CVars (ETQW)

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Image:Etqwsquare_bg.png The information on this page is specific to Enemy Territory: Quake Wars.

Existing CVars as of public beta 2.

Contents

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

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

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