Generated by
tools/build_cvar_wiki.pyfrom the engine's own cvar registry. Edits made here are overwritten by the next run.
804 cvars of Wolfenstein II: The New Colossus — player, movement, AI, weapons, camera and HUD. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNC cvar catalogue, which explains how to set a cvar in this game and where the data comes from.
Exposed = accepted by the retail console and +name value launch arguments; every other cvar needs the resourceExec route.
aa_
10 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
aa_ |
float | 0.0 |
no | Max Adhesion Contribution Percentage (Value must be in 0..1 range) |
aa_ |
float | 0.0 |
no | Max Adhesion Contribution Percentage while in Zoom (Value must be in 0..1 range) |
aa_ |
float | 0.0 |
no | Optimal Distance for adhesion to take an effect |
aa_ |
float | 0.0 |
no | Maximum Friction Scalar - Value must be in 0..1 and larger than corresponding min value |
aa_ |
float | 0.0 |
no | Maximum Friction Scalar while in Zoom - Value must be in 0..1 and larger than corresponding min value |
aa_ |
float | 0.0 |
no | Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value |
aa_ |
float | 0.0 |
no | Minimum Friction Scalar while in Zoom - Value must be in 0..1 and smaller than corresponding max value |
aa_ |
float | 0.0 |
no | Optimal Distance for Friction to take an effect |
aa_ |
float | 0.1 |
no | Angular Speed Threshold in degrees/sec that determines how fast the player needs to look around before adhesion is allowed to kick in |
aa_ |
float | 10.0 |
no | Speed Threshold that determines how fast the player needs to move before adhesion is allowed to kick in |
ai_
42 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
ai_ |
float | 0.0 |
no | be able to specify in seconds how long the idle timeout threshold is in seconds, overrides the set one in ai if not 0 |
ai_ |
float | 0.0 |
no | be able to specify in seconds how long the idle timeout is in seconds, overrides the set one in ai if not 0 |
ai_ |
float | 1.0 |
no | forced ai damage scale |
ai_ |
int | 0 |
no | lifetime for area visibility display |
ai_ |
int | 0 |
no | lifetime for area visibility display, detailed traces |
ai_ |
int | 0 |
no | draw visibility queries |
ai_ |
float | 30 |
no | degrees around player dropped projectiles should avoid |
ai_ |
float | 800 |
no | random interval applied to dropped projectiles speed |
ai_ |
float | 400 |
no | random interval applied to dropped projectiles speed |
ai_ |
float | 0.5 |
no | random interval applied to dropped projectiles z component |
ai_ |
bool | 0 |
no | if true the ai flash when lootable like the props |
ai_ |
float | -1 |
no | maximum health of all AI, -1 for no change |
ai_ |
float | 250 |
no | if where we are and where we think we are supposed to be exceeds this distance, correct |
ai_ |
float | 55 |
no | how far away from the ai |
ai_ |
float | 80 |
no | fov of interaction view |
ai_ |
bool | 1 |
no | keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched. |
ai_ |
bool | 1 |
no | if true we just do between the ai and player, if false, offset in ai look dir. |
ai_ |
float | 15 |
no | how far to offset the pitch of the camera we want when a job is offered |
ai_ |
float | 0 |
no | how far to offset the roll of the camera we want when a job is offered |
ai_ |
float | 0 |
no | target offset x |
ai_ |
float | -23 |
no | how far to offset the yaw of the camera we want when a job is offered |
ai_ |
float | 0 |
no | target offset y |
ai_ |
float | -5 |
no | target offset z |
ai_ |
float | 1.25 |
no | delay in seconds before dead AI can be looted |
ai_ |
float | 360 |
no | maximum turn rate if turn rate is forced |
ai_ |
float | 15 |
no | minimum turn rate if turn rate is forced |
ai_ |
bool | 0 |
no | Show traces and regions affected when the nav agents moves |
ai_ |
float | 0 |
no | The amount of time in seconds that each trace will be rendered |
ai_ |
float | 0.1 |
no | amount to extrapolate velocity in origin springs (0.1 seems to work) |
ai_ |
float | -1 |
no | > 0: overrides AI actor perception radius |
ai_ |
int | 1 |
no | AI can only kill AI when less than this number of ragdolls are active or syncing |
ai_ |
float | 1.0 |
no | time to blend between rotation tracker instances when changing tracker parms |
ai_ |
float | 0.3 |
no | time to blend between rotation tracker instances when changing focus or orientation tags |
ai_ |
float | 0.0 |
no | be able to specify in seconds how long the search timeout threshold is in seconds, overrides the set one in ai if not 0 |
ai_ |
float | 0.0 |
no | be able to specify in seconds how long the search timeout is in seconds, overrides the set one in ai if not 0 |
ai_ |
float | 512 |
no | how far from a search stimulus AI will first search to that stimulus |
ai_ |
float | 0.8 |
no | start teleport enter fx this far from spawn time |
ai_ |
float | 0.9 |
no | — |
ai_ |
int | 0 |
no | set to = 1 to show combat subtitles |
ai_ |
int | 32 |
no | max number of vis nodes evaluated per frame |
ai_ |
int | 64 |
no | max number of vis area traces per frame |
ai_ |
float | 1 |
no | scale of AI visual sensory input |
anim_
14 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
anim_ |
bool | 1 |
no | attempt to rewrite source if out of date (disabled for cooker) |
anim_ |
int | 0 |
no | 1 = show triggered events 2 = also show all events and skipped events 3 = also show event tracking info 4 = verbose spew |
anim_ |
string | (empty) | no | optional animation to debug animevents for |
anim_ |
int | -2 |
no | if set only show event debugging for the entity with this spawn id, -1 = show output for all webs |
anim_ |
int | 0 |
no | draw current animated pose |
anim_ |
float | -1 |
no | If >= 0, force animation compression values to this |
anim_ |
string | (empty) | yes | fxDecl to use when testing in the model editor |
anim_ |
int | 0 |
no | Num threads to use for anim generation (0 = generated inline) |
anim_ |
bool | 0 |
no | — |
anim_ |
bool | 0 |
no | If != 0, output parent mismatch warnings |
anim_ |
string | (empty) | no | name of joint to show traces for, filtered by anim_debugSpawnId |
anim_ |
time_ms | 5000 |
no | number of milliseconds to show joint traces for |
anim_ |
int | 0 |
no | skip applying all additives on joints |
anim_ |
int | 0 |
no | skip applying all joint mods |
g_
286 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
string | (empty) | no | if set to an entity name, only AI with the specified name will be spawned. Intended for debugging problem AI in isolation. |
g_ |
bool | 1 |
no | When a new weapon is picked up, automatically equip it |
g_ |
bool | 0 |
no | Makes it possible to extend zooming. normal = 0, extended = 1 |
g_ |
int | 0 |
no | Force fog of war. 0= Normal behaviour. 1 = Opaque fog, 2= Transparent fog, 3= No fog. |
g_ |
float | 0.07 |
no | When panning with the mouse, the raw difference in pixels is multiplied by this |
g_ |
float | 0.1 |
no | Epsilon value for playing pan sounds on the journal map (higher values make the sound stop earlier) |
g_ |
float | 0.1 |
no | Epsilon value for playing zoom sounds on the journal map (higher values make the sound stop earlier) |
g_ |
float | 2.0 |
no | After spawning, if player deals damage under this time. Send bad spawn event. |
g_ |
float | 2.0 |
no | After spawning, if player receives damage under this time. Send bad spawn event. |
g_ |
float | 5.0 |
no | After spawning, if player dies under this time. Send bad spawn event. |
g_ |
bool | 1 |
yes | show blood splats, sprays and gibs |
g_ |
bool | 0 |
no | Show information for the validation of the bonus node |
g_ |
float | 1 |
no | Vaporize threshold multiplier. Higher value results in larger pieces vaporized |
g_ |
bool | 0 |
no | Don't delete parsed map file from memory after loading it |
g_ |
bool | 0 |
no | true = force player 0 for camera |
g_ |
int | 100 |
no | When first and last obj id awaiting deletion verification are this far apart, run a check (could just be 2 objects if the numbers are far apart. |
g_ |
bool | 0 |
no | if this should show the ribbon |
g_ |
float | 110 |
no | if this should show the ribbon |
g_ |
bool | 0 |
no | Debug messages about dead clients doing damage |
g_ |
int | 2 |
no | 0=Always allow hit msgs. Fairest (but still unfair) for HPB but results in more double deaths. 1=Server interpolated time; favors LPBs, less double kills. 2=Server absolute time. Highly favors LPBs, no double kills |
g_ |
bool | 0 |
no | If true, we will send a hitscan message even if the entity is already dead |
g_ |
int | 500 |
no | How long before we actually set inactive after death, etc. |
g_ |
int | 2000 |
no | How long we wait before considering the commander invalid |
g_ |
bool | 1 |
no | Should we used estimated rendezvous points when choosing a spawn point? |
g_ |
float | 1.0 |
no | PCT of health to revive to in coop (player to player) |
g_ |
float | 0.25 |
no | health level to start heartbeat |
g_ |
float | 0.5 |
no | health level to start medium breathing |
g_ |
float | 1 |
no | scale final damage on player by this factor |
g_ |
bool | 0 |
no | 1 = debug AI spawn nodes |
g_ |
bool | 0 |
no | — |
g_ |
int | 0 |
no | prints a message if event queue num exceeds this amount |
g_ |
bool | 0 |
no | show fire manager debug visualization |
g_ |
int | 0 |
no | 1 = output results to console, 2 = visualize results |
g_ |
bool | 0 |
no | shows info on layer changes |
g_ |
int | 0 |
no | 1 = show debug points as lines |
g_ |
bool | 0 |
no | Give debug information when starting, failing, completing missions |
g_ |
int | -1 |
no | Player for debug commands like noclip. If -1, it will use the local player |
g_ |
bool | 0 |
no | 1 = Log state of spawning/dropping GBF pickups |
g_ |
bool | 0 |
no | if true, then debug render geometry will always depth test |
g_ |
int | 0 |
no | 1 = debug snapmap issues. |
g_ |
bool | 1 |
no | List detailed spawn-entities info when spawning map. |
g_ |
bool | 0 |
no | Print info for the fracked spawning |
g_ |
int | 0 |
no | 0 dont render, 1 render text on nodes and spheres on leaf nodes, 2 spheres on all nodes, 3 show links |
g_ |
bool | 0 |
no | debug sync entities |
g_ |
int | 5000 |
no | Duration to display weapon debug visuals |
g_ |
bool | 0 |
no | If true, will fully replenish all weapon ammo in inventory every time player picks up any ammo |
g_ |
bool | 1 |
no | demo mode used for main menu with a dev map list |
g_ |
bool | 0 |
no | if set the player should never take enough damage to die |
g_ |
bool | 0 |
no | demo mode used for main menu |
g_ |
bool | 0 |
no | only show a single item inside the demo starts |
g_ |
int | 1 |
no | Collision quality to use, higher number means more accurate (although slower) |
g_ |
float | 0.85 |
no | Collision shape will be attempted to be replaced with an OBB [ 0.0 = Always match, 1.0 = shape must be perfect match ] or -1.0 to disable |
g_ |
float | 0.02 |
no | Collision shapes will be generated using this simplification tolerance value, negative number disables this feature |
g_ |
bool | 0 |
no | Collision geometry will be replaced with shrinked AABBs that encapsulated the render-/collision-geometry depending on data availability. |
g_ |
bool | 0 |
no | if true, dynamic fracture will generated neccesary information for run-time destruction. |
g_ |
bool | 1 |
no | If true, dynamic fracture geometry will be sliced up during generation to generate sub-pieces |
g_ |
bool | 0 |
no | If true; will not generate and read binary data for particles |
g_ |
bool | 0 |
no | disable the map load fade in button |
g_ |
bool | 0 |
no | If true, prevents the attraction component from moving items closer to players that are within range |
g_ |
float | 0.60 |
no | A team controlling a control point that's underdispute needs to still have this much control (out of 1.0) for it to influence spawning |
g_ |
float | 0.5 |
no | set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy) |
g_ |
bool | 0 |
no | allows dragging physics objects around by placing the crosshair over them and holding the fire button |
g_ |
bool | 0 |
no | draw the bounding box of the selected entity |
g_ |
bool | 0 |
no | Draw the damage per second inflicted by the player |
g_ |
float | 100 |
no | How far above each entity's origin to draw the DPS text |
g_ |
float | 0.5 |
no | How large to draw the DPS text |
g_ |
bool | 0 |
no | draws a tv-save overlay on the HUD |
g_ |
float | 40.0f |
no | max droppable range before they disassemble |
g_ |
bool | 0 |
no | Dump the names of the active entities to the console |
g_ |
bool | 0 |
no | Dump the names of actors to the console |
g_ |
bool | 0 |
no | Dump the names of spawned entities to the console |
g_ |
float | 3.0 |
no | Time it takes for heat to completely disappear |
g_ |
float | 0.0 |
no | Amount of heat to apply every shot |
g_ |
float | -1.0 |
no | Pieces smaller than this volume will be removed (disable by setting value to less than zero) |
g_ |
float | 128 |
yes | how far from the camera the newly cloned entity is placed, default = 128 |
g_ |
int | 0 |
yes | snap to grid for entity dragging, default = 0 |
g_ |
int | 0 |
no | 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models 8 = fx 9 = entity properties |
g_ |
int | 0 |
yes | 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities |
g_ |
bool | 1 |
no | eject shells |
g_ |
bool | 0 |
no | Enable recording of damage for DPS debugging |
g_ |
bool | 1 |
no | Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game |
g_ |
int | 1 |
no | 0 = Separate entities and models, 1 = Global glass entity with separate models (if possible), 2 = Global glass model (if possible). |
g_ |
int | 1 |
no | 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all |
g_ |
bool | 1 |
no | If set, entities will spawn through pooling. |
g_ |
bool | 0 |
no | used for debugging environmental damage |
g_ |
bool | 0 |
no | spread out all entities at world origin |
g_ |
bool | 0 |
no | If true then simplified meshes will be exported to 'generated/cm_simp/' |
g_ |
int | 1000 |
no | — |
g_ |
int | -1 |
no | test with a save version and see how we manage it when read again |
g_ |
int | 0 |
no | Show debug info for flamethrowers |
g_ |
bool | 1 |
no | Update flamethrower segments |
g_ |
int | 90 |
yes | camera field of view |
g_ |
float | 0.015 |
no | How fast the free cam moves |
g_ |
bool | 0 |
no | 1 = stop all game time and go into free camera mode |
g_ |
bool | 0 |
no | fuel trail debug rendering |
g_ |
int | -1 |
no | Enables debug drawing for the gore index's gore clipping spheres. |
g_ |
float | 1.0 |
no | Increases the damage given to Limbs/Gore Pieces |
g_ |
bool | 0 |
no | Debug for disintegration |
g_ |
bool | 1 |
no | Allows wounds to automaticaly enable, rather than waiting for pain reaction |
g_ |
int | 1000 |
no | How long before another splatter decal can be spawned. |
g_ |
float | 9.82 |
no | control the force of gravity on physics objects |
g_ |
float | 10 |
no | 0 = disabled, > 0 = low pass filter on time step |
g_ |
int | 5 |
no | how many extra steps we hint havok that we might take next update |
g_ |
int | 120 |
no | Defines the rate havok physics will tick at (set at map start) |
g_ |
bool | 0 |
no | Sync Havok task on the same frame before render commit |
g_ |
int | 1 |
no | 0 = off, 1 = use parallel jobs for havok |
g_ |
float | -1 |
no | scale all health and armor given to the player by prop health components by this value. if -1 use the tables from the game |
g_ |
int | 400 |
no | time in MS to wait between player heartbeats |
g_ |
int | 0 |
no | 1 = infinite ammunition for all weapons (player, ai's, mounted turrets), 2 = infinite backpack ammo, but clips are depleted |
g_ |
bool | 0 |
no | Infinite Energy |
g_ |
bool | 0 |
no | 1 = infinite throw items (grenades) |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | print information on what IsProductionEntity removes and changes |
g_ |
float | 1 |
no | scale how far a damage kick to the view angles moves |
g_ |
float | 0.3f |
no | The increase in height when kicking barrel |
g_ |
float | 1500.0 |
no | The initial speed of the projectile when barrel kicked. |
g_ |
float | 1 |
no | scale how long a damage kick to the view angles lasts |
g_ |
bool | 1 |
no | If 1 then typechecking is enabled in kiscule for development executables, retail mode equals this set to 0 |
g_ |
int | -1 |
no | If -1, use knockback value from damage decl. If > -1, this cvar will override the damage decl's knockback value. |
g_ |
float | 0 |
no | laser sight emitter x offset |
g_ |
float | 0 |
no | laser sight emitter y offset |
g_ |
float | 0 |
no | laser sight emitter z offset |
g_ |
float | 0.1 |
no | laser sight emitter x scale |
g_ |
float | 0.1 |
no | laser sight emitter y scale |
g_ |
float | 0.1 |
no | laser sight emitter z scale |
g_ |
int | 1 |
no | How many hack modules to give players when they level up |
g_ |
bool | 0 |
no | 1 = loads all entities in all layers |
g_ |
bool | 1 |
no | Show loading Pacifier |
g_ |
string | loadDevMenuOption devmenuoption/maps/game/wolf/c01/c01p1/c01p1_fergus_devstarts 0 1 |
no | cmd to start loadthrough loop with |
g_ |
bool | 0 |
no | Print list of referenced decls |
g_ |
time_ms | 1000 |
no | Linger duration of marker through the world. After release. |
g_ |
int | 64 |
no | Maximum number of active effect physics bodies |
g_ |
float | 150 |
no | Approximate limit to generated spawn locations. |
g_ |
int | 0 |
no | To test loading screen |
g_ |
string | player_start_1 |
no | Return spawnspot if nothing is specified or we start directly from console use this |
g_ |
string | end/campaign_fergus |
no | The returning variation fergus if we dont have one specified when starting from console or testmap |
g_ |
string | end/campaign_wyatt |
no | The returning variation wyatt if we dont have one specified when starting from console or testmap |
g_ |
float | 20.0 |
no | Indentation for the objectives inside journal |
g_ |
float | 5 |
no | Health at which near-death effects are at maximum intensity |
g_ |
float | 1.0 |
no | Near death state pulse time |
g_ |
bool | 0 |
no | Show information for the mission check unlock, both active and completed. |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | Print online debug text. |
g_ |
bool | 1 |
no | — |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | — |
g_ |
int | 4 |
no | Maximum of threads to use when running parallel game jobs |
g_ |
bool | 1 |
no | — |
g_ |
bool | 1 |
no | — |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | — |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 3 |
no | seconds we wait after last damage to give health back to player |
g_ |
float | 5.75 |
no | what speed the player health regenerates in. hp/s |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 1.0 |
no | Difficulty Scaling |
g_ |
float | 5 |
no | seconds we wait after last damage to give shield back to player |
g_ |
float | 0.5 |
no | once regenerating shield how often to increment |
g_ |
float | 0 |
no | once regenerating shield, how much we give per second |
g_ |
bool | 1 |
no | Whether PostSerializeRead calls all spawned entities or just those serialized this frame |
g_ |
bool | 0 |
no | If true, client will predict hits and do the hit flash beep |
g_ |
bool | 1 |
no | If true, use the damage decl's hitClientAuthoritative functionality |
g_ |
int | 6 |
no | the offset dir from the trace point |
g_ |
bool | 1 |
no | If true, client will send reliables when his projectiles hit enemies. |
g_ |
bool | 0 |
no | Debug projectiles |
g_ |
bool | 0 |
no | Debug projectiles |
g_ |
bool | 0 |
no | Debug projectile getting stuck |
g_ |
float | 35 |
no | — |
g_ |
float | 1.0 |
no | how far we should test to see what surf type the explosion would hit |
g_ |
bool | 0 |
no | to allow rockets to impale AI on contact |
g_ |
float | 100.0 |
no | how far we should test to see what surf type the rocket explosion would hit |
g_ |
bool | 0 |
no | trace the seek behavior |
g_ |
bool | 0 |
no | If true, prop will draw its movement radius when active, if tracking towards someone it will show an arrow |
g_ |
float | 1.0f |
no | Percent of velocity from the player to be applied to the dropped prop |
g_ |
float | 250.0f |
no | Velocity to apply to the prop in the dropping player's view direction |
g_ |
string | (empty) | no | used to store a position that will be checked against the players PVS. Set to 'current' to tag your current pos, or 'clear' to clear. |
g_ |
bool | 0 |
no | if true radius damage can hit projectiles in the world causing them to explode |
g_ |
float | 1 |
no | Damage multiplier to all RadiusDamage() calls. |
g_ |
float | 1 |
no | Radius multiplier to all RadiusDamage() calls. |
g_ |
bool | 0 |
no | if true radius damage will only send a single hit trace across the network |
g_ |
bool | 0 |
no | Debug rendering for idRailSpline |
g_ |
float | 16 |
no | Threshold used to determine when to stop searching for closeset point on a rail. |
g_ |
float | 0 |
no | Speed to move when player is on a rail. (units / sec) |
g_ |
float | 2 |
no | How many seconds of damage should be recorded |
g_ |
int | 0 |
no | How to draw the reticles. 0 - Full, 1 - Dot, 2 - hide |
g_ |
string | (empty) | no | cmd to run (once) after map load when player is active, for smoke/soak tests |
g_ |
int | 180 |
no | minimum delay in frames from level start for g_runCmdOnMapGameplay |
g_ |
int | 0 |
no | you can set g_runFrames while g_stopTime is set to have the game run that many frames, then stop again |
g_ |
bool | 0 |
no | Should we record data about reliable game messages |
g_ |
int | 500 |
no | How often to send entity counts to telemetry |
g_ |
int | 1 |
no | 0 = off, 1 = on, 2 = singleplayer only, 3 = multiplayer only, 4 = joystick only |
g_ |
bool | 1 |
no | Show or hide the boss health |
g_ |
bool | 1 |
no | Show or hide the compass |
g_ |
bool | 1 |
no | show or hide the GK highlight |
g_ |
bool | 1 |
no | Show or hide the hud |
g_ |
bool | 1 |
no | show or hide the hud notifications |
g_ |
bool | 1 |
no | show or hid the interact prompt |
g_ |
bool | 1 |
no | show or hide the objective markers |
g_ |
bool | 1 |
no | show or hide the objective updates |
g_ |
bool | 0 |
no | enable/disable photomode |
g_ |
bool | 0 |
no | show or hide the subtitles |
g_ |
bool | 1 |
no | show or hide the tutorials |
g_ |
bool | 0 |
no | draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. |
g_ |
bool | 0 |
no | shows player information for All players. |
g_ |
int | -1 |
no | show bounds of all entities in specified logic group |
g_ |
string | (empty) | no | String filter for selecting which queries to visualize |
g_ |
float | 50 |
no | Distance to trace when showing collision surfaces |
g_ |
bool | 1 |
no | if true we draw the crosshair |
g_ |
int | 0 |
no | 1 = Show dist to entity we have our crosshair over. 2 = Show dist to whatever colliding surface we have our crosshair over. 3 = Same as 2, but skip everything but the world for the trace |
g_ |
bool | 0 |
no | draws the debug bounds in edit mode with depth testing |
g_ |
bool | 0 |
no | draws debug info when editing entities with g_editEntityMode > 0 |
g_ |
bool | 0 |
no | draws the local axes of the selected entity instead of world axes |
g_ |
bool | 0 |
no | draws the layer names when g_editEntityMode is enabled |
g_ |
bool | 0 |
no | — |
g_ |
bool | 0 |
no | set to 1 to see entities that are incorrectly placed/configured/etc |
g_ |
bool | 0 |
no | Issues warnings for game decls that are allocated on the global heap |
g_ |
bool | 1 |
yes | enables drawing of GUI elements other then HUD |
g_ |
float | 0.3 |
no | Fill color opacity |
g_ |
float | 3 |
no | radius for drawing Havok physics geometry |
g_ |
bool | 1 |
yes | enables drawing of HUD elements |
g_ |
bool | 0 |
no | includes light entities when editing sounds ( g_editEntityMode == 2 ) |
g_ |
bool | 0 |
no | If true it displays the number of currently active entities |
g_ |
int | 0 |
no | 1 - show classes of objects fetched, 2 - show names of entities fetch |
g_ |
bool | 1 |
no | enables drawing of Player Information elements in the HUD (e.g. name and health). |
g_ |
bool | 1 |
yes | enables shadow of player model |
g_ |
bool | 0 |
yes | enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag). |
g_ |
int | 0 |
no | show entity timings |
g_ |
int | 0 |
no | render water surface debug |
g_ |
int | 0 |
no | 1 = render wind debug, 2 = sound debug |
g_ |
bool | 0 |
no | skip anim event sounds |
g_ |
bool | 0 |
no | skip damage and other view effects |
g_ |
int | 0 |
no | skips water surface simulation |
g_ |
float | 0 |
no | Testing tool to force longer game frames, use negative values to produce uneven sleeps |
g_ |
bool | 1 |
no | Sort the physics update list before to reduce spinning |
g_ |
float | 150 |
no | impulse to apply when shot |
g_ |
int | 2 |
no | Amount of detail to show when drawing system debugging information. 0 = only scores, 1 = locations, 2 = volumes, 3 = LoS checks |
g_ |
bool | 0 |
no | If on, whenever the debug player respawns, pause all bots |
g_ |
int | 999999 |
no | How long debug spawn render lines stick around |
g_ |
bool | 0 |
no | Show spawn point cylinders |
g_ |
float | 0.0 |
no | Amount of random variation in spawn location values. |
g_ |
bool | 0 |
no | 1 = spawn (and delete) the entites that are skipped during load (statics and decals) |
g_ |
bool | 0 |
no | allow spectating of frozen player targets |
g_ |
int | 0 |
no | 1 - stops all entity updating, but the player can still run around, 2 - stop all entity updating, including player uses free cam |
g_ |
int | 100 |
no | 0 = off, 100 = full size |
g_ |
bool | 1 |
no | if true we try the new system for detecting throwing through geometry |
g_ |
string | (empty) | no | fx decl name used for the testFx command in absence of a name parameter |
g_ |
string | (empty) | no | name of material to draw over screen |
g_ |
string | (empty) | no | particle decl name used for the testParticle command in absence of a name parameter |
g_ |
int | 0 |
no | set to 1 to start timing, set back to 0 to stop timing and report the interval |
g_ |
float | 16 |
no | time in milliseconds for each timestep during trajectory simulation |
g_ |
bool | 1 |
no | If true, universal ammo pickups will load directly into weapon clips, bypassing inventory. |
g_ |
bool | 1 |
no | Runs MP hud through reference path that skips as much SWF as possible |
g_ |
bool | 0 |
no | Run death message reference |
g_ |
bool | 0 |
no | If on, use the new spawn influencers system. |
g_ |
int | 0 |
no | default viewnote devtrack setting |
g_ |
int | 2 |
no | default viewnote priority setting |
g_ |
int | 0 |
no | default viewnote repeatability setting |
g_ |
int | 0 |
no | default viewnote type setting |
g_ |
bool | 0 |
no | force water surfaces to regenerate |
g_ |
bool | 1 |
no | 0 - no auto switching, 1 - auto switch as soon as the weapon is empty |
g_ |
float | 1.0 |
no | Global player weapon spread scale |
g_ |
time_ms | 180 |
no | How many milliseconds after the actual selection we block the look stick |
g_ |
time_ms | 96 |
no | How many milliseconds we block the selection after the wheels change |
g_ |
time_ms | 200 |
no | How many milliseconds before we show the actual wpn select, to ensure quick grenade is on press and wpn is hold. |
g_ |
float | 0.6 |
yes | How much need to be set for the wpn wheel actually starts selecting. val * (maxstick) |
g_ |
time_ms | 0 |
no | How long between prints of the wheel |
hud_
86 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
hud_ |
bool | 0 |
no | Show debug information for 3d icons, objective markers etc. |
hud_ |
bool | 0 |
no | Show information when charging the bar |
hud_ |
float | 0.670 |
no | How far the extrusion is on alarm |
hud_ |
float | 0.540 |
no | How far the extrusion is on regular commander walking around |
hud_ |
float | 40.0f |
no | movement from middle, based on distance |
hud_ |
float | 45.0f |
no | movement from middle, based on distance |
hud_ |
bool | 0 |
no | Show debug info for commander |
hud_ |
int | 0 |
no | Full debug print with fades and everything |
hud_ |
float | 0.85 |
no | How far the falloff is for the direction, player -> commander |
hud_ |
int | 6000 |
no | ( CurrentDistance / MaxDistance ) * this gives ms for the pulse will be tweened for |
hud_ |
int | 1000 |
no | fastest pulse time |
hud_ |
int | 2000 |
no | How long do we want to display the status text for |
hud_ |
string | 0.686 0.686 0.584 |
no | Color used to draw the armor damage numbers |
hud_ |
float | -0.25 |
no | X Force max |
hud_ |
float | -2.0 |
no | X Force min |
hud_ |
float | 9.5 |
no | Y Force max |
hud_ |
float | 6.0 |
no | Y Force min |
hud_ |
string | 0.5 0.5 0.5 |
no | Color used to draw the equipment damage numbers |
hud_ |
float | 1.0 |
no | Time for number to fade out in seconds |
hud_ |
float | 0.09 |
no | Rate at which damage numbers fall |
hud_ |
string | 0.749 0.545 0.258 |
no | Color used to draw the headshot damage numbers |
hud_ |
string | 1 0.247 0.019 |
no | Color used to draw the health damage numbers |
hud_ |
int | 300 |
no | The distance that you must be closer than to get detailed information on spawn scoring |
hud_ |
bool | 0 |
yes | disables hud-rendering |
hud_ |
bool | 0 |
no | Whether or not to enable forced GUI surface cleanup. |
hud_ |
float | 0.825 |
no | font size for critical hit (headshot) floating enemy damage numbers |
hud_ |
int | 3000 |
no | floating enemy damage numbers speed floating up |
hud_ |
bool | 1 |
no | Do enemy damage numbers follow the target damaged? |
hud_ |
float | 0.6 |
no | font size for floating enemy damage numbers |
hud_ |
int | 400 |
no | How many milli we wait with the env damage before going back to health again |
hud_ |
float | 5.0 |
no | How far we should move out on the xy axis |
hud_ |
int | 300 |
no | How long does the tween take |
hud_ |
bool | 0 |
no | Run this to simulate movement on the center point to see how perp visualizes |
hud_ |
bool | 0 |
no | Show debug info for the floating icons |
hud_ |
float | 1.0 |
no | For how many meters do we fade the marker |
hud_ |
int | 150 |
no | For how long we fade out the marker when used. |
hud_ |
float | 0.5 |
no | Lowest value that the icon can have |
hud_ |
bool | 1 |
no | Use floating icons on the vicinity of the screen for objectives etc. |
hud_ |
float | 0.65 |
no | Where do we start the interaction animation |
hud_ |
bool | 0 |
no | Show debug info about the follower |
hud_ |
int | 200 |
no | How fast we tween from follower start location to end location |
hud_ |
int | 0 |
no | override the type of crosshair being used |
hud_ |
int | 0 |
no | override the type of crosshair being used for the dual wield weapon |
hud_ |
bool | 0 |
no | 0 = Show damage numbers; 1 = hide damage numbers |
hud_ |
float | 1.0f |
no | Duration of tween and time until explosion |
hud_ |
float | 600.0f |
no | How much larger than the orig size the lkw bar becomes on explosion |
hud_ |
float | 6.0f |
no | How far we move in x in terms of jitter |
hud_ |
float | 6.0f |
no | How far we move in y in terms of jitter |
hud_ |
float | 3000.0f |
no | Max charge duration |
hud_ |
int | -1 |
no | Only show the set marker index if -1 then show all |
hud_ |
int | 200 |
no | How long for fade in/out to occur for hint marker |
hud_ |
float | 0.05 |
no | How far from the center we actually lock the follower to the center icon |
hud_ |
time_ms | 150 |
no | Fade in/out for npc names |
hud_ |
int | 3 |
no | When we get a new stockpile that is higher the overcharge icon runs these frames higher to avoid ugly pixels |
hud_ |
int | 1 |
no | When we get a new stockpile that is lower the overcharge icon runs these frames higher to avoid ugly pixels |
hud_ |
int | 1250 |
no | Time before the actual from to starts |
hud_ |
int | 1000 |
no | how long until level up has been completed. |
hud_ |
int | 250 |
no | for how long the text lingers on screen |
hud_ |
int | 6000 |
no | In case we get fed with incorrect values fade away anyway |
hud_ |
int | 2000 |
no | For how long the sprite lingers to allow rolloff sequence |
hud_ |
int | 2000 |
no | For how long we display the sprite timer |
hud_ |
int | 5000 |
no | For how long we display the perk timer |
hud_ |
float | 0.8f |
no | Text scale for player pickup progress text |
hud_ |
int | -7 |
no | Text Y offset for player pickup progress text |
hud_ |
string | 1 1 1 |
no | Color used to draw points |
hud_ |
bool | 0 |
no | Print enemy damage msg debug text |
hud_ |
int | 0 |
no | For how long does the ammo need to be 0 for it to disappear |
hud_ |
int | 0 |
no | Display a diagnostic telemetry gauge(if telemetry enabled) on screen. 0 = Off. 1 = Positioning Error. |
hud_ |
bool | 0 |
no | Toggle showing enemy names under crosshair. |
hud_ |
string | 0 1 0.2 |
no | Color used to draw resource |
hud_ |
float | 0.5 |
no | animation speed for the reticle spread |
hud_ |
float | 1.0 |
no | alpha channel of critical hit reticle |
hud_ |
float | 0.0 |
no | blue color channel of critical hit reticle |
hud_ |
float | 0.0 |
no | green color channel of critical hit reticle |
hud_ |
float | 1.0 |
no | red color channel of critical hit reticle |
hud_ |
float | 0.6f |
no | speed at which the reticle grows and shirnks for spread |
hud_ |
float | 0.01f |
no | speed at which the reticle grows and shirnks for spread |
hud_ |
bool | 0 |
no | 0 = Show xp callouts on hud, 1 = show damage above target |
hud_ |
bool | 1 |
no | Whether or not to show game fact tool tips while loading maps |
hud_ |
bool | 1 |
no | Show level loading status in development |
hud_ |
bool | 1 |
no | skips intro cinematics after load |
hud_ |
int | 750 |
no | Time until the tutorial image actually starts to fade out |
hud_ |
int | 2000 |
no | Time until we move the text up |
hud_ |
float | 150.0 |
no | How far from center we tween the weapon wheel |
hud_ |
int | 250 |
no | How many ms before actually changing the wheel |
hud_ |
bool | 0 |
no | enable slow motion for wpnwheel |
nav_
20 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
nav_ |
float | 1.0 |
no | A multiplier applied to the penalty for projected collisions. |
nav_ |
float | 0.0 |
no | A penalty applied to velocity candidates which avoid collisions by turning rather than by changing speed. |
nav_ |
float | 1 |
no | A multiplier applied to the penalty for ongoing penetrations. |
nav_ |
float | 0.0 |
no | Unwillingness to change the side on which an agent plans to pass another agent. |
nav_ |
float | 0.01 |
no | Preference for continuing along the same velocity |
nav_ |
float | 0.1 |
no | Max angle above 90 degrees of to do wall following |
nav_ |
int | 1 |
no | Selects the pathing behaviour, 0 = path, 1 = edge |
nav_ |
float | 4.0 |
no | Range to invalidate clearence cache when something happens (map restart required) |
nav_ |
float | 3 |
no | Distance used during complexity analysis |
nav_ |
int | -1 |
no | Maximum number of threads to use during complexity analysis |
nav_ |
int | 100 |
no | What complexity to consider too much |
nav_ |
int | -1 |
no | — |
nav_ |
float | 20 |
no | — |
nav_ |
float | 10 |
no | — |
nav_ |
int | 1000 |
no | limit the number of iterations |
nav_ |
bool | 0 |
no | limit the search range |
nav_ |
float | 30 |
no | minimum search range |
nav_ |
float | 2.0 |
no | multipled with the distance to goal to determine search radius |
nav_ |
float | 0 |
no | Trace X meters forward on the floor from from the player |
nav_ |
bool | 1 |
no | Use a faster version of gather edges if possible |
player_
40 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
player_ |
bool | 1 |
no | If true the enviroment analyzer will run |
player_ |
int | 0 |
no | Debug player environment analyzer, 1 = all, 2 = cover stuff, 3 = jumpover stuff, 4 = jumpover stuff jump only, 5 = weapon collision, 6 = lean camera collision detection, 7 = prone collision |
player_ |
bool | 0 |
no | disables sliding along walls while not being able to lean |
player_ |
float | 0.5f |
no | — |
player_ |
float | 1.0 |
no | — |
player_ |
bool | 0 |
no | Print damage names |
player_ |
bool | 0 |
no | 1 = display debugging info for camera shakes |
player_ |
float | 0.25 |
no | how much to scale incoming damage on easy if there is no easy damage table |
player_ |
float | 0.75 |
no | how much to scale incoming damage on hard if there is no hard damage table |
player_ |
float | 1.25 |
no | how much to scale incoming damage on nightmare if there is no nightmare damage table |
player_ |
float | 1.25 |
no | how much to scale incoming damage on nightmare if there is no nightmare damage table |
player_ |
float | 0.5 |
no | how much to scale incoming damage on medium if there is no normal damage table |
player_ |
float | 1.0 |
no | how much to scale incoming damage on hard if there is no hard damage table |
player_ |
float | -0.1f |
no | How far below the ground the focus box should be |
player_ |
float | 3.0f |
no | How high the focus box should be from the ground |
player_ |
bool | 1 |
no | Focus floating icons for testing |
player_ |
float | 4.3f |
no | How high the focus box should be from the ground when in wanderer |
player_ |
bool | 0 |
no | Toggles whether to rumble controller when hovering over a usable item |
player_ |
int | 300 |
no | Amount of time, in milliseconds, entity name will appear in crosshair after focus is lost. |
player_ |
float | 1.375f |
no | How far in front of the player should the cylinder be? |
player_ |
float | 1.0f |
no | RadiusX of the cylinder |
player_ |
float | 1.5f |
no | RadiusY of the cylinder |
player_ |
int | 0 |
no | 1 = Highlights focus entity in cyan. 2 = Highlights usable entity in orange 3 = Show use box vicinity |
player_ |
time_ms | 1000 |
no | Linger duration of heavy weapon drop info for PL. |
player_ |
float | 50 |
no | Sets Controller rumble high magnitude on interactable |
player_ |
float | 75 |
no | Sets Controller rumble high magnitude on interactable |
player_ |
float | 0.5 |
no | Sets Controller rumble high magnitude on interactable |
player_ |
float | 0.5 |
no | Sets Controller rumble low magnitude on interactable |
player_ |
float | 1.0 |
no | — |
player_ |
float | 10.0 |
no | Angle player must look below for auto look up to start |
player_ |
float | 150.0 |
no | Speed for autolook up when entering prone |
player_ |
float | 4.0 |
no | — |
player_ |
float | 400.0 |
no | Grenade throw back auto look up speed |
player_ |
float | -10.0 |
no | View angle auto look up code will end at |
player_ |
float | 10.0 |
no | Angle player must look below for auto look up to start |
player_ |
bool | 1 |
no | 1 to enable updating the player's focus icon |
player_ |
float | .8 |
no | frac speed that slows overall whiplash |
player_ |
float | .01 |
no | min velocity required to activate whiplash |
player_ |
float | 1 |
no | update frac per frame (partial updates) |
player_ |
float | .1 |
no | frac speed that whiplash cycles back and forth |
pm_
88 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
pm_ |
float | 5.2 |
no | how fast the player will accelerate in the air |
pm_ |
float | 0.0 |
no | friction when in the air |
pm_ |
bool | 0 |
no | if true - player CAN die from a fatal fall |
pm_ |
float | 1.0 |
no | use this amount of camera animation. later to be used as an option for motionsickness |
pm_ |
float | 0.75 |
no | ratio of player max backward speed to forward speed |
pm_ |
float | 8.0 |
no | How much to push the player when he's in the box |
pm_ |
time_ms | 850 |
no | block breaking the surface during this time |
pm_ |
float | 10.0f |
no | How much of a buffer to add to the interpolation time range |
pm_ |
float | 42.0 |
no | how fast the player will accelerate when crouching |
pm_ |
float | 0.85 |
no | ratio of player max backward speed to forward speed while crouching |
pm_ |
float | 1.75 |
no | base speed the player can move while crouched |
pm_ |
float | 0.89 |
no | height of player's bounding box while crouched |
pm_ |
float | 0.80 |
no | height of player's view while crouched |
pm_ |
float | 0.4 |
no | height of player's bounding box while dead |
pm_ |
bool | 0 |
no | if true will draw debug info for player view calculations |
pm_ |
bool | 0 |
no | if true - player takes no damage from falls |
pm_ |
bool | 1 |
yes | enables quickturn system (saves this setting) |
pm_ |
time_ms | 1 |
no | Amount of time to remove/add per frame to smooth the fence post timing changes. |
pm_ |
float | 0.25 |
no | Speed at which a fence will decay if it is an old position |
pm_ |
int | 64 |
no | Amount of time to look ahead in the extrapolator. |
pm_ |
int | 128 |
no | The amount of time to look ahead if we hear nothing from our partner. |
pm_ |
float | 0 |
no | x value of explicit motion to force |
pm_ |
float | 0 |
no | y value of explicit motion to force |
pm_ |
float | 0 |
no | z value of explicit motion to force |
pm_ |
float | 0.15 |
no | Gradually gives the player look control over this time. |
pm_ |
int | 0 |
no | 0 - Off, 1 - only pitch 2 - yaw/pitch 3 - constant pitch resting |
pm_ |
int | 200 |
no | Gradually moves the player's view back to original angles. |
pm_ |
float | -2.0f |
no | velocity if ground pound is performed |
pm_ |
bool | 0 |
no | if true, the sprint button will be ignored as a requirement for sprinting |
pm_ |
float | 1.15 |
no | approximate height the player can jump |
pm_ |
float | 1.15 |
no | approximate height the player can jump while in panzerride |
pm_ |
float | 0.15 |
no | approximate height the player can jump while in wheelchair |
pm_ |
float | 200.0f |
no | if knockback by damage is greater than this, the player will get knocked to the ground, entering ground combat |
pm_ |
float | 5.0 |
no | linear damping on the havok body when free floating (air, swimming etc) |
pm_ |
float | 0.01 |
no | linear damping on the havok body when connected with the ground |
pm_ |
float | 89 |
no | amount player's view can look down |
pm_ |
float | -89 |
no | amount player's view can look up (negative values are up) |
pm_ |
float | 12.0 |
no | friction when in noclip |
pm_ |
float | 10.0 |
no | speed the player can move while in noclip |
pm_ |
float | 1.79 |
no | height of player's bounding box while standing |
pm_ |
float | 1.54 |
no | height of player's view while standing |
pm_ |
time_ms | 500 |
no | hold crouch button for this amount of time to enter prone |
pm_ |
float | 20.0f |
no | View angle needed for auto prone enter |
pm_ |
float | -20.0f |
no | View angle needed for auto prone exit |
pm_ |
float | 33.0 |
no | how fast the player will accelerate when prone |
pm_ |
float | 0.29 |
no | height of player's bounding box while in prone stance |
pm_ |
float | 2.2 |
no | speed the player can move while sprinting while prone |
pm_ |
float | 0.395 |
no | radius of player collision capsule |
pm_ |
int | 200 |
no | ms after sprinting is started that rammbock will be activated |
pm_ |
float | -0.69 |
no | value for valid collision check. -1 is a normal fully facing you, 1 is the direction you are running int |
pm_ |
int | 10 |
no | The amount of remote input time values that the time delta should be avg'd against |
pm_ |
float | 5.2 |
no | speed the player can move while running |
pm_ |
float | 0.1 |
no | forward offset when placing screen particles |
pm_ |
float | -30.0 |
no | Maximum spring velocity for SoftSpring repulsors |
pm_ |
float | -5.0 |
no | Minimum spring velocity for SoftSpring repulsors |
pm_ |
float | 104.0 |
no | how fast the player will accelerate when sprinting |
pm_ |
float | 0.50 |
no | ratio of player max sprint backward speed to forward speed for thruster sprint |
pm_ |
float | 2000 |
no | how many ms to fully recharge sprint |
pm_ |
bool | 0 |
no | enable thruster sprint instead of old sprint |
pm_ |
int | 1500 |
no | how many ms the player can sprint |
pm_ |
float | 1.5 |
no | friction when sprint sliding |
pm_ |
float | 4.0 |
no | Sprint slide will stop at this speed |
pm_ |
float | 9.0 |
no | speed the player can move while sprinting |
pm_ |
float | 6.5 |
no | speed the player can move while sprinting unarmed |
pm_ |
float | 0.32 |
no | maximum height the player can step up without jumping |
pm_ |
float | 2.0 |
no | which speed we should really stop the player from moving |
pm_ |
float | 0.85 |
no | ratio of run speed player can strafe; 1.0 allows strafing at full run speed |
pm_ |
float | 1.5 |
no | speed the player moves while swimming, no including boosts from the animations |
pm_ |
float | 0.79 |
no | height of player's bounding box while swimming |
pm_ |
bool | 0 |
yes | if true will use the toggle sprint on PC |
pm_ |
float | 45.0 |
no | max angle torso can turn from body forward around pitch axis |
pm_ |
bool | 1 |
no | Disable for testing user commands that don't have a clamped percentage |
pm_ |
float | 52.0 |
no | how fast the player will accelerate when walking |
pm_ |
float | 10.0 |
no | friction when walking |
pm_ |
float | 2.8 |
no | speed the player can move while walking |
pm_ |
float | 68.0 |
no | user command threshold where we transition from walking / sneaking to running. |
pm_ |
time_ms | 300 |
no | how quick to doubletap jump to activate wanderer |
pm_ |
float | 4.09 |
no | height of player's bounding box while standing |
pm_ |
float | 3.6 |
no | speed the player can move while in wanderer |
pm_ |
float | 4.5 |
no | speed the player can move while in wanderer and sprinting |
pm_ |
float | 6.0 |
no | how fast the player will accelerate when swimming |
pm_ |
float | 0.75 |
no | friction when swimming |
pm_ |
float | 1.5 |
no | friction when in wheelchair |
pm_ |
float | 1.28 |
no | height of player's bounding box while in wheelchair |
pm_ |
float | 2.3 |
no | speed the player moves while in wheelchair and sprinting, no including boosts from the animations |
pm_ |
float | 1.5 |
no | speed the player moves while in wheelchair, no including boosts from the animations |
pm_ |
float | 0.65 |
no | ratio of run speed player can strafe while in wheelchair; 1.0 allows strafing at full run speed |
pm_ |
float | 1.3 |
no | height of young player's bounding box while standing |
poi_
54 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
poi_ |
bool | 1 |
no | — |
poi_ |
float | 0.75 |
no | Scale the alpha when the POI is behind another object |
poi_ |
bool | 1 |
no | Toggle angular scale on POI hud objects |
poi_ |
int | 25 |
no | Although we allocate space for additional POIs past this, we will throw an error if we get this many POIs - so we can evaluate how many we actually need. |
poi_ |
float | 0.75 |
no | — |
poi_ |
float | 0.75 |
no | — |
poi_ |
float | 0.59 |
no | — |
poi_ |
float | 0.6 |
no | — |
poi_ |
int | 36 |
no | Number of points generated on the border ellipse. |
poi_ |
int | 24 |
no | Number of points generated on the border ellipse in splitscreen. |
poi_ |
float | 175.0 |
no | — |
poi_ |
int | 0 |
no | — |
poi_ |
bool | 0 |
no | Enable the POI debug gui |
poi_ |
float | 0.9f |
no | For poi distance text, this value scales that text relative to the other verb text |
poi_ |
bool | 0 |
no | — |
poi_ |
float | 10 |
no | Offset above player's head for enemy player name |
poi_ |
float | 100.0 |
no | Distance to offset the focus point for the POI vertically. |
poi_ |
float | -0.2 |
no | Focus pois start centered at (0.5,0.5), this will add to the vertical amount of the poi. Positive numbers will move it down. |
poi_ |
float | 32.0 |
no | Distance to smooth the lerp of a POI going from focused to non-focused |
poi_ |
int | 250 |
no | MS to focus/unfocus |
poi_ |
bool | 0 |
no | — |
poi_ |
float | 105.0f |
no | — |
poi_ |
bool | 1 |
no | — |
poi_ |
float | 64.0f |
no | — |
poi_ |
float | 54.0f |
no | — |
poi_ |
int | 3000 |
no | Time in milliseconds until enemy player nameplate stops rendering after being hit. |
poi_ |
int | 3 |
no | — |
poi_ |
float | 13 |
no | — |
poi_ |
float | 0.015 |
no | — |
poi_ |
float | 40 |
no | Offset above player's head for player name |
poi_ |
float | 0.5 |
no | Percentage scale minimum for player POIs |
poi_ |
float | 175.0 |
no | — |
poi_ |
float | 1 |
no | Enemy names can't go beyond this alpha |
poi_ |
float | 5 |
no | This angle or higher shows at full opacity |
poi_ |
float | 0 |
no | Enemy names can't go below this alpha |
poi_ |
float | 10 |
no | This angle or lower is invisible |
poi_ |
float | 750 |
no | Distance at which to start fading enemy nameplates. |
poi_ |
float | 128 |
no | Distance to fading enemy nameplates. |
poi_ |
bool | 1 |
no | Toggle to use or ignore occlusion query data with POIs on player nameplates |
poi_ |
int | 0 |
no | 0 = off, 1 = old style, 2 = new style |
poi_ |
bool | 1 |
no | Toggle displaying enemy nameplates in PVP |
poi_ |
float | 1 |
no | Teammate names can't go beyond this alpha |
poi_ |
float | 10 |
no | This angle or higher shows at full opacity |
poi_ |
float | 0 |
no | Teammate names can't go below this alpha |
poi_ |
float | 35 |
no | This angle or lower is invisible |
poi_ |
float | 1280 |
no | Distance at which to start fading teammate nameplates. |
poi_ |
float | 256 |
no | Distance to fading teammate nameplates. |
poi_ |
bool | 1 |
no | Toggle ray casting from viewer to POI entity position |
poi_ |
float | 0.01 |
no | Allow for some amount of threshold on the raycast fraction |
poi_ |
float | 0.1 |
no | — |
poi_ |
int | 5 |
no | — |
poi_ |
float | 0.75f |
no | Percentage scale minimum for POI |
poi_ |
bool | 1 |
no | Use the new pvp poi player name code |
poi_ |
float | 4 |
no | Offset above icon for verb text |
springcam_
17 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
spring |
bool | 0 |
no | always snap position and orientation to desired values |
spring |
float | -1 |
no | spring C value for auto center spring |
spring |
float | 150 |
no | spring K value for auto center spring ( can be overridden per anim ) |
spring |
float | 1 |
no | spring M value for auto center spring |
spring |
float | 300 |
no | spring constant for blend spring controlling blend to and from the player view |
spring |
bool | 0 |
no | clip test the camera's movement against solid geometry |
spring |
float | -1 |
no | angle of LOOK_ADD_HEADING and LOOK_ADD_HEADING_AUTOCENTER mode constraint cone in degrees, centered on animated forward direction |
spring |
bool | 0 |
no | show debug info on the spring cam |
spring |
bool | 0 |
no | trace the updates due to parent movement |
spring |
int | 0 |
no | trace the camera blending (0=off, 1=positions only, 2=angles only, 3=positions and angles) |
spring |
bool | 0 |
no | trace the camera states to the console |
spring |
int | -1 |
no | forces the blend duration |
spring |
int | 0 |
no | 0=STAGE_DEFAULT, 1=STAGE_UPDATE, 2=STAGE_DRAW |
spring |
int | -1 |
no | force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP) |
spring |
int | -1 |
no | force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP) |
spring |
int | -1 |
no | force the look mode, or -1 to ignore (0=NONE, 1=HEADING, 2=POSITION, 3=ADD_POSITION) |
spring |
bool | 1 |
no | should the spring cam update the view? |
view_
85 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
view_ |
bool | 0 |
no | Allow a full-screen flash when health gets low |
view_ |
int | 2 |
no | Amount to fade the full-screen damage tint |
view_ |
float | 3 |
no | view blur from damage |
view_ |
float | 1.5 |
no | view blur from damage |
view_ |
float | 2.0 |
no | view blur time from damage in seconds |
view_ |
float | 0.35 |
no | view blur time from damage in seconds |
view_ |
float | 0.5 |
no | highest visual effect. |
view_ |
float | 0.05 |
no | lowest visual effect |
view_ |
bool | 1 |
no | Rescales the damage scale after clamping between min and max |
view_ |
bool | 1 |
no | show blur when taking damage |
view_ |
bool | 1 |
no | — |
view_ |
bool | 0 |
no | — |
view_ |
float | 0.05 |
no | Base cooldown rate for overlay intensity |
view_ |
float | 100.0 |
no | Value to use for MaxHealth in calculations |
view_ |
float | 0.7 |
no | How much current health contributes to overlay cooldown |
view_ |
float | 1.5 |
no | The maximum value the overlay intensity can be |
view_ |
float | 1.0 |
no | Smallest amount of damage that will increase overlay intensity |
view_ |
float | 0.1 |
no | Minimum amount to increase overlay intensity when damaged |
view_ |
float | 1.0 |
no | How much current health contributes to increasing overlay intensity |
view_ |
float | 2.0 |
no | How much to scale intensity increased from damage |
view_ |
bool | 0 |
no | An alternate version of controlling the low-health overlay based on damage and health |
view_ |
bool | 1 |
no | If true, the 3D version of the threat indicator ring will be used |
view_ |
bool | 0 |
no | Prints out damage debug information |
view_ |
bool | 1 |
no | Blend in depth of field by changing bokeh disc radius instead of moving focus plane |
view_ |
float | 0.0f |
no | What value to return to when ending DoF |
view_ |
float | 0.0f |
no | What value to return to when ending DoF |
view_ |
float | 0.0f |
no | What value to return to when ending DoF |
view_ |
float | 0.0f |
no | What value to return to when ending DoF |
view_ |
bool | 1 |
no | show double vision when taking damage |
view_ |
float | 0.05 |
no | view double vision amount from damage |
view_ |
float | 0.02 |
no | view double vision amount from damage |
view_ |
int | 500 |
no | how many ms for a full period |
view_ |
float | 0.025 |
no | how big an effect the period has on the double vision |
view_ |
float | 2.0 |
no | view double vision amount from damage |
view_ |
float | 0.25 |
no | view double vision amount from damage |
view_ |
bool | 1 |
no | Draws debug lines in the positions of damage feedback textures |
view_ |
bool | 0 |
no | Uses a post process effect for low health state tweaked via idDeclPlayerProps::damageFeedback_t::healthToStartFullScreenFlash |
view_ |
float | 0.05f |
no | How fast should we ramp to/from the low health/glory kill state |
view_ |
float | 2 |
no | view kick amplitude from damage |
view_ |
float | 0.5 |
no | view kick amplitude from damage |
view_ |
float | 2 |
no | view kick rotation amplitude from explosive damage |
view_ |
float | 0.5 |
no | view kick rotation amplitude from explosive damage |
view_ |
float | 0.3 |
no | Ratio between lerping out and lerping back in for the kick |
view_ |
bool | 0 |
no | Enables view kick offset |
view_ |
float | 5 |
no | Offset distance from damage in game units. This distance will be used if you take an amount of damage equal to your maximum health. |
view_ |
float | 4 |
no | Offset distance from damage in game units. This distance will be used if you take 1 damage. |
view_ |
float | 0.3 |
no | Offset time from damage in seconds. Offset will last this long if you take an amount of damage equal to your maximum health. |
view_ |
float | 0.15 |
no | Offset time from damage in seconds. Offset will last this long even if you take 1 damage. |
view_ |
float | 0.300 |
no | view kick time from damage in seconds |
view_ |
float | 0.150 |
no | view kick time from damage in seconds |
view_ |
bool | 1 |
no | If true, damage from your front will kick your view up. Otherwise, it will go down. (note: from the back it's the opposite) |
view_ |
float | 40.0f |
no | — |
view_ |
int | 1250 |
no | — |
view_ |
int | 500 |
no | — |
view_ |
bool | 0 |
no | MP view kick method |
view_ |
float | 15.0 |
no | Damage vectors on unit circle within this angle will be shaded |
view_ |
float | 15.0 |
no | Maximum bleedover from direct hit angle |
view_ |
bool | 0 |
no | If true, will use an alternate overlay specified in postprocess.mrpr |
view_ |
float | 0.5 |
no | Past what intensity should the bleed over angle be used. |
view_ |
bool | 0 |
no | debug points ... |
view_ |
int | 2500 |
no | Fade time for score in milli |
view_ |
float | 2.25 |
no | How much the text should scale using the table lookup |
view_ |
float | 0.15 |
no | Delay between score lines in seconds |
view_ |
float | 0.175 |
no | Delay before multiple lines starts showin in seconds |
view_ |
float | 0.4 |
no | How much the score text should be scaled |
view_ |
float | 0.75 |
no | How much the score text drop-shadow should be offseted |
view_ |
float | 0.3 |
no | Travel for score |
view_ |
float | 1.0f |
no | The time (in seconds) it takes for screen cracks to fade in/out. |
view_ |
float | 30 |
no | The amount of health under which to consider the player critically damaged. |
view_ |
float | 75 |
no | The amount of health under which to consider the player lightly damaged. |
view_ |
float | 50 |
no | The amount of health under which to consider the player somewhat damaged. |
view_ |
bool | 0 |
no | Whether or not to enable screen cracks when players are damaged. |
view_ |
bool | 0 |
no | Whether or not to start / stop FX events for various screen crack damage levels. |
view_ |
float | 1.0f |
no | The amount of time to leave blood splatters on screen before they fade out. |
view_ |
bool | 0 |
no | Whether or not to enable screen damage effects (blood splatter, helmet cracks). |
view_ |
float | 0.3f |
no | The half-angle (in radians) in front of the player at which damage will be considered to be coming from both the left and right for screen damage effect purposes. |
view_ |
float | 25 |
no | The amount of damage to consider heavy, for displaying blood splatter when damaged. |
view_ |
float | 10 |
no | The amount of damage to consider medium, for displaying blood splatter when damaged. |
view_ |
bool | 1 |
no | — |
view_ |
bool | 1 |
no | Show the interaction markers |
view_ |
bool | 0 |
no | skip the screen damage effects |
view_ |
bool | 0 |
no | Don't use the view DOF lerpers |
view_ |
bool | 0 |
no | Skip outer edge damage effect |
view_ |
bool | 0 |
no | If true, skip view shakes |
view_ |
bool | 1 |
no | Skip spike damage effect |
Smaller prefixes
62 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
af_ |
float | 0.2 |
no | duration over which animation will blend into ragdoll once ragdoll is active |
af_ |
float | 0.3 |
no | — |
af_ |
string | (empty) | no | name of the body to highlight |
af_ |
string | (empty) | no | name of the constraint to highlight |
af_ |
bool | 0 |
no | 1 - spam the console with joint warnings |
af_ |
float | 0.1 |
no | Collision fraction margin |
af_ |
float | 0.4 |
no | How far to do void test |
aic_ |
int | 1 |
no | Default difficulty of ai conductor. |
ai |
float | 1.0f |
no | float |
ai |
float | 0.0f |
no | float |
aievents_ |
int | 0 |
no | 1 to print AI events to the console. |
aievents_ |
int | 0 |
no | 1 to show ai event origins, 2 to show event bounds, > 2 = millseconds to show event bounds |
aim |
float | 1.0 |
no | Speed Threshold that determines how fast the assistee needs to look before adhesion is allowed to kick in |
aim |
float | 0.65 |
no | The Rate in which we Interpolate the friction / Adhesion |
aimtarget_ |
float | 500.0 |
no | The Max Distance a target can be from the player to be considered a target |
aim |
float | 0.1 |
no | How important view angle is to our target scoring function |
cam_ |
int | 0 |
no | 0 = Normal debug free cam, 1 = Use the cutscene camera to setup camera effects when in freecam, 2 = Use cutscene setup excluding fov & dof |
cam_ |
bool | 0 |
no | cause anim cameras to render a visualisation of DoF etc... |
cam_ |
float | 0.25 |
no | follow camera lerp rate |
cam_ |
float | 500.0 |
no | max distance a utility camera can be from its target. |
cam_ |
float | 150.0 |
no | min distance a utility camera can be from its target. |
cam_ |
float | 0.1 |
no | follow camera's target lerp rate |
enigma_ |
bool | 0 |
no | unlock active puzzle |
enigma_ |
bool | 0 |
no | print information about enigma related things |
enigma_ |
bool | 1 |
no | Invert enigma controls. |
enigma_ |
bool | 0 |
no | set this to reinitialize the enigma menu state again |
env |
bool | 0 |
no | Enables Designers to see what their intervals are doing |
gore_ |
int | 10 |
no | How many gore entities can be out in the world at one time |
hurt |
float | 0 |
no | — |
hurt |
float | 0 |
no | — |
hurt |
float | 0 |
no | — |
hurt |
bool | 0 |
no | — |
hurt |
float | 0 |
no | — |
hurt |
float | 0 |
no | — |
hurt |
float | 0 |
no | — |
hurt |
int | -1 |
no | — |
interactable_ |
int | 0 |
no | Draws debug information for interactables. 1 = CurrentState |
interact |
bool | 0 |
no | if true show debug info on screen for the interact door entities |
inventory_ |
bool | 0 |
no | Debug inventory serializiation |
loot_ |
bool | 1 |
no | Enable loot dropping |
loot_ |
bool | 0 |
no | Drops will always spawn, no random chance |
perk_ |
bool | 0 |
no | if true show debug info on screen for the upgrade tree and upgrades |
pickup_ |
float | 0.000001 |
no | acceleration to frac along pickup-to-player |
pickup_ |
float | 0.05 |
no | starting frac along pickup-to-player |
pickup_ |
float | 150 |
no | distance of the tractor test |
pickuplog_ |
int | 350 |
no | How fast can the next item be added |
pickuplog_ |
int | 2000 |
no | How long before fully faded out |
pickuplog_ |
int | 35 |
no | How many pixels to tween on each step |
pickuplog_ |
int | 200 |
no | How fast the tween goes |
pickuplog_ |
int | 350 |
no | How long before moving to the next stage |
presentable |
int | 250 |
no | Debug PresentableWeapons |
proj_ |
bool | 0 |
no | Enable projectile EMP debug info. |
prop_ |
bool | 0 |
no | Debug output for the lifecycle of all props |
prop_ |
bool | 0 |
no | for debugging. forces the upkeep even if the player is full |
prop_ |
int | 256 |
no | Size of the shared re-spawnable pool |
prop_ |
int | 0 |
no | Debug the secrets 1 show info about spawning and using, do we need unlocking as well |
prop_ |
bool | 0 |
no | Use icon on prop far away and up close on the use gui |
turret_ |
bool | 0 |
no | — |
tutorial_ |
bool | 1 |
no | Enable displaying of tutorials |
upgrade_ |
bool | 0 |
no | if true show debug info on screen for the upgrade tree and upgrades |
weapon_ |
bool | 0 |
no | if true draw debug and show debug info for LKW |
weapon_ |
float | 2.0 |
no | extrude * this 1.0f straight line |