CVars (ETQW)
From modwiki
The information on this page is specific to Enemy Territory: Quake Wars.Existing CVars as of public beta 2.
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GAME CVars:
| a_glowBaseScale | ... Original image contribution factor |
| a_glowLuminanceDependency | ... Dependency of the glow on the luminance(brightness) |
| a_glowScale | ... Blurred image contribution factor |
| a_glowSpriteMin | |
| a_glowSpriteSize | |
| a_glowSunBaseScale | ... Factor to scale to sun factor with |
| a_glowSunPower | ... Power to raise to sun factor to |
| a_glowSunScale | ... Factor to scale to sun factor with |
| a_glowThresh | ... Threshold above which part of the scene starts glowing |
| a_sun | |
| a_windTimeScale | ... Speed at which wind effects change |
| aas_extendFlyPaths | ... set to 1 to enable extending fly paths |
| aas_locationMemory | ... used to remember a particular location, set to 'current' to store the current x,y,z location |
| aas_optimizePaths | ... set to 1 to enable path optimization |
| aas_pullPlayer | ... pull the player to the specified area |
| aas_randomPullPlayer | ... pull the player to a random area |
| aas_showAreas | ... show the areas in the selected aas |
| aas_showBadAreas | ... show bad AAS areas |
| aas_showEdgeNums | ... show edge nums |
| aas_showFloorTrace | ... show floor trace |
| aas_showFuncObstacles | ... show the AAS func_obstacles on the map |
| aas_showHopPath | ... show hop path to specified area |
| aas_showManualReachabilities | ... show manually placed reachabilities |
| aas_showNearestCoverArea | ... show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4) |
| aas_showNearestInsideArea | ... show the nearest area that is inside |
| aas_showObstacleAvoidance | ... shows obstacles along paths |
| aas_showObstaclePVS | ... show obstacle PVS for the given area |
| aas_showPath | ... show the path to the walk specified area |
| aas_showPushIntoArea | ... show an arrow going to the closest area |
| aas_showTravelTime | ... print the travel time to the specified goal area (only when aas_showAreas is set) |
| aas_showWallEdgeNums | ... show the number of the edges of walls |
| aas_showWallEdges | ... show the edges of walls, 2 = project all to same height, 3 = project onscreen |
| aas_skipObstacleAvoidance | ... ignore all dynamic obstacles along paths |
| aas_subSampleWalkPaths | ... set to 1 to enable walk path sub-sampling |
| aas_test | ... select which AAS to test |
| af_contactFrictionScale | ... scales the contact friction |
| af_forceFriction | ... force the given friction value |
| af_highlightBody | ... name of the body to highlight |
| af_highlightConstraint | ... name of the constraint to highlight |
| af_jointFrictionScale | ... scales the joint friction |
| af_maxAngularVelocity | ... maximum angular velocity |
| af_maxLinearVelocity | ... maximum linear velocity |
| af_showActive | ... show tree-like structures of articulated figures not at rest |
| af_showBodies | ... show bodies |
| af_showBodyNames | ... show body names |
| af_showConstrainedBodies | ... show the two bodies contrained by the highlighted constraint |
| af_showConstraintNames | ... show constraint names |
| af_showConstraints | ... show constraints |
| af_showInertia | ... show the inertia tensor of each body |
| af_showLimits | ... show joint limits |
| af_showMass | ... show the mass of each body |
| af_showPrimaryOnly | ... show primary constraints only |
| af_showTimings | ... show articulated figure cpu usage |
| af_showTotalMass | ... show the total mass of each articulated figure |
| af_showTrees | ... show tree-like structures |
| af_showVelocity | ... show the velocity of each body |
| af_skipFriction | ... skip friction |
| af_skipLimits | ... skip joint limits |
| af_skipSelfCollision | ... skip self collision detection |
| af_testSolid | ... test for bodies initially stuck in solid |
| af_timeScale | ... scales the time |
| af_useImpulseFriction | ... use impulse based contact friction |
| af_useJointImpulseFriction | ... use impulse based joint friction |
| af_useLinearTime | ... use linear time algorithm for tree-like structures |
| af_useSymmetry | ... use constraint matrix symmetry |
| ai_debugAnimState | ... displays animState changes for the specified monster entity number |
| ai_debugMove | ... draws movement information for monsters |
| ai_debugScript | ... displays script calls for the specified monster entity number |
| ai_debugTrajectory | ... draws trajectory tests for monsters |
| anim_forceUpdate | |
| anim_maxBodyPitch | ... max pitch of body adjustment |
| anim_minBodyPitch | ... min pitch of body adjustment |
| aor_animationCutoffScale | ... scale the aor animation cutoff distance |
| aor_ikCutoffScale | ... scale the aor ik cutoff distance |
| aor_physicsCutoffScale | ... scale the aor physics cutoff distance |
| aor_physicsLod1StartScale | ... scale the aor physics lod 1 distance |
| aor_physicsLod2StartScale | ... scale the aor physics lod 2 distance |
| aor_physicsLod3StartScale | ... scale the aor physics lod 3 distance |
| bot_aimSkill | ... Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER |
| bot_balanceCriticalClass | ... Have the bots try to keep someone playing the critical class at all times. 0 = keep the class they spawn in as. Default = 1. |
| bot_breakPoint | ... Cause a program break to occur inside the bot's AI |
| bot_debug | ... Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1 |
| bot_debugActionGoalNumber | ... Set to any action number on the map to have the bot ALWAYS do that action, for debugging. -1 = disabled. NOTE: The bot will treat the goal as a camp goal. This is useful for path testing. |
| bot_debugAirVehicles | ... Debug bot air vehicle usage. -1 = disable |
| bot_debugGroundVehicles | ... Debug bot ground vehicle usage. -1 = disable |
| bot_debugMapScript | ... Allows you to debug the bot script. |
| bot_debugObstacleAvoidance | ... Debug obstacle avoidance |
| bot_debugObstacles | ... Debug bot obstacles in the world |
| bot_debugPersonalVehicles | ... Only used for debugging the use of the husky icarus. |
| bot_debugSpeed | ... Debug bot's move speed. -1 = disable |
| bot_debugWeapons | ... Only used for debugging bots weapons. |
| bot_doObjectives | ... 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player |
| bot_drawActionDist | ... How far away to draw the bot action info. Default is 2048 |
| bot_drawActionGroupNum | ... Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled. |
| bot_drawActionNumber | ... Draw a specific bot action only. -1 = disable |
| bot_drawActionRoutesOnly | ... Draw only the bot actions that have the defined route. |
| bot_drawActions | ... Draw the bot's actions. |
| bot_drawActionSize | ... How big to draw the bot action info. Default is 0.2 |
| bot_drawActionTypeOnly | ... Draw only actions that have a gdf/strogg goal number matching the cvar value. Check the bot manual for goal numbers. -1 = disabled. |
| bot_drawActionWithClasses | ... Draw only actions that have a validClass set to anything other then 0 ( 0 = any class ). |
| bot_drawActiveActionsOnly | ... Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up. |
| bot_drawActiveRoutesOnly | ... Only draw the active routes on the map. |
| bot_drawClientNumbers | ... Draw every clients number above their head |
| bot_drawNodes | ... draw vehicle path nodes |
| bot_drawObstacles | ... Draw the bot's dynamic obstacles in the world |
| bot_drawRouteGroupOnly | ... Only draw routes that have the groupID specified. |
| bot_drawRoutes | ... Draw the routes on the map. |
| bot_enable | ... 0 = bots will not be loaded in the game. 1 = bots are loaded. |
| bot_followMe | ... Have the bots follow you in debug mode |
| bot_godMode | ... Set to the bot client you want to enter god mode. -1 = disable. |
| bot_ignoreEnemies | ... If set to 1, bots will ignore all enemies. Useful for debugging bot behavior |
| bot_ignoreGoals | ... If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior |
| bot_knifeOnly | ... goofy mode where the bots only use their knifes in combat. |
| bot_minClients | ... Keep a minimum number of clients on the server with bots. -1 to disable |
| bot_noChat | ... 0 = bots chat, 1 = bots never chat |
| bot_noRandomJump | ... makes bots not randomly jump |
| bot_noTapOut | ... makes bots not want to ever tap out, for debug purposes |
| bot_noTaunt | ... 0 = bots taunt, 1 = bots never taunt |
| bot_pause | ... Pause the bot's thinking - useful for screenshots/debugging/etc |
| bot_showPath | ... Show the path for the bot's client number. -1 = disable. |
| bot_sillyWarmup | ... 0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup |
| bot_skill | ... Sets the bot's default AI skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER |
| bot_skipThinkClient | ... A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled. |
| bot_sleepWhenServerEmpty | ... has the bots stop thinking when the server is idle and there are no humans playing |
| bot_spectateDebug | ... If enabled, automatically sets the debug hud to the bot being spectated |
| bot_stayInVehicles | ... 1 = bots will never leave their vehicle. Only useful for debugging. Default is 0 |
| bot_testObstacleAvoidance | ... test obstacle avoidance |
| bot_testObstacleQuery | ... test a previously recorded obstacle avoidance query |
| bot_threading | ... enable running the bot AI in a separate thread |
| bot_threadMaxFrameDelay | ... maximum number of game frames the bot AI can trail behind |
| bot_threadMinFrameDelay | ... minimum number of game frames the bot AI trails behind |
| bot_uiNumGDF | ... The number of gdf bots to add to the server. -1 to disable |
| bot_uiNumStrogg | ... The number of strogg bots to add to the server. -1 to disable |
| bot_uiSkill | ... The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER |
| bot_useAltRoutes | ... Debug the bot's alternate path use. |
| bot_useDeployables | ... 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables |
| bot_useRearSpawn | ... debug bots using rear spawn points |
| bot_useShotguns | ... 0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns. |
| bot_useSniperWeapons | ... 0 = bots wont use sniper rifles. 1 = bots will use sniper rifles. |
| bot_useSpawnHosts | ... 0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts |
| bot_useStrafeJump | ... 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away |
| bot_useSuicideWhenStuck | ... 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck |
| bot_useTKRevive | ... Allows the bots to use the advanced tactic of TK reviving if their teammate is weak. 0 = disabled. Default is 1 |
| bot_useVehicles | ... 0 = bots dont use vehicles, 1 = bots do use vehicles |
| cm_drawTraces | ... draw polygon and edge normals |
| g_allowComplaint_charge | ... Allow complaints for teamkills with charges |
| g_allowComplaint_explosives | ... Allow complaints for teamkills with explosive weapons and items |
| g_allowComplaint_firesupport | ... Allow complaints for teamkills with fire support |
| g_allowComplaint_vehicles | ... Allow complaints for teamkills with vehicle |
| g_autoFireTeam | ... Prompt to join a fireteam when switching to a new team. |
| g_autoReadyPercent | ... Percentage of a full server that must be in game for auto ready to start |
| g_autoReadyWait | ... Length of time auto ready will wait before starting the countdown |
| g_banner_1 | ... banner message 1 |
| g_banner_10 | ... banner message 10 |
| g_banner_11 | ... banner message 11 |
| g_banner_12 | ... banner message 12 |
| g_banner_13 | ... banner message 13 |
| g_banner_14 | ... banner message 14 |
| g_banner_15 | ... banner message 15 |
| g_banner_16 | ... banner message 16 |
| g_banner_2 | ... banner message 2 |
| g_banner_3 | ... banner message 3 |
| g_banner_4 | ... banner message 4 |
| g_banner_5 | ... banner message 5 |
| g_banner_6 | ... banner message 6 |
| g_banner_7 | ... banner message 7 |
| g_banner_8 | ... banner message 8 |
| g_banner_9 | ... banner message 9 |
| g_banner_delay | ... delay between banner messages |
| g_banner_loopdelay | ... delay before banner messages repeat, 0 = off |
| g_cacheDictionaryMedia | ... Precache all media from entity dictionaries |
| g_chatDefaultColor | ... RGBA value for normal chat prints |
| g_chatFireTeamColor | ... RGBA value for fire team chat prints |
| g_chatLineTimeout | ... number of seconds that each chat line stays in the history |
| g_chatTeamColor | ... RGBA value for team chat prints |
| g_cheapDecalsMaxDistance | ... max distance decals are created |
| g_collisionModelMask | |
| g_commandMapZoom | ... command map zoom level |
| g_commandMapZoomStep | ... percent to increase/decrease command map zoom by |
| g_compiledScriptSafety | ... enables extra safety checks in exported scripts |
| g_complaintGUIDLimit | ... Total unique complaints at which a player will be kicked |
| g_complaintLimit | ... Total complaints at which a player will be kicked |
| g_damageIndicatorAlphaScale | ... alpha of the damage indicators |
| g_damageIndicatorColor | ... color of the damage indicators |
| g_damageIndicatorFadeTime | ... number of seconds that a damage indicator stays visible |
| g_damageIndicatorHeight | ... height of the damage indicators |
| g_damageIndicatorWidth | ... width of the damage indicators |
| g_debugAnim | ... displays information on which animations are playing on the specified entity number. set to -1 to disable. |
| g_debugAnimLookups | ... prints successful animation lookups |
| g_debugAnimStance | ... displays information on which stances are set on the specified entity number. set to -1 to disable. |
| g_debugBounds | ... checks for models with bounds > 2048 |
| g_debugBulletFiring | ... spam info about bullet traces |
| g_debugCinematic | |
| g_debugDamage | |
| g_debugFootsteps | ... prints which surfacetype the player is walking on |
| g_debugForceFields | |
| g_debugFrameCommands | ... Prints out frame commands as they are called |
| g_debugFrameCommandsFilter | ... Filter the type of framecommands |
| g_debugGUI | ... Show GUI window outlines |
| g_debugGUIEvents | ... Show the results of events |
| g_debugGUIRenderWorld | ... Output information for GUI-based renderWorlds |
| g_debugGUITextRect | ... Show windows' text rectangle outlines |
| g_debugGUITextScale | ... Size that the debug GUI info font is drawn in. |
| g_debugLocations | |
| g_debugMask | ... debugs a deployment mask |
| g_debugNetworkWrite | |
| g_debugPlayerList | ... fills UI lists with fake players |
| g_debugProficiency | |
| g_debugScript | |
| g_debugSpecatorList | ... fills the spectator list with fake players |
| g_debugVehicleDriveForces | ... show info about wheeled drive forces |
| g_debugVehicleFeedback | ... show info about wheeled suspension feedback |
| g_debugVehicleFrictionFeedback | ... show info about wheeled surface friction feedback |
| g_debugVehicleHoverPads | ... show info about hoverpads |
| g_debugVehicleHurtZones | ... show info about the hurtZone component |
| g_debugVehiclePseudoHover | ... show info about the pseudoHover component |
| g_debugVehicleWheelForces | ... show info about wheel forces |
| g_debugWeapon | |
| g_debugWeaponSpread | ... displays the current spread value for the weapon |
| g_decals | ... show decals such as bullet holes |
| g_demoAnalyze | ... analyze demo during playback |
| g_demoOutputMDF | ... output entity keyframe data from demo |
| g_disableFootsteps | ... enable/disable footsteps |
| g_disableGlobalAudio | ... disable global VOIP communication |
| g_disableTransportDebris | |
| g_disableVehicleSpawns | ... disables vehicles spawning from construction pads |
| g_disasm | ... disassemble script into base/script disasm.txt on the local drive when script is compiled |
| g_dragDamping | |
| g_dragEntity | ... allows dragging physics objects around by placing the crosshair over them and holding the fire button |
| g_dragMaxforce | |
| g_dragShowSelection | |
| g_drawAntiLag | ... Visualizes the anti-lag point generation |
| g_drawAntiLagHits | ... Draws information when anti-lag generates a hit |
| g_drawContacts | ... draw physics object contacts |
| g_drawPlayerDamage | ... Draws numbers above the player's head every time they take damage ( Must be enabled on the server too ) |
| g_drawPlayerIcons | ... Enables/Disables player icons |
| g_drawRouteConstraints | ... draws lines showing route constraints |
| g_editEntityMode | ... 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models |
| g_enemyColor | ... color of enemy units |
| g_execMapConfigs | ... Execute map cfg with same name |
| g_exportMask | |
| g_fireteamColor | ... color of fireteam units |
| g_forceClear | ... forces clearing of color buffer on main game draw (faster) |
| g_fov | |
| g_frametime | ... displays timing information for each game frame |
| g_friendlyColor | ... color of friendly units |
| g_gameReviewPause | ... Time (in minutes) for scores review time |
| g_gameReviewReadyWait | ... wait for players to ready up before going to the next map |
| g_gravity | |
| g_guiSpeeds | ... Show GUI speeds |
| g_gunX | |
| g_gunY | |
| g_gunZ | |
| g_hitBeep | ... play hit beep sound when you inflict damage. 0 = do nothing 1 = beep/flash cross-hair 2 = beep 3 = flash cross-hair |
| g_kickAmplitude | |
| g_kickBanLength | ... length of time a kicked player will be banned for |
| g_kickTime | |
| g_knockback | |
| g_logObjectives | ... log objective completion info |
| g_logProficiency | ... log proficiency data |
| g_maxPlayerWarnings | ... maximum warnings before player is kicked |
| g_maxProficiency | |
| g_maxShowDistance | |
| g_maxSpectateTime | ... maximum length of time a player may spectate for |
| g_maxTransportDebrisExtraHigh | ... The maximum number of pieces of extra high priority (really large) debris. -1 means no limit. |
| g_maxTransportDebrisHigh | ... The maximum number of pieces of high priority (large) debris. -1 means no limit. |
| g_maxTransportDebrisLow | ... The maximum number of pieces of low priority (small) debris. -1 means no limit. |
| g_maxTransportDebrisMedium | ... The maximum number of pieces of medium priority (middling) debris. -1 means no limit. |
| g_maxVoiceChats | ... maximum number of voice chats a player may do in a period of time |
| g_maxVoiceChatsOver | ... time over which the maximum number of voice chat limit is applied |
| g_muteSpecs | ... Send all spectator global chat to team chat |
| g_neutralColor | ... color of neutral units |
| g_nextMap | ... commands to execute when the current map campaign ends |
| g_noBotSpectate | ... disables the ability to spectate bots |
| g_noRouteConstraintKick | ... enables/disables players being kicked for deviating from routes |
| g_noRouteMaskDestruction | ... enables/disables the mcp being destroyed when driven outside the mask |
| g_noVehicleDecay | ... enables / disables vehicle decay |
| g_password | ... game password |
| g_playerArrowIconSize | ... Size of the screen space player arrow icons |
| g_playerIconAlphaScale | ... alpha to apply to world-based objective icons |
| g_playerIconSize | ... Size of the screen space player icons |
| g_playerPushForce | ... force players can be pushed by other players |
| g_playTooltipSound | ... Play the sound attached to a tooltip when it is shown |
| g_privatePassword | ... game password for private slots |
| g_profileEntityThink | ... Enable entity think profiling |
| g_radialMenuMouseInput | ... 0 - no mouse input 1 - mouse input, no view movement 2 - mouse input, view movement |
| g_radialMenuMouseSensitivity | ... Mouse input scale |
| g_radialMenuStyle | ... Sets the style of the quick chat menu: 0 = radial, 1 = vertical |
| g_radialMenuUseNumberShortcuts | ... Use numbers instead of alpha-numeric shortcuts |
| g_removeStaticEntities | ... Remove non-dynamic entities on map spawn when they aren't needed |
| g_rotateCommandMap | ... Rotate the command map around the player |
| g_showActiveDeployZones | |
| g_showActiveEntities | ... draws boxes around thinking entities. |
| g_showAreaClipSectors | |
| g_showcamerainfo | ... displays the current frame # for the camera when playing cinematics |
| g_showChatLocation | ... show/hide locations in chat text |
| g_showClipSectorFilter | |
| g_showClipSectors | |
| g_showCollisionModels | |
| g_showCollisionTraces | |
| g_showCollisionWorld | |
| g_showCommandMapNames | ... Show/hide location text on the commandmap |
| g_showCompileStats | ... sets whether to show stats at the end of compilation or not |
| g_showCrosshairInfo | ... shows information about the entity under your crosshair |
| g_showDemoHud | ... draw the demo hud gui |
| g_showDemoView | ... show player's calculated view when paused instead of free-fly cam |
| g_showEntityInfo | |
| g_showHud | ... draw the hud gui |
| g_showLocationWayPoints | ... Show/hide location waypoints in the world |
| g_showPlayerArrows | ... enable/disable arrows above the heads of players (0=off,1=all,2=friendly only) |
| g_showPlayerShadow | ... enables shadow of player model |
| g_showPlayerSpeed | ... displays player movement speed |
| g_showPVS | |
| g_showRenderModelBounds | |
| g_showTargets | ... draws entities and their targets. hidden entities are drawn grey. |
| g_showTestModelFrame | ... displays the current animation and frame # for testmodels |
| g_showTriggers | ... draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey. |
| g_showVehicleCockpits | ... enables / disables vehicle cockpits |
| g_showVehiclePathNodes | |
| g_showWayPoints | ... show or hide world-based objective icons |
| g_skipDeployChecks | ... Skips deployment territory checks, etc |
| g_skipIntro | ... skip the opening intro movie |
| g_skipLocalizedPrecipitation | ... Enable/disable precipitation effects |
| g_skipPostProcess | ... draw the post process gui |
| g_skipPrecipitation | ... Enable/disable precipitation effects |
| g_skipVehicleAccelFeedback | ... skip acceleration effects on wheeled suspensions |
| g_skipVehicleFrictionFeedback | ... ignore the effects of surface friction |
| g_skipVehicleTurnFeedback | ... skip turn ducking effects on wheeled suspensions |
| g_skipViewEffects | ... skip damage and other view effects |
| g_spectateViewLerpScale | ... Controls view smoothing for spectators |
| g_stopWatchMode | ... stopwatch mode, 0 = ABBA, 1 = ABAB |
| g_teamSwitchDelay | ... Delay (in seconds) before player can change teams again |
| g_testLadders | |
| g_testModelAnimate | ... test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once |
| g_testModelBlend | ... number of frames to blend |
| g_testModelRotate | ... test model rotation speed |
| g_testParticle | ... test particle visualization, set by the particle editor |
| g_testParticleName | ... name of the particle being tested by the particle editor |
| g_testPostProcess | ... name of material to draw over screen |
| g_testSpectator | |
| g_testViewSkin | ... name of skin to use for the view |
| g_timeoutToSpec | ... Timeout for players who are AFK to go into spectator mode (0=disabled) |
| g_tooltipTimeScale | ... Scale the amount of time that a tooltip is visible. 0 will disable all tooltips. |
| g_transportDebrisExtraHighCutoff | ... Beyond this distance from the viewpoint extra high priority debris will not be spawned. -1 means no limit. |
| g_transportDebrisHighCutoff | ... Beyond this distance from the viewpoint high priority debris will not be spawned. -1 means no limit. |
| g_transportDebrisLowCutoff | ... Beyond this distance from the viewpoint low priority debris will not be spawned. -1 means no limit. |
| g_transportDebrisMediumCutoff | ... Beyond this distance from the viewpoint medium priority debris will not be spawned. -1 means no limit. |
| g_unlock_interpolateMoving | ... interpolate moving objects in fps unlock mode |
| g_unlock_updateAngles | ... update view angles in fps unlock mode |
| g_unlock_updateViewpos | ... update view origin in fps unlock mode |
| g_unlock_viewStyle | ... 0: extrapolate view origin, 1: interpolate view origin |
| g_useBotsInPlayerTotal | ... Should bots count towards the number of players required to start the game? |
| g_useCompiledScript | ... enable/disable native compiled scripts |
| g_useSimpleStats | ... only look up local server stats |
| g_useTraceCollection | ... Use optimized trace collections |
| g_vehicleForce | |
| g_vehicleSteerKeyScale | ... The scale of the wheeled vehicle steering keys - 1 is standard, 2 is twice as fast, etc |
| g_vehicleSuspensionDamping | |
| g_vehicleSuspensionDown | |
| g_vehicleSuspensionKCompress | |
| g_vehicleSuspensionUp | |
| g_vehicleTireFriction | |
| g_vehicleVelocity | |
| g_vehicleWheelTracesPerFrame | ... What fraction of the wheels are updated per frame |
| g_version | ... game version |
| g_votePassPercentage | ... Percentage of yes votes required for a vote to pass |
| g_voteWait | ... Delay (in minutes) before player may perform a callvote again |
| g_walkerTraceDistance | ... distance to check for space for the walker to move |
| g_warmup | ... Length (in minutes) of warmup period |
| g_warmupDamage | ... Enable/disable players taking damage during warmup |
| g_waypointAlphaScale | ... alpha to apply to world-based objective icons |
| g_waypointDistanceMax | ... min distance at which to show max icon size |
| g_waypointDistanceMin | ... max distance at which to show min icon size |
| g_waypointSizeMax | ... max world-view icon size |
| g_waypointSizeMin | ... min world-view icon size |
| g_weaponSwitchTimeout | |
| g_writeStats | ... write stats txt files at the end of maps |
| g_xpSave | ... stores xp for disconnected players which will be given back if they reconnect |
| gamedate | |
| gamename | |
| gui_chatAlpha | ... alpha of chat text |
| gui_commandMapAlpha | ... alpha of command map |
| gui_crosshairAlpha | ... alpha of crosshair |
| gui_crosshairColor | ... RGB color tint for crosshair elements |
| gui_crosshairDef | ... name of def containing crosshair |
| gui_crosshairGrenadeAlpha | ... alpha of grenade timer components |
| gui_crosshairKey | ... name of crosshair key in def specified by gui_crosshairDef |
| gui_crosshairSpreadAlpha | ... alpha of spread components |
| gui_crosshairSpreadScale | ... amount to scale the spread indicator movement |
| gui_crosshairStatsAlpha | ... alpha of health/ammo/reload components |
| gui_debugLayout | ... Debug UI layout classes |
| gui_debugRadialMenus | ... Show radial menu debugging info |
| gui_doubleClickTime | ... Delay in seconds between considering two mouse clicks a double-click |
| gui_fireTeamAlpha | ... alpha of fireteam list |
| gui_obitAlpha | ... alpha of obituaries |
| gui_objectiveListAlpha | ... alpha of objective list |
| gui_objectiveStatusAlpha | ... alpha of objective status |
| gui_showRespawnText | ... show text about respawning when in limbo or dead |
| gui_tooltipAlpha | ... alpha of tooltips |
| gui_tooltipDelay | ... Delay in seconds before tooltips pop up. |
| gui_vehicleAlpha | ... alpha of vehicle information |
| gui_vehicleDirectionAlpha | ... alpha of vehicle direction indicators |
| gui_voteAlpha | ... alpha of vote |
| ik_debug | ... show IK debug lines |
| ik_enable | ... enable IK |
| m_helicopterPitch | ... helicopter mouse pitch scale |
| m_helicopterYaw | ... helicopter mouse yaw scale |
| net_aorPVSScale | ... AoR scale for outside of PVS |
| net_clientAORFilter | |
| net_clientLagOMeter | ... draw prediction graph |
| net_clientSelfSmoothing | ... smooth local client position |
| net_clientShowAOR | |
| net_clientShowSnapshot | |
| net_clientShowSnapshotRadius | |
| net_limitApparentMaxErrorAllowance | ... fraction of the current physics speed added |
| net_limitApparentMaxLagAllowance | ... fraction of the current physics speed added to the maximum apparent speed due to client lag |
| net_limitApparentMinSpeed | ... minimum value for maximum apparent speed to reach |
| net_limitApparentVelocity | ... limit the apparent velocity of objects in prediction to realistic levels |
| net_maxPlayerCollisionMerge | ... maximum number of player collision steps to merge together during client reprediction |
| net_predictionErrorDecay | ... Enable/disable prediction error decay |
| net_serverMaxReservedClientSlots | ... maximum number of player slots reserved for session invites |
| net_staggerPlayerGroundChecks | ... skip every other ground check during forward prediction |
| net_useAOR | ... Enable/Disable Area of Relevance |
| password | ... client password used when connecting |
| pm_bboxwidth | ... x/y size of player's bounding box |
| pm_bobpitch | |
| pm_bobroll | |
| pm_bobup | |
| pm_crouchbob | ... bob much faster when crouched |
| pm_crouchheight | ... height of player's bounding box while crouched |
| pm_crouchrate | ... time it takes for player's view to change from standing to crouching |
| pm_crouchspeed | ... speed the player can move while crouched |
| pm_crouchviewheight | ... height of player's view while crouched |
| pm_deadheight | ... height of player's bounding box while dead |
| pm_deadviewheight | ... height of player's view while dead |
| pm_deathThirdPersonAngle | ... direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) |
| pm_deathThirdPersonHeight | ... height of camera from normal view height in 3rd person |
| pm_deathThirdPersonRange | ... camera distance from player in 3rd person |
| pm_democamspeed | ... speed the player can move while flying around in a demo |
| pm_deployThirdPersonAngle | ... direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) |
| pm_deployThirdPersonHeight | ... height of camera from normal view height in 3rd person |
| pm_deployThirdPersonRange | ... camera distance from player in 3rd person |
| pm_friction | ... friction applied to player on the ground |
| pm_jumpheight | ... approximate height the player can jump |
| pm_maxproneviewpitch | ... amount player's view can look down when prone |
| pm_maxviewpitch | ... amount player's view can look down |
| pm_minproneviewpitch | ... amount player's view can look up when prone(negative values are up) |
| pm_minviewpitch | ... amount player's view can look up (negative values are up) |
| pm_noclipspeed | ... speed the player can move while in noclip |
| pm_noclipspeedsprint | ... speed the player can move while in noclip and sprinting |
| pm_noclipspeedwalk | ... speed the player can move while in noclip and walking |
| pm_normalheight | ... height of player's bounding box while standing |
| pm_normalviewheight | ... height of player's view while standing |
| pm_pausePhysics | ... pauses physics |
| pm_powerslide | ... adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0 |
| pm_proneheight | ... height of player's bounding box while prone |
| pm_pronespeed | ... speed the player can move while prone |
| pm_proneviewdistance | ... distance in front of the player's view while prone |
| pm_proneviewheight | ... height of player's view while prone |
| pm_runbob | ... bob faster when running |
| pm_runpitch | |
| pm_runroll | |
| pm_runspeedback | ... speed the player can move backwards while running |
| pm_runspeedforward | ... speed the player can move forwards while running |
| pm_runspeedstrafe | ... speed the player can move sideways while running |
| pm_skipBob | ... Disable all bobbing |
| pm_slidevelocity | ... what to do with velocity when hitting a surface at an angle. 0: use horizontal speed 1: keep some of the impact speed to push along the slide |
| pm_spectatebbox | ... size of the spectator bounding box |
| pm_spectatespeed | ... speed the player can move while spectating |
| pm_spectatespeedsprint | ... speed the player can move while spectating and sprinting |
| pm_spectatespeedwalk | ... speed the player can move while spectating and walking |
| pm_sprintspeedforward | ... speed the player can move forwards while sprinting |
| pm_sprintspeedstrafe | ... speed the player can move sideways while sprinting |
| pm_stepsize | ... maximum height the player can step up without jumping |
| pm_thirdPerson | ... enables third person view |
| pm_thirdPersonAngle | ... direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) |
| pm_thirdPersonClip | ... clip third person view into world space |
| pm_thirdPersonHeight | ... height of camera from normal view height in 3rd person |
| pm_thirdPersonNoPitch | ... ignore camera pitch when in third person mode |
| pm_thirdPersonOrbit | ... if set, will automatically increment pm_thirdPersonAngle every frame |
| pm_thirdPersonRange | ... camera distance from player in 3rd person |
| pm_vehicleSoundLerpScale | |
| pm_walkbob | ... bob slowly when walking |
| pm_walkspeed | ... speed the player can move while walking |
| pm_waterFloatValue | ... fraction of water coverage at which the player will try to float |
| pm_waterSpeed | ... speed player will be pushed up in water when totally under water |
| rb_showActive | ... show rigid bodies that are not at rest |
| rb_showBodies | ... show rigid bodies |
| rb_showContacts | ... show contact points on rigid bodies |
| rb_showInertia | ... show the inertia tensor of each rigid body |
| rb_showMass | ... show the mass of each rigid body |
| rb_showTimings | ... show rigid body cpu usage |
| rb_showVelocity | ... show the velocity of each rigid body |
| si_adminname | ... admin name(s) |
| si_adminStart | ... admin required to start the match |
| si_allowLateJoin | ... Enable/disable players joining a match in progress |
| si_antiLag | ... Server does antilag on players |
| si_antiLagForgiving | ... How forgiving the antilag is - the higher, the more forgiving |
| si_antiLagOnly | ... ONLY use antilag |
| si_campaign | ... current active campaign |
| si_campaignInfo | ... current campaign map info |
| si_disableGlobalChat | ... disable global text communication |
| si_disableVoting | ... disable/enable all voting |
| si_email | ... contact email address |
| si_irc | ... IRC channel |
| si_map | ... current active map |
| si_maxPlayers | ... max number of players allowed on the server |
| si_minPlayers | ... minimum players before a game can be started |
| si_motd_1 | ... motd line 1 |
| si_motd_2 | ... motd line 2 |
| si_motd_3 | ... motd line 3 |
| si_motd_4 | ... motd line 4 |
| si_name | ... name of the server |
| si_needPass | ... enable client password checking |
| si_noProficiency | ... enable/disable XP |
| si_privateClients | ... max number of private players allowed on the server |
| si_pure | ... server is pure and does not allow modified data |
| si_readyPercent | ... percentage of players that need to ready up to start a match |
| si_rules | ... ruleset for game. Mainly defines the gametype. |
| si_spectators | ... allow spectators or require all clients to play |
| si_teamDamage | ... enable team damage |
| si_teamForceBalance | ... Stop players from unbalancing teams |
| si_timelimit | ... time limit (mins) |
| si_website | ... website info |
[edit]
GAME UI CVars:
| ui_advancedFlightControls | ... if true, advanced flight controls are activated |
| ui_autoSwitchEmptyWeapons | ... if true, will switch to the next usable weapon when the current weapon runs out of ammo |
| ui_clanTag | ... player clan tag |
| ui_clanTagPosition | ... positioning of player clan tag. 0 is before their name, 1 is after |
| ui_drivingCameraFreelook | ... if true, driving cameras where there is no weapon defaults to freelook |
| ui_ignoreExplosiveWeapons | ... if true, weapons marked as explosive will be ignored during auto-switches |
| ui_name | ... player name |
| ui_postArmFindBestWeapon | ... if true, after arming players' best weapon will be selected |
| ui_rememberCameraMode | ... use same camera mode as was previously used when re-entering a vehicle |
| ui_showGun | ... show gun |
[edit]
RNDR CVars:
| image_anisotropy | ... set the maximum texture anisotropy if available |
| image_bumpPicMip | ... Uses a miplevel X steps down |
| image_colorMipLevels | ... development aid to see texture mip usage |
| image_detailPower | ... Controls how fast the detail textures fade out (0 = normal mipmaps, 1 is falloff after the first level) |
| image_diffusePicMip | ... Uses a miplevel X steps down |
| image_editorPicMip | |
| image_filter | ... changes texture filtering on mipmapped images |
| image_globalPicMip | ... globally uses a miplevel X steps down |
| image_ignoreHighQuality | ... ignore high quality setting on materials |
| image_lodbias | ... change lod bias on mipmapped images |
| image_lodDistance | ... Distance at wich images don't need full resolution |
| image_picMip | ... Uses a miplevel X steps down |
| image_picMipEnable | ... Enable picmip |
| image_roundDown | ... round bad sizes down to nearest power of two |
| image_showBackgroundLoads | ... 1 = print number of outstanding background loads |
| image_skipUpload | ... used during the build process, will skip uploads |
| image_specularPicMip | ... Uses a miplevel X steps down |
| image_useAllFormats | ... allow alpha/intensity/luminance luminance+alpha |
| image_useBackgroundLoads | ... 1 = enable background loading of images |
| image_useCompression | ... 0 = force everything to high quality |
| image_useNormalCompression | ... 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available |
| image_useOfflineCompression | ... write a batch file for offline compression of DDS files |
| image_usePrecompressedTextures | ... use .dds files if present |
| image_writeNormalTGA | ... write .tgas of the final normal maps for debugging |
| image_writeNormalTGAPalletized | ... write .tgas of the final palletized normal maps for debugging |
| image_writePrecompressedTextures | ... write .dds files if necessary |
| image_writeTGA | ... write .tgas of the non normal maps for debugging |
| r_32ByteVtx | ... Uses 32bit vtx |
| r_ambientARB | ... 0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program |
| r_ambientLightDrawMode | ... 0 is blended sphere, 1 is circle outline, 2 is completely off |
| r_ambientMap | ... ambient cube map base name |
| r_ambientMapNoUpdate | ... disabled dynamic ambient cubemap texture uploading |
| r_ambientScale | ... ambient cube mapping brightness |
| r_aspectRatio | ... aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV |
| r_atmosScale | ... atmosphere brightness |
| r_brightness | ... changes gamma tables |
| r_checkBounds | ... compare all surface bounds with precalculated ones |
| r_clear | ... force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom |
| r_combinedReflectDist | ... Distance where the planar reflection gets cut of |
| r_customAspectRatioH | ... horizontal custom aspect ratio |
| r_customAspectRatioV | ... vertical custom aspect ratio |
| r_customHeight | ... custom screen height |
| r_customWidth | ... custom screen width |
| r_debugArrowStep | ... step size of arrow cone line rotation in degrees |
| r_debugAxisLength | ... used to set the length of drawn debug axis |
| r_debugFlareDeform | ... display debug point at place of failing deform |
| r_debugImposters | ... Show some extra information on imposter rendering |
| r_debugLineDepthTest | ... perform depth test on debug lines |
| r_debugLineWidth | ... width of debug lines |
| r_debugPolygonFilled | ... draw a filled polygon |
| r_depthFill | ... Enable depth only pass |
| r_depthFillCutoff | ... Screen Rect Area required to render |
| r_depthFillNoColour | ... Disable depth fill colour write |
| r_depthRangeStartDefault | |
| r_depthRangeWeaponHackEnd | |
| r_depthRangeWeaponHackScale | |
| r_detailFade | ... Distance fading control ('reloadImages all' needed) |
| r_detailRatio | ... Ratio of detail texture to main texture |
| r_detailTexture | ... Detail texture on landscape ('reparseDecls renderProgram' needed) |
| r_displayRefresh | ... optional display refresh rate option for vid mode |
| r_dynamicModelCacheMegs | ... Number of megabytes to cache dynamic model instantiations in. |
| r_farPlaneDist | ... Optional far plane clipping |
| r_finish | ... force a call to glFinish() every frame |
| r_flareSize | ... scale the flare deforms from the material def |
| r_flushPurgeableModels | ... Delete all cached purgeable models |
| r_forceGLFinish | ... force finish within backend |
| r_forceLoadImages | ... draw all images to screen after registration |
| r_frontBuffer | ... draw to front buffer for debugging |
| r_fullscreen | ... 0 = windowed, 1 = full screen |
| r_gamma | ... changes gamma tables |
| r_generateInteractions | ... Generate all interactions after a map load |
| r_glDriver | ... "opengl32", etc. |
| r_glDriverVendor | ... OpenGL driver vendor |
| r_glowbase | ... base glare level |
| r_ignore | ... used for random debugging without defining new vars |
| r_ignore2 | ... used for random debugging without defining new vars |
| r_ignoreGLErrors | ... ignore GL errors |
| r_imposterCoverage | |
| r_inhibitFBO | ... Disable the fbo extension. |
| r_jitter | ... randomly subpixel jitter the projection matrix |
| r_jitterBias | ... jitter radius bias |
| r_jitterRadial | ... radial jitter view matrix around the specified distance |