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This page lists 804 of Wolfenstein II's cvars that deal with gameplay: game rules (g_), player movement (pm_), the HUD, the view and camera, points of interest and enemy AI. Each row shows the type, the default value, whether the normal console accepts it, and the developers' own description. How to change a setting is explained on the catalogue's start page.

  • 804 cvars, grouped by name prefix: g_ (286), pm_ (88), hud_ (86), view_ (85), poi_ (54), ai_ (42) and more.
  • Only 14 of them are open to the normal console, among them g_fov, g_showHud, hud_disableAll and pm_togglesprint.
  • Cheats like g_infiniteAmmo are here too; they need the resourceExec route described on the start page.
  • Descriptions are the game's own help texts, not guesses.

Diese Seite listet 804 Cvars von Wolfenstein II, die mit dem Spielablauf zu tun haben: Spielregeln (g_), Bewegung des Spielers (pm_), das HUD, Sicht und Kamera, Interessenpunkte und die Gegner-KI. Jede Zeile zeigt Typ, Standardwert, ob die normale Konsole sie annimmt, und die Originalbeschreibung der Entwickler. Wie man eine Einstellung ändert, steht auf der Startseite des Katalogs.

  • 804 Cvars, nach Namenspräfix gruppiert: g_ (286), pm_ (88), hud_ (86), view_ (85), poi_ (54), ai_ (42) und weitere.
  • Nur 14 davon sind für die normale Konsole offen, darunter g_fov, g_showHud, hud_disableAll und pm_togglesprint.
  • Auch Cheats wie g_infiniteAmmo stehen hier; sie brauchen den resourceExec-Weg, der auf der Startseite beschrieben ist.
  • Die Beschreibungen sind die Hilfetexte des Spiels selbst, nicht geraten.

Technical detailsTechnische Details

Der technische Teil ist auf Englisch – so, wie er im Wiki steht. Unterstrichene Begriffe haben eine Erklärung auf Deutsch.

Generated by tools/build_cvar_wiki.py from 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_DESIGN_AdhesionContributionPctMax float 0.0 no Max Adhesion Contribution Percentage (Value must be in 0..1 range)
aa_DESIGN_AdhesionContributionPctMaxZoom float 0.0 no Max Adhesion Contribution Percentage while in Zoom (Value must be in 0..1 range)
aa_DESIGN_AdhesionOptimalRadius float 0.0 no Optimal Distance for adhesion to take an effect
aa_DESIGN_FrictionMultiplierMax float 0.0 no Maximum Friction Scalar - Value must be in 0..1 and larger than corresponding min value
aa_DESIGN_FrictionMultiplierMaxZoom float 0.0 no Maximum Friction Scalar while in Zoom - Value must be in 0..1 and larger than corresponding min value
aa_DESIGN_FrictionMultiplierMin float 0.0 no Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value
aa_DESIGN_FrictionMultiplierMinZoom float 0.0 no Minimum Friction Scalar while in Zoom - Value must be in 0..1 and smaller than corresponding max value
aa_DESIGN_FrictionOptimalRadius float 0.0 no Optimal Distance for Friction to take an effect
aa_targetAdhesionPlayerLookSpeedThreshold 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_targetAdhesionPlayerSpeedThreshold 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_combatThresholdDebug 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_combatTimeoutDebug 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_damageScale float 1.0 no forced ai damage scale
ai_debugAreaVisibility int 0 no lifetime for area visibility display
ai_debugAreaVisibility_Detail int 0 no lifetime for area visibility display, detailed traces
ai_debugVisibility int 0 no draw visibility queries
ai_droppedProjectilePlayerAvoidanceAngle float 30 no degrees around player dropped projectiles should avoid
ai_droppedProjectileSpeedMax float 800 no random interval applied to dropped projectiles speed
ai_droppedProjectileSpeedMin float 400 no random interval applied to dropped projectiles speed
ai_droppedProjectileZ float 0.5 no random interval applied to dropped projectiles z component
ai_flashIfLootable bool 0 no if true the ai flash when lootable like the props
ai_forceHealth float -1 no maximum health of all AI, -1 for no change
ai_interactionView_CorrectionDistance float 250 no if where we are and where we think we are supposed to be exceeds this distance, correct
ai_interactionView_Distance float 55 no how far away from the ai
ai_interactionView_FOV float 80 no fov of interaction view
ai_interactionView_keepPitch bool 1 no keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched.
ai_interactionView_OffsetToPlayer bool 1 no if true we just do between the ai and player, if false, offset in ai look dir.
ai_interactionView_PitchOffset float 15 no how far to offset the pitch of the camera we want when a job is offered
ai_interactionView_RollOffset float 0 no how far to offset the roll of the camera we want when a job is offered
ai_interactionView_xoffset float 0 no target offset x
ai_interactionView_YawOffset float -23 no how far to offset the yaw of the camera we want when a job is offered
ai_interactionView_yoffset float 0 no target offset y
ai_interactionView_zoffset float -5 no target offset z
ai_lootDelay float 1.25 no delay in seconds before dead AI can be looted
ai_maxTurnRate float 360 no maximum turn rate if turn rate is forced
ai_minTurnRate float 15 no minimum turn rate if turn rate is forced
ai_navdebugtraces bool 0 no Show traces and regions affected when the nav agents moves
ai_navdebugtracesrendertime float 0 no The amount of time in seconds that each trace will be rendered
ai_originSpringExtrapolate float 0.1 no amount to extrapolate velocity in origin springs (0.1 seems to work)
ai_perceptionRadiusOverride float -1 no > 0: overrides AI actor perception radius
ai_ragdollKillLimit int 1 no AI can only kill AI when less than this number of ragdolls are active or syncing
ai_rotationTrackerSwapTime_Parms float 1.0 no time to blend between rotation tracker instances when changing tracker parms
ai_rotationTrackerSwapTime_Tags float 0.3 no time to blend between rotation tracker instances when changing focus or orientation tags
ai_searchThresholdDebug 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_searchTimeoutDebug 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_searchToStimDist float 512 no how far from a search stimulus AI will first search to that stimulus
ai_spawnTeleportFXBackoff float 0.8 no start teleport enter fx this far from spawn time
ai_stuckDistanceFraction float 0.9 no —
ai_useCombatSubtitles int 0 no set to = 1 to show combat subtitles
ai_visAreaNodesPerFrame int 32 no max number of vis nodes evaluated per frame
ai_visAreaTracesPerFrame int 64 no max number of vis area traces per frame
ai_visibilitySenseScale float 1 no scale of AI visual sensory input

anim_

14 cvars.

Name Type Default Exposed Description
anim_attemptRewrite bool 1 no attempt to rewrite source if out of date (disabled for cooker)
anim_debugEvents 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_debugEvents_Name string (empty) no optional animation to debug animevents for
anim_debugSpawnId int -2 no if set only show event debugging for the entity with this spawn id, -1 = show output for all webs
anim_drawPose int 0 no draw current animated pose
anim_forceCompression float -1 no If >= 0, force animation compression values to this
anim_fxDeclName string (empty) yes fxDecl to use when testing in the model editor
anim_generatorNumThreads int 0 no Num threads to use for anim generation (0 = generated inline)
anim_meshKitMethod bool 0 no —
anim_outputParentMismatchwarning bool 0 no If != 0, output parent mismatch warnings
anim_showJointTrace string (empty) no name of joint to show traces for, filtered by anim_debugSpawnId
anim_showJointTraceTime time_ms 5000 no number of milliseconds to show joint traces for
anim_skipAdditives int 0 no skip applying all additives on joints
anim_skipJointMods int 0 no skip applying all joint mods

g_

286 cvars.

Name Type Default Exposed Description
g_aiIncomingDamageScale_DIFFICULTY_EASY float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_HARD float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_MEINLEBEN float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_NIGHTMARE float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_NORMAL float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_VERYEASY float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_VERYHARD float 1.0 no Difficulty Scaling
g_aiSpawnFilter 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_autoEquipNewWeapon bool 1 no When a new weapon is picked up, automatically equip it
g_automapExtendedZoom bool 0 no Makes it possible to extend zooming. normal = 0, extended = 1
g_automapForceFogOfWar int 0 no Force fog of war. 0= Normal behaviour. 1 = Opaque fog, 2= Transparent fog, 3= No fog.
g_automapMousePanFactor float 0.07 no When panning with the mouse, the raw difference in pixels is multiplied by this
g_automapSoundPanEpsilon float 0.1 no Epsilon value for playing pan sounds on the journal map (higher values make the sound stop earlier)
g_automapSoundZoomEpsilon float 0.1 no Epsilon value for playing zoom sounds on the journal map (higher values make the sound stop earlier)
g_badSpawnDamageDealtTime float 2.0 no After spawning, if player deals damage under this time. Send bad spawn event.
g_badSpawnDamageReceivedTime float 2.0 no After spawning, if player receives damage under this time. Send bad spawn event.
g_badSpawnDeathTime float 5.0 no After spawning, if player dies under this time. Send bad spawn event.
g_bloodEffects bool 1 yes show blood splats, sprays and gibs
g_bonuscheckprint bool 0 no Show information for the validation of the bonus node
g_breakableVaporizeMultiplier float 1 no Vaporize threshold multiplier. Higher value results in larger pieces vaporized
g_cacheMapFile bool 0 no Don't delete parsed map file from memory after loading it
g_cameraPlayerHack bool 0 no true = force player 0 for camera
g_checkForClientDeleteVerificationAmount 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_clientDrop_debug bool 0 no if this should show the ribbon
g_clientDrop_Dist float 110 no if this should show the ribbon
g_clientFire_checkDeathDebug bool 0 no Debug messages about dead clients doing damage
g_clientFire_checkDeathMode 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_clientFire_clientHitScanOnDeath bool 0 no If true, we will send a hitscan message even if the entity is already dead
g_commanderClearTimer int 500 no How long before we actually set inactive after death, etc.
g_commanderInactiveRemoveTimer int 2000 no How long we wait before considering the commander invalid
g_conveyorUseRendezvousForSpawn bool 1 no Should we used estimated rendezvous points when choosing a spawn point?
g_coop_revivePCT float 1.0 no PCT of health to revive to in coop (player to player)
g_damageHealthLimitHeavy float 0.25 no health level to start heartbeat
g_damageHealthLimitMedium float 0.5 no health level to start medium breathing
g_damageScale float 1 no scale final damage on player by this factor
g_debugAISpawnNodes bool 0 no 1 = debug AI spawn nodes
g_debugEBolt bool 0 no —
g_debugEventQueue int 0 no prints a message if event queue num exceeds this amount
g_debugFireManager bool 0 no show fire manager debug visualization
g_debugGore int 0 no 1 = output results to console, 2 = visualize results
g_debugLayerChanges bool 0 no shows info on layer changes
g_debugLines int 0 no 1 = show debug points as lines
g_debugMissions bool 0 no Give debug information when starting, failing, completing missions
g_debugPlayer int -1 no Player for debug commands like noclip. If -1, it will use the local player
g_debugPowerWeaponPickup bool 0 no 1 = Log state of spawning/dropping GBF pickups
g_debugRenderForceDepthTest bool 0 no if true, then debug render geometry will always depth test
g_debugSnapMapIssues int 0 no 1 = debug snapmap issues.
g_debugSpawnEntities bool 1 no List detailed spawn-entities info when spawning map.
g_debugSpawnLocations bool 0 no Print info for the fracked spawning
g_debugSphereTree 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_debugSyncEntity bool 0 no debug sync entities
g_debugWeaponDisplayDuration int 5000 no Duration to display weapon debug visuals
g_demoAmmo bool 0 no If true, will fully replenish all weapon ammo in inventory every time player picks up any ammo
g_demoDevMode bool 1 no demo mode used for main menu with a dev map list
g_demoHealth bool 0 no if set the player should never take enough damage to die
g_demoMode bool 0 no demo mode used for main menu
g_demoModeSingle bool 0 no only show a single item inside the demo starts
g_destructionCollisionQuality int 1 no Collision quality to use, higher number means more accurate (although slower)
g_destructionShapeMatchOBB 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_destructionSimplificationTolerance float 0.02 no Collision shapes will be generated using this simplification tolerance value, negative number disables this feature
g_destructionUseBoxShape bool 0 no Collision geometry will be replaced with shrinked AABBs that encapsulated the render-/collision-geometry depending on data availability.
g_destructionUseDynamic bool 0 no if true, dynamic fracture will generated neccesary information for run-time destruction.
g_destructionUsePreSlice bool 1 no If true, dynamic fracture geometry will be sliced up during generation to generate sub-pieces
g_disableParticleGeneratedBinaries bool 0 no If true; will not generate and read binary data for particles
g_disablePressButtonToFadeIn bool 0 no disable the map load fade in button
g_disablePropAttraction bool 0 no If true, prevents the attraction component from moving items closer to players that are within range
g_dominationPointMinTeamControl 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_dragDamping float 0.5 no set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy)
g_dragEntity bool 0 no allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection bool 0 no draw the bounding box of the selected entity
g_drawDPSFromPlayer bool 0 no Draw the damage per second inflicted by the player
g_drawDPSFromPlayerHeight float 100 no How far above each entity's origin to draw the DPS text
g_drawDPSFromPlayerScale float 0.5 no How large to draw the DPS text
g_drawTVSafe bool 0 no draws a tv-save overlay on the HUD
g_droppableMaxRange float 40.0f no max droppable range before they disassemble
g_dumpActiveEntities bool 0 no Dump the names of the active entities to the console
g_dumpActors bool 0 no Dump the names of actors to the console
g_dumpSpawnedEntities bool 0 no Dump the names of spawned entities to the console
g_dynamicFractureCooldown float 3.0 no Time it takes for heat to completely disappear
g_dynamicFractureHeatStep float 0.0 no Amount of heat to apply every shot
g_dynamicFractureMinimumPieceVolume float -1.0 no Pieces smaller than this volume will be removed (disable by setting value to less than zero)
g_editEntityCloneDist float 128 yes how far from the camera the newly cloned entity is placed, default = 128
g_editEntityGridSize int 0 yes snap to grid for entity dragging, default = 0
g_editEntityMode 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_editEntityMouseDrag int 0 yes 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities
g_ejectShells bool 1 no eject shells
g_enableDamageRecording bool 0 no Enable recording of damage for DPS debugging
g_enableGameTimeScaling bool 1 no Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game
g_enableGlobalGlassType int 1 no 0 = Separate entities and models, 1 = Global glass entity with separate models (if possible), 2 = Global glass model (if possible).
g_EnableGore int 1 no 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all
g_entityPoolEnabled bool 1 no If set, entities will spawn through pooling.
g_EnvironmentDamageDebug bool 0 no used for debugging environmental damage
g_explodeOriginEnts bool 0 no spread out all entities at world origin
g_exportSimplifiedMeshes bool 0 no If true then simplified meshes will be exported to 'generated/cm_simp/'
g_fadeinaftermaploadlength int 1000 no —
g_fakePlayerSaveVersion int -1 no test with a save version and see how we manage it when read again
g_flamethrowerDebug int 0 no Show debug info for flamethrowers
g_flamethrowerUpdate bool 1 no Update flamethrower segments
g_fov int 90 yes camera field of view
g_freeCamSpeed float 0.015 no How fast the free cam moves
g_freezeTime bool 0 no 1 = stop all game time and go into free camera mode
g_fuelTrailDebug bool 0 no fuel trail debug rendering
g_goreClippingSpheres int -1 no Enables debug drawing for the gore index's gore clipping spheres.
g_goreDamageMultiplier float 1.0 no Increases the damage given to Limbs/Gore Pieces
g_goreDisintegrateDebug bool 0 no Debug for disintegration
g_goreEnableWoundsImplicitly bool 1 no Allows wounds to automaticaly enable, rather than waiting for pain reaction
g_goreSplatterDecalTime int 1000 no How long before another splatter decal can be spawned.
g_gravity float 9.82 no control the force of gravity on physics objects
g_havokClothTimeStepSmoothing float 10 no 0 = disabled, > 0 = low pass filter on time step
g_havokDeltaHintSteps int 5 no how many extra steps we hint havok that we might take next update
g_havokSimulationRate int 120 no Defines the rate havok physics will tick at (set at map start)
g_havokSyncOnSameFrame bool 0 no Sync Havok task on the same frame before render commit
g_havokUseJobs int 1 no 0 = off, 1 = use parallel jobs for havok
g_healthAndAmmoScale 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_heartBeatIntervals int 400 no time in MS to wait between player heartbeats
g_infiniteAmmo int 0 no 1 = infinite ammunition for all weapons (player, ai's, mounted turrets), 2 = infinite backpack ammo, but clips are depleted
g_infiniteEnergy bool 0 no Infinite Energy
g_infiniteThrowItems bool 0 no 1 = infinite throw items (grenades)
g_inhibitAI bool 0 no —
g_insideloadthrough bool 0 no —
g_IsProductionEntityPrintInfo bool 0 no print information on what IsProductionEntity removes and changes
g_kickAmplitude float 1 no scale how far a damage kick to the view angles moves
g_kickBarrelProjectileLift float 0.3f no The increase in height when kicking barrel
g_kickBarrelProjectileSpeed float 1500.0 no The initial speed of the projectile when barrel kicked.
g_kickTime float 1 no scale how long a damage kick to the view angles lasts
g_kisculeRuntimeTypeChecks bool 1 no If 1 then typechecking is enabled in kiscule for development executables, retail mode equals this set to 0
g_knockback int -1 no If -1, use knockback value from damage decl. If > -1, this cvar will override the damage decl's knockback value.
g_laserSightEmitterOffsetX float 0 no laser sight emitter x offset
g_laserSightEmitterOffsetY float 0 no laser sight emitter y offset
g_laserSightEmitterOffsetZ float 0 no laser sight emitter z offset
g_laserSightEmitterScaleX float 0.1 no laser sight emitter x scale
g_laserSightEmitterScaleY float 0.1 no laser sight emitter y scale
g_laserSightEmitterScaleZ float 0.1 no laser sight emitter z scale
g_levelUpRewards int 1 no How many hack modules to give players when they level up
g_loadAllLayers bool 0 no 1 = loads all entities in all layers
g_loadingPacifier bool 1 no Show loading Pacifier
g_loadThroughStartFirstLevelCmd string loadDevMenuOption devmenuoption/maps/game/wolf/c01/c01p1/c01p1_fergus_devstarts 0 1 no cmd to start loadthrough loop with
g_logReferencedDefs bool 0 no Print list of referenced decls
g_markerShowHintTime time_ms 1000 no Linger duration of marker through the world. After release.
g_maxEffectPhysicsBodies int 64 no Maximum number of active effect physics bodies
g_maxSpawnLocations float 150 no Approximate limit to generated spawn locations.
g_minLoadMapTimeMs int 0 no To test loading screen
g_mission_ret_spawnspot string player_start_1 no Return spawnspot if nothing is specified or we start directly from console use this
g_mission_ret_var_fergus string end/campaign_fergus no The returning variation fergus if we dont have one specified when starting from console or testmap
g_mission_ret_var_wyatt string end/campaign_wyatt no The returning variation wyatt if we dont have one specified when starting from console or testmap
g_missionObjectiveIndentation float 20.0 no Indentation for the objectives inside journal
g_nearDeathMax float 5 no Health at which near-death effects are at maximum intensity
g_nearDeathPeriod float 1.0 no Near death state pulse time
g_nodemissionsprint bool 0 no Show information for the mission check unlock, both active and completed.
g_noFadeIn bool 0 no —
g_onlineDebug bool 0 no Print online debug text.
g_parallelAnimation bool 1 no —
g_parallelAnimationControllers bool 0 no —
g_parallelFXUpdate bool 0 no —
g_parallelGuiThink bool 0 no —
g_parallelMaxThreads int 4 no Maximum of threads to use when running parallel game jobs
g_parallelPhysics bool 1 no —
g_parallelPostThink bool 1 no —
g_parallelPreThink bool 0 no —
g_parallelThink bool 0 no —
g_playerHealthAndArmorScale_DIFFICULTY_EASY float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_HARD float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_MEINLEBEN float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_NIGHTMARE float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_NORMAL float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_VERYEASY float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_VERYHARD float 1.0 no Difficulty Scaling
g_playerHealthRegenDelay float 3 no seconds we wait after last damage to give health back to player
g_playerHealthRegenSpeed float 5.75 no what speed the player health regenerates in. hp/s
g_playerIncomingDamageScale_DIFFICULTY_EASY float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_HARD float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_MEINLEBEN float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_NIGHTMARE float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_NORMAL float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_VERYEASY float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_VERYHARD float 1.0 no Difficulty Scaling
g_playerShieldRegenDelay float 5 no seconds we wait after last damage to give shield back to player
g_playerShieldRegenInterval float 0.5 no once regenerating shield how often to increment
g_playerShieldRegenRate float 0 no once regenerating shield, how much we give per second
g_postSerializeReadUsesSpawnedList bool 1 no Whether PostSerializeRead calls all spawned entities or just those serialized this frame
g_predictHit bool 0 no If true, client will predict hits and do the hit flash beep
g_predictUseDamageDeclClientAuth bool 1 no If true, use the damage decl's hitClientAuthoritative functionality
g_projectileAdjustStart int 6 no the offset dir from the trace point
g_projectileClientAuthoritative bool 1 no If true, client will send reliables when his projectiles hit enemies.
g_projectileClientDontMove bool 0 no Debug projectiles
g_projectileDebug bool 0 no Debug projectiles
g_projectileDebugStuck bool 0 no Debug projectile getting stuck
g_projectileEMPstick float 35 no —
g_projectileImpactDistance float 1.0 no how far we should test to see what surf type the explosion would hit
g_projectileImpale bool 0 no to allow rockets to impale AI on contact
g_projectileRocketImpactDistance float 100.0 no how far we should test to see what surf type the rocket explosion would hit
g_projectileTraceSeek bool 0 no trace the seek behavior
g_prop2DebugMovement bool 0 no If true, prop will draw its movement radius when active, if tracking towards someone it will show an arrow
g_propDropPlayerVelMod float 1.0f no Percent of velocity from the player to be applied to the dropped prop
g_propDropVelocity float 250.0f no Velocity to apply to the prop in the dropping player's view direction
g_pvsLocationMemory 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_radiusDamageHitProjectiles bool 0 no if true radius damage can hit projectiles in the world causing them to explode
g_radiusDamageMultiplier float 1 no Damage multiplier to all RadiusDamage() calls.
g_radiusDamageRadiusMultiplier float 1 no Radius multiplier to all RadiusDamage() calls.
g_radiusDamageUseSimpleHitMsg bool 0 no if true radius damage will only send a single hit trace across the network
g_railDebugRender bool 0 no Debug rendering for idRailSpline
g_railSearchThreshold float 16 no Threshold used to determine when to stop searching for closeset point on a rail.
g_railSpeed float 0 no Speed to move when player is on a rail. (units / sec)
g_recordDamageSecs float 2 no How many seconds of damage should be recorded
g_reticleMode int 0 no How to draw the reticles. 0 - Full, 1 - Dot, 2 - hide
g_runCmdOnMapGameplay string (empty) no cmd to run (once) after map load when player is active, for smoke/soak tests
g_runCmdOnMapGameplayDelay int 180 no minimum delay in frames from level start for g_runCmdOnMapGameplay
g_runFrames 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_sendAllReliables bool 0 no Should we record data about reliable game messages
g_sendEntityCountIntervalMS int 500 no How often to send entity counts to telemetry
g_setting_aim_assist int 1 no 0 = off, 1 = on, 2 = singleplayer only, 3 = multiplayer only, 4 = joystick only
g_setting_boss_health bool 1 no Show or hide the boss health
g_setting_compass bool 1 no Show or hide the compass
g_setting_gk_highlight bool 1 no show or hide the GK highlight
g_setting_hud_show bool 1 no Show or hide the hud
g_setting_hudNotifications bool 1 no show or hide the hud notifications
g_setting_interact_prompt bool 1 no show or hid the interact prompt
g_setting_objectiveMarkers bool 1 no show or hide the objective markers
g_setting_objectiveUpdate bool 1 no show or hide the objective updates
g_setting_photomode bool 0 no enable/disable photomode
g_setting_subtitles bool 0 no show or hide the subtitles
g_setting_tutorials bool 1 no show or hide the tutorials
g_showActiveEntities bool 0 no draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showAllPlayerInfo bool 0 no shows player information for All players.
g_showBoundsTimings int -1 no show bounds of all entities in specified logic group
g_showCollisionQueryFilter string (empty) no String filter for selecting which queries to visualize
g_showCollisionSurfacesDistance float 50 no Distance to trace when showing collision surfaces
g_showCrosshair bool 1 no if true we draw the crosshair
g_showCrosshairInfo 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_showEditEntityDepthTested bool 0 no draws the debug bounds in edit mode with depth testing
g_showEditEntityInfo bool 0 no draws debug info when editing entities with g_editEntityMode > 0
g_showEditEntityLocalAxes bool 0 no draws the local axes of the selected entity instead of world axes
g_showEditLayerNames bool 0 no draws the layer names when g_editEntityMode is enabled
g_showEntityDeferred bool 0 no —
g_showEntityWarnings bool 0 no set to 1 to see entities that are incorrectly placed/configured/etc
g_showGameDeclHeapWarnings bool 0 no Issues warnings for game decls that are allocated on the global heap
g_showGuis bool 1 yes enables drawing of GUI elements other then HUD
g_showHavokClothFillOpacity float 0.3 no Fill color opacity
g_showHavokDistance float 3 no radius for drawing Havok physics geometry
g_showHud bool 1 yes enables drawing of HUD elements
g_showLightEntities bool 0 no includes light entities when editing sounds ( g_editEntityMode == 2 )
g_showNumActiveEntities bool 0 no If true it displays the number of currently active entities
g_showObjectGets int 0 no 1 - show classes of objects fetched, 2 - show names of entities fetch
g_showPlayerInfo bool 1 no enables drawing of Player Information elements in the HUD (e.g. name and health).
g_showPlayerShadow bool 1 yes enables shadow of player model
g_showPoiInfo bool 0 yes enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag).
g_showTimings int 0 no show entity timings
g_showWaterDebug int 0 no render water surface debug
g_showWindDebug int 0 no 1 = render wind debug, 2 = sound debug
g_skipAnimEventSounds bool 0 no skip anim event sounds
g_skipViewEffects bool 0 no skip damage and other view effects
g_skipWaterSim int 0 no skips water surface simulation
g_sleep float 0 no Testing tool to force longer game frames, use negative values to produce uneven sleeps
g_sortPhysicsList bool 1 no Sort the physics update list before to reduce spinning
g_SpawnablePropShotImpulse float 150 no impulse to apply when shot
g_spawnDebugLevel int 2 no Amount of detail to show when drawing system debugging information. 0 = only scores, 1 = locations, 2 = volumes, 3 = LoS checks
g_spawnDebugPauseBotsWhenSpawn bool 0 no If on, whenever the debug player respawns, pause all bots
g_spawnDebugRenderDuration int 999999 no How long debug spawn render lines stick around
g_spawnDebugShowSpawnNodes bool 0 no Show spawn point cylinders
g_spawnJitter float 0.0 no Amount of random variation in spawn location values.
g_spawnSkippedEntities bool 0 no 1 = spawn (and delete) the entites that are skipped during load (statics and decals)
g_spectatorAllowFrozenPlayerTargets bool 0 no allow spectating of frozen player targets
g_stopTime 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_swfFloatingTextScale int 100 no 0 = off, 100 = full size
g_tempProjectileTest bool 1 no if true we try the new system for detecting throwing through geometry
g_testFxName string (empty) no fx decl name used for the testFx command in absence of a name parameter
g_testMaterial string (empty) no name of material to draw over screen
g_testParticleName string (empty) no particle decl name used for the testParticle command in absence of a name parameter
g_timer int 0 no set to 1 to start timing, set back to 0 to stop timing and report the interval
g_trajectoryTimestep float 16 no time in milliseconds for each timestep during trajectory simulation
g_universalAmmoDirectToClip bool 1 no If true, universal ammo pickups will load directly into weapon clips, bypassing inventory.
g_useMPReferenceHUD bool 1 no Runs MP hud through reference path that skips as much SWF as possible
g_useMPReferenceHUD_Death bool 0 no Run death message reference
g_useSpawnInfluencers bool 0 no If on, use the new spawn influencers system.
g_viewNoteDevTrack int 0 no default viewnote devtrack setting
g_viewNotePriority int 2 no default viewnote priority setting
g_viewNoteRepeat int 0 no default viewnote repeatability setting
g_viewNoteType int 0 no default viewnote type setting
g_waterForceGenerate bool 0 no force water surfaces to regenerate
g_weaponAutoSwitchOnEmpty bool 1 no 0 - no auto switching, 1 - auto switch as soon as the weapon is empty
g_weaponSpreadScale float 1.0 no Global player weapon spread scale
g_wpnSelectBlockInput time_ms 180 no How many milliseconds after the actual selection we block the look stick
g_wpnSelectBlockSelection time_ms 96 no How many milliseconds we block the selection after the wheels change
g_wpnSelectShowDelay 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_wpnSelectThreshold float 0.6 yes How much need to be set for the wpn wheel actually starts selecting. val * (maxstick)
g_wpnwheel_debugtimer time_ms 0 no How long between prints of the wheel

hud_

86 cvars.

Name Type Default Exposed Description
hud_3dmarkerdebug bool 0 no Show debug information for 3d icons, objective markers etc.
hud_chargebar_debug bool 0 no Show information when charging the bar
hud_commander_amp_alarm float 0.670 no How far the extrusion is on alarm
hud_commander_amp_regular float 0.540 no How far the extrusion is on regular commander walking around
hud_commander_arrow_movement_end float 40.0f no movement from middle, based on distance
hud_commander_arrow_movement_start float 45.0f no movement from middle, based on distance
hud_commander_debug bool 0 no Show debug info for commander
hud_commander_debug_timer int 0 no Full debug print with fades and everything
hud_commander_dot_spread float 0.85 no How far the falloff is for the direction, player -> commander
hud_commander_pulse_time_max int 6000 no ( CurrentDistance / MaxDistance ) * this gives ms for the pulse will be tweened for
hud_commander_pulse_time_min int 1000 no fastest pulse time
hud_commander_statustexttime int 2000 no How long do we want to display the status text for
hud_damageNumberArmorColor string 0.686 0.686 0.584 no Color used to draw the armor damage numbers
hud_damageNumberDirXMax float -0.25 no X Force max
hud_damageNumberDirXMin float -2.0 no X Force min
hud_damageNumberDirYMax float 9.5 no Y Force max
hud_damageNumberDirYMin float 6.0 no Y Force min
hud_damageNumberEquipmentColor string 0.5 0.5 0.5 no Color used to draw the equipment damage numbers
hud_damageNumberFadeTime float 1.0 no Time for number to fade out in seconds
hud_damageNumberFallRate float 0.09 no Rate at which damage numbers fall
hud_damageNumberHeadshotColor string 0.749 0.545 0.258 no Color used to draw the headshot damage numbers
hud_damageNumberHealthColor string 1 0.247 0.019 no Color used to draw the health damage numbers
hud_debugSpawnVerbosityDistance int 300 no The distance that you must be closer than to get detailed information on spawn scoring
hud_disableAll bool 0 yes disables hud-rendering
hud_enableForcedGUISurfaceRemoval bool 0 no Whether or not to enable forced GUI surface cleanup.
hud_enemyDamageCritFontSize float 0.825 no font size for critical hit (headshot) floating enemy damage numbers
hud_enemyDamageDurationMS int 3000 no floating enemy damage numbers speed floating up
hud_enemyDamageFollowTarget bool 1 no Do enemy damage numbers follow the target damaged?
hud_enemyDamageFontSize float 0.6 no font size for floating enemy damage numbers
hud_envlinger_timer int 400 no How many milli we wait with the env damage before going back to health again
hud_extrude_movelengthxy float 5.0 no How far we should move out on the xy axis
hud_extrude_movementtimez int 300 no How long does the tween take
hud_extrude_simulatemovingcenter bool 0 no Run this to simulate movement on the center point to see how perp visualizes
hud_floatingicon_debug bool 0 no Show debug info for the floating icons
hud_floatingicon_distancetousefade float 1.0 no For how many meters do we fade the marker
hud_floatingicon_fadeoutuseable int 150 no For how long we fade out the marker when used.
hud_floatingicon_lowestalpha float 0.5 no Lowest value that the icon can have
hud_floatingicon_use bool 1 no Use floating icons on the vicinity of the screen for objectives etc.
hud_follower_anim_threshold float 0.65 no Where do we start the interaction animation
hud_follower_debug bool 0 no Show debug info about the follower
hud_follower_speed int 200 no How fast we tween from follower start location to end location
hud_forceCrosshairType int 0 no override the type of crosshair being used
hud_forceCrosshairTypeDW int 0 no override the type of crosshair being used for the dual wield weapon
hud_hideDamageNumbers bool 0 no 0 = Show damage numbers; 1 = hide damage numbers
hud_lkw_explode_length float 1.0f no Duration of tween and time until explosion
hud_lkw_explode_size float 600.0f no How much larger than the orig size the lkw bar becomes on explosion
hud_lkw_jitter_deltax float 6.0f no How far we move in x in terms of jitter
hud_lkw_jitter_deltay float 6.0f no How far we move in y in terms of jitter
hud_lkw_jitter_max_charge_dur float 3000.0f no Max charge duration
hud_marker_debugindex int -1 no Only show the set marker index if -1 then show all
hud_markerShowHintTimeFade int 200 no How long for fade in/out to occur for hint marker
hud_notification_follower_lockdist float 0.05 no How far from the center we actually lock the follower to the center icon
hud_npcNameTimer time_ms 150 no Fade in/out for npc names
hud_overcharge_higheroffset int 3 no When we get a new stockpile that is higher the overcharge icon runs these frames higher to avoid ugly pixels
hud_overcharge_loweroffset int 1 no When we get a new stockpile that is lower the overcharge icon runs these frames higher to avoid ugly pixels
hud_perk_fromto_timer int 1250 no Time before the actual from to starts
hud_perk_levelup_timer int 1000 no how long until level up has been completed.
hud_perk_leveluptext_timer int 250 no for how long the text lingers on screen
hud_perk_sanity_timer int 6000 no In case we get fed with incorrect values fade away anyway
hud_perk_sprite_linger int 2000 no For how long the sprite lingers to allow rolloff sequence
hud_perk_sprite_timer int 2000 no For how long we display the sprite timer
hud_perk_text_timer int 5000 no For how long we display the perk timer
hud_playerPickupProgressTextScale float 0.8f no Text scale for player pickup progress text
hud_playerPickupProgressYOffset int -7 no Text Y offset for player pickup progress text
hud_pointNumberColor string 1 1 1 no Color used to draw points
hud_printEnemyDmgMsgText bool 0 no Print enemy damage msg debug text
hud_quickitem_inactivetime int 0 no For how long does the ammo need to be 0 for it to disappear
hud_renderDiagnosticGauge int 0 no Display a diagnostic telemetry gauge(if telemetry enabled) on screen. 0 = Off. 1 = Positioning Error.
hud_renderPlayerNamesUnderCrosshair bool 0 no Toggle showing enemy names under crosshair.
hud_resourceNumberColor string 0 1 0.2 no Color used to draw resource
hud_reticle_animSpeed float 0.5 no animation speed for the reticle spread
hud_reticle_critical_a float 1.0 no alpha channel of critical hit reticle
hud_reticle_critical_b float 0.0 no blue color channel of critical hit reticle
hud_reticle_critical_g float 0.0 no green color channel of critical hit reticle
hud_reticle_critical_r float 1.0 no red color channel of critical hit reticle
hud_reticle_scaler float 0.6f no speed at which the reticle grows and shirnks for spread
hud_reticle_scalerZoomed float 0.01f no speed at which the reticle grows and shirnks for spread
hud_showDamageNumbersInWorld bool 0 no 0 = Show xp callouts on hud, 1 = show damage above target
hud_showGameFacts bool 1 no Whether or not to show game fact tool tips while loading maps
hud_showLoadDevMessage bool 1 no Show level loading status in development
hud_skip_cinematics bool 1 no skips intro cinematics after load
hud_tutorial_fadeouttime int 750 no Time until the tutorial image actually starts to fade out
hud_tutorial_textgouptime int 2000 no Time until we move the text up
hud_wpnselect_distance float 150.0 no How far from center we tween the weapon wheel
hud_wpnselect_triggerholdlength int 250 no How many ms before actually changing the wheel
hud_wpnwheelslowmo bool 0 no enable slow motion for wpnwheel

20 cvars.

Name Type Default Exposed Description
nav_avoidence_collisionpenalty float 1.0 no A multiplier applied to the penalty for projected collisions.
nav_avoidence_dodgingpenalty float 0.0 no A penalty applied to velocity candidates which avoid collisions by turning rather than by changing speed.
nav_avoidence_penetrationpenalty float 1 no A multiplier applied to the penalty for ongoing penetrations.
nav_avoidence_sidednesschangingpenalty float 0.0 no Unwillingness to change the side on which an agent plans to pass another agent.
nav_avoidence_velocityHysteresis float 0.01 no Preference for continuing along the same velocity
nav_avoidence_wallfollowingangle float 0.1 no Max angle above 90 degrees of to do wall following
nav_behaviour int 1 no Selects the pathing behaviour, 0 = path, 1 = edge
nav_cacheclearenceceiling float 4.0 no Range to invalidate clearence cache when something happens (map restart required)
nav_complexityDistance float 3 no Distance used during complexity analysis
nav_complexityMaxThreads int -1 no Maximum number of threads to use during complexity analysis
nav_complexityWarning int 100 no What complexity to consider too much
nav_debug_mesh int -1 no —
nav_debug_range_horz float 20 no —
nav_debug_range_vert float 10 no —
nav_pathing_limititerations int 1000 no limit the number of iterations
nav_pathing_limitrange bool 0 no limit the search range
nav_pathing_minimumrange float 30 no minimum search range
nav_pathing_rangemodifier float 2.0 no multipled with the distance to goal to determine search radius
nav_tracefloor float 0 no Trace X meters forward on the floor from from the player
nav_usefastgather bool 1 no Use a faster version of gather edges if possible

player_

40 cvars.

Name Type Default Exposed Description
player_analyzeEnv bool 1 no If true the enviroment analyzer will run
player_analyzeenvdebug 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_analyzeEnvFreeLeanOnly bool 0 no disables sliding along walls while not being able to lean
player_damageFeedbackMinimum float 0.5f no —
player_damageFeedbackScale float 1.0 no —
player_damageFeedbackVerbose bool 0 no Print damage names
player_debugShake bool 0 no 1 = display debugging info for camera shakes
player_difficultyDamageScaleEasy float 0.25 no how much to scale incoming damage on easy if there is no easy damage table
player_difficultyDamageScaleHard float 0.75 no how much to scale incoming damage on hard if there is no hard damage table
player_difficultyDamageScaleMeinLeben float 1.25 no how much to scale incoming damage on nightmare if there is no nightmare damage table
player_difficultyDamageScaleNightmare float 1.25 no how much to scale incoming damage on nightmare if there is no nightmare damage table
player_difficultyDamageScaleNormal float 0.5 no how much to scale incoming damage on medium if there is no normal damage table
player_difficultyDamageScaleVeryHard float 1.0 no how much to scale incoming damage on hard if there is no hard damage table
player_focusboxfloor float -0.1f no How far below the ground the focus box should be
player_focusboxheight float 3.0f no How high the focus box should be from the ground
player_focusboxtest bool 1 no Focus floating icons for testing
player_focusboxwandererheight float 4.3f no How high the focus box should be from the ground when in wanderer
player_focusCausesRumble bool 0 no Toggles whether to rumble controller when hovering over a usable item
player_focusCrosshairEntityTime int 300 no Amount of time, in milliseconds, entity name will appear in crosshair after focus is lost.
player_focusCylinderOffset float 1.375f no How far in front of the player should the cylinder be?
player_focusCylinderRadiusX float 1.0f no RadiusX of the cylinder
player_focusCylinderRadiusY float 1.5f no RadiusY of the cylinder
player_focusDebug int 0 no 1 = Highlights focus entity in cyan. 2 = Highlights usable entity in orange 3 = Show use box vicinity
player_heavyDropTime time_ms 1000 no Linger duration of heavy weapon drop info for PL.
player_interactableRumbleDurHigh float 50 no Sets Controller rumble high magnitude on interactable
player_interactableRumbleDurLow float 75 no Sets Controller rumble high magnitude on interactable
player_interactableRumbleMagHigh float 0.5 no Sets Controller rumble high magnitude on interactable
player_interactableRumbleMagLow float 0.5 no Sets Controller rumble low magnitude on interactable
player_LootCheck float 1.0 no —
player_proneLookupAngle float 10.0 no Angle player must look below for auto look up to start
player_proneLookupSpeed float 150.0 no Speed for autolook up when entering prone
player_spikeDamageFeedbackScale float 4.0 no —
player_throwbackAngleSpeed float 400.0 no Grenade throw back auto look up speed
player_throwbackAutoLookupEndAngle float -10.0 no View angle auto look up code will end at
player_throwbackAutoLookupStartAngle float 10.0 no Angle player must look below for auto look up to start
player_updateFocus bool 1 no 1 to enable updating the player's focus icon
player_whiplash_friction_frac float .8 no frac speed that slows overall whiplash
player_whiplash_min_velocity_len float .01 no min velocity required to activate whiplash
player_whiplash_update_frac float 1 no update frac per frame (partial updates)
player_whiplash_velocity_frac float .1 no frac speed that whiplash cycles back and forth

pm_

88 cvars.

Name Type Default Exposed Description
pm_airaccelerate float 5.2 no how fast the player will accelerate in the air
pm_airfriction float 0.0 no friction when in the air
pm_allowFatalFallDamage bool 0 no if true - player CAN die from a fatal fall
pm_animCamAmount float 1.0 no use this amount of camera animation. later to be used as an option for motionsickness
pm_backSpeedRatio float 0.75 no ratio of player max backward speed to forward speed
pm_boxRepulsorScalar float 8.0 no How much to push the player when he's in the box
pm_breakSurfaceTimout time_ms 850 no block breaking the surface during this time
pm_bufferTimeForPlayerOriginInterpolation float 10.0f no How much of a buffer to add to the interpolation time range
pm_crouchaccelerate float 42.0 no how fast the player will accelerate when crouching
pm_crouchBackSpeedRatio float 0.85 no ratio of player max backward speed to forward speed while crouching
pm_crouchbasespeed float 1.75 no base speed the player can move while crouched
pm_crouchheight float 0.89 no height of player's bounding box while crouched
pm_crouchviewheight float 0.80 no height of player's view while crouched
pm_deadheight float 0.4 no height of player's bounding box while dead
pm_debugView bool 0 no if true will draw debug info for player view calculations
pm_disableFallDamage bool 0 no if true - player takes no damage from falls
pm_enableQuickTurn bool 1 yes enables quickturn system (saves this setting)
pm_extrapolator_deltaSmoothPerFrameMS time_ms 1 no Amount of time to remove/add per frame to smooth the fence post timing changes.
pm_extrapolator_fenceDecayPerFrame float 0.25 no Speed at which a fence will decay if it is an old position
pm_extrapolator_lookAheadMS int 64 no Amount of time to look ahead in the extrapolator.
pm_extrapolator_maxLookAheadMS int 128 no The amount of time to look ahead if we hear nothing from our partner.
pm_forceExplicitMotionX float 0 no x value of explicit motion to force
pm_forceExplicitMotionY float 0 no y value of explicit motion to force
pm_forceExplicitMotionZ float 0 no z value of explicit motion to force
pm_gradualSensitivityScaleTimeSec float 0.15 no Gradually gives the player look control over this time.
pm_gradualSyncViewReset int 0 no 0 - Off, 1 - only pitch 2 - yaw/pitch 3 - constant pitch resting
pm_gradualSyncViewResetTime int 200 no Gradually moves the player's view back to original angles.
pm_groundpoundvelocity float -2.0f no velocity if ground pound is performed
pm_ignoreSprintButton bool 0 no if true, the sprint button will be ignored as a requirement for sprinting
pm_jumpheight float 1.15 no approximate height the player can jump
pm_jumpHeightPanzerRide float 1.15 no approximate height the player can jump while in panzerride
pm_jumpheightWheelChair float 0.15 no approximate height the player can jump while in wheelchair
pm_knockDownPlayerAtKick float 200.0f no if knockback by damage is greater than this, the player will get knocked to the ground, entering ground combat
pm_lineardamping_free float 5.0 no linear damping on the havok body when free floating (air, swimming etc)
pm_lineardamping_grounded float 0.01 no linear damping on the havok body when connected with the ground
pm_maxviewpitch float 89 no amount player's view can look down
pm_minviewpitch float -89 no amount player's view can look up (negative values are up)
pm_noclipfriction float 12.0 no friction when in noclip
pm_noclipspeed float 10.0 no speed the player can move while in noclip
pm_normalheight float 1.79 no height of player's bounding box while standing
pm_normalViewHeight float 1.54 no height of player's view while standing
pm_proneActivationWindow time_ms 500 no hold crouch button for this amount of time to enter prone
pm_proneAngleEnter float 20.0f no View angle needed for auto prone enter
pm_proneAngleExit float -20.0f no View angle needed for auto prone exit
pm_proneccelerate float 33.0 no how fast the player will accelerate when prone
pm_proneheight float 0.29 no height of player's bounding box while in prone stance
pm_pronesprintspeed float 2.2 no speed the player can move while sprinting while prone
pm_radius float 0.395 no radius of player collision capsule
pm_rammbockactivationtime int 200 no ms after sprinting is started that rammbock will be activated
pm_rammbockDotChecker 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_remoteInputAvgDeltaCount int 10 no The amount of remote input time values that the time delta should be avg'd against
pm_runspeed float 5.2 no speed the player can move while running
pm_screenParticleOffset float 0.1 no forward offset when placing screen particles
pm_softSpringRepulsorVelMax float -30.0 no Maximum spring velocity for SoftSpring repulsors
pm_softSpringRepulsorVelMin float -5.0 no Minimum spring velocity for SoftSpring repulsors
pm_sprintaccelerate float 104.0 no how fast the player will accelerate when sprinting
pm_sprintBackSpeedRatio float 0.50 no ratio of player max sprint backward speed to forward speed for thruster sprint
pm_sprintChargeTime float 2000 no how many ms to fully recharge sprint
pm_sprintEnable bool 0 no enable thruster sprint instead of old sprint
pm_sprintMaxTime int 1500 no how many ms the player can sprint
pm_sprintslidefriction float 1.5 no friction when sprint sliding
pm_sprintSlideLowerSpeed float 4.0 no Sprint slide will stop at this speed
pm_sprintspeed float 9.0 no speed the player can move while sprinting
pm_sprintspeedUnarmed float 6.5 no speed the player can move while sprinting unarmed
pm_stepsize float 0.32 no maximum height the player can step up without jumping
pm_stopspeed float 2.0 no which speed we should really stop the player from moving
pm_strafeSpeedRatio float 0.85 no ratio of run speed player can strafe; 1.0 allows strafing at full run speed
pm_swimBaseSpeed float 1.5 no speed the player moves while swimming, no including boosts from the animations
pm_swimheight float 0.79 no height of player's bounding box while swimming
pm_togglesprint bool 0 yes if true will use the toggle sprint on PC
pm_torsoPitchClamp float 45.0 no max angle torso can turn from body forward around pitch axis
pm_useClampUserCmdInterpPercentage bool 1 no Disable for testing user commands that don't have a clamped percentage
pm_walkaccelerate float 52.0 no how fast the player will accelerate when walking
pm_walkfriction float 10.0 no friction when walking
pm_walkspeed float 2.8 no speed the player can move while walking
pm_walkthreshold float 68.0 no user command threshold where we transition from walking / sneaking to running.
pm_wandererActivationWindow time_ms 300 no how quick to doubletap jump to activate wanderer
pm_wandererheight float 4.09 no height of player's bounding box while standing
pm_wandererspeed float 3.6 no speed the player can move while in wanderer
pm_wanderersprintspeed float 4.5 no speed the player can move while in wanderer and sprinting
pm_wateraccelerate float 6.0 no how fast the player will accelerate when swimming
pm_waterfriction float 0.75 no friction when swimming
pm_wheelchairfriction float 1.5 no friction when in wheelchair
pm_wheelchairheight float 1.28 no height of player's bounding box while in wheelchair
pm_wheelChairprintspeed float 2.3 no speed the player moves while in wheelchair and sprinting, no including boosts from the animations
pm_wheelChairSpeed float 1.5 no speed the player moves while in wheelchair, no including boosts from the animations
pm_wheelChairStrafeSpeedRatio float 0.65 no ratio of run speed player can strafe while in wheelchair; 1.0 allows strafing at full run speed
pm_youngheight float 1.3 no height of young player's bounding box while standing

poi_

54 cvars.

Name Type Default Exposed Description
poi_allow3rdPersonEnemyNameplates bool 1 no —
poi_AlphaScale float 0.75 no Scale the alpha when the POI is behind another object
poi_AngularScale bool 1 no Toggle angular scale on POI hud objects
poi_ArtificialPOILimit 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_borderScaleX float 0.75 no —
poi_borderScaleY float 0.75 no —
poi_borderSplitscreenScaleX float 0.59 no —
poi_borderSplitscreenScaleY float 0.6 no —
poi_borderSteps int 36 no Number of points generated on the border ellipse.
poi_borderStepsSplitscreen int 24 no Number of points generated on the border ellipse in splitscreen.
poi_BotBuddyIconHeightOffset float 175.0 no —
poi_Debug int 0 no —
poi_DebugGui_draw bool 0 no Enable the POI debug gui
poi_distanceTextRelativeScale float 0.9f no For poi distance text, this value scales that text relative to the other verb text
poi_drawPoints bool 0 no —
poi_EnemyPlayerNameScreenOffsetY float 10 no Offset above player's head for enemy player name
poi_focusPointOffset float 100.0 no Distance to offset the focus point for the POI vertically.
poi_focusPointSwfOffset 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_focusSmoothingRange float 32.0 no Distance to smooth the lerp of a POI going from focused to non-focused
poi_focusTransitionDuration int 250 no MS to focus/unfocus
poi_ForceOffscreen bool 0 no —
poi_GoalHeightOffset float 105.0f no —
poi_HeightScaling bool 1 no —
poi_IconSize float 64.0f no —
poi_IconSizeSplitscreen float 54.0f no —
poi_lastHitTimeout int 3000 no Time in milliseconds until enemy player nameplate stops rendering after being hit.
poi_PivotTest int 3 no —
poi_PlayerBaseOffset float 13 no —
poi_playerDownPulseRate float 0.015 no —
poi_PlayerNameScreenOffsetY float 40 no Offset above player's head for player name
poi_playerScaleMinimum float 0.5 no Percentage scale minimum for player POIs
poi_presentationVIPIconHeightOffset float 175.0 no —
poi_PVPEnemyNameMaxAlpha float 1 no Enemy names can't go beyond this alpha
poi_PVPEnemyNameMaxDeg float 5 no This angle or higher shows at full opacity
poi_PVPEnemyNameMinAlpha float 0 no Enemy names can't go below this alpha
poi_PVPEnemyNameMinDeg float 10 no This angle or lower is invisible
poi_PVPEnemyNamePlateDistanceThreshold float 750 no Distance at which to start fading enemy nameplates.
poi_PVPEnemyNamePlateFadeDistance float 128 no Distance to fading enemy nameplates.
poi_PVPEnemyPlayerNameplateOcclusion bool 1 no Toggle to use or ignore occlusion query data with POIs on player nameplates
poi_PVPNameplateStyle int 0 no 0 = off, 1 = old style, 2 = new style
poi_PVPShowEnemyPlayerNameplate bool 1 no Toggle displaying enemy nameplates in PVP
poi_PVPTeammateNameMaxAlpha float 1 no Teammate names can't go beyond this alpha
poi_PVPTeammateNameMaxDeg float 10 no This angle or higher shows at full opacity
poi_PVPTeammateNameMinAlpha float 0 no Teammate names can't go below this alpha
poi_PVPTeammateNameMinDeg float 35 no This angle or lower is invisible
poi_PVPTeammateNamePlateDistanceThreshold float 1280 no Distance at which to start fading teammate nameplates.
poi_PVPTeammateNamePlateFadeDistance float 256 no Distance to fading teammate nameplates.
poi_RayCast bool 1 no Toggle ray casting from viewer to POI entity position
poi_RayCastEpsilon float 0.01 no Allow for some amount of threshold on the raycast fraction
poi_roundedRectRadius float 0.1 no —
poi_roundedRectStepsPerQuad int 5 no —
poi_scaleMinimum float 0.75f no Percentage scale minimum for POI
poi_usePVPPlayerNames bool 1 no Use the new pvp poi player name code
poi_VerbScreenOffsetY float 4 no Offset above icon for verb text

springcam_

17 cvars.

Name Type Default Exposed Description
springCam_AlwaysSnap bool 0 no always snap position and orientation to desired values
springCam_AutoCenterSpringC float -1 no spring C value for auto center spring
springCam_AutoCenterSpringK float 150 no spring K value for auto center spring ( can be overridden per anim )
springCam_AutoCenterSpringM float 1 no spring M value for auto center spring
springCam_BlendSpringK float 300 no spring constant for blend spring controlling blend to and from the player view
springCam_ClipTestMovement bool 0 no clip test the camera's movement against solid geometry
springCam_ConstraintConeDegs float -1 no angle of LOOK_ADD_HEADING and LOOK_ADD_HEADING_AUTOCENTER mode constraint cone in degrees, centered on animated forward direction
springCam_Debug bool 0 no show debug info on the spring cam
springCam_DebugParentInfo bool 0 no trace the updates due to parent movement
springCam_DebugTraceBlend int 0 no trace the camera blending (0=off, 1=positions only, 2=angles only, 3=positions and angles)
springCam_DebugTraceStates bool 0 no trace the camera states to the console
springCam_ForceBlendDurationMS int -1 no forces the blend duration
springCam_ForceCalcViewStage int 0 no 0=STAGE_DEFAULT, 1=STAGE_UPDATE, 2=STAGE_DRAW
springCam_ForceFollowBlendMode int -1 no force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP)
springCam_ForceLookBlendMode int -1 no force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP)
springCam_ForceLookMode int -1 no force the look mode, or -1 to ignore (0=NONE, 1=HEADING, 2=POSITION, 3=ADD_POSITION)
springCam_UpdateView bool 1 no should the spring cam update the view?

view_

85 cvars.

Name Type Default Exposed Description
view_allowFullScreenFlash bool 0 no Allow a full-screen flash when health gets low
view_amountToFade int 2 no Amount to fade the full-screen damage tint
view_blur_max float 3 no view blur from damage
view_blur_min float 1.5 no view blur from damage
view_blurTime_max float 2.0 no view blur time from damage in seconds
view_blurTime_min float 0.35 no view blur time from damage in seconds
view_damage_maxScale float 0.5 no highest visual effect.
view_damage_minScale float 0.05 no lowest visual effect
view_damage_rescalePostClamp bool 1 no Rescales the damage scale after clamping between min and max
view_damageBlur bool 1 no show blur when taking damage
view_damageEffectRandomTextureFlip bool 1 no —
view_damageFeedbackMeleeOnly bool 0 no —
view_damageOverlayParmBaseCooldownRate float 0.05 no Base cooldown rate for overlay intensity
view_damageOverlayParmEffectiveMaxHeath float 100.0 no Value to use for MaxHealth in calculations
view_damageOverlayParmExtraCooldownForHealth float 0.7 no How much current health contributes to overlay cooldown
view_damageOverlayParmMaxIntensityClamp float 1.5 no The maximum value the overlay intensity can be
view_damageOverlayParmMinDamageToAffectOverlay float 1.0 no Smallest amount of damage that will increase overlay intensity
view_damageOverlayParmMinToAdd float 0.1 no Minimum amount to increase overlay intensity when damaged
view_damageOverlayParmScalarForCurrentHealth float 1.0 no How much current health contributes to increasing overlay intensity
view_damageOverlayParmScalarForDamage float 2.0 no How much to scale intensity increased from damage
view_damageOverlayUseAlternateVersion bool 0 no An alternate version of controlling the low-health overlay based on damage and health
view_damageRing3DEnabled bool 1 no If true, the 3D version of the threat indicator ring will be used
view_debugDMG bool 0 no Prints out damage debug information
view_dofBlendIn bool 1 no Blend in depth of field by changing bokeh disc radius instead of moving focus plane
view_dofReturnFarEnd float 0.0f no What value to return to when ending DoF
view_dofReturnFarStart float 0.0f no What value to return to when ending DoF
view_dofReturnNearEnd float 0.0f no What value to return to when ending DoF
view_dofReturnNearStart float 0.0f no What value to return to when ending DoF
view_doubleVision bool 1 no show double vision when taking damage
view_doubleVision_max float 0.05 no view double vision amount from damage
view_doubleVision_min float 0.02 no view double vision amount from damage
view_doubleVisionPeriod int 500 no how many ms for a full period
view_doubleVisionPeriodEffect float 0.025 no how big an effect the period has on the double vision
view_doubleVisionTime_max float 2.0 no view double vision amount from damage
view_doubleVisionTime_min float 0.25 no view double vision amount from damage
view_drawDMG bool 1 no Draws debug lines in the positions of damage feedback textures
view_healthPostProcessEnable bool 0 no Uses a post process effect for low health state tweaked via idDeclPlayerProps::damageFeedback_t::healthToStartFullScreenFlash
view_healthPostProcessRampDelta float 0.05f no How fast should we ramp to/from the low health/glory kill state
view_kickAmplitude_max float 2 no view kick amplitude from damage
view_kickAmplitude_min float 0.5 no view kick amplitude from damage
view_kickAmplitudeRotation_max float 2 no view kick rotation amplitude from explosive damage
view_kickAmplitudeRotation_min float 0.5 no view kick rotation amplitude from explosive damage
view_kickLerpOutElapsed float 0.3 no Ratio between lerping out and lerping back in for the kick
view_kickOffset bool 0 no Enables view kick offset
view_kickOffsetAmplitude_max 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_kickOffsetAmplitude_min float 4 no Offset distance from damage in game units. This distance will be used if you take 1 damage.
view_kickOffsetTime_max 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_kickOffsetTime_min float 0.15 no Offset time from damage in seconds. Offset will last this long even if you take 1 damage.
view_kickTime_max float 0.300 no view kick time from damage in seconds
view_kickTime_min float 0.150 no view kick time from damage in seconds
view_kickUpFromFront 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_maxDamageForFullDamageFeedback float 40.0f no —
view_maxTimeBetweenFullScreenFlashMS int 1250 no —
view_minTimeBetweenFullScreenFlashMS int 500 no —
view_mpViewKick bool 0 no MP view kick method
view_outerDamageAlternateDirectHitAngle float 15.0 no Damage vectors on unit circle within this angle will be shaded
view_outerDamageAlternateDirectHitAngleBleedOver float 15.0 no Maximum bleedover from direct hit angle
view_outerDamageAlternateOverlay bool 0 no If true, will use an alternate overlay specified in postprocess.mrpr
view_outerDamageMinimumBleedOverIntensity float 0.5 no Past what intensity should the bleed over angle be used.
view_scoreDebug bool 0 no debug points ...
view_scoreFade int 2500 no Fade time for score in milli
view_scoreFadeScale float 2.25 no How much the text should scale using the table lookup
view_scoreLineDelay float 0.15 no Delay between score lines in seconds
view_scoreMultiLineDelay float 0.175 no Delay before multiple lines starts showin in seconds
view_scoreScale float 0.4 no How much the score text should be scaled
view_scoreShadowOffset float 0.75 no How much the score text drop-shadow should be offseted
view_scoreTravel float 0.3 no Travel for score
view_screenCrackFadeTime float 1.0f no The time (in seconds) it takes for screen cracks to fade in/out.
view_screenCrackHeavyThreshold float 30 no The amount of health under which to consider the player critically damaged.
view_screenCrackLightThreshold float 75 no The amount of health under which to consider the player lightly damaged.
view_screenCrackMediumThreshold float 50 no The amount of health under which to consider the player somewhat damaged.
view_screenCracksEnabled bool 0 no Whether or not to enable screen cracks when players are damaged.
view_screenCracksFXEnabled bool 0 no Whether or not to start / stop FX events for various screen crack damage levels.
view_screenDamageBloodSplatterTime float 1.0f no The amount of time to leave blood splatters on screen before they fade out.
view_screenDamageEnabled bool 0 no Whether or not to enable screen damage effects (blood splatter, helmet cracks).
view_screenDamageFrontRadius 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_screenDamageHeavyDamageThreshold float 25 no The amount of damage to consider heavy, for displaying blood splatter when damaged.
view_screenDamageMediumDamageThreshold float 10 no The amount of damage to consider medium, for displaying blood splatter when damaged.
view_showPlayerDamageViewEffect bool 1 no —
view_showWorldMarkers bool 1 no Show the interaction markers
view_skipDamageEffect bool 0 no skip the screen damage effects
view_skipDof bool 0 no Don't use the view DOF lerpers
view_skipOuterDamageEffect bool 0 no Skip outer edge damage effect
view_skipShakes bool 0 no If true, skip view shakes
view_skipSpikeDamageEffect bool 1 no Skip spike damage effect

Smaller prefixes

62 cvars.

Name Type Default Exposed Description
af_blendDuration float 0.2 no duration over which animation will blend into ragdoll once ragdoll is active
af_forceScale float 0.3 no —
af_highlightBody string (empty) no name of the body to highlight
af_highlightConstraint string (empty) no name of the constraint to highlight
af_spamJointWarnings bool 0 no 1 - spam the console with joint warnings
af_syncTestMargin float 0.1 no Collision fraction margin
af_syncVoidCheckDistance float 0.4 no How far to do void test
aic_defaultDifficulty int 1 no Default difficulty of ai conductor.
aiCam_lerpScale float 1.0f no float
aiCam_scale float 0.0f no float
aievents_print int 0 no 1 to print AI events to the console.
aievents_show int 0 no 1 to show ai event origins, 2 to show event bounds, > 2 = millseconds to show event bounds
aimAssist_adhes_LookSpeedThreshold float 1.0 no Speed Threshold that determines how fast the assistee needs to look before adhesion is allowed to kick in
aimAssist_InterpolateValues_Rate float 0.65 no The Rate in which we Interpolate the friction / Adhesion
aimtarget_maxDistance float 500.0 no The Max Distance a target can be from the player to be considered a target
aimTarget_viewAngleimportance float 0.1 no How important view angle is to our target scoring function
cam_cutsceneFreecam 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_debugRendering bool 0 no cause anim cameras to render a visualisation of DoF etc...
cam_lerpRate float 0.25 no follow camera lerp rate
cam_maxDist float 500.0 no max distance a utility camera can be from its target.
cam_minDist float 150.0 no min distance a utility camera can be from its target.
cam_targetLerpRate float 0.1 no follow camera's target lerp rate
enigma_complete bool 0 no unlock active puzzle
enigma_debug bool 0 no print information about enigma related things
enigma_invertControls bool 1 no Invert enigma controls.
enigma_reinitialize bool 0 no set this to reinitialize the enigma menu state again
envSuit_debugHazards bool 0 no Enables Designers to see what their intervals are doing
gore_maxLivingGoreEnts int 10 no How many gore entities can be out in the world at one time
hurtSurface_bounds_x float 0 no —
hurtSurface_bounds_y float 0 no —
hurtSurface_bounds_z float 0 no —
hurtSurface_debug bool 0 no —
hurtSurface_offset_x float 0 no —
hurtSurface_offset_y float 0 no —
hurtSurface_offset_z float 0 no —
hurtSurface_particleIndex int -1 no —
interactable_debug int 0 no Draws debug information for interactables. 1 = CurrentState
interactDoor_Debug bool 0 no if true show debug info on screen for the interact door entities
inventory_serialize_debug bool 0 no Debug inventory serializiation
loot_enable bool 1 no Enable loot dropping
loot_noDropChance bool 0 no Drops will always spawn, no random chance
perk_debug bool 0 no if true show debug info on screen for the upgrade tree and upgrades
pickup_tractorAccel float 0.000001 no acceleration to frac along pickup-to-player
pickup_tractorInitialRate float 0.05 no starting frac along pickup-to-player
pickup_tractorRange float 150 no distance of the tractor test
pickuplog_allownextitem int 350 no How fast can the next item be added
pickuplog_fadetotal int 2000 no How long before fully faded out
pickuplog_itemmovement int 35 no How many pixels to tween on each step
pickuplog_itemmovementspeed int 200 no How fast the tween goes
pickuplog_stagetimernext int 350 no How long before moving to the next stage
presentableWeapon_timeBeforeReleaseTrigger int 250 no Debug PresentableWeapons
proj_emp_debug bool 0 no Enable projectile EMP debug info.
prop_debugLifetime bool 0 no Debug output for the lifecycle of all props
prop_forceRegenUpkeepWhenFull bool 0 no for debugging. forces the upkeep even if the player is full
prop_pool_size int 256 no Size of the shared re-spawnable pool
prop_secret_debug int 0 no Debug the secrets 1 show info about spawning and using, do we need unlocking as well
prop_separateicons bool 0 no Use icon on prop far away and up close on the use gui
turret_debugTargeting bool 0 no —
tutorial_enable bool 1 no Enable displaying of tutorials
upgrade_debug bool 0 no if true show debug info on screen for the upgrade tree and upgrades
weapon_debugLKW bool 0 no if true draw debug and show debug info for LKW
weapon_lkw_outer_spread float 2.0 no extrude * this 1.0f straight line