debug GUI script stacks.
type: int (cheat)
gui_doubleClickTimeDelay in seconds between considering two mouse clicks a double-click
type: float
gui_forcePlatformGUIForces the gui to take the appearance of an alternate platform. 0 = PC/OFF, 1 = XBOX360, 2 = PS3
type: int [0, 2]
gui_gammaLowAlphaTweak gamma screen's darkest element
type: float (cheat)
gui_gammaMidAlphaTweak gamma screen's medium element
type: float (cheat)
gui_invertMenuPitchinvert mouse movement in in-game menus
type: bool
default: 0 (false)
gui_notificationPauselength of time between successive notifications, in seconds
type: float
gui_notificationTimelength of time a user notification is on screen, in seconds
type: float
gui_objectiveWheelAutoLooAtToggle Objective wheel Auto look at.
type: int [-1, 1]
gui_ShowCursorToggles the display of the cursor in GUIs
type: bool
default: 1 (true)
gui_showRespawnTextshow text about respawning when in limbo or dead
type: bool
default: 1 (true)
h_challengeAccepted1challengeGuid string 1 (represents an ACCEPTED challenge
type: string
h_challengeAccepted2challengeGuid string 2 (represents an ACCEPTED challenge
type: string
h_challengeAccepted3challengeGuid string 3 (represents an ACCEPTED challenge
type: string
h_challengeAccepted4challengeGuid string 4 (represents an ACCEPTED challenge
type: string
h_challengeAccepted5challengeGuid string 5 (represents an ACCEPTED challenge
type: string
h_challengeNotified1challengeGuid flag 1 (represents a NOTIFIED challenge
type: bool
default: 0 (false)
h_challengeNotified2challengeGuid flag 2 (represents a NOTIFIED challenge
type: bool
default: 0 (false)
h_challengeNotified3challengeGuid flag 3 (represents a NOTIFIED challenge
type: bool
default: 0 (false)
h_challengeNotified4challengeGuid flag 4 (represents a NOTIFIED challenge
type: bool
default: 0 (false)
h_challengeNotified5challengeGuid flag 5 (represents a NOTIFIED challenge
type: bool
default: 0 (false)
ik_debugshow IK debug lines
type: bool (cheat)
default: 0 (false)
ik_enableenable IK
type: bool (cheat)
default: 1 (true)
image_anisotropyset the maximum texture anisotropy if available
type: string
image_filterchanges 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_lodbiaschange lod bias on mipmapped images
type: float [-1, 1]
image_skipLoadreplace all image loads with a white texture
type: bool (cheat)
default: 0 (false)
image_useHQCompressionuse high quality texture compression
type: bool (cheat)
default: 0 (false)
image_useOfflineCompressionwrite a batch file for offline compression of imgb files
type: bool (cheat)
default: 0 (false)
image_writeTGAwrite .tgas of the final images for debugging
type: bool (cheat)
default: 0 (false)
in_anglespeedkeyangle change scale when holding down _speed button
type: float
in_freeLooklook around with mouse (reverse _mlook button)
type: bool
default: 1 (true)
in_joy1_devicethe hash of the controller device named joy1
type: int
in_joy1_screenwhich screen joy1 should control
type: int
in_joy2_devicethe hash of the controller device named joy2
type: int
in_joy2_screenwhich screen joy2 should control
type: int
in_joy3_devicethe hash of the controller device named joy3
type: int
in_joy3_screenwhich screen joy3 should control
type: int
in_joy4_devicethe hash of the controller device named joy4
type: int
in_joy4_screenwhich screen joy4 should control
type: int
in_joy_deadzonestylechoose between 0: square or 1: circular deadzone for aiming
type: bool
default: 1 (true)
in_mouseenable mouse input
type: bool (cheat)
default: 1 (true)
in_pitchspeedpitch change speed when holding down look _lookUp or _lookDown button
type: float
in_player_forward_axiswhich controller axis is used
type: int
in_player_forward_deadZonespecifies how far large the dead-zone is on the controller axis
type: float
in_player_forward_invertinverts the axis
type: bool
default: 1 (true)
in_player_forward_joythe joystick number used
type: int
in_player_forward_offsetthe step up the dead zone
type: float
in_player_forward_powerthe power of the curve after dead zone - ie acceleration
type: float
in_player_forward_speedspeed of the controller input
type: float
in_player_lefttrigger_axiswhich controller axis is used
type: int
in_player_lefttrigger_deadZonespecifies how far large the dead-zone is on the controller axis
type: float
in_player_lefttrigger_invertinverts the axis
type: bool
default: 0 (false)
in_player_lefttrigger_joythe joystick number used
type: int
in_player_lefttrigger_offsetthe step up the dead zone
type: float
in_player_lefttrigger_powerthe power of the curve after dead zone - ie acceleration
type: float
in_player_lefttrigger_speedspeed of the controller input
type: float
in_player_pitch_axiswhich controller axis is used
type: int
in_player_pitch_deadZonespecifies how far large the dead-zone is on the controller axis
type: float
in_player_pitch_invertinverts the axis
type: bool
default: 0 (false)
in_player_pitch_joythe joystick number used
type: int
in_player_pitch_offsetthe step up the dead zone
type: float
in_player_pitch_powerthe power of the curve after dead zone - ie acceleration
type: float
in_player_pitch_speedspeed of the controller input
type: float
in_player_righttrigger_axiswhich controller axis is used
type: int
in_player_righttrigger_deadZonespecifies how far large the dead-zone is on the controller axis
type: float
in_player_righttrigger_invertinverts the axis
type: bool
default: 0 (false)
in_player_righttrigger_joythe joystick number used
type: int
in_player_righttrigger_offsetthe step up the dead zone
type: float
in_player_righttrigger_powerthe power of the curve after dead zone - ie acceleration
type: float
in_player_righttrigger_speedspeed of the controller input
type: float
in_player_side_axiswhich controller axis is used
type: int
in_player_side_deadZonespecifies how far large the dead-zone is on the controller axis
type: float
in_player_side_invertinverts the axis
type: bool
default: 0 (false)
in_player_side_joythe joystick number used
type: int
in_player_side_offsetthe step up the dead zone
type: float
in_player_side_powerthe power of the curve after dead zone - ie acceleration
type: float
in_player_side_speedspeed of the controller input
type: float
in_player_yaw_axiswhich controller axis is used
type: int
in_player_yaw_deadZonespecifies how far large the dead-zone is on the controller axis
type: float
in_player_yaw_invertinverts the axis
type: bool
default: 1 (true)
in_player_yaw_joythe joystick number used
type: int
in_player_yaw_offsetthe step up the dead zone
type: float
in_player_yaw_powerthe power of the curve after dead zone - ie acceleration
type: float
in_player_yaw_speedspeed of the controller input
type: float
in_swap_analog_axesswap the x+y axes for the two analog input sticks
type: bool
default: 0 (false)
in_toggleRunpressing _speed button toggles run on/off
type: bool
default: 0 (false)
in_toggleSprintpressing _sprint button toggles run on/off
type: bool
default: 0 (false)
in_XInputSmartConnectEnables polling disconnected devices infrequently, as it is slow
type: bool
default: 1 (true)
in_yawspeedyaw change speed when holding down _left or _right button
type: float
logFile1 = buffer log, 2 = flush after each print
type: string
logFileFilterMessages beginning with this prefix will not be logged
type: string
logFileNamename of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second
type: string
logTimeStampsadd time stamps to console log
type: bool
default: 0 (false)
m_pitchmouse pitch scale
type: float
m_rawInputuse Raw Input API for mouse input
type: bool
default: 1 (true)
m_showMouseRateshows mouse movement
type: bool (cheat)
default: 0 (false)
m_smoothnumber of samples blended for mouse viewing
type: int [1, 8]
m_strafeScalemouse strafe movement scale
type: float
m_strafeSmoothnumber of samples blended for mouse moving
type: int [1, 8]
m_yawmouse yaw scale
type: float
net_accountNameAuto login account name
type: string (init)
net_accountPasswordAuto login account password
type: string (init)
net_allowCheatsAllow cheats in network game
type: bool (read only)
default: 0 (false)
net_allowTalkBack0: 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_autoConnectServerServer to connect to after auto login is complete
type: string (init)
net_channelDebugMessagesshow message being sent.
1: Print if overflow
2: Print after every frame
type: int (cheat)
net_channelDebugMessagesSizeWarn about reliable messages greater than this value
type: int (cheat)
net_channelShowDropshow dropped packets
type: bool (cheat)
default: 0 (false)
net_channelShowPacketsshow all packets
type: bool (cheat)
default: 0 (false)
net_clientConnectTimeoutconnect task time out in seconds
type: int
net_clientHijackConnectTimeoutconnect task time out in seconds if hijacking
type: int
net_clientHostConsensusTimeouthost migration host consensus time out in seconds
type: int
net_clientLagOMeterdraw prediction graph
type: int
net_clientMaxPredictionmaximum number of milliseconds a client can predict ahead of server.
type: int
net_clientMaxRatemaximum rate requested by client from server in bytes/sec
type: int (read only)
net_clientPanicHostconsensusPercentPercentage of all members who must agree for new host to be set
type: int
net_clientPanicTimeouthost migration panic time out in seconds
type: int
net_clientPredictionadditional client side prediction in milliseconds
type: int
net_clientRemoteConsoleAddressremote console address
type: string
net_clientRemoteConsolePasswordremote console password
type: string
net_clientSelfSmoothingsmooth local client position
type: bool (cheat)
default: 1 (true)
net_clientServerTimeoutserver time out in seconds
type: int
net_clientShowSnapshottype: int [0, 4] (cheat)
net_clientShowSnapshotRadiustype: float (cheat)
net_clientSkipUsercmdskip 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_demoErrorOnInvalidUserCmdsWill cause an error instead of a warning when playing back a demo with no usercmds
type: bool (cheat)
default: 0 (false)
net_disableSteamStops Steam being intialised
type: bool (init)
default: 0 (false)
net_forceDroppercentage packet loss
type: int (cheat)
net_forceHostMigrationHostForce 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_forceLatencymilliseconds latency
type: int (cheat)
net_graph0: 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_graphPausepause recording
type: bool
default: 0 (false)
net_graphScalethe number of bytes to display per pixel
type: float
net_graphSort0: By name 1: By largest size
type: int
net_iplocal IP address
type: string
net_leaveRoomTimeoutnp server sync time out for leaving rooms in seconds
type: int
net_localSnapshotDelaydelay between snapshots in number of game frames
type: int
net_matchMakingSearchTimeoutTime spent before timing out doing matchmaking
type: int
net_numLocalClientsControls the number of local clients to spawn
type: int
net_p2pVoipSendRateMinimum 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_partyInviteTimeoutparty session migration time out in seconds
type: int
net_serverAllowHijacking0: Off 1: Server hijacking enabled
type: int
net_serverBalanceSnapshotTimesbalance snapshot times for a good repartition over game frames
type: bool
default: 1 (true)
net_serverClientTimeoutclient time out in seconds
type: int
net_serverDedicatedtype: int (read only)
net_serverDrawClientnumber of client for which to draw view on server
type: int (cheat)
net_serverListMaxResultsNumber of results returned to the server browser
type: int
net_serverMaxClientRatemaximum rate to a client in bytes/sec
type: int
net_serverMaxReservedClientSlotsmaximum number of player slots reserved for session invites
type: int [0, 16] (cheat)
net_serverPortGame port
type: int (init)
net_serverPortAuthAuth port
type: int (init)
net_serverPortMasterMaster port
type: int (init)
net_serverPortSpecSpectator port - should always be 0
type: int (init)
net_serverRemoteConsolePasswordremote console password
type: string
net_serverSnapshotDelaydelay between snapshots in number of game frames
type: int
net_serverVoipEnabledenable/disable VoIP
type: bool
default: 1 (true)
net_serverVoipQualityVoIP quality level, 1 - 10
type: int [1, 10]
net_serverZombieTimeoutdisconnected client timeout in seconds
type: int
net_showAsyncPeerStatesshow async network peer states
type: bool
default: 0 (false)
net_showAsyncStatsshow async network stats
type: bool
default: 0 (false)
net_showMatchMakingshow match making and query results
type: bool
default: 0 (false)
net_socksEnabledtype: bool
default: 0 (false)
net_socksPasswordtype: string
net_socksPorttype: int
net_socksServertype: string
net_socksUsernametype: string
net_verbose1 = verbose output, 2,3 = even more verbose output
type: int [0, 3]
p_debugEnables/Disables physics debug drawing
type: bool (cheat)
default: 0 (false)
p_playerPushAmpValue to multiply the normalized direction of a push that is applied as a force on the pushed object.
type: float
p_threadedEnabled/Disables threaded physics mode
type: bool (cheat)
default: 1 (true)
passwordclient password used when connecting
type: string
pm_bboxwidthx/y size of player's bounding box
type: float
pm_bobFixationTurn 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_bobLateralFastAmplitude of lateral bob when at full speed.
type: float (read only)
pm_bobLateralFastSprintBurstAmplitude of lateral bob when at full sprint burst speed.
type: float (read only)
pm_bobLateralSlowAmplitude of lateral bob when at half speed.
type: float (read only)
pm_bobPeriodFastTime it takes for both feet to cycle once (in seconds) when at full speed
type: float (read only)
pm_bobPeriodSlowTime it takes for both feet to cycle once (in seconds) when at half speed
type: float (read only)
pm_bobPeriodSprintBurstTime it takes for both feet to cycle once (in seconds) when at full sprint burst speed
type: float (read only)
pm_bobRollFastAmplitude of roll based on lateral deflection of eye bob (degrees) at full speed
type: float (read only)
pm_bobRollSlowAmplitude of roll based on lateral deflection of eye bob (degrees) at half speed
type: float (read only)
pm_bobRollSprintAmplitude of roll based on lateral deflection of eye bob (degrees) at full sprint burst speed
type: float (read only)
pm_bobRollStrafeFastAmplitude of roll based on strafe at full speed
type: float (read only)
pm_bobRollStrafeSlowAmplitude of roll based on strafe at half speed
type: float (read only)
pm_bobRollTurnFastAmplitude of roll based on turning at full speed
type: float (read only)
pm_bobRollTurnSlowAmplitude of roll based on turning at half speed
type: float (read only)
pm_bobSkipDisable all bobbing. 2 = bobbing debug
type: int
pm_bobVerticalFastAmplitude of vertical bob when at full speed.
type: float (read only)
pm_bobVerticalSlowAmplitude of vertical bob when at half speed.
type: float (read only)
pm_bobVerticalSprintAmplitude of vertical bob when at full sprint burst speed.
type: float (read only)
pm_bunnyhopfrictionfriction applied to player in the air (lateral only)
type: float
pm_cover_triggerDistanceThe distance from a wall at which the 'leaning' behaviour starts to kick in.
type: float
pm_crouchblendstartpressurepercent trigger pressure at which blended crouching starts
type: float
pm_crouchheightheight of player's bounding box while crouched
type: float
pm_crouchPopUpheightheight of player's view while crouched and peeking up
type: float
pm_crouchratetime it takes for player's view to change from standing to crouching
type: float
pm_crouchshotboxheightheight of player's shot bounding box while crouched
type: float
pm_crouchviewheightheight of player's view while crouched
type: float
pm_deadheightheight of player's bounding box while dead
type: float
pm_deadviewheightheight of player's view while dead
type: float
pm_deathThirdPersonAngledirection of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_deathThirdPersonHeightheight of camera from normal view height in 3rd person
type: float (cheat)
pm_deathThirdPersonRangecamera distance from player in 3rd person
type: float (cheat)
pm_debugJumpDebug output for jump information. 1 = prebaking. 2 = heights achieved
type: int (cheat)
pm_democamspeedspeed the player can move while flying around in a demo
type: float
pm_fallViewDeflectionAmount of influence on the eye offset when landing. Higher = faster deflection
type: float
pm_fallViewReturnRateHow fast to return to normal view after a landing
type: float
pm_forceagilityHotwires 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_frictionfriction applied to player on the ground
type: float
pm_hideviewheightheight of player's view while hiding
type: float
pm_incapSpeedspeed a player gets when they get incapped
type: float
pm_ironsight_maxpeekangleThe maximum peek (roll) angle when peeking in ironsighted mode
type: float
pm_ironsightwalkspeedspeed the player can move while standing and ironsighting
type: float
pm_jumpheightapproximate height the player can jump
type: float
pm_mantle_debug0: 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_forwardTraceDistance from the origin of the player to trace forward when looking for a wall.
type: int
pm_mantle_maxHeightAirMaximum height above player for mantle from air for an AVERAGE body type
type: float
pm_mantle_maxHeightAirAgileMaximum height above player for mantle from air for a LIGHT body type
type: float
pm_mantle_maxVelocityMax velocity of player before trying to mantle.
type: float
pm_mantle_unitsUnits to move per second while mantling.
type: float
pm_maxproneviewpitchamount player's view can look down when prone
type: float
pm_maxviewpitchamount player's view can look down
type: float
pm_meleedebugMelee debug information
type: bool
default: 0 (false)
pm_meleemaxdistanceDistance of the player's melee context
type: float
pm_meleemaxyawMelee context sweep angle
type: float
pm_meleeRecoveryTimeTime it takes for repeat of melee after the melee move has finished.
type: float
pm_minproneviewpitchamount player's view can look up when prone(negative values are up)
type: float
pm_minviewpitchamount player's view can look up (negative values are up)
type: float
pm_noclipspeedspeed the player can move while in noclip
type: float
pm_noclipspeedsprintspeed the player can move while in noclip and sprinting
type: float
pm_noclipspeedwalkspeed the player can move while in noclip and walking
type: float
pm_normalheightheight of player's bounding box while standing
type: float
pm_normalshotboxheightheight of player's shot bounding box, excluding the head bounding box
type: float
pm_normalviewheightheight of player's view while standing
type: float
pm_pausePhysicspauses physics
type: bool
default: 0 (false)
pm_powerslideadjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0
type: float [0, 4]
pm_proneheightheight of player's bounding box while prone
type: float
pm_pronespeedspeed the player can move while prone
type: float
pm_proneviewdistancedistance in front of the player's view while prone
type: float
pm_proneviewheightheight of player's view while prone
type: float
pm_reviveratetime it takes for player's view to change from dead to crouching via revive
type: float
pm_runspeedbackspeed the player can move backwards while running
type: float
pm_runspeedforwardspeed the player can move forwards while running
type: float
pm_runspeedstrafespeed the player can move sideways while running
type: float
pm_showPlayerStateDebugPrint 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_slideboostspeedmaximum 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_slidefrictionfriction applied to player while sliding
type: float
pm_slidemindurationMinimum time the player must stay in slide for before exiting if slide is held.
type: float
pm_slideminspeedMinimum speed the player must be above in order to avoid exiting the slide.
type: float
pm_slideratetime it takes for player's view to change from sliding to crouching or standing
type: float
pm_slidespeedspeed the player can move while sliding - used more as aftertouch than actual movement
type: float
pm_slidevelocitywhat 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_UpDownChoice0: Turn off using pitch to choose auto slides/crouches/mantles/vaults etc. 1: on. 2: debug
type: int
pm_smart_viewArcHow much your view must face a vault/mantle grab point or slide direction before a smart move will trigger.
type: float
pm_smart_viewArcAirHow 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_debugDebug special moves while using AAS.
type: bool
default: 0 (false)
pm_spectatebboxsize of the spectator bounding box
type: float
pm_spectatespeedspeed the player can move while spectating
type: float
pm_spectatespeedsprintspeed the player can move while spectating and sprinting
type: float
pm_spectatespeedwalkspeed the player can move while spectating and walking
type: float
pm_sprintburstduckHow far the player's head dips when sprinting
type: float
pm_sprintburstfovThe target FOV when sprint BURSTING, at the beginning of a sprint. Relative to g_fov
type: float
pm_sprintburstrechargestaminadurationLength of time (in MS) it takes to fully recharge 'bonus' sprint
type: float
pm_sprintburstspeedforwardInitial/Top speed of the sprint burst. You reach this speed when you have full stamina and start to sprint.
type: float
pm_sprintfovThe target FOV when sprinting. Relative to g_fov
type: float
pm_sprintspeedforwardspeed the player can move forwards while sprinting
type: float
pm_sprintspeedstrafespeed the player can move sideways while sprinting
type: float
pm_sprintWishDirFractionThe 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_thirdPersonAngledirection of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_thirdPersonClipclip third person view into world space
type: bool (cheat)
default: 1 (true)
pm_thirdPersonHeightheight of camera from normal view height in 3rd person
type: float (cheat)
pm_thirdpersonmodelEnables third person model in the first person view
type: bool (cheat)
default: 0 (false)
pm_thirdPersonNoPitchignore camera pitch when in third person mode
type: bool (cheat)
default: 0 (false)
pm_thirdPersonOrbitif set, will automatically increment pm_thirdPersonAngle every frame
type: float (cheat)
pm_thirdPersonRangecamera distance from player in 3rd person
type: float (cheat)
pm_vault_debug0: Off 1: Debug all
type: int (cheat)
pm_vault_hangtimeAmount 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_wallHangAntiGravityMaximum amount of antigravity when on a wall
type: float
pm_wallHangAntiGravityDurationHow long it takes for antigravity's effect to completely drain (so that you don't slide down walls slowly forever)
type: float
pm_wallJumpDebugTurn on/off wall jump debug information.
type: float
pm_wallJumpHeightapproximate height the player can wall jump
type: float
pm_wallJumpReloadTimeTime, in milliseconds, for wallJump to fully recover full thrust
type: int
pm_waterAnkleHeightThe height in water at which wading starts - fastest speed
type: float (cheat)
pm_waterFloatValuefraction of water coverage at which the player will try to float
type: float (cheat)
pm_waterthrustHow much thrust you get from pressing jump under water
type: float
pm_waterWaistHeightThe height in water at which wading is most dampening - slowest speed
type: float (cheat)
prof_enableBackgroundWhether or not to draw the background behind the profile graphs
type: bool (cheat)
default: 1 (true)
prof_enableLegendWhether or not to draw the legend on the profile graphs
type: bool (cheat)
default: 1 (true)
ps_enableenables/disables the particle systems, 0 = disable, 1 = enable
type: bool (cheat)
default: 1 (true)
ps_profileenables/disables particle system profiling, 0 = disable, 1 = enable
type: bool (cheat)
default: 0 (false)
ps_showBoundsdisplays the bounds of particle systems, 1 = only draw dynamic bounds, 2 = only draw static bounds, 3 = draw all
type: int [0, 3] (cheat)
r_ambientLightDrawMode0 is blended sphere, 1 is circle outline, 2 is completely off
type: int (cheat)
r_ambientScaleambient cube mapping brightness
type: float (cheat)
r_aspectRatioaspect 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_brightnesschanges gamma tables
type: float [0.5, 2]
r_ccfAllowLATCCompressionEnables/disables LATC support for ccf images
type: bool
default: 0 (false)
r_checkBoundscompare all surface bounds with precalculated ones
type: bool (cheat)
default: 0 (false)
r_clearforce screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
type: string (cheat)
r_customAspectRatioHhorizontal custom aspect ratio
type: float
r_customAspectRatioVvertical custom aspect ratio
type: float
r_customHeightcustom screen height
type: int
r_customWidthcustom screen width
type: int
r_debugArrowStepstep size of arrow cone line rotation in degrees
type: int [0, 120]
r_debugAxisLengthused to set the length of drawn debug axis
type: string (cheat)
r_debugEntityRefstype: int (cheat)
r_debugFrameCommandsPrints out frame commands as they are called
type: bool (cheat)
default: 0 (false)
r_debugFrameCommandsFilterFilter the type of framecommands
type: string (cheat)
r_debugLineDepthTestperform depth test on debug lines
type: bool
default: 0 (false)
r_debugLineWidthwidth of debug lines
type: bool
default: 1 (true)
r_debugPolygonFilleddraw a filled polygon
type: bool (cheat)
default: 1 (true)
r_displayRefreshoptional display refresh rate option for vid mode
type: int [0, 200]
r_drawCountThresholdThreshold beyond which draw count is colored as red on r_showPrimitives
type: int (cheat)
r_dumpShadersDump compiled and preprocessed shaders to text files
type: bool (cheat)
default: 0 (false)
r_farPlaneDistOptional far plane clipping
type: float (cheat)
r_finishforce a call to glFinish() every frame
type: bool (cheat)
default: 0 (false)
r_forceClearenable clearing of main color buffer
type: bool (cheat)
default: 1 (true)
r_forceDistancePortalCulltype: float (cheat)
r_freeRenderMemWhen Actually Freed should we also reset the buffer
type: string (cheat)
r_frontBufferdraw to front buffer for debugging
type: bool (cheat)
default: 0 (false)
r_fullscreen0 = windowed, 1 = full screen
type: bool
default: 1 (true)
r_gammachanges gamma tables
type: float [0.1, 1.9]
r_generateInteractionsGenerate all interactions after a map load

type: string (cheat)
r_glDriver"opengl32", etc.
type: string (cheat)
r_glDriverVendorOpenGL driver vendor
type: string (read only)
r_HBAONumDirHBAO num directions
type: float
r_HBAONumStepsHBAO num steps
type: float
r_ignoreRenderer debugging
type: bool (cheat)
default: 0 (false)
r_ignoreGLErrorsignore GL errors
type: bool (cheat)
default: 1 (true)
r_inhibitEXTGPPDisable the GPU program params extension.
type: bool
default: 0 (false)
r_inhibitPBODisable the pbo extension.
type: bool (cheat)
default: 0 (false)
r_jitterrandomly subpixel jitter the projection matrix
type: bool (cheat)
default: 0 (false)
r_jitterBiasjitter radius bias
type: float [0, 1] (cheat)
r_jitterRadialradial jitter view matrix around the specified distance
type: float (cheat)
r_jitterRadiusoffset from screen origin for jitter
type: float (cheat)
r_jointNameOffsetoffset of joint names when r_showskel is set to 1
type: float (cheat)
r_jointNameScalesize of joint names when r_showskel is set to 1
type: float (cheat)
r_keepOldViewEntitiestype: bool (cheat)
default: 0 (false)
r_lightSourceRadiusfor soft-shadow sampling
type: float (cheat)
r_loadAnimBAttempt loading of binary version of animations.
type: int (cheat)
r_lockDebugLinestype: bool (cheat)
default: 0 (false)
r_lockedViewtype: int (cheat)
r_lockSurfacesallow moving the view point without changing the composition of the scene, including culling
type: bool (cheat)
default: 0 (false)
r_logFilenumber of frames to emit GL logs
type: int (cheat)
r_mapShotAnglesPitch Yaw Roll of mapshot angles
type: string (cheat)
r_materialOverrideoverrides all materials
type: string (cheat)
r_mergeModelSurfacescombine model surfaces with the same material
type: bool (cheat)
default: 1 (true)
r_modevideo mode number
type: int
r_multiSamplesnumber of antialiasing samples
type: int
r_normalizeNormalMapsNormalize normalmaps after lookup.
type: bool
default: 1 (true)
r_offsetfactorpolygon offset parameter
type: float (cheat)
r_offsetunitspolygon offset parameter
type: float [-2000, 2000]
r_renderProgramLodDistanceSets global render program lod distance
type: float [-1, 1000]
r_renderProgramLodFadeSets global render program fade distance
type: float [1, 2000]
r_retainCPUGeometryretain CPU data after building geometry buffers
type: bool (cheat)
default: 0 (false)
r_sb_nvHackpolygon offset hack to get correct rendering on 16bit shadowmaps, on certain NVIDIA series cards (ie 8800)
type: bool (cheat)
default: 0 (false)
r_sb_occluderFacing0 = front faces, 1 = back faces
type: int (cheat)
r_sb_parallelPolyOfsFactorpolygonOffset factor for drawing parallel light shadow buffer
type: float (cheat)
r_sb_parallelPolyOfsUnitspolygonOffset units for drawing parallel light shadow buffer
type: float (cheat)
r_sb_polyOfsFactorpolygonOffset factor for drawing shadow buffer
type: float (cheat)
r_sb_polyOfsUnitspolygonOffset units for drawing shadow buffer
type: float (cheat)
r_sb_split_lambdaThe lambda-value used in the Practical Split Scheme. Valid values are 0 to 1.
type: float (cheat)
r_sb_useCullingcull occluders
type: bool (cheat)
default: 1 (true)
r_screenFractionfor testing fill rate, the resolution of the entire screen can be changed
type: int (cheat)
r_selectedAmbientLightWhich ambient light should be drawn as selected
type: int (cheat)
r_shaderPreferALUUse ALU instructions instead of textures in shaders.
type: bool
default: 1 (true)
r_shaderSkipSpecCubeMapsUse specular cube maps.
type: bool
default: 0 (false)
r_shadowPolygonFactorscale value for stencil shadow drawing
type: float
r_shadowPolygonFactorMTscale value for stencil shadow drawing (megadraw method 3)
type: float
r_shadowPolygonOffsetbias value added to depth test for stencil shadow drawing
type: float
r_shadowPolygonOffsetMTbias value added to depth test for stencil shadow drawing (megadraw method 3)
type: float
r_shadowsenable shadows
type: bool
default: 1 (true)
r_shadowsHighQualityenable high-quality shadows
type: bool
default: 0 (false)
r_showAllocreport alloc/free counts
type: bool (cheat)
default: 0 (false)
r_showAmbientLightsshow ambient light sources
type: string (cheat)
r_showAtmosLightProjectionsshow shadow clipping maps
type: bool (cheat)
default: 0 (false)
r_showBackendSpeedsshow the backend timing split
type: int (cheat)
r_showBatches1 = draw each batch with a different color; 2 = draw each batch with a colour indicating the amount of surfaces/model
type: int (cheat)
r_showBatchInforeport batch counts for various types
type: int (cheat)
r_showBatchSizehighlighting 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_showCullreport sphere and box culling stats
type: bool (cheat)
default: 0 (false)
r_showCullSectorsShow cull sectors
type: int (cheat)
r_showDefaultRenderEntstype: string (cheat)
r_showDepthdisplay the contents of the depth buffer and the depth range
type: bool (cheat)
default: 0 (false)
r_showDrawOrdertype: int (cheat)
r_showDynamicreport stats on dynamic surface generation
type: bool (cheat)
default: 0 (false)
r_showDynamicDefsShow 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_showEdgesdraw the sil edges
type: bool (cheat)
default: 0 (false)
r_showEntitiesreport the number of models and lights in view
type: bool (cheat)
default: 0 (false)
r_showEnvBoundsShow env bounds
type: int (cheat)
r_showFrameTimingsdisplays threaded render and game cpu timings
type: bool (cheat)
default: 0 (false)
r_showGUISpeedsreport time spent drawing GUIs
type: int (cheat)
r_showImages1 = show all images instead of rendering, 2 = show in proportional size
type: int [0, 2] (cheat)
r_showIndexTreeBoundsShow index tree bounds
type: int (cheat)
r_showInstanceInfoShow Instance Info
type: int (cheat)
r_showIntensitydraw the screen colors based on intensity, red = 0, green = 128, blue = 255
type: bool (cheat)
default: 0 (false)
r_showInteractionFrustums1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
type: int [0, 3] (cheat)
r_showInteractionsreport interaction generation activity
type: int (cheat)
r_showInteractionScissors1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
type: int [0, 2] (cheat)
r_showLightCount1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
type: int [0, 3] (cheat)
r_showLightInfotype: int (cheat)
r_showLights1 = 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_showLightScissorsshow light scissor rectangles
type: bool (cheat)
default: 0 (false)
r_showMemoryprint frame memory utilization
type: bool (cheat)
default: 0 (false)
r_showModelScissorsshow model scissor rectangles
type: bool (cheat)
default: 0 (false)
r_showModelTypesshow model types, red - md5, blue - area, green - lodentity, white - other
type: int (cheat)
r_showNodePlanesenables portal plane drawing
type: int (cheat)
r_showNormalsdraws wireframe normals
type: float (cheat)
r_showOcclusionQueriesreport occlusion query counts per frame
type: int [0, 2] (cheat)
r_showOverDrawenable overdraw rendering, 1 = visible only, 2 = all geometry
type: int [0, 2] (cheat)
r_showParentFrustumShows the frustum of the parent view in subview and shadow renders.
type: bool (cheat)
default: 0 (false)
r_showPortalsdraw portal outlines in color based on passed / not passed
type: int (cheat)
r_showPrimitivesreport drawsurf/index/vertex counts
type: int [0, 2] (cheat)
r_showQueryTimersShow the query_timer extension results.
type: bool (cheat)
default: 0 (false)
r_showSafeAreashow the safe area
type: bool (cheat)
default: 0 (false)
r_showShadowCountcolors 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_showShadows1 = visualize the stencil shadow volumes, 2 = draw filled in
type: int [0, 4] (cheat)
r_showSilhouettehighlight edges that are casting shadow planes
type: bool (cheat)
default: 0 (false)
r_showSkeldraw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
type: int [0, 2] (cheat)
r_showSkelJointListwhen drawing the skeleton only draw joints that are in this joint list
type: string (cheat)
r_showSkelParentwhen drawing the skeleton only draw joints that are children of this joint
type: string (cheat)
r_showSpecificImagesenables wireframe rendering for specific images
type: string (cheat)
r_showSpecificTrisenables wireframe rendering for specific models
type: string (cheat)
r_showSurfaceAllocatedshow surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightBuffer
type: int (cheat)
r_showSurfaceInfoshow surface material name under crosshair
type: int (cheat)
r_showSurfacesreport surface/light/shadow counts
type: bool (cheat)
default: 0 (false)
r_showTangentSpaceshade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
type: int [0, 3] (cheat)
r_showTexelDensitydraws all triangles with texel density as gradient
type: bool (cheat)
default: 0 (false)
r_showTextureMemoryShow texture memory usage: 1 = total; 2 = per frame
type: int (cheat)
r_showTexturePolarityshade 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_showTraceshow the intersection of an eye trace with the world
type: int (cheat)
r_showTrisenables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
type: int [0, 3] (cheat)
r_showUpdatesreport entity and light updates and ref counts
type: bool (cheat)
default: 0 (false)
r_showVertexColordraws all triangles with the solid vertex color
type: bool (cheat)
default: 0 (false)
r_showViewModels1 = displays the bounding boxes of all view models, 2 = print index numbers, 3 = show view model names
type: int (cheat)
r_singleAreaonly draw the portal area the view is actually in
type: bool (cheat)
default: 0 (false)
r_singleEntitysuppress all but one entity
type: int (cheat)
r_singleLightsuppress all but one light
type: int (cheat)
r_singleSurfacesuppress all but one surface on each entity
type: int (cheat)
r_singleTriangleonly draw a single triangle per primitive
type: int (cheat)
r_skipAmbientbypasses all non-interaction drawing
type: bool (cheat)
default: 0 (false)
r_skipAmbientLightingskip ambient lighting pass drawing
type: bool (cheat)
default: 0 (false)
r_skipAtmosInteractionsskip all light/surface interaction drawing
type: int
r_skipAtmosphereskips atmosphere pass
type: bool (cheat)
default: 0 (false)
r_skipBackEnddon't draw anything
type: bool (cheat)
default: 0 (false)
r_skipBumpuses a flat surface instead of the bump map
type: bool (cheat)
default: 0 (false)
r_skipDeformsleave all deform materials in their original state
type: bool (cheat)
default: 0 (false)
r_skipDepthOfFieldskip post-process depth of field effect drawing
type: bool (cheat)
default: 0 (false)
r_skipDiffuse1 = use black for diffuse, 2 = use white for diffuse
type: int (cheat)
r_skipDrawSurfsskip the draw surface render command drawing
type: bool (cheat)
default: 0 (false)
r_skipDynamicTexturesdon't dynamically create textures
type: bool (cheat)
default: 0 (false)
r_skipFrontEndbypasses all front end work, but 2D gui rendering still draws
type: bool (cheat)
default: 0 (false)
r_skipGlareRenderingskip post-process glare effect drawing
type: bool (cheat)
default: 0 (false)
r_skipHaloRenderingskip rendering of halos
type: bool (cheat)
default: 0 (false)
r_skipInteractionsskip all light/surface interaction drawing
type: int (cheat)
r_skipMotionBlurskip post-process motion blur effect drawing
type: bool (cheat)
default: 0 (false)
r_skipOverlaysskip overlay surfaces
type: bool (cheat)
default: 0 (false)
r_skipParticles1 = skip all particle systems
type: int [0, 1] (cheat)
r_skipPostProcessskip post-process drawing
type: bool (cheat)
default: 0 (false)
r_skipPrePassskip pre-pass (and all the effects that depends on it, such as depth of field)
type: bool
default: 0 (false)
r_skipRenderskip 3D rendering, but pass 2D
type: int (cheat)
r_skipRenderContextNULL the rendering context during backend 3D rendering
type: bool (cheat)
default: 0 (false)
r_skipSpecularuse black for specular
type: bool (cheat)
default: 0 (false)
r_skipSuppressignore the per-view suppressions
type: bool (cheat)
default: 0 (false)
r_skipTranslucentskip the translucent interaction rendering
type: bool (cheat)
default: 0 (false)
r_skipUpdates1 = don't accept any entity or light updates, making everything static
type: bool (cheat)
default: 0 (false)
r_slopNormalmerge normals that dot less than this
type: string (cheat)
r_slopTexCoordmerge texture coordinates this far apart
type: string (cheat)
r_slopVertexmerge xyz coordinates this far apart
type: string (cheat)
r_softParticlesenable soft particles
type: bool
default: 0 (false)
r_stateCachecheck state before upload to driver
type: bool (cheat)
default: 1 (true)
r_swapIntervalchanges wglSwapInterval
type: int
r_testGammaif > 0 draw a grid pattern to test gamma levels
type: float [0, 195] (cheat)
r_testGammaBiasif > 0 draw a grid pattern to test gamma levels
type: float (cheat)
r_testImageBlendperform alpha blending on testImage
type: bool (cheat)
default: 1 (true)
r_testImageOffsetvertical offset of the testimage (screenspace normalized [0;1])
type: float (cheat)
r_testImageScalevertical scale of the testimage (screenspace normalized [0;1])
type: float (cheat)
r_trackThreadRendermemAllocCheck thread using render mem allocator has GL context, 0 = disable, 1 = enable
type: bool (cheat)
default: 0 (false)
r_triCountThresholdThreshold beyond which triangle count is colored as red on r_showPrimitives
type: int (cheat)
r_trisColorsets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format
type: string
r_useAlphaToCoverageUse alpha to coverage.
type: bool
default: 1 (true)
r_useAntiAliasinguse FXAA Anti-aliasing
type: bool
default: 0 (false)
r_useCachedDynamicModelscache snapshots of dynamic models
type: bool (cheat)
default: 1 (true)
r_useConstantMaterialsuse pre-calculated material registers if possible
type: bool (cheat)
default: 1 (true)
r_useCulling0 = none, 1 = sphere, 2 = sphere + box
type: int [0, 2] (cheat)
r_useDeferredTangentsdefer tangents calculations after deform
type: bool (cheat)
default: 1 (true)
r_useDepthBoundsTestuse depth bounds test to reduce shadow fill
type: bool (cheat)
default: 1 (true)
r_useDestinationScissor1 = use scissor rectangle to only render required fragments during post-processing
type: bool (cheat)
default: 1 (true)
r_useDitherMaskDither out fading geometry
type: bool
default: 1 (true)
r_useEntityCulling0 = none, 1 = box
type: bool (cheat)
default: 1 (true)
r_useEntityScissors1 = use custom scissor rectangle for each entity
type: bool (cheat)
default: 0 (false)
r_useFrameBufferSRGBUse sRGB frame buffers
type: bool (read only)
default: 0 (false)
r_useFrustumFarDistanceif != 0 force the view frustum far distance to this distance
type: float (cheat)
r_useHBAOuse HBAO drawing
type: int
r_useHighQualityPostProcessenable high-quality post-processing
type: bool
default: 0 (false)
r_useInteractionCulling1 = cull interactions
type: bool (cheat)
default: 1 (true)
r_useInteractionCullingJobEnables/disables jobbed interaction culling
type: bool (cheat)
default: 1 (true)
r_useInteractionScissors1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
type: int [-2, 2] (cheat)
r_useInteractionTablecreate a full entityDefs * lightDefs table to make finding interactions faster
type: bool (cheat)
default: 1 (true)
r_useLightCulling0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
type: int [0, 3] (cheat)
r_useLightPortalFlowuse a more precise area reference determination
type: bool (cheat)
default: 1 (true)
r_useLightScissors1 = use custom scissor rectangle for each light
type: bool (cheat)
default: 1 (true)
r_useMaxVisDistuse the masVisDist entity parameter (on is faster)
type: int (cheat)
r_useMotionBluruse motion blur
type: bool
default: 1 (true)
r_useNodeCommonChildrenstop pushing reference bounds early when possible
type: bool (cheat)
default: 1 (true)
r_useOcclusionQueries1 = use occlusion queries to cull geometry
type: bool (cheat)
default: 1 (true)
r_useOffscreenScreenshotBuffer1 = 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_usePreciseTriangleInteractions1 = do winding clipping to determine if each ambiguous tri should be lit
type: bool (cheat)
default: 0 (false)
r_useScissorscissor clip as portals and lights are processed
type: bool (cheat)
default: 1 (true)
r_useShadowCullingtry to cull shadows from partially visible lights
type: bool (cheat)
default: 1 (true)
r_useShadowDitherMaskDither out fading shadows
type: string (cheat)
r_useShadowFastParalleluse optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors)
type: int
r_useShadowInfiniteuse infinite shadows
type: int
r_useShadowMapsenable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
type: bool
default: 0 (false)
r_useShadowProjectedCulldiscard triangles outside light volume before shadowing
type: bool (cheat)
default: 1 (true)
r_useShadowSurfaceScissorscissor shadows by the scissor rect of the interaction surfaces
type: bool (cheat)
default: 1 (true)
r_useSilRemapconsider verts with the same XYZ, but different ST the same for shadows
type: bool (cheat)
default: 1 (true)
r_useStateCachingavoid redundant state changes in GL_*() calls
type: bool (cheat)
default: 1 (true)
r_useThreadedRendererEnabled multi-threaded renderer.
type: string
r_useTwoSidedStencildo stencil shadows in one pass with different ops on each side
type: bool (cheat)
default: 1 (true)
r_useVertexBufferStreamUse stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream
type: int (cheat)
r_useVisDebugARBProgramsuse vertex/fragment programs to visualize debugging tools
type: bool (cheat)
default: 1 (true)
r_verboseShadersVerbose warning prints during shader generation
type: bool (cheat)
default: 0 (false)
r_visDistMulttype: float [0.8, 1.2]
r_visDistOffsettype: float (cheat)
r_writeAnimBWrite out binary versions of animations.
type: bool (cheat)
default: 1 (true)
r_znearnear Z clip plane distance
type: float [0.001, 200] (cheat)
rb_showActiveshow rigid bodies that are not at rest
type: bool (cheat)
default: 0 (false)
rb_showBodiesshow rigid bodies
type: bool (cheat)
default: 0 (false)
rb_showInertiashow the inertia tensor of each rigid body
type: bool (cheat)
default: 0 (false)
rb_showMassshow the mass of each rigid body
type: bool (cheat)
default: 0 (false)
rb_showVelocityshow the velocity of each rigid body
type: bool (cheat)
default: 0 (false)
res_checkStalecheck for newer versions of media
type: bool
default: 0 (false)
res_showPurgeshow resource purge progress
type: bool
default: 0 (false)
res_showWarningsshow resource load warnings
type: bool
default: 1 (true)
s_autoLoudnessAttackHow fast the HDR window can move in dB/second when the in game total volume is increasing (attacking)
type: float (cheat)
s_autoLoudnessConversionPostMultiplierConstant 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_autoLoudnessConversionPowerConstant 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_autoLoudnessConversionPreMultiplierConstant 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_autoLoudnessReleaseHow fast the HDR window can move in dB/second when the in game total volume is decreasing (releasing)
type: float (cheat)
s_biasSpatializationAtVolumeDbtype: float (cheat)
s_breakStartSoundbreaks when the named sound shader is played
type: string (cheat)
s_buildAllLanguages0: when making a build, only include the sounds for the sys_lang 1: include all supported languages for sound
type: int (cheat)
s_cacheMemoryGapKBSize in KB of the gap the sound caching tries to leave in memory to aid defragging
type: int (cheat)
s_cacheThrashTimeMSTime 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_cacheTimeMSTime 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_clipVolumestype: bool (cheat)
default: 1 (true)
s_constantAmplitudetype: float (cheat)
s_debugSoundEmittertype: int (cheat)
s_debugStreamMemtype: int (cheat)
s_debugStreamstype: int (cheat)
s_debugVirtualstype: int (cheat)
s_distanceScaleAffects how quickly volume drops off with distance
type: float (cheat)
s_doorDistanceAddreduce sound volume with this distance when going through a closed door
type: float (cheat)
s_doorFilterAddincrease sound low pass filter by this amount when going through a door
type: float (cheat)
s_doorOpenFilterAddincrease sound low pass filter by this amount when going through an open door
type: float (cheat)
s_dotbias2type: float (cheat)
s_dotbias4type: float (cheat)
s_dotbias6type: float (cheat)
s_dotbias8type: float (cheat)
s_drawSoundOcclusionEnables/disables drawing of sound occlusion calculation information
type: bool (cheat)
default: 0 (false)
s_drawSoundstype: int [0, 4] (cheat)
s_drawSoundScaletype: float (cheat)
s_earSeperationAlgo0: legacy ear seperation algorithm, 1: new algorithm
type: int (cheat)
s_enable_autoMixScales 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_autoMixRMSTake into account the channels RMS when calculating the auto mix.
type: bool (cheat)
default: 1 (true)
s_enable_mic1: 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_voice1: 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_maxWindowtype: float (cheat)
s_esa1_minVolumetype: float (cheat)
s_forceNumberOfSpeakersforces the number of speakers, even if hardware detection says that number is unavailable
type: string
s_generate0: don't load missing sound assets, 1: generate missing/outdated sound assets
type: int (cheat)
s_generateIndex0: (default) dont generate sound index 1: generate sound index (SLOW)
type: bool (cheat)
default: 0 (false)
s_globalFractionvolume to all speakers when not spatialized
type: float
s_hdr_cullRateAffects how quickly volumes below s_hdr_cullVolume drop off (dB/meter)
type: float (cheat)
s_hdr_cullVolumeAttenuated volumes below this quickly drop off, used to de-clutter the sonic space
type: float (cheat)
s_hdr_windowMinHDR only begins to take affect when total volume reaches this number (in dB)
type: float (cheat)
s_hdr_windowSizeHDR 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_languageOverrideoverrides 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_maxSoundsPerShadertype: int [0, 32] (cheat)
s_maxVirtualChannelsMaximum number of virtual channels that can play simulateously.
type: int (cheat)
s_micDevicesound device for voice audio input
type: string (cheat)
s_minDistanceIn 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_minHitchIn 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_minVolume2type: float (cheat)
s_minVolume4type: float (cheat)
s_minVolume6type: float (cheat)
s_minVolume8type: float (cheat)
s_noReverb0: (default) do reverb 1: don.t do reverb
type: bool (cheat)
default: 0 (false)
s_noSoundtype: bool (read only)
default: 1 (true)
s_numberOfSpeakersnumber of speakers
type: string
s_occlusionFilterPowerraise the occlusion filter to this power. higher values increase occlusion more dramatically with doors, lower values have less effect
type: float (cheat)
s_pc_volumePC only volume multiplier
type: float (cheat)
s_playDefaultSoundsif 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_primaryDevicesound device for game audio output
type: string (cheat)
s_reverbCrossFadeTimeTime to cross fade from one reverb to the next, in milliseconds
type: int (cheat)
s_secondarySend0: 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_windowMinOnly shake when current volume reaches this number (in dB)
type: float (cheat)
s_shake_windowSizetype: float (cheat)
s_shakeMaxThe maximum amount of camera shake.
type: float (cheat)
s_shakeMinThe minimum amount camera shake. If the audio is quieter than this, don't bother shaking
type: float (cheat)
s_shakeScaleScales the camera shake.
type: float (cheat)
s_showBackendEventstype: int [0, 1] (cheat)
s_showBackendVoiceEventstype: int [0, 1] (cheat)
s_showFrontendEventstype: int [0, 1] (cheat)
s_showFrontendVoiceEventstype: int [0, 1] (cheat)
s_showPurgedSoundsprint a warning if a purged sample is played
type: bool (cheat)
default: 0 (false)
s_showStartSoundtype: int [0, 2] (cheat)
s_showWavsPrints 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_singleEmittermute all sounds but this emitter
type: int (cheat)
s_spatializationDecaytype: float (cheat)
s_speex_agcautomatic 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_complexity0-10, 0: least CPU, worst quality 10: most CPU, best quality
type: int (cheat)
s_speex_denoisedenoising 0: disable 1: enable
type: int (cheat)
s_speex_dereverbreverberation removal 0: disable 1: enable
type: int (cheat)
s_speex_enhanceperceptual enhancement 0: disable 1: enable
type: int (cheat)
s_speex_mode1: narrow band (worst quality, least bandwidth) 2: wide band 3: ultra wide band (best quality, most bandwidth)
type: int (cheat)
s_speex_quality0-10, 0: worst quality 10: best quality
type: float (cheat)
s_speex_vadvoice activity detection 0: disable 1: enable
type: int (cheat)
s_speex_vbr0: use constant bit rate 1: use variable bit rate
type: int (cheat)
s_subFractionvolume to subwoofer in 5.1
type: float
s_useIndex0: dont try to use sound index 1: try to use sound index file if present
type: bool (cheat)
default: 1 (true)
s_useOcclusiontype: bool (cheat)
default: 1 (true)
s_voiceDevicesound device for voice audio output
type: string (cheat)
s_volume_dBvolume in dB
type: float
s_volume_VoIPActive_dBif 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_dBinbound volume adjust for voip in dB
type: float
s_volume_VoIPOut_dBoutbound volume adjust for voip volume in dB
type: float
s_volumeAtMaxDistanceDOES NOT WORK YET CHANGING THIS WILL BREAK VOLUMES
type: float (cheat)
s_volumeFX_dBfx (not music or speech) volume in dB
type: float
s_volumeMusic_dBmusic volume in dB
type: float
s_volumeSpeech_dBspeech volume in dB
type: float
sdnet_debugLogEnabledSDNet Debug Logger
type: bool (cheat)
default: 0 (false)
sdnet_debugPrintEnabledSDNet debug print spam - 0 = disabled, 1 = default channel, 2 = individual channels
type: int (cheat)
sdnet_debugPrintEnabled_HydraSDNet Hydra debug print spam
type: bool (cheat)
default: 1 (true)
sdnet_debugPrintEnabled_QoSSDNet QoS debug print spam
type: int (cheat)
sdnet_debugPrintEnabled_TaskSDNet Task debug print spam
type: bool (cheat)
default: 1 (true)
sdnet_matchByAffiliatesSDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by highest friend & affiliate value.
type: bool
default: 1 (true)
sdnet_matchByLanguageSDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's spoken language.
type: bool
default: 0 (false)
sdnet_matchByPopularitySDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's.
type: bool
default: 1 (true)
sdnet_matchByQoSSDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by best QoS values.
type: bool
default: 1 (true)
sdnet_matchByRandomSDNet matchmaking preference - 0 = disabled, 1 = find sessions by game session searchDict settings only.
type: bool
default: 0 (false)
sdnet_matchByRankSDNet matchmaking preference - 0 = disabled, 1 = try and find sessions where the server has the same rank.
type: bool
default: 1 (true)
sdnet_matchByRegionSDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's world region.
type: bool
default: 1 (true)
sensitivitymouse view sensitivity
type: float
showLocStringsIDshow localization strings ID
type: bool (cheat)
default: 0 (false)
si_adminnameadmin name(s) - currently unsupported
type: string (read only)
si_adminStartadmin required to start the match
type: string
si_allowLateJoinEnable/disable players joining a match in progress
type: bool
default: 1 (true)
si_allowOvertimespecified whether overtime rules apply
type: bool
default: 1 (true)
si_botDifficultydifficulty of ai (-1 = ANY, 0 = EASY, 1 = NORMAL, 2 = HARD
type: int [-1, 2]
si_campaigncurrent active campaign
type: string (read only)
si_disableGlobalChatdisable global text communication
type: bool
default: 0 (false)
si_disableVotingdisable/enable all voting
type: bool
default: 0 (false)
si_emailcontact email address - currently unsupported
type: string (read only)
si_enemyTintEnabledenables/disables enemy color tinting
type: bool
default: 1 (true)
si_gameDircurrent map unlock key
type: string (read only)
si_globalVoipEnabledenables/disables global VOIP in warmup/end of game review
type: bool
default: 0 (false)
si_inhibitSpectatorsinhibit spectators
type: bool
default: 0 (false)
si_ircIRC channel - currently unsupported
type: string (read only)
si_mapcurrent active map
type: string (read only)
si_maxplayersmax number of players allowed on the server
type: int [1, 16]
si_maxPlayersHumanmax number of non bot players allowed on the server. 0 or less = ignored
type: int [-1, 16]
si_maxRankthe maximum rank of players that are allowed on server. only applicable if si_rankRestricted is set to 1.
type: int [0, 4]
si_maxTeamSizemax number of players allowed on a single team
type: int [1, 16]
si_minPlayersminimum players before a game can be started
type: int
si_motd_1motd line 1 - currently unsupported
type: string (read only)
si_motd_2motd line 2 - currently unsupported
type: string (read only)
si_motd_3motd line 3 - currently unsupported
type: string (read only)
si_motd_4motd line 4 - currently unsupported
type: string (read only)
si_namename of the server
type: string
si_needPassenable client password checking
type: bool
default: 0 (false)
si_noProficiencyenable/disable XP
type: bool
default: 0 (false)
si_onlineModeonline mode (0 = SOLO, 1 = INVITE ONLY, 2 = FRIENDS & INVITES, 3 = EVERYONE
type: int
si_playModeplay mode (0 = SOLO, 1 = CO-OP, 2 = VERSUS
type: int
si_pointOfNoReturncan be queried to see if a new player can join the match
type: bool (read only)
default: 0 (false)
si_privateClientsmax number of private players allowed on the server
type: int [0, 16]
si_rankRestrictedenables/disables player rank restrictions
type: bool
default: 0 (false)
si_readyPercentpercentage of players that need to ready up to start a match
type: int
si_rulesruleset for game
type: string
si_scoreLimitscore at which a player/team has won
type: string
si_scriptControlledtimeLimitspecifies whether the match time is controlled by script or uses the si_timelimit cvar.
type: bool
default: 1 (true)
si_serverConfigcurrent server configuration unique id
type: int (read only)
si_serverTypeCreate MP Freeplay game Server type (0 = Dedicated, 1 = Listen
type: int
si_serverURLserver information page
type: string
si_teamDamageenable team damage
type: bool
default: 1 (true)
si_teamForceBalanceStop players from unbalancing teams
type: bool
default: 1 (true)
si_teamVoipEnabledenables/disables team VOIP in game
type: bool
default: 0 (false)
si_timelimittime limit (mins). only applicable if si_scriptControlledtimeLimit is 0.
type: float
si_versionengine version
type: string (read only)
si_warmupSpawn0: 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_websitewebsite info - currently unsupported
type: string (read only)
sys_archtype: string (init)
sys_cpuHTStatustype: string (init)
sys_cpuLogicalCounttype: int (init)
sys_cpuPhysicalCounttype: int (init)
sys_cpuSpeedtype: int (init)
sys_cpuStringtype: string (init)
sys_langtype: string (read only)
sys_ramtype: int (init)
sys_videoRamtype: int (init)
testLightColorthe light color to be used for a 'testlight'
type: string
timescalescales the time
type: float [0.1, 10]
ui_advancedFlightControlsif true, advanced flight controls are activated
type: bool
default: 0 (false)
ui_autoReloadif true, weapon is automatically reloaded when the clip is empty.
type: bool
default: 1 (true)
ui_autoSwitchEmptyWeaponsif true, will switch to the next usable weapon when the current weapon runs out of ammo
type: bool
default: 0 (false)
ui_clanTagPositionpositioning of player clan tag. 0 is before their name, 1 is after
type: int
ui_crouchToggleif true, the player toggle between crouching and standing, otherwise the player must hold to crouch.
type: bool
default: 1 (true)
ui_drivingCameraFreelookif true, driving cameras where there is no weapon defaults to freelook
type: bool
default: 0 (false)
ui_ignoreExplosiveWeaponsif true, weapons marked as explosive will be ignored during auto-switches
type: bool
default: 1 (true)
ui_ironSightToggleif true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.
type: bool
default: 0 (false)
ui_postArmFindBestWeaponif true, after arming players' best weapon will be selected
type: bool
default: 0 (false)
ui_pushToTalkIf 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_rememberCameraModeuse same camera mode as was previously used when re-entering a vehicle
type: bool
default: 0 (false)
ui_showComplaintsif true, receive complaints popups for team kills
type: bool
default: 1 (true)
ui_showGunshow gun
type: bool
default: 1 (true)
ui_useConsoleControlsif true, use console style controls (which can conflict with PC controls). Also inhibits aim assist.
type: bool
default: 1 (true)
ui_voicePackNamevoice pack name
type: int
ui_voipReceiveFireTeamif true, receive voice chat sent to the fireteam channel
type: bool
default: 1 (true)
ui_voipReceiveGlobalif true, receive voice chat sent to the global channel
type: bool
default: 1 (true)
ui_voipReceiveTeamif true, receive voice chat sent to the team channel
type: bool
default: 1 (true)
vt_anisotropyvirtual texture max anisotropy
type: float (cheat)
vt_compressionuse specified compression type if available
type: string (cheat)
vt_lodBiasvirtual texture bias
type: float
vt_lodClampclamp newly loaded tiles to a maximum virtual level
type: int [0, 15] (cheat)
vt_showDiagnosticsshow feedback diagnostics
type: bool (cheat)
default: 0 (false)
vt_showLoadsshow page loads
type: bool (cheat)
default: 0 (false)
vt_showPageLevelcolor pages based on page level
type: bool (cheat)
default: 0 (false)
vt_showPageNumbersrender page numbers
type: bool (cheat)
default: 0 (false)
vt_showPageSourcecolor pages differently based on the page file they originate from
type: bool (cheat)
default: 0 (false)
vt_showPagesPerSecondshow transcode throughput
type: bool (cheat)
default: 0 (false)
vt_skipUpdatedon't update virtual texture
type: int (cheat)
win_allowMultipleInstancesallow multiple instances running concurrently
type: bool (cheat)
default: 0 (false)
win_muteOnLoseFocusmute sound if the window loses focus
type: bool
default: 1 (true)
win_muteVOIPOnLoseFocusmute Brink VOIP if the window loses focus (and enable Steam VOIP instead)
type: bool
default: 1 (true)
win_notaskkeysdisable windows task keys
type: bool (read only)
default: 0 (false)
win_outputDebugStringtype: bool (cheat)
default: 0 (false)
win_outputEditStringtype: bool (cheat)
default: 1 (true)
win_timerUpdateallows the game to be updated while dragging the window
type: bool (cheat)
default: 0 (false)
win_usernamewindows user name
type: string (init)
win_viewlogtype: int [0, 2] (cheat)
win_xposhorizontal position of window
type: int
win_yposvertical position of window
type: int