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ET:QW list of Cvars



CVar Description a_glowBaseScale Original image contribution factor type: float (cheat) a_glowLuminanceDependency Dependency of the glow on the luminance(brightness) type: float (cheat) a_glowScale Blurred image contribution factor type: float (cheat) a_glowSpriteMin type: string (cheat) a_glowSpriteSize type: float (cheat) a_glowSunBaseScale Factor to scale to sun factor with type: float (cheat) a_glowSunPower Power to raise to sun factor to type: float (cheat) a_glowSunScale Factor to scale to sun factor with type: float (cheat) a_glowThresh Threshold above which part of the scene starts glowing type: float (cheat) a_sun type: float (cheat) a_windTimeScale Speed at which wind effects change type: float (cheat) aas_extendFlyPaths set to 1 to enable extending fly paths type: bool (cheat) default: 1 (true) aas_locationMemory used to remember a particular location, set to 'current' to store the current x,y,z location type: string (cheat) aas_optimizePaths set to 1 to enable path optimization type: bool (cheat) default: 1 (true) aas_pullPlayer pull the player to the specified area type: string (cheat) aas_pullWalk walk instead of sprint type: bool (cheat) default: 0 (false) aas_randomPullPlayer pull the player to a random area type: bool (cheat) default: 0 (false) aas_showAreas show the areas in the selected aas type: bool (cheat) default: 0 (false) aas_showEdgeNums show edge nums type: bool (cheat) default: 0 (false) aas_showFloorTrace show floor trace type: bool (cheat) default: 0 (false) aas_showHopPath show hop path to specified area type: string (cheat) 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) type: int (cheat) aas_showNearestInsideArea show the nearest area that is inside type: bool (cheat) default: 0 (false) aas_showObstacleAvoidance shows obstacles along paths type: bool (cheat) default: 0 (false) aas_showPath show the path to the walk specified area type: string (cheat) aas_showPushIntoArea show an arrow going to the closest area type: bool (cheat) default: 0 (false) aas_showTravelTime print the travel time to the specified goal area (only when aas_showAreas is set) type: int (cheat) aas_showWallEdgeNums show the number of the edges of walls type: bool (cheat) default: 0 (false) aas_showWallEdges show the edges of walls, 2 = project all to same height, 3 = project onscreen type: int [0, 3] (cheat) aas_skipObstacleAvoidance ignore all dynamic obstacles along paths type: bool (cheat) default: 0 (false) aas_subSampleWalkPaths set to 1 to enable walk path sub-sampling type: bool (cheat) default: 1 (true) aas_test select which AAS to test type: string [aas_player, aas_vehicle] (cheat) af_contactFrictionScale scales the contact friction type: float (cheat) af_forceFriction force the given friction value type: float (cheat) af_highlightBody name of the body to highlight type: string (cheat) af_highlightConstraint name of the constraint to highlight type: string (cheat) af_jointFrictionScale scales the joint friction type: float (cheat) af_maxAngularVelocity maximum angular velocity type: float (cheat) af_maxLinearVelocity maximum linear velocity type: float (cheat) af_showActive show tree-like structures of articulated figures not at rest type: bool (cheat) default: 0 (false) af_showBodies show bodies type: bool (cheat) default: 0 (false) af_showBodyNames show body names type: bool (cheat) default: 0 (false) af_showConstrainedBodies show the two bodies contrained by the highlighted constraint type: bool (cheat) default: 0 (false) af_showConstraintNames show constraint names type: bool (cheat) default: 0 (false) af_showConstraints show constraints type: bool (cheat) default: 0 (false) af_showInertia show the inertia tensor of each body type: bool (cheat) default: 0 (false) af_showLimits show joint limits type: bool (cheat) default: 0 (false) af_showMass show the mass of each body type: bool (cheat) default: 0 (false) af_showPrimaryOnly show primary constraints only type: bool (cheat) default: 0 (false) af_showTimings show articulated figure cpu usage type: bool (cheat) default: 0 (false) af_showTotalMass show the total mass of each articulated figure type: bool (cheat) default: 0 (false) af_showTrees show tree-like structures type: bool (cheat) default: 0 (false) af_showVelocity show the velocity of each body type: bool (cheat) default: 0 (false) af_skipFriction skip friction type: bool (cheat) default: 0 (false) af_skipLimits skip joint limits type: bool (cheat) default: 0 (false) af_skipSelfCollision skip self collision detection type: bool (cheat) default: 0 (false) af_testSolid test for bodies initially stuck in solid type: bool (cheat) default: 1 (true) af_timeScale scales the time type: float (cheat) af_useImpulseFriction use impulse based contact friction type: bool (cheat) default: 0 (false) af_useJointImpulseFriction use impulse based joint friction type: bool (cheat) default: 0 (false) af_useLinearTime use linear time algorithm for tree-like structures type: bool (cheat) default: 1 (true) af_useSymmetry use constraint matrix symmetry type: bool (cheat) default: 1 (true) ai_debugAnimState displays animState changes for the specified monster entity number type: int (cheat) ai_debugMove draws movement information for monsters type: bool (cheat) default: 0 (false) ai_debugScript displays script calls for the specified monster entity number type: int (cheat) ai_debugTrajectory draws trajectory tests for monsters type: bool (cheat) default: 0 (false) ai_fallTime Number of seconds before the player plays the falling animation type: float (cheat) anim_forceUpdate type: bool (cheat) default: 0 (false) anim_maxBodyPitch max pitch of body adjustment type: float (cheat) anim_minBodyPitch min pitch of body adjustment type: float (cheat) anim_reduced type: bool (cheat) default: 1 (true) anim_showMissingAnims Show warnings for missing animations type: bool (cheat) default: 0 (false) aor_animationCutoffScale scale the aor animation cutoff distance type: float aor_ikCutoffScale scale the aor ik cutoff distance type: float aor_physicsCutoffScale scale the aor physics cutoff distance type: float aor_physicsLod1StartScale scale the aor physics lod 1 distance type: float aor_physicsLod2StartScale scale the aor physics lod 2 distance type: float aor_physicsLod3StartScale scale the aor physics lod 3 distance type: float bot_aimSkill Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER type: int bot_breakPoint Cause a program break to occur inside the bot's AI type: bool (cheat) default: 0 (false) bot_canDropDeployables 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables type: bool (cheat) default: 1 (true) bot_canStrafeJump 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away type: bool (cheat) default: 0 (false) bot_debug Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1 type: bool (cheat) default: 0 (false) bot_debugAirVehicles Debug bot air vehicle usage. -1 = disable type: int (cheat) bot_debugGroundVehicles Debug bot ground vehicle usage. -1 = disable type: int (cheat) bot_debugMapScript Allows you to debug the bot script. type: bool (cheat) default: 0 (false) bot_debugObstacles Debug bot obstacles in the world type: bool (cheat) default: 0 (false) bot_debugPersonalVehicles Only used for debugging the use of the husky/icarus. type: bool (cheat) default: 0 (false) bot_debugSpeed Debug bot's move speed. -1 = disable type: int (cheat) bot_debugWeapons Only used for debugging bots weapons. type: bool (cheat) default: 0 (false) bot_doObjectives 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player type: bool default: 1 (true) bot_drawActionDist How far away to draw the bot action info. Default is 2048 type: float (cheat) bot_drawActionGroupNum Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled. type: int (cheat) bot_drawActionNumber Draw a specific bot action only. -1 = disable type: int (cheat) bot_drawActions Draw the bot's actions. type: bool (cheat) default: 0 (false) bot_drawActionSize How big to draw the bot action info. Default is 0.2 type: float (cheat) bot_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. type: int (cheat) bot_drawClientNumbers Draw every clients number above their head type: bool (cheat) default: 0 (false) bot_drawNodes draw vehicle path nodes type: bool (cheat) default: 0 (false) bot_drawObstacles Draw the bot's dynamic obstacles in the world type: bool (cheat) default: 0 (false) bot_drawRoutes Draw the bot's routes. type: bool (cheat) default: 0 (false) bot_enable 0 = bots will not be loaded in the game. 1 = bots are loaded. type: bool default: 1 (true) bot_fakePing Have the bots display fake pings in the scoreboard type: int bot_followMe Have the bots follow you in debug mode type: bool (cheat) default: 0 (false) bot_hud Print out the bots debug info onto the players HUD. Set to the clientNum of the bot to debug. 0 = disable. Make sure bot_debug is 1. type: int (cheat) bot_ignoreEnemies If set to 1, bots will ignore all enemies. Useful for debugging bot behavior type: int (cheat) bot_ignoreGoals If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior type: int (cheat) bot_knifeOnly goofy mode where the bots only use their knifes in combat. type: bool (cheat) default: 0 (false) bot_minClients Keep a minimum number of clients on the server with bots. -1 to disable type: int bot_noChat 0 = bots chat, 1 = bots never chat type: bool default: 0 (false) bot_noRandomJump makes bots not randomly jump type: bool (cheat) default: 0 (false) bot_noTapOut makes bots not want to ever tap out, for debug purposes type: bool (cheat) default: 0 (false) bot_noTaunt 0 = bots taunt, 1 = bots never taunt type: bool default: 1 (true) bot_pause Pause the bot's thinking - useful for screenshots/debugging/etc type: bool (cheat) default: 0 (false) bot_showPath Show the path for the bot's client number. -1 = disable. type: int (cheat) bot_sillyWarmup 0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup type: bool default: 1 (true) bot_skill Sets the bot's default AI skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER type: int bot_skipThinkClient A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled. type: int (cheat) bot_suicide Causes all bots to suicide. Useful for debugging. type: bool (cheat) default: 0 (false) bot_testObstacleAvoidance test obstacle avoidance type: bool (cheat) default: 0 (false) bot_threadFixedDelay force the bot AI to always trail bot_threadFrameDelay frames behind type: bool default: 0 (false) bot_threadFrameDelay maximum number of game frames the bot AI can trail behind type: int [0, 4] bot_threading enable running the bot AI in a separate thread type: bool default: 1 (true) bot_uiNumGDF The number of gdf bots to add to the server. -1 to disable type: int bot_uiNumStrogg The number of strogg bots to add to the server. -1 to disable type: int bot_uiSkill The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER type: int bot_useShotguns 0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns. type: bool default: 1 (true) bot_useSpawnHosts 0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts type: bool default: 1 (true) bot_useVehicles 0 = bots dont use vehicles, 1 = bots do use vehicles type: bool (cheat) default: 1 (true) bse_debris disable effect debris type: bool (cheat) default: 1 (true) bse_debug display debug info about effect type: int (cheat) bse_detailLevel Detail setting for effects type: float bse_effectsStats type: string (cheat) bse_enabled set to false to disable all effects type: bool (cheat) default: 1 (true) bse_maxDecalDistance Maximum distance from the viewer to spawn decals type: float (cheat) bse_physics disable effect physics type: bool (cheat) default: 1 (true) bse_projectileEffect this effect will replace projectile explosions type: string (cheat) bse_rateCost rate cost multiplier for spawned effects type: float bse_rateLimit rate limit for spawned effects type: float bse_render disable effect rendering type: bool (cheat) default: 1 (true) bse_showBounds display debug bounding boxes effect type: int (cheat) bse_simple simple versions of effects type: bool default: 0 (false) bse_singleEffect set to the name of the effect that is only played type: string (cheat) bse_speeds print bse frame statistics type: int (cheat) cm_backFaceCull cull back facing polygons type: bool (cheat) default: 0 (false) cm_debugCollision debug the collision detection type: bool (cheat) default: 0 (false) cm_debugRotation debug rotation failure type: bool (cheat) default: 1 (true) cm_debugSetParms debug set parameters type: bool (cheat) default: 1 (true) cm_debugTranslation debug translation failure type: bool (cheat) default: 1 (true) cm_drawColor color used to draw the collision models type: string (cheat) cm_drawFilled draw filled polygons type: bool (cheat) default: 0 (false) cm_drawIndexScale scale of primitive indices type: float (cheat) cm_drawIndices draw primitive indices type: bool (cheat) default: 0 (false) cm_drawInternal draw internal edges green type: bool (cheat) default: 1 (true) cm_drawMask collision mask type: string [none, solid, opaque, water, playerclip, moveableclip, ikclip, slidemover, body, corpse, trigger, vehicleclip, rendermodel, projectile, explosion, monster, forcefield] (cheat) cm_drawNormals draw polygon and edge normals type: float (cheat) cm_drawTraces draw polygon and edge normals type: bool (cheat) default: 0 (false) cm_loadRenderModels allow loading of render models for collision at run time type: bool (cheat) default: 1 (true) cm_showCompiledModelstats show stats for all compiled collision models type: bool (cheat) default: 0 (false) cm_showConversionWarnings sets whether to show warnings when converting models to trace models type: bool (cheat) default: 0 (false) cm_storeCollisionModelStats any models converted will be stored for output later using the command dumpCollisionModelStats type: bool (cheat) default: 0 (false) cm_testAngle type: float (cheat) cm_testBox type: string (cheat) cm_testBoxRotation type: string (cheat) cm_testCollision type: bool (cheat) default: 0 (false) cm_testLength type: float (cheat) cm_testModel type: int (cheat) cm_testOrigin type: string (cheat) cm_testRadius type: float (cheat) cm_testRandomMany type: bool (cheat) default: 0 (false) cm_testReset type: bool (cheat) default: 0 (false) cm_testRotation type: bool (cheat) default: 1 (true) cm_testTimes type: int (cheat) cm_testTranslation type: bool (cheat) default: 1 (true) cm_testWalk type: bool (cheat) default: 1 (true) cm_writeCompiledCollisionModels write out generated collision models to disk type: bool (cheat) default: 0 (false) com_allowConsole allow toggling console with the tilde key type: bool default: 0 (false) com_asyncInput sample input from the async thread type: bool (cheat) default: 0 (false) com_asyncSound 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix type: int [0, 1] (cheat) com_aviDemoHeight type: int (cheat) com_aviDemoSamples type: int (cheat) com_aviDemoTics type: int (cheat) com_aviDemoWidth type: int (cheat) com_compressDemos type: bool (cheat) default: 0 (false) com_fixedTic type: bool (cheat) default: 0 (false) com_forceGenericSIMD force generic platform independent SIMD type: bool default: 0 (false) com_gpuSpec hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality type: int com_journal 1 = record journal, 2 = play back journal type: int [0, 2] (init) com_logDemos type: bool (cheat) default: 0 (false) com_machineSpec hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality type: int com_makingBuild 1 when making a build type: bool (cheat) default: 0 (false) com_makingRC 1 when making a release candidate type: bool (cheat) default: 0 (false) com_minTics type: int (cheat) com_preciseTic run one game tick every async thread update type: bool (cheat) default: 1 (true) com_preloadDemos type: bool (cheat) default: 1 (true) com_purgeAll purge everything between level loads type: bool default: 0 (false) com_showAngles type: bool (cheat) default: 0 (false) com_showBPS show bot think frames per second type: bool default: 0 (false) com_showDemo type: bool (cheat) default: 0 (false) com_showFPS show frames rendered per second type: bool default: 0 (false) com_showMemoryUsage show total and per frame memory usage type: bool default: 0 (false) com_showSoundDecoders show sound decoders type: bool default: 0 (false) com_showTics type: bool (cheat) default: 0 (false) com_showTPS show mega tiles loaded per second type: bool default: 0 (false) com_skipGameDraw type: bool (cheat) default: 0 (false) com_skipRenderer skip the renderer completely type: bool (cheat) default: 0 (false) com_skipWarnings skip all warnings type: bool default: 0 (false) com_speeds show engine timings type: bool default: 0 (false) com_timestampPrints print time with each console print, 1 = msec, 2 = sec type: string (cheat) com_unlock_avgFrames average out render times over n frames for extra renders management type: int com_unlock_maxFPS maximum FPS unlock will try to reach (only works in timing methods 1 & 2) - zero = no limit type: int com_unlock_safetyMargin percentage safety margin under which not to trigger an extra render type: float com_unlock_timingMethod method of timing interpolated/extrapolated frames: 0 = whenever they fit; 1 = on boundaries of framerate multiples of 30; 2 = like 1, but using total previous everything time to estimate, not just render time type: int com_unlockFPS allow renderer to go faster than game ticks type: bool default: 1 (true) com_useBinaryDecls Load binary versions of declarations falling back to text if not found type: bool (cheat) default: 1 (true) com_useFastVidRestart Allow use of fast vid restarts type: bool default: 0 (false) com_videoRam holds the last amount of detected video ram type: int com_wipeSeconds type: float (cheat) com_writeBinaryDecls Write binary versions of declarations type: bool (cheat) default: 0 (false) con_noPrint print on the console but not onscreen when console is pulled up type: bool default: 1 (true) con_notifyTime time messages are displayed onscreen when console is pulled up type: float con_speed speed at which the console moves up and down type: float decl_show set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references type: int [0, 4] (cheat) decl_usageLog creates a log of all declarations touched type: bool (cheat) default: 0 (false) demo_debug debug demo replay system type: bool default: 0 (false) demo_noclip noclip through a demo type: bool (cheat) default: 0 (false) demo_prediction prediction when playing back a server demo in milliseconds type: int demo_scale speed scaling of demo replays type: float [0.01, 100] demo_snapshotDelay delay between snapshots for server side demo recordings type: int developer developer mode type: bool default: 0 (false) fs_basepath type: string (init) fs_caseSensitiveOS type: bool (cheat) default: 0 (false) fs_cdpath type: string (init) fs_copyfiles type: int [0, 5] (init) fs_debug type: int [0, 2] (cheat) fs_devpath type: string (init) fs_game mod path type: string (init) fs_game_base alternate mod path, searched after the main fs_game path, before the basedir type: string (init) fs_restrict type: bool (init) default: 0 (false) fs_savepath type: string (init) fs_searchAddons search all addon pk4s ( disables addon functionality ) type: bool (cheat) default: 0 (false) fs_toolsPath quoted paths that are searched for tools type: string (cheat) fs_userpath type: string (init) g_allowComplaint_charge Allow complaints for teamkills with charges type: bool default: 0 (false) g_allowComplaint_explosives Allow complaints for explosive weapons and items type: bool default: 1 (true) g_allowComplaint_firesupport Allow complaints for teamkills with fire support type: bool default: 1 (true) g_allowLateJoin Enable/disable players joining a match in progress type: bool default: 1 (true) g_autoFireTeam Prompt to join a fireteam when switching to a new team. type: bool default: 0 (false) g_banner_1 banner message 1 type: string g_banner_10 banner message 10 type: string g_banner_11 banner message 11 type: string g_banner_12 banner message 12 type: string g_banner_13 banner message 13 type: string g_banner_14 banner message 14 type: string g_banner_15 banner message 15 type: string g_banner_16 banner message 16 type: string g_banner_2 banner message 2 type: string g_banner_3 banner message 3 type: string g_banner_4 banner message 4 type: string g_banner_5 banner message 5 type: string g_banner_6 banner message 6 type: string g_banner_7 banner message 7 type: string g_banner_8 banner message 8 type: string g_banner_9 banner message 9 type: string g_banner_delay delay between banner messages type: int g_banner_loopdelay delay before banner messages repeat, 0 = off type: int g_cacheDictionaryMedia Precache all media from entity dictionaries type: bool default: 1 (true) g_chatDefaultColor RGBA value for normal chat prints type: string g_chatFireTeamColor RGBA value for fire team chat prints type: string g_chatLineTimeout number of seconds that each chat line stays in the history type: float g_chatTeamColor RGBA value for team chat prints type: string g_cheapDecalsMaxDistance max distance decals are created type: string g_collisionModelMask type: int (cheat) g_commandMapZoom command map zoom level type: float [0.125, 0.75] g_commandMapZoomStep percent to increase/decrease command map zoom by type: float g_compiledScriptSafety enables extra safety checks in exported scripts type: bool (cheat) default: 1 (true) g_complaintGUIDLimit Total unique complaints at which a player will be kicked type: int g_complaintLimit Total complaints at which a player will be kicked type: int g_damageIndicatorAlphaScale alpha of the damage indicators type: float g_damageIndicatorColor color of the damage indicators type: string g_damageIndicatorFadeTime number of seconds that a damage indicator stays visible type: float g_damageIndicatorHeight height of the damage indicators type: float g_damageIndicatorWidth width of the damage indicators type: float g_debugAnim displays information on which animations are playing on the specified entity number. set to -1 to disable. type: int (cheat) g_debugAnimLookups prints successful animation lookups type: int (cheat) g_debugAnimStance displays information on which stances are set on the specified entity number. set to -1 to disable. type: int (cheat) g_debugBounds checks for models with bounds > 2048 type: bool (cheat) default: 0 (false) g_debugCinematic type: bool (cheat) default: 0 (false) g_debugDamage type: bool (cheat) default: 0 (false) g_debugFootsteps prints which surfacetype the player is walking on type: bool (cheat) default: 0 (false) g_debugForceFields type: bool (cheat) default: 0 (false) g_debugFrameCommands Prints out frame commands as they are called type: bool (cheat) default: 0 (false) g_debugFrameCommandsFilter Filter the type of framecommands type: string (cheat) g_debugGUI Show GUI window outlines type: bool (cheat) default: 0 (false) g_debugGUIEvents Show the results of events type: int (cheat) g_debugGUIRenderWorld Output information for GUI-based renderWorlds type: bool (cheat) default: 0 (false) g_debugGUITextRect Show windows' text rectangle outlines type: bool (cheat) default: 0 (false) g_debugGUITextScale Size that the debug GUI info font is drawn in. type: float (cheat) g_debugLocations type: bool (cheat) default: 0 (false) g_debugMask debugs a deployment mask type: string (cheat) g_debugNetworkWrite type: bool (cheat) default: 0 (false) g_debugPlayerList fills UI lists with fake players type: int (cheat) g_debugProficiency type: bool (cheat) default: 0 (false) g_debugScript type: bool (cheat) default: 0 (false) g_debugSpecatorList fills the spectator list with fake players type: int (cheat) g_debugVehicleDriveForces show info about wheeled drive forces type: bool (cheat) default: 0 (false) g_debugVehicleFeedback show info about wheeled suspension feedback type: bool (cheat) default: 0 (false) g_debugVehicleFrictionFeedback show info about wheeled surface friction feedback type: bool (cheat) default: 0 (false) g_debugVehicleHoverPads show info about hoverpads type: bool (cheat) default: 0 (false) g_debugVehicleHurtZones show info about the hurtZone component type: bool (cheat) default: 0 (false) g_debugVehiclePseudoHover show info about the pseudoHover component type: bool (cheat) default: 0 (false) g_debugVehicleWheelForces show info about wheel forces type: bool (cheat) default: 0 (false) g_debugWakes Debug the vehicle wakes type: bool (cheat) default: 0 (false) g_debugWeapon type: bool (cheat) default: 0 (false) g_debugWeaponSpread displays the current spread value for the weapon type: bool (cheat) default: 0 (false) g_debugWorldTasks draws a sphere around ranged based tasks type: bool (cheat) default: 0 (false) g_decals show decals such as bullet holes type: bool default: 1 (true) g_demoAnalyzationSectorSize sector size for stat generation type: int (cheat) g_demoAnalyze analyze demo during playback type: bool (cheat) default: 0 (false) g_demoOutputMDF output entity keyframe data from demo type: int [0, 2] (cheat) g_disableFootsteps enable/disable footsteps type: bool (cheat) default: 0 (false) g_disableGlobalAudio disable global VOIP communication type: bool default: 0 (false) g_disableGlobalChat disable global text communication type: bool default: 0 (false) g_disableTransportDebris type: bool (cheat) default: 0 (false) g_disableVehicleSpawns disables vehicles spawning from construction pads type: string (cheat) g_disasm disassemble script into base/script/disasm.txt on the local drive when script is compiled type: bool (cheat) default: 0 (false) g_dragDamping type: float (cheat) g_dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button type: bool (cheat) default: 0 (false) g_dragMaxforce type: float (cheat) g_dragShowSelection type: bool (cheat) default: 0 (false) g_drawContacts draw physics object contacts type: bool (cheat) default: 0 (false) g_drawPlayerDamage Draws numbers above the player's head every time they take damage ( Must be enabled on the server too ) type: bool (cheat) default: 0 (false) g_drawPlayerIcons Enables/Disables player icons type: bool default: 1 (true) g_drawRouteConstraints draws lines showing route constraints type: int (cheat) g_editEntityMode 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models type: int [0, 7] (cheat) g_enemyColor color of enemy units type: string g_execMapConfigs Execute map cfg with same name type: bool default: 0 (false) g_exportMask type: string (cheat) g_forceClear forces clearing of color buffer on main game draw (faster) type: bool (cheat) default: 1 (true) g_fov type: int g_frametime displays timing information for each game frame type: bool (cheat) default: 0 (false) g_friendlyColor color of friendly units type: string g_gameReviewPause Time (in minutes) for scores review time type: float g_gameReviewReadyWait wait for players to ready up before going to the next map type: bool default: 0 (false) g_gravity type: float (cheat) g_guiSpeeds Show GUI speeds type: bool (cheat) default: 0 (false) g_gunX type: float (cheat) g_gunY type: float (cheat) g_gunZ type: float (cheat) g_hitBeep play hit beep sound when you inflict damage. 0 = do nothing 1 = beep/flash cross-hair 2 = beep 3 = flash cross-hair type: int g_kickAmplitude type: float (cheat) g_kickBanLength length of time a kicked player will be banned for type: float g_kickTime type: float (cheat) g_knockback type: int (cheat) g_logObjectives log objective completion info type: bool default: 1 (true) g_logProficiency log proficiency data type: bool default: 1 (true) g_maxPlayerWarnings maximum warnings before player is kicked type: int g_maxShowDistance type: float (cheat) g_maxSpectateTime maximum length of time a player may spectate for type: float g_maxTransportDebrisExtraHigh The maximum number of pieces of extra high priority (really large) debris. -1 means no limit. type: int g_maxTransportDebrisHigh The maximum number of pieces of high priority (large) debris. -1 means no limit. type: int g_maxTransportDebrisLow The maximum number of pieces of low priority (small) debris. -1 means no limit. type: int g_maxTransportDebrisMedium The maximum number of pieces of medium priority (middling) debris. -1 means no limit. type: int g_maxVoiceChats maximum number of voice chats a player may do in a period of time type: int g_maxVoiceChatsOver time over which the maximum number of voice chat limit is applied type: int g_muteSpecs Send all spectator global chat to team chat type: bool default: 0 (false) g_neutralColor color of neutral units type: string g_nextMap commands to execute when the current map/campaign ends type: string g_noBotSpectate disables the ability to spectate bots type: bool default: 1 (true) g_noProficiency enable/disable XP type: bool default: 0 (false) g_noRouteConstraintKick enables/disables players being kicked for deviating from routes type: bool default: 0 (false) g_noRouteMaskDestruction enables/disables the mcp being destroyed when driven outside the mask type: bool default: 0 (false) g_noVehicleDecay enables / disables vehicle decay type: bool (cheat) default: 0 (false) g_password game password type: string g_playerArrowIconSize Size of the screen space player arrow icons type: float g_playerIconAlphaScale alpha to apply to world-based objective icons type: float g_playerIconSize Size of the screen space player icons type: float g_playerPushForce force players can be pushed by other players type: float (cheat) g_playTooltipSound Play the sound attached to a tooltip when it is shown type: bool default: 1 (true) g_privatePassword game password for private slots type: string g_radialMenuMouseInput 0 - no mouse input 1 - mouse input, no view movement 2 - mouse input, view movement type: int g_radialMenuMouseSensitivity Mouse input scale type: float g_radialMenuStyle Sets the style of the quick chat menu: 0 = radial, 1 = vertical type: int g_radialMenuUseNumberShortcuts Use numbers instead of alpha-numeric shortcuts type: bool default: 1 (true) g_removeStaticEntities Remove non-dynamic entities on map spawn when they aren't needed type: bool (cheat) default: 1 (true) g_rotateCommandMap Rotate the command map around the player type: bool default: 1 (true) g_showActiveEntities draws boxes around thinking entities. type: bool (cheat) default: 0 (false) g_showAreaClipSectors type: float (cheat) g_showcamerainfo displays the current frame # for the camera when playing cinematics type: string (cheat) g_showChatLocation show/hide locations in chat text type: bool (cheat) default: 1 (true) g_showClipSectorFilter type: string (cheat) g_showClipSectors type: bool (cheat) default: 0 (false) g_showCollisionModels type: bool (cheat) default: 0 (false) g_showCollisionTraces type: bool (cheat) default: 0 (false) g_showCollisionWorld type: int (cheat) g_showCommandMapNames Show/hide location text on the commandmap type: bool (cheat) default: 0 (false) g_showCompileStats sets whether to show stats at the end of compilation or not type: bool (cheat) default: 0 (false) g_showCrosshairInfo shows information about the entity under your crosshair type: int (cheat) g_showDemoHud draw the demo hud gui type: bool (cheat) default: 0 (false) g_showDemoView show player's calculated view when paused instead of free-fly cam type: bool (cheat) default: 0 (false) g_showEntityInfo type: bool (cheat) default: 0 (false) g_showEntityInfoPrint type: bool (cheat) default: 0 (false) g_showFireTeamLocation show/hide locations in fireteam box text type: bool default: 0 (false) g_showHud draw the hud gui type: bool (cheat) default: 1 (true) g_showLocationWayPoints Show/hide location waypoints in the world type: int (cheat) g_showPlayerShadow enables shadow of player model type: bool default: 1 (true) g_showPlayerSpeed displays player movement speed type: bool default: 0 (false) g_showPVS type: int [0, 2] (cheat) g_showRenderModelBounds type: bool (cheat) default: 0 (false) g_showTargets draws entities and their targets. hidden entities are drawn grey. type: bool (cheat) default: 0 (false) g_showTestModelFrame displays the current animation and frame # for testmodels type: bool (cheat) default: 0 (false) g_showTriggers draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey. type: bool (cheat) default: 0 (false) g_showVehiclePathNodes type: int (cheat) g_showWayPoints show or hide world-based objective icons type: bool default: 1 (true) g_skipDeployChecks Skips deployment territory checks, etc type: bool (cheat) default: 0 (false) g_skipIntro skip the opening intro movie type: bool (read only) default: 1 (true) g_skipLocalizedPrecipitation Enable/disable precipitation effects type: bool (cheat) default: 0 (false) g_skipPostProcess draw the post process gui type: bool (cheat) default: 0 (false) g_skipPrecipitation Enable/disable precipitation effects type: bool (cheat) default: 0 (false) g_skipVehicleAccelFeedback skip acceleration effects on wheeled suspensions type: bool (cheat) default: 0 (false) g_skipVehicleFrictionFeedback ignore the effects of surface friction type: bool (cheat) default: 0 (false) g_skipVehicleTurnFeedback skip turn ducking effects on wheeled suspensions type: bool (cheat) default: 0 (false) g_skipViewEffects skip damage and other view effects type: bool (cheat) default: 0 (false) g_skipWeaponSwitchAnimations If 1, players won't play their weapon switching animations. type: bool (cheat) default: 1 (true) g_spectateLerpScale Controls view smoothing for spectators type: float [0.2, 1] g_stopWatchMode stopwatch mode, 0 = ABBA, 1 = ABAB type: int (cheat) g_teamSwitchDelay Delay (in seconds) before player can change teams again type: int g_testLadders type: bool (cheat) default: 0 (false) g_testModelAnimate test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once type: int [0, 4] (cheat) g_testModelBlend number of frames to blend type: int (cheat) g_testModelRotate test model rotation speed type: string (cheat) g_testParticle test particle visualization, set by the particle editor type: int (cheat) g_testParticleName name of the particle being tested by the particle editor type: string (cheat) g_testPostProcess name of material to draw over screen type: string (cheat) g_testSpectator type: int (cheat) g_testViewSkin name of skin to use for the view type: string (cheat) g_transportDebrisExtraHighCutoff Beyond this distance from the viewpoint extra high priority debris will not be spawned. -1 means no limit. type: int g_transportDebrisHighCutoff Beyond this distance from the viewpoint high priority debris will not be spawned. -1 means no limit. type: int g_transportDebrisLowCutoff Beyond this distance from the viewpoint low priority debris will not be spawned. -1 means no limit. type: int g_transportDebrisMediumCutoff Beyond this distance from the viewpoint medium priority debris will not be spawned. -1 means no limit. type: int g_unlock_interpolateMoving interpolate moving objects in fps unlock mode type: bool default: 1 (true) g_unlock_updateAngles update view angles in fps unlock mode type: bool default: 1 (true) g_unlock_updateViewpos update view origin in fps unlock mode type: bool default: 1 (true) g_unlock_viewStyle 0: extrapolate view origin, 1: interpolate view origin type: int g_useCompiledScript enable/disable native compiled scripts type: bool default: 1 (true) g_useSimpleStats only look up local server stats type: bool (cheat) default: 0 (false) g_useTraceCollection Use optimized trace collections type: bool (cheat) default: 1 (true) g_vehicleForce type: float (cheat) g_vehicleSteerKeyScale The scale of the wheeled vehicle steering keys - 1 is standard, 2 is twice as fast, etc type: float g_vehicleSuspensionDamping type: float (cheat) g_vehicleSuspensionDown type: float (cheat) g_vehicleSuspensionKCompress type: float (cheat) g_vehicleSuspensionUp type: float (cheat) g_vehicleTireFriction type: float (cheat) g_vehicleVelocity type: float (cheat) g_vehicleWheelTracesPerFrame What fraction of the wheels are updated per frame type: float (cheat) g_version game version type: string (read only) g_volumeMusic_dB music volume in dB type: float g_votePassPercentage Percentage of yes votes required for a vote to pass type: float [0, 100] g_voteWait Delay (in minutes) before player may perform a callvote again type: float g_walkerTraceDistance distance to check for space for the walker to move type: float g_warmup Length (in minutes) of warmup period type: float g_warmupDamage Enable/disable players taking damage during warmup type: bool default: 1 (true) g_waypointAlphaScale alpha to apply to world-based objective icons type: float g_waypointDistanceMax min distance at which to show max icon size type: float g_waypointDistanceMin max distance at which to show min icon size type: float g_waypointSizeMax max world-view icon size type: float g_waypointSizeMin min world-view icon size type: float g_weaponSwitchTimeout type: float g_xpSave stores xp for disconnected players which will be given back if they reconnect type: bool default: 1 (true) gamedate type: string (read only) gamename type: string (read only) gui_crosshairAlpha alpha of crosshair type: float gui_crosshairColor RGB color tint for crosshair elements type: string gui_crosshairDef name of def containing crosshair type: string gui_crosshairGrenadeAlpha alpha of grenade timer components type: float gui_crosshairKey name of crosshair key in def specified by gui_crosshairDef type: string gui_crosshairSpreadAlpha alpha of spread components type: float gui_crosshairSpreadScale amount to scale the spread indicator movement type: float gui_crosshairStatsAlpha alpha of health/ammo/reload components type: float gui_debugLayout Debug UI layout classes type: bool (cheat) default: 0 (false) gui_debugRadialMenus Show radial menu debugging info type: bool (cheat) default: 0 (false) gui_doubleClickTime Delay in seconds between considering two mouse clicks a double-click type: float gui_notificationPause length of time between successive notifications, in seconds type: float gui_notificationTime length of time a user notification is on screen, in seconds type: float gui_scoreBoardSort 0 - group by XP, 1 - group by fireteam, then by XP type: int gui_showTooltips Globally enable or disable tooltips. type: bool default: 1 (true) gui_tooltipDelay Delay in seconds before tooltips pop up. type: float ik_debug show IK debug lines type: bool (cheat) default: 0 (false) ik_enable enable IK type: bool (cheat) default: 1 (true) image_anisotropy set the maximum texture anisotropy if available type: string image_bumpPicMip Uses a miplevel X steps down type: int [-4, 2] image_colorMipLevels development aid to see texture mip usage type: bool (cheat) default: 0 (false) image_detailPower Controls how fast the detail textures fade out (0 = normal mipmaps, 1 is falloff after the first level) type: string image_diffusePicMip Uses a miplevel X steps down type: int [-4, 2] image_editorPicMip type: int [-4, 1] (cheat) image_filter changes texture filtering on mipmapped images type: string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR] image_globalPicMip globally uses a miplevel X steps down type: int [-4, 2] image_ignoreHighQuality ignore high quality setting on materials type: string image_lodbias change lod bias on mipmapped images type: float [-1, 1] image_lodDistance Distance at wich images don't need full resolution type: float (cheat) image_picMip Uses a miplevel X steps down type: int [-4, 2] image_picMipEnable Enable picmip type: int image_roundDown round bad sizes down to nearest power of two type: bool default: 1 (true) image_showBackgroundLoads 1 = print number of outstanding background loads type: bool (cheat) default: 0 (false) image_skipUpload used during the build process, will skip uploads type: bool (cheat) default: 0 (false) image_specularPicMip Uses a miplevel X steps down type: int [-4, 2] image_useAllFormats allow alpha/intensity/luminance/luminance+alpha type: bool default: 1 (true) image_useBackgroundLoads 1 = enable background loading of images type: bool default: 1 (true) image_useCompression 0 = force everything to high quality type: bool default: 1 (true) image_useNormalCompression 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available type: int image_useOfflineCompression write a batch file for offline compression of DDS files type: bool (cheat) default: 0 (false) image_usePrecompressedTextures use .dds files if present type: string image_writeNormalTGA write .tgas of the final normal maps for debugging type: bool (cheat) default: 0 (false) image_writeNormalTGAPalletized write .tgas of the final palletized normal maps for debugging type: bool (cheat) default: 0 (false) image_writePrecompressedTextures write .dds files if necessary type: bool (cheat) default: 0 (false) image_writeTGA write .tgas of the non normal maps for debugging type: bool (cheat) default: 0 (false) in_anglespeedkey angle change scale when holding down _speed button type: float in_car_pitch_axis which controller axis is used type: int in_car_pitch_deadZone specifies how far large the dead-zone is on the controller axis type: float in_car_pitch_invert inverts the axis type: bool default: 1 (true) in_car_pitch_joy the joystick number used type: int in_car_pitch_offset the step up the dead zone type: float in_car_pitch_power the power of the curve after dead zone - ie acceleration type: float in_car_pitch_speed speed of the controller input type: float in_car_steering_axis which controller axis is used type: int in_car_steering_deadZone specifies how far large the dead-zone is on the controller axis type: float in_car_steering_invert inverts the axis type: bool default: 0 (false) in_car_steering_joy the joystick number used type: int in_car_steering_offset the step up the dead zone type: float in_car_steering_power the power of the curve after dead zone - ie acceleration type: float in_car_steering_speed speed of the controller input type: float in_car_throttle_axis which controller axis is used type: int in_car_throttle_deadZone specifies how far large the dead-zone is on the controller axis type: float in_car_throttle_invert inverts the axis type: bool default: 1 (true) in_car_throttle_joy the joystick number used type: int in_car_throttle_offset the step up the dead zone type: float in_car_throttle_power the power of the curve after dead zone - ie acceleration type: float in_car_throttle_speed speed of the controller input type: float in_car_yaw_axis which controller axis is used type: int in_car_yaw_deadZone specifies how far large the dead-zone is on the controller axis type: float in_car_yaw_invert inverts the axis type: bool default: 1 (true) in_car_yaw_joy the joystick number used type: int in_car_yaw_offset the step up the dead zone type: float in_car_yaw_power the power of the curve after dead zone - ie acceleration type: float in_car_yaw_speed speed of the controller input type: float in_freeLook look around with mouse (reverse _mlook button) type: bool default: 1 (true) in_heli_forward_axis which controller axis is used type: int in_heli_forward_deadZone specifies how far large the dead-zone is on the controller axis type: float in_heli_forward_invert inverts the axis type: bool default: 0 (false) in_heli_forward_joy the joystick number used type: int in_heli_forward_offset the step up the dead zone type: float in_heli_forward_power the power of the curve after dead zone - ie acceleration type: float in_heli_forward_speed speed of the controller input type: float in_heli_side_axis which controller axis is used type: int in_heli_side_deadZone specifies how far large the dead-zone is on the controller axis type: float in_heli_side_invert inverts the axis type: bool default: 1 (true) in_heli_side_joy the joystick number used type: int in_heli_side_offset the step up the dead zone type: float in_heli_side_power the power of the curve after dead zone - ie acceleration type: float in_heli_side_speed speed of the controller input type: float in_heli_throttle_axis which controller axis is used type: int in_heli_throttle_deadZone specifies how far large the dead-zone is on the controller axis type: float in_heli_throttle_invert inverts the axis type: bool default: 1 (true) in_heli_throttle_joy the joystick number used type: int in_heli_throttle_offset the step up the dead zone type: float in_heli_throttle_power the power of the curve after dead zone - ie acceleration type: float in_heli_throttle_speed speed of the controller input type: float in_heli_yaw_axis which controller axis is used type: int in_heli_yaw_deadZone specifies how far large the dead-zone is on the controller axis type: float in_heli_yaw_invert inverts the axis type: bool default: 0 (false) in_heli_yaw_joy the joystick number used type: int in_heli_yaw_offset the step up the dead zone type: float in_heli_yaw_power the power of the curve after dead zone - ie acceleration type: float in_heli_yaw_speed speed of the controller input type: float in_hovertank_forward_axis which controller axis is used type: int in_hovertank_forward_deadZone specifies how far large the dead-zone is on the controller axis type: float in_hovertank_forward_invert inverts the axis type: bool default: 1 (true) in_hovertank_forward_joy the joystick number used type: int in_hovertank_forward_offset the step up the dead zone type: float in_hovertank_forward_power the power of the curve after dead zone - ie acceleration type: float in_hovertank_forward_speed speed of the controller input type: float in_hovertank_pitch_axis which controller axis is used type: int in_hovertank_pitch_deadZone specifies how far large the dead-zone is on the controller axis type: float in_hovertank_pitch_invert inverts the axis type: bool default: 1 (true) in_hovertank_pitch_joy the joystick number used type: int in_hovertank_pitch_offset the step up the dead zone type: float in_hovertank_pitch_power the power of the curve after dead zone - ie acceleration type: float in_hovertank_pitch_speed speed of the controller input type: float in_hovertank_side_axis which controller axis is used type: int in_hovertank_side_deadZone specifies how far large the dead-zone is on the controller axis type: float in_hovertank_side_invert inverts the axis type: bool default: 0 (false) in_hovertank_side_joy the joystick number used type: int in_hovertank_side_offset the step up the dead zone type: float in_hovertank_side_power the power of the curve after dead zone - ie acceleration type: float in_hovertank_side_speed speed of the controller input type: float in_hovertank_turn_axis which controller axis is used type: int in_hovertank_turn_deadZone specifies how far large the dead-zone is on the controller axis type: float in_hovertank_turn_invert inverts the axis type: bool default: 0 (false) in_hovertank_turn_joy the joystick number used type: int in_hovertank_turn_offset the step up the dead zone type: float in_hovertank_turn_power the power of the curve after dead zone - ie acceleration type: float in_hovertank_turn_speed speed of the controller input type: float in_hovertank_yaw_axis which controller axis is used type: int in_hovertank_yaw_deadZone specifies how far large the dead-zone is on the controller axis type: float in_hovertank_yaw_invert inverts the axis type: bool default: 1 (true) in_hovertank_yaw_joy the joystick number used type: int in_hovertank_yaw_offset the step up the dead zone type: float in_hovertank_yaw_power the power of the curve after dead zone - ie acceleration type: float in_hovertank_yaw_speed speed of the controller input type: float in_joy1_device the hash of the controller device named joy1 type: int in_joy2_device the hash of the controller device named joy2 type: int in_joy3_device the hash of the controller device named joy3 type: int in_joy4_device the hash of the controller device named joy4 type: int in_mouse enable mouse input type: bool (cheat) default: 1 (true) in_pitchspeed pitch change speed when holding down look _lookUp or _lookDown button type: float in_player_forward_axis which controller axis is used type: int in_player_forward_deadZone specifies how far large the dead-zone is on the controller axis type: float in_player_forward_invert inverts the axis type: bool default: 1 (true) in_player_forward_joy the joystick number used type: int in_player_forward_offset the step up the dead zone type: float in_player_forward_power the power of the curve after dead zone - ie acceleration type: float in_player_forward_speed speed of the controller input type: float in_player_pitch_axis which controller axis is used type: int in_player_pitch_deadZone specifies how far large the dead-zone is on the controller axis type: float in_player_pitch_invert inverts the axis type: bool default: 1 (true) in_player_pitch_joy the joystick number used type: int in_player_pitch_offset the step up the dead zone type: float in_player_pitch_power the power of the curve after dead zone - ie acceleration type: float in_player_pitch_speed speed of the controller input type: float in_player_side_axis which controller axis is used type: int in_player_side_deadZone specifies how far large the dead-zone is on the controller axis type: float in_player_side_invert inverts the axis type: bool default: 0 (false) in_player_side_joy the joystick number used type: int in_player_side_offset the step up the dead zone type: float in_player_side_power the power of the curve after dead zone - ie acceleration type: float in_player_side_speed speed of the controller input type: float in_player_yaw_axis which controller axis is used type: int in_player_yaw_deadZone specifies how far large the dead-zone is on the controller axis type: float in_player_yaw_invert inverts the axis type: bool default: 1 (true) in_player_yaw_joy the joystick number used type: int in_player_yaw_offset the step up the dead zone type: float in_player_yaw_power the power of the curve after dead zone - ie acceleration type: float in_player_yaw_speed speed of the controller input type: float in_toggleRun pressing _speed button toggles run on/off type: bool default: 0 (false) in_toggleSprint pressing _sprint button toggles run on/off type: bool default: 0 (false) in_yawspeed yaw change speed when holding down _left or _right button type: float logFile 1 = buffer log, 2 = flush after each print type: string logFileName name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second type: string logTimeStamps add time stamps to console log type: bool default: 0 (false) m_helicopterPitch helicopter mouse pitch scale type: float m_helicopterYaw helicopter mouse yaw scale type: float m_pitch mouse pitch scale type: float m_showMouseRate shows mouse movement type: bool (cheat) default: 0 (false) m_smooth number of samples blended for mouse viewing type: int [1, 8] m_strafeScale mouse strafe movement scale type: float m_strafeSmooth number of samples blended for mouse moving type: int [1, 8] m_yaw mouse yaw scale type: float msv_useSampleGame use the sample game instead of the etqw SKU type: bool (cheat) default: 0 (false) net_allowCheats Allow cheats in network game type: bool default: 0 (false) net_aorPVSScale AoR scale for outside of PVS type: float (cheat) net_autoLANScan automatically scan for LAN servers type: int [0, 60] net_channelShowDrop show dropped packets type: bool (cheat) default: 0 (false) net_channelShowPackets show all packets type: bool (cheat) default: 0 (false) net_checkSync enable data synchronization type: bool (cheat) default: 1 (true) net_clientAORFilter type: string (cheat) net_clientLagOMeter draw prediction graph type: bool default: 0 (false) net_clientMaxPrediction maximum number of milliseconds a client can predict ahead of server. type: int net_clientMaxRate maximum rate requested by client from server in bytes/sec type: int net_clientPrediction additional client side prediction in milliseconds type: int net_clientPunkbusterEnabled is client side PunkBuster enabled? type: bool default: 0 (false) net_clientRemoteConsoleAddress remote console address type: string net_clientRemoteConsolePassword remote console password type: string net_clientSelfSmoothing smooth local client position type: bool (cheat) default: 1 (true) net_clientServerTimeout server time out in seconds type: int net_clientShowAOR type: int [0, 3] (cheat) net_clientShowSnapshot type: int [0, 4] (cheat) net_clientShowSnapshotRadius type: float (cheat) net_clientSkipUsercmd skip ucmds generation - 0: no skipping 1: no skipping. when multiple game frames, send single packet 2: skip. when multiple game frames send only first 3: skip. when multiple game frames send only last type: int net_clientUsercmdBackup number of usercmds to resend type: int [0, 10] net_demoErrorOnInvalidUserCmds Will cause an error instead of a warning when playing back a demo with no usercmds type: bool (cheat) default: 0 (false) net_forceDrop percentage packet loss type: int (cheat) net_forceLatency milliseconds latency type: int (cheat) net_httpPassword Password used with HTTP authentication to download server assets type: string (cheat) net_httpProxy Use an http proxy to download game content from servers. Use http://proxy_address:proxy_port. See net_httpProxyUser, net_httpProxyPassword, net_httpProxyMode type: string net_httpProxyMode Proxy configuration mode, 0 - don't use a proxy, 1 - attempt to read from environment (over-write cvar settings on launch), 2 - use cvar settings type: int net_httpProxyPassword Password used with http proxy authentication type: string (cheat) net_httpProxyUser Username used with http proxy authentication type: string (cheat) net_httpUser Username used with HTTP authentication to download server assets type: string (cheat) net_ip local IP address type: string net_limitApparentMaxErrorAllowance fraction of the current physics speed added to the maximum apparent speed due to client prediction error type: float net_limitApparentMaxLagAllowance fraction of the current physics speed added to the maximum apparent speed due to client lag type: float net_limitApparentMinSpeed minimum value for maximum apparent speed to reach type: float net_limitApparentVelocity limit the apparent velocity of objects in prediction to realistic levels type: bool default: 1 (true) net_maxPlayerCollisionMerge maximum number of player collision steps to merge together during client reprediction type: int net_port local IP port number type: int net_predictionErrorDecay Enable/disable prediction error decay type: bool default: 1 (true) net_serverAllowServerMod allow server-side mods type: bool default: 0 (false) net_serverBalanceSnapshotTimes balance snapshot times for a good repartition over game frames type: bool default: 1 (true) net_serverClientTimeout client time out in seconds type: int net_serverDedicated 1 = text console dedicated server, 2 = graphical dedicated server type: int [0, 2] (init) net_serverDrawClient number of client for which to draw view on server type: int (cheat) net_serverLicenseCodeFile If not empty, allows license code to be stored outside of the game file system type: string net_serverMaxClientRate maximum rate to a client in bytes/sec type: int net_serverMaxReservedClientSlots maximum number of player slots reserved for session invites type: int [0, 32] (cheat) net_serverMaxUsercmdRelay maximum number of usercmds from other clients the server relays to a client type: int [1, 10] net_serverPunkbusterEnabled is server side PunkBuster enabled? type: bool default: 0 (false) net_serverReloadEngine perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 type: int net_serverRemoteConsolePassword remote console password type: string net_serverSnapshotDelay delay between snapshots in number of game frames type: int net_serverStoreLicenseCode Store the license code for dedicated server on disk (1: encrypted, 2: not encrypted) type: int net_serverZombieTimeout disconnected client timeout in seconds type: int net_showAsyncStats show async network stats type: bool default: 0 (false) net_socksEnabled type: bool default: 0 (false) net_socksPassword type: string net_socksPort type: int net_socksServer type: string net_socksUsername type: string net_staggerPlayerGroundChecks skip every other ground check during forward prediction type: bool default: 1 (true) net_updateAutoDownload control auto download of game updates. 0: no, 1: prompt on client, auto download on server 2: always auto download type: int net_updateAutoExecute execute the installer once downloaded. 0: no, 1: yes on client, not on server, 2: yes type: int net_useAOR Enable/Disable Area of Relevance type: bool (cheat) default: 1 (true) net_useUPnP Use UPnP for external address identification type: bool default: 1 (true) net_verbose 1 = verbose output, 2,3 = even more verbose output type: int [0, 3] password client password used when connecting type: string pm_bboxwidth x/y size of player's bounding box type: float pm_bobpitch type: float pm_bobroll type: float pm_bobup type: float pm_crouchbob bob much faster when crouched type: float pm_crouchheight height of player's bounding box while crouched type: float pm_crouchrate time it takes for player's view to change from standing to crouching type: float pm_crouchspeed speed the player can move while crouched type: float pm_crouchviewheight height of player's view while crouched type: float pm_deadheight height of player's bounding box while dead type: float pm_deadviewheight height of player's view while dead type: float pm_deathThirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) type: float (cheat) pm_deathThirdPersonHeight height of camera from normal view height in 3rd person type: float (cheat) pm_deathThirdPersonRange camera distance from player in 3rd person type: float (cheat) pm_democamspeed speed the player can move while flying around in a demo type: float (cheat) pm_deployThirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) type: float (cheat) pm_deployThirdPersonHeight height of camera from normal view height in 3rd person type: float (cheat) pm_deployThirdPersonRange camera distance from player in 3rd person type: float (cheat) pm_friction friction applied to player on the ground type: float pm_jumpheight approximate height the player can jump type: float pm_maxproneviewpitch amount player's view can look down when prone type: float pm_maxviewpitch amount player's view can look down type: float pm_minproneviewpitch amount player's view can look up when prone(negative values are up) type: float pm_minviewpitch amount player's view can look up (negative values are up) type: float pm_noclipspeed speed the player can move while in noclip type: float pm_noclipspeedsprint speed the player can move while in noclip and sprinting type: float pm_noclipspeedwalk speed the player can move while in noclip and walking type: float pm_normalheight height of player's bounding box while standing type: float pm_normalviewheight height of player's view while standing type: float pm_pausePhysics pauses physics type: bool default: 0 (false) pm_powerslide adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0 type: float [0, 4] pm_proneheight height of player's bounding box while prone type: float pm_pronespeed speed the player can move while prone type: float pm_proneviewdistance distance in front of the player's view while prone type: float pm_proneviewheight height of player's view while prone type: float pm_runbob bob faster when running type: float pm_runpitch type: float pm_runroll type: float pm_runspeed speed the player can move while running type: float pm_runspeedback speed the player can move backwards while running type: float pm_runspeedforward speed the player can move forwards while running type: float pm_runspeedstrafe speed the player can move sideways while running type: float pm_slidevelocity what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide type: bool default: 1 (true) pm_spectatebbox size of the spectator bounding box type: float pm_spectatespeed speed the player can move while spectating type: float pm_spectatespeedsprint speed the player can move while spectating and sprinting type: float pm_sprintspeed speed the player can move while sprinting type: float pm_sprintspeedforward speed the player can move forwards while sprinting type: float pm_sprintspeedstrafe speed the player can m


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Published on: 2007-07-02 (2043 reads)

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