Generated by
tools/build_cvar_wiki.pyfrom the engine's own cvar registry. Edits made here are overwritten by the next run.
976 cvars of Wolfenstein: The New Order — player, movement, AI, weapons, camera and HUD. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNO cvar catalogue, which explains how to set a cvar in this game and where the data comes from.
Status: cheat = wiped at startup when set with +name value, set it with +toggle name value value instead; normal = +name value works; saved = not a cheat and kept in wolfConfig.cfg; init-only = command line only; read-only = cannot be set.
aa_
18 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
aa_ |
float | 0.25 |
cheat | — | Speed for lock when adhesion |
aa_ |
float | 0.01 |
cheat | — | How much to help by when somewhat close |
aa_ |
float | 0.005 |
cheat | — | How much to help by when in the BEST spot |
aa_ |
float | 0.015 |
cheat | — | How much to help by when in the sweet spot |
aa_ |
float | 0.5 |
cheat | — | How much to scale the sensitivity by when you're over an interesting entity |
aa_ |
float | 8192 |
cheat | — | Max distance from player to enemy. |
aa_ |
float | 35 |
cheat | — | Max distance between aim line and tested entity for aim assist |
aa_ |
float | 32 |
cheat | — | min distance the target has to be before we will aim assist |
aa_ |
float | 0.75 |
cheat | — | How much to scale the sensitivity by when you're somewhat close to an interesting entity |
aa_ |
float | 0.4 |
cheat | — | How much to scale the sensitivity by when you're on interesting entity |
aa_ |
float | 0.5 |
cheat | — | How much to scale the sensitivity by when you're really close to an interesting entity |
aa_ |
int | 2 |
cheat | — | the min threshold the user must change their view by to get assistance !this should not go below 2! |
aa_ |
float | 0.6 |
cheat | — | Speed that lock occurs for shooting |
aa_ |
float | 5 |
cheat | — | Shrink center line |
aa_ |
bool | 0 |
cheat | — | if true will show debug for the the aim assist |
aa_ |
bool | 0 |
cheat | — | — |
aa_ |
float | 1.5 |
cheat | — | Speed for lock when zooming |
aa_ |
float | 2.0 |
cheat | — | the scale that is applied to the zoom snap |
af_
84 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
af_ |
float | 0.95 |
cheat | — | Impulse scale angular velocity damping when Syncing ragdoll (0 - 1) |
af_ |
float | 0.975 |
cheat | — | Impulse scale angular error when Syncing ragdoll (0 - 1) |
af_ |
bool | 1 |
cheat | — | 0 = apply impulses as forces, 1 = apply impulses as-is |
af_ |
float | 0.2 |
cheat | — | duration over which animation will blend into ragdoll once ragdoll is active |
af_ |
bool | 1 |
cheat | — | collapse multipe collisions |
af_ |
float | 0.9 |
cheat | — | fraction of the original colliding mass that is removed for the collision impulse, this only applied to car-car damage |
af_ |
int | 500 |
cheat | — | duration over which constraint tolerances will ramp back up to normal values after a sync to animation ends |
af_ |
bool | 1 |
cheat | — | — |
af_ |
float | 0.4 |
cheat | — | — |
af_ |
float | 32.0 |
cheat | — | — |
af_ |
float | 0 |
cheat | — | scales the contact friction |
af_ |
float | 0.001 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | Debug ragdoll syncing frames |
af_ |
bool | 0 |
cheat | — | Debug first body frame only during sync |
af_ |
bool | 0 |
cheat | — | Debug starting velocity of ragdolls |
af_ |
bool | 1 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | — |
af_ |
float | 0.5 |
cheat | — | — |
af_ |
float | 256.0 |
cheat | — | — |
af_ |
float | 0.4 |
cheat | — | — |
af_ |
float | -1 |
cheat | — | force the given friction value |
af_ |
string | (empty) | cheat | — | name of the body to highlight |
af_ |
string | (empty) | cheat | — | name of the constraint to highlight |
af_ |
bool | 1 |
cheat | — | 1 = allow ragdolls to inherit velocity from animation |
af_ |
float | 0 |
cheat | — | scales the joint friction |
af_ |
float | 0.00001 |
cheat | — | — |
af_ |
float | 0.3 |
cheat | — | — |
af_ |
float | 256.0 |
cheat | — | — |
af_ |
float | 0.0001 |
cheat | — | — |
af_ |
float | 0.4 |
cheat | — | Impulse scale linear velocity damping when Syncing ragdoll (0 - 1) |
af_ |
float | 0.2 |
cheat | — | Impulse scale linear error when Syncing ragdoll (0 - 1) |
af_ |
float | 1.57 |
cheat | — | maximum angular velocity |
af_ |
int | 200 |
cheat | — | maximum number of auxiliary constraints on an articulated figure |
af_ |
float | 0.001 |
cheat | — | — |
af_ |
float | 128 |
cheat | — | maximum linear velocity |
af_ |
float | 0 |
cheat | — | — |
af_ |
float | 1.0 |
cheat | — | — |
af_ |
float | 0.1 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | never come to rest |
af_ |
bool | 0 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | Debug AF serialization |
af_ |
bool | 0 |
cheat | — | show tree-like structures of articulated figures not at rest |
af_ |
bool | 0 |
cheat | — | show bodies |
af_ |
bool | 0 |
cheat | — | show body names |
af_ |
bool | 0 |
cheat | — | show the two bodies constrained by the highlighted constraint |
af_ |
bool | 0 |
cheat | — | show constraint names |
af_ |
bool | 0 |
cheat | — | show constraints |
af_ |
bool | 0 |
cheat | — | show the inertia tensor of each body |
af_ |
int | 0 |
cheat | — | 1 = always show joint limits, 2 = show only violated limits |
af_ |
bool | 0 |
cheat | — | show the mass of each body |
af_ |
bool | 0 |
cheat | — | show primary constraints only |
af_ |
bool | 0 |
cheat | — | Show constraint values pulled from tables. |
af_ |
bool | 0 |
cheat | — | show articulated figure cpu usage |
af_ |
bool | 0 |
cheat | — | show the total mass of each articulated figure |
af_ |
bool | 0 |
cheat | — | show tree-like structures |
af_ |
bool | 0 |
cheat | — | — |
af_ |
string | (empty) | cheat | — | — |
af_ |
bool | 0 |
cheat | — | show the velocity of each body |
af_ |
bool | 0 |
cheat | — | skip air friction |
af_ |
bool | 0 |
cheat | — | skip friction |
af_ |
bool | 0 |
cheat | — | skip joint limits |
af_ |
bool | 0 |
cheat | — | skip self collision detection |
af_ |
float | 0 |
cheat | — | — |
af_ |
float | 0.0000001 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | — |
af_ |
float | 0.1 |
cheat | — | Collision fraction margin |
af_ |
bool | 0 |
cheat | — | — |
af_ |
int | 0 |
cheat | — | Debug AF solid testing |
af_ |
float | 1 |
cheat | — | scales the time |
af_ |
float | 0.5 |
cheat | — | — |
af_ |
float | 256.0 |
cheat | — | — |
af_ |
float | 0.1 |
cheat | — | amount of elasticity about the shaft of a universal joint |
af_ |
float | 0.08 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | Debug AF solid testing |
af_ |
int | 1 |
cheat | — | — |
af_ |
bool | 0 |
cheat | — | use impulse based contact friction |
af_ |
bool | 0 |
cheat | — | use impulse based joint friction |
af_ |
bool | 1 |
cheat | — | use linear time algorithm for tree-like structures |
af_ |
bool | 1 |
cheat | — | use constraint matrix symmetry |
af_ |
int | 1 |
cheat | — | — |
af_ |
float | 0.1 |
cheat | — | — |
af_ |
float | 150 |
cheat | — | Floating in void check distance |
ai_
221 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
ai_ |
int | 1 |
cheat | — | if we should push the ai into aas after each move |
ai_ |
int | -1 |
cheat | — | set to >= 0 to force all AI to a specific accuracy rating |
ai_ |
float | 0.1 |
cheat | — | sets the rate at which the AI's blends between aim/body offset animations |
ai_ |
float | -1.0 |
cheat | — | if > 0 AI will orient to destination point over this distance, if they have a straight path to the dest |
ai_ |
bool | 0 |
cheat | — | 1 = allow AI to play collapse animations, otherwise they will defer death until they're not in a solid. |
ai_ |
bool | 1 |
cheat | — | 1 = allow AI to play staggering pains when appropriate |
ai_ |
bool | 1 |
cheat | — | 1 = allow AI to play transition that translates farther than the destination |
ai_ |
bool | 0 |
cheat | — | — |
ai_ |
int | -2 |
cheat | — | override AIs attitude towards player faction |
ai_ |
bool | 1 |
cheat | — | set to 1 to have AI use obstacle avoidance. |
ai_ |
string | (empty) | cheat | — | name of blend tree to debug |
ai_ |
bool | 1 |
cheat | — | set to 0 to skip stuck checks |
ai_ |
bool | 0 |
cheat | — | 1 = clear pending anim web events before changing state... testing only |
ai_ |
float | 250 |
saved | — | time in MS to wait between player heartbeats |
ai_ |
float | 1000 |
saved | — | time in MS to wait between player heartbeats |
ai_ |
float | 80 |
saved | — | the length for the take down trace |
ai_ |
int | 0 |
cheat | — | 1 = cook grenades when throwing them |
ai_ |
int | 5000 |
cheat | — | coop fade delay |
ai_ |
float | 4.5 |
cheat | — | cvar for delay start |
ai_ |
float | 0.0 |
cheat | — | normal distance to circle around corners |
ai_ |
float | 32 |
cheat | — | distance outside which we abort the move to cover action on the last frame of a transition |
ai_ |
float | 32 |
cheat | — | distance within which to start lerping AI to cover near end of transition |
ai_ |
float | -1 |
cheat | — | if not -1 this overrides all AI's cover radius |
ai_ |
float | 8 |
cheat | — | distance within which to snap AI to cover on last transition frame, otherwise fail |
ai_ |
float | 1.0 |
cheat | — | forced ai damage scale |
ai_ |
float | 1.0 |
cheat | — | scale death animation rate by this factor |
ai_ |
bool | 0 |
cheat | — | 1 = show debug markers for AAS position |
ai_ |
int | 0 |
cheat | — | 1 = debug actions node animation selection, 2 = verbose |
ai_ |
int | 0 |
cheat | — | 1 = show debug info for action scripts |
ai_ |
int | 0 |
cheat | — | set to 1 to show aim point debug info |
ai_ |
int | 0 |
cheat | — | set to 1 to show debugging output for the aim focus idRotationTracker |
ai_ |
bool | 0 |
cheat | — | shows animation scaling from the DeltaScaleToTarget frame command |
ai_ |
bool | 0 |
cheat | — | Debug armor pop-off. |
ai_ |
int | 0 |
cheat | — | 0 = off, 1 = only show when death triggers, 2 = show once checking starts |
ai_ |
int | -1 |
cheat | — | >= 0, entity number of AI to debug the blend tree for |
ai_ |
bool | 0 |
cheat | — | enable debug camera |
ai_ |
int | 0 |
cheat | — | Draw AI Collision Info; -1 to draw all, or entity number for just that entity |
ai_ |
int | 0 |
cheat | — | show debug info for cover determination |
ai_ |
int | 0 |
cheat | — | 0: debug cover for all entities, > 0: debug cover for specified entity only |
ai_ |
int | 0 |
cheat | — | 1 = ai show cover transition debug information, 2 = also show wall corner checking logic |
ai_ |
int | 0 |
cheat | — | 1+ = draws dangerzone in blue as long as at least one AI cares about DZ |
ai_ |
bool | 0 |
cheat | — | 1 = show debug output for death |
ai_ |
bool | 0 |
cheat | — | Toggle a box around the AI's head which indicates the results of his sense update. |
ai_ |
int | 0 |
cheat | — | 1 = show info for AI animation deltas |
ai_ |
int | 0 |
cheat | — | 1 to show dive resapons, 2 to show decision lines |
ai_ |
int | 0 |
cheat | — | 1 = show debug info for dynamic cover, 2 = show dynamic cover collision checks |
ai_ |
int | 0 |
cheat | — | 1: show encounter group role changes, 2: also draw combat hints for current stage |
ai_ |
int | 0 |
cheat | — | 1 = show debug lines for enemy debugging, 2 = show console prints also |
ai_ |
int | 0 |
cheat | — | set to -1 to show all enemy targeting weight factors, or entity # to show just that AI |
ai_ |
int | 0 |
cheat | — | 1 = show debug info for received AI events |
ai_ |
int | 0 |
cheat | — | number of milliseconds to show AI eye position markers. |
ai_ |
int | 0 |
cheat | — | show the forward run index and blend |
ai_ |
bool | 0 |
cheat | — | 1 = show entity FOV checks. |
ai_ |
bool | 0 |
cheat | — | true to enable friendly debugging |
ai_ |
bool | 0 |
cheat | — | 1 = output AI game state debug information |
ai_ |
bool | 0 |
cheat | — | 1: show good will settings |
ai_ |
bool | 0 |
cheat | — | true to debug gore at ai level |
ai_ |
int | 0 |
cheat | — | shows the projection axis of wounds |
ai_ |
bool | 0 |
cheat | — | if true, debug info will be shown when AIs consider greeting players. |
ai_ |
int | 0 |
cheat | — | 1: show encounter group grenade hint timimgsf |
ai_ |
int | 0 |
cheat | — | 1 = show health bar above ai, 2 = show text at damage location on ai, 3 = show health text above ai |
ai_ |
bool | 0 |
cheat | — | 1 = show debug output for injured state |
ai_ |
bool | 0 |
cheat | — | show interaction debug info |
ai_ |
float | 0 |
cheat | — | if not zero, use this value as the approach radius |
ai_ |
float | 0 |
cheat | — | if not zero, use this value as the departure radius |
ai_ |
bool | 0 |
cheat | — | show spheres for interaction distances |
ai_ |
bool | 0 |
cheat | — | show debug output for AI latched state |
ai_ |
bool | 0 |
cheat | — | if true, show leap attack target and trace |
ai_ |
int | 0 |
cheat | — | 1 = debug movement lerps, 2 = debug movement lerps and show debug info for longer |
ai_ |
int | 0 |
cheat | — | 1 = show debug models for errors only, 2 = show talking & interaction state, 3 = show leg state, 4 = show torso state |
ai_ |
int | 0 |
cheat | — | set to 1 to show look point debug info |
ai_ |
int | 0 |
cheat | — | set to 1 to show debugging output for the look focus idRotationTracker |
ai_ |
bool | 0 |
cheat | — | if true, show meele attack direction and target extrapolation |
ai_ |
bool | 0 |
cheat | — | show debug output for AIs using miss time |
ai_ |
int | 0 |
cheat | — | draws movement information for monsters |
ai_ |
bool | 0 |
cheat | — | if true, show open combat move scoring |
ai_ |
int | 0 |
cheat | — | 1 - show body, 2 - show move, 3 - show both |
ai_ |
bool | 0 |
cheat | — | 1 = show origin springs |
ai_ |
int | 0 |
cheat | — | 1 = show debug output for pain and death, 2 = show traces that indicate if AI is at moving pain speed |
ai_ |
bool | 0 |
cheat | — | shows approach point from the enemy and path time |
ai_ |
int | 0 |
cheat | — | If > 0, AI will render perception information about the player. |
ai_ |
bool | 0 |
cheat | — | 1 = show debug output for pushing from collision system |
ai_ |
bool | 0 |
cheat | — | 1 = show debug push lines to see which way ais are pushing the player. |
ai_ |
int | 0 |
cheat | — | set to 1 for movement obstacles for current ai, 2 for movement for all ai's. |
ai_ |
int | 0 |
cheat | — | If > 0, AI will render information about current scenepoints. |
ai_ |
int | -1 |
cheat | — | displays script calls for the specified monster entity number |
ai_ |
bool | 0 |
cheat | — | true to enable search debugging |
ai_ |
int | 0 |
cheat | — | 1 = show ai state information for debug entity, 2 = show for all ai, 3 = break on state Enter, 4 = break on state Exit, 5 = break on state Work |
ai_ |
bool | 0 |
cheat | — | set to 1 to show check stuck conditions |
ai_ |
int | 0 |
cheat | — | set to 1 to show ai targeting weights |
ai_ |
int | 0 |
cheat | — | 1 = print state changes, 2 = print state changes and periodicals, 3+ = also print triggered entity names |
ai_ |
int | 0 |
cheat | — | 1 = show aim and look tracking information |
ai_ |
bool | 0 |
cheat | — | if true, show desired transition direciton |
ai_ |
int | 0 |
cheat | — | if > 0, show dynamic traversal visualization for value * 1000 milliseconds |
ai_ |
int | 0 |
cheat | — | set to >= 1 to show voice calls, 2 for sound traces |
ai_ |
int | -1 |
cheat | — | output debug info for the AI with matching entity number |
ai_ |
float | 1.0 |
cheat | — | deferred vis check threshold |
ai_ |
bool | 0 |
cheat | — | if true then all wander greetings will be disabled |
ai_ |
bool | 0 |
cheat | — | draw AI bounds for debugging. |
ai_ |
float | 140.0 |
cheat | — | the max distance the dropped item can be to auto loot it |
ai_ |
bool | 1 |
cheat | — | enable AI think |
ai_ |
bool | 1 |
cheat | — | enable AI animation updates |
ai_ |
bool | 1 |
cheat | — | 0 = no auto focusing |
ai_ |
bool | 1 |
cheat | — | 1 = AI that is not rendered will stop thinking |
ai_ |
bool | 1 |
cheat | — | enable finite state machine updates |
ai_ |
bool | 1 |
cheat | — | if true will turn on influence spheres on spawn |
ai_ |
bool | 1 |
cheat | — | false to disable injured runs |
ai_ |
bool | 1 |
cheat | — | enable AI movement |
ai_ |
bool | 1 |
cheat | — | enable AI physics |
ai_ |
bool | 1 |
cheat | — | true to enable AI scramble runs and transitions |
ai_ |
bool | 1 |
cheat | — | true to enable designer placed sense scale volumes, false to disable for debugging |
ai_ |
bool | 1 |
cheat | — | enable AI world state updates |
ai_ |
bool | 1 |
cheat | — | 1 = add addtional turn velocity to turning animations to correct for delta errors error |
ai_ |
bool | 0 |
cheat | — | true to have AI always look at focus |
ai_ |
int | 0 |
cheat | — | temp cvar for adjusting the delay on fade for skinny mutants |
ai_ |
bool | 0 |
cheat | — | if true, the player can interupt the ai talking to go to next state |
ai_ |
bool | 1 |
cheat | — | if true the ai flash when lootable like the props |
ai_ |
bool | 0 |
cheat | — | 1 = force stagger pains to be injuries |
ai_ |
bool | 0 |
cheat | — | 1 = only use microtransitions |
ai_ |
float | 0 |
cheat | — | if > 0, force AI movement speeds to this value. |
ai_ |
bool | 0 |
cheat | — | if != 0, force AI movement turn rates to ai_minTurnRate and ai_maxTurnRate. |
ai_ |
bool | 0 |
cheat | — | force all vehicles to provide cover. |
ai_ |
int | 0 |
cheat | — | forces the AI's walking state to the specified value |
ai_ |
float | 0.1 |
cheat | — | sets the rate at which the AI's blends in the additive "gangsta" pose |
ai_ |
bool | 0 |
cheat | — | 1 = ai will ignore events from the AI event system |
ai_ |
bool | 0 |
cheat | — | 1 = ai will disregard limitations on simultaneous fire |
ai_ |
float | 0.025 |
cheat | — | How much force we assert when we kick up dust |
ai_ |
float | 250 |
cheat | — | if where we are and where we think we are supposed to be exceeds this distance, correct |
ai_ |
float | 55 |
cheat | — | how far away from the ai |
ai_ |
float | 80 |
cheat | — | fov of interaction view |
ai_ |
bool | 1 |
cheat | — | keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched. |
ai_ |
int | 150 |
cheat | — | ms it takes to move between the buy and sell view of the merchants |
ai_ |
bool | 1 |
cheat | — | if true we just do between the ai and player, if false, offset in ai look dir. |
ai_ |
float | 15 |
cheat | — | how far to offset the pitch of the camera we want when a job is offered |
ai_ |
float | 0 |
cheat | — | how far to offset the roll of the camera we want when a job is offered |
ai_ |
bool | 1 |
cheat | — | if true we look for interaction cameras, otherwise we use code solution |
ai_ |
bool | 0 |
cheat | — | if true use the cvars, if false use the ai editable settings |
ai_ |
float | 0 |
cheat | — | target offset x |
ai_ |
float | -23 |
cheat | — | how far to offset the yaw of the camera we want when a job is offered |
ai_ |
float | 0 |
cheat | — | target offset y |
ai_ |
float | -5 |
cheat | — | target offset z |
ai_ |
float | 4 |
cheat | — | Volume boost for the current interaction ai. |
ai_ |
bool | 0 |
cheat | — | 0 = reset only when ai leaves interaction. 1 = reset volume after each vo. |
ai_ |
float | 1.0 |
cheat | — | Time world volume should take to fade out and in during AI interactions. |
ai_ |
float | 4 |
cheat | — | Volume fade for the entire world when 'interacting' with ai. |
ai_ |
bool | 0 |
cheat | — | 1 = ai's health never goes down when damaged. |
ai_ |
int | 6000 |
cheat | — | number of milliseconds AI will shoot at last known enemy position |
ai_ |
bool | 1 |
cheat | — | 1 = don't allow AI FSM logic to update faster than 10Hz |
ai_ |
bool | 0 |
cheat | — | 1 = only one AI will try to find a new target each frame |
ai_ |
bool | 1 |
cheat | — | npc looks at player when near |
ai_ |
int | -1 |
cheat | — | set to >= 0 to force all AI to a specific look rate |
ai_ |
float | 1.25 |
cheat | — | delay in seconds before dead AI can be looted |
ai_ |
int | 250 |
cheat | — | maximum time in millseconds that an AI's death can be defered due to them being in a solid. |
ai_ |
float | 360 |
cheat | — | maximum turn rate if turn rate is forced |
ai_ |
float | 4.0 |
cheat | — | mininim distance to circle around corners |
ai_ |
float | 15 |
cheat | — | minimum turn rate if turn rate is forced |
ai_ |
int | -1 |
cheat | — | override's the mood of all AI for testing |
ai_ |
bool | 1 |
cheat | — | If ai movement code should look ahead in the animation instead of back |
ai_ |
float | 0.3 |
cheat | — | chance a non-player will cause a one shot chance |
ai_ |
int | 2000 |
cheat | — | how long after being stuck we don't use smoothanims for |
ai_ |
bool | 0 |
cheat | — | 1 = use old fsm update policy |
ai_ |
float | 0.1 |
cheat | — | amount to extrapolate velocity in origin springs (0.1 seems to work) |
ai_ |
int | -2 |
cheat | — | override AIs attitude towards all other factions |
ai_ |
bool | 0 |
cheat | — | — |
ai_ |
int | 0 |
cheat | — | selects what path resolver to use |
ai_ |
float | -1 |
cheat | — | > 0: overrides AI actor perception radius |
ai_ |
float | 200 |
cheat | — | if there is no interaction decl, default distance for this value |
ai_ |
float | -1.0 |
cheat | — | the AI must be within this distance of a destination point to consider it reached |
ai_ |
float | 15 |
cheat | — | linear velocity tolerance for push velocity |
ai_ |
int | 1 |
cheat | — | AI can only kill AI when less than this number of ragdolls are active or syncing |
ai_ |
int | 2 |
cheat | — | set the blend mode for ai run cycles: 0: linear, 1: easein, 2: easeout, 3: easeinout |
ai_ |
string | (empty) | cheat | — | forces AI to use the specified aiWalkModifier_t state when walking |
ai_ |
float | 0.2 |
cheat | — | — |
ai_ |
float | 0.1 |
cheat | — | — |
ai_ |
int | 2000 |
cheat | — | ms for AI to scramble after being shot at |
ai_ |
float | 512 |
cheat | — | how far from a search stimulus AI will first search to that stimulus |
ai_ |
bool | 0 |
cheat | — | shows the name of the AAS that AI are using |
ai_ |
bool | 0 |
cheat | — | active md6 nodes from animweb during aigui |
ai_ |
bool | 0 |
cheat | — | 1 = show pain info on death |
ai_ |
float | 0 |
cheat | — | draw dynamic cover within this distance of the player, 0 = don't draw any |
ai_ |
int | 0 |
cheat | — | 1 = show the AI's field of view, 2 = show fov and perception radius |
ai_ |
int | 0 |
cheat | — | set to 1 to show movement for ai's so you can look for odd paths over time. |
ai_ |
int | 0 |
cheat | 0 … 4 | draws obstacle avoidance information. 2,4 = draw obstacles for player, 3,4 = top-down view |
ai_ |
bool | 0 |
cheat | — | shows the search path calculated by AIs |
ai_ |
bool | 0 |
cheat | — | true to show turning circle debug info |
ai_ |
int | 0 |
cheat | — | 1 to show visibility traces, 2 only against player |
ai_ |
float | 0.5 |
cheat | — | sets the rate to scale run animations when on stairs |
ai_ |
float | 0.5 |
cheat | — | sets the rate to scale walk animations when on stairs |
ai_ |
float | 0.9 |
cheat | — | — |
ai_ |
bool | 1 |
cheat | — | Sync AF to animation |
ai_ |
bool | 0 |
cheat | — | set to 1 to use info_paths instead of AAS. |
ai_ |
bool | 0 |
cheat | — | trace AI think |
ai_ |
float | 1 |
cheat | — | if true, ramp turn rate down as angle between current and ideal direction decreases |
ai_ |
float | 0 |
cheat | — | angle delta must be less than this to decay turn rate |
ai_ |
float | 0.998629535 |
cheat | — | dot product of AI facing dir vs. end point alignment must be < this to use a turning circle |
ai_ |
int | 1 |
cheat | — | time in millseconds that turning circle debug lines will persist |
ai_ |
float | 0.04 |
cheat | — | sets the rate at which the AI's blends when straightning out from a turn |
ai_ |
float | 0.075 |
cheat | — | sets the rate at which the AI's blends towards leaning when turning |
ai_ |
bool | 1 |
cheat | — | 0 = disable aim tracking |
ai_ |
bool | 1 |
cheat | — | temp debugging |
ai_ |
int | 1 |
cheat | — | set to = 1 to show combat subtitles |
ai_ |
bool | 1 |
cheat | — | 1 = ai will use cover transitions (requires ai_useTransitions) |
ai_ |
float | 1 |
cheat | — | 1 - formation cover, such as behind regime shield units |
ai_ |
bool | 1 |
cheat | — | 0 = disable look tracking |
ai_ |
bool | 1 |
cheat | — | set to 1 to have AI use obstacle route. |
ai_ |
bool | 1 |
cheat | — | — |
ai_ |
bool | 1 |
cheat | — | if true prune cover queries to active encounter group stage cover |
ai_ |
bool | 1 |
cheat | — | 1 = use transitions from stop to moving if they exist |
ai_ |
bool | 0 |
cheat | — | 1 = use transitions from moving to stopped if they exist |
ai_ |
bool | 1 |
cheat | — | 0 = disable all transition types |
ai_ |
int | 1 |
cheat | — | 0 = never use turning cirlces 1 = use turning circle tangent points if AI's behaviors allow 2 = to use turning circles always |
ai_ |
float | 1 |
cheat | — | 1 - formation cover, such as behind regime shield units |
ai_ |
bool | 1 |
cheat | — | set to 1 to use realistic wandering aim model |
ai_ |
bool | 1 |
cheat | — | set to 1 to add spread to aim model |
ai_ |
float | 1 |
cheat | — | scale of AI visual sensory input |
ai_ |
bool | 0 |
cheat | — | 1: vis trace to entities that are outside FOV |
ai_ |
float | 1.5 |
cheat | — | time in seconds VO will fade when walking away from a conversation |
ai_ |
float | 0.1 |
cheat | — | sets the rate at which the AI's blends between directional walk animations |
ai_ |
string | (empty) | cheat | — | forces AI to use the specified aiWalkModifier_t state when walking |
ai_ |
bool | 1 |
cheat | — | true to apply weapon kick to AI aiming. |
ai_ |
int | 60 |
cheat | — | number of frames with no velocity before ai is considered stuck |
anim_
31 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
anim_ |
bool | 0 |
cheat | — | If set to 1, allows defaulted binary anims to be written. This should only be set as a last resort for building resource packages. |
anim_ |
bool | 1 |
cheat | — | 1 = allow weak references to .md6anim resources, 0 = force strong references for all .md6anims |
anim_ |
string | 0 |
cheat | — | 1 = automatically perform a PIX trace when the source and dest paths match |
anim_ |
int | 0 |
cheat | — | Debug events in idAnimStack::BlendSnapshot |
anim_ |
int | 0 |
cheat | — | Dont lerp between serialized animstacks, for testing |
anim_ |
string | ginny/facial/viseme_A.md6anim |
cheat | — | name of anim to debug |
anim_ |
bool | 0 |
cheat | — | display debugging information for drag joints |
anim_ |
int | 0 |
cheat | — | 1 = show triggered events 2 = also show all events and skipped events 3 = also show event tracking info 4 = verbose spew |
anim_ |
string | (empty) | cheat | — | optional animation to debug animevents for |
anim_ |
bool | 0 |
cheat | — | This outputs debugging information on the selection logic for idMD6BestLeaf and idMD6TagFilter |
anim_ |
int | 0 |
cheat | — | 1 = show 3D debug info |
anim_ |
string | hands_actionScript/lean_over_rail |
cheat | — | dest path for anim web timing trace |
anim_ |
bool | 1 |
cheat | — | use dragjoints |
anim_ |
bool | 1 |
cheat | — | use dragjoints constraints |
anim_ |
bool | 1 |
cheat | — | use freezejoints |
anim_ |
float | -1 |
cheat | — | If >= 0, force animation compression values to this |
anim_ |
bool | 0 |
saved | — | if != 0, then anims will always be reloaded from text if available. |
anim_ |
string | (empty) | saved | — | fxDecl to use when testing in the model editor |
anim_ |
int | 6 |
cheat | — | Num threads to use for anim generation (0 = generated inline) |
anim_ |
bool | 0 |
cheat | — | If set to 1, any generated binary .bmd6anim files that have the defaulted flag set on load are deleted from the generated cache. |
anim_ |
bool | 0 |
cheat | — | show which animations and frames were queued for decoding. |
anim_ |
int | -1 |
cheat | — | number of the entity to show joint velocities for. |
anim_ |
bool | 0 |
cheat | — | 1 = show debug info while loading animations |
anim_ |
string | hands_relaxed/idle |
cheat | — | source path for anim web timing trace |
anim_ |
bool | 0 |
cheat | — | 1 = apply extra offset in torso trackers only to the end joint in the head tracking group |
anim_ |
bool | 0 |
cheat | — | 1 = clear torso tracker pitch each frame |
anim_ |
bool | 0 |
cheat | — | 1 = clear torso tracker yaw each frame |
anim_ |
bool | 0 |
cheat | — | 1 = show 3D debug info |
anim_ |
string | hips |
saved | — | list of joints to show velocities for |
anim_ |
float | 0 |
cheat | — | 1 = verify paths for every change state at time of request , 2 = verify and assert on invalid paths |
anim_ |
float | 1.0 |
cheat | — | warn if a path exceeds this threshold |
g_
386 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
g_ |
float | 0 |
cheat | — | Show prints for changes done to the commander slots. |
g_ |
bool | 0 |
cheat | — | Enables Target Adhesion While Standing Still |
g_ |
bool | 0 |
cheat | — | disable the aim assist code for adhesion |
g_ |
bool | 0 |
cheat | — | disable all the aim assist code (killburst, zooming, shooting) |
g_ |
bool | 0 |
cheat | — | disable the aim assist code for shooting |
g_ |
string | (empty) | cheat | — | if set to an entity name, only AI with the specified name will be spawned. Intended for debugging problem AI in isolation. |
g_ |
int | 600 |
cheat | — | time to wait before a pending ammo switch takes effect |
g_ |
float | 0.75 |
cheat | — | how much damage the armor should soak |
g_ |
int | 800 |
cheat | — | How many ms is required to pass before next log map updated can be shown |
g_ |
bool | 0 |
cheat | — | Automaticly trigger nextmap, debug feature to load all maps in sequence |
g_ |
string | fergus |
cheat | — | Layer preference for auto-nextmap |
g_ |
bool | 0 |
cheat | — | 1 = ignore the player's approach--don't explode when player is near. |
g_ |
bool | 0 |
cheat | — | 1 = show debug trails to visualize balloon movement. |
g_ |
bool | 1 |
cheat | — | Do a non linear blended lerp for |
g_ |
string | (empty) | cheat | — | name of animator to treat as root for g_showBlendTree |
g_ |
bool | 1 |
saved | — | show blood splats, sprays and gibs |
g_ |
bool | 0 |
cheat | — | turn off to disable the vehicle adding an explosion based on velocity and direction |
g_ |
float | 0 |
cheat | — | — |
g_ |
float | 5 |
cheat | — | — |
g_ |
float | 1000 |
cheat | — | — |
g_ |
float | 3 |
cheat | — | — |
g_ |
float | 30 |
cheat | — | — |
g_ |
float | 512 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | — |
g_ |
float | 0.0 |
cheat | — | — |
g_ |
float | 5 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | set to zero to disable code based explosions on the sign |
g_ |
float | -1 |
cheat | — | — |
g_ |
float | 0.2 |
cheat | — | — |
g_ |
float | 1000000 |
cheat | — | — |
g_ |
float | -192 |
cheat | — | — |
g_ |
float | 450 |
cheat | — | — |
g_ |
float | 10 |
cheat | — | — |
g_ |
float | 250 |
cheat | — | — |
g_ |
float | 500000 |
cheat | — | — |
g_ |
float | 192 |
cheat | — | — |
g_ |
float | 20 |
cheat | — | number of seconds the damage sounds, heartbeat or breathing lasts |
g_ |
bool | 0 |
cheat | — | true = force player 0 for camera |
g_ |
bool | 1 |
cheat | — | If true, chains will be verlet simulated |
g_ |
bool | 0 |
cheat | — | Enables / Disables debug display of chains verlet collision primitives |
g_ |
bool | 0 |
cheat | — | Enables / Disables debug display of chains verlet integration system |
g_ |
float | 2.0 |
cheat | — | Error threshold before constraint is fully red in g_chainVerletDebug |
g_ |
float | 0.25 |
cheat | — | Gravity scale on chain when not split in half |
g_ |
bool | 0 |
cheat | — | Enable / Disables dynamic iteration integration |
g_ |
float | 2.0 |
cheat | — | Minimum error length allowed in order to stop integrate |
g_ |
int | 4 |
cheat | — | Number of iterations constrain will run after integration |
g_ |
int | 4 |
cheat | — | Maximum number of iterations dynamic integration is allowed to run. |
g_ |
int | 0 |
cheat | — | If 0 does nothing, 1 saves incorrect name on checkpoint component, Use this for testing. |
g_ |
bool | 0 |
cheat | — | if this should show the ribbon |
g_ |
float | 110 |
cheat | — | if this should show the ribbon |
g_ |
bool | 1 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | — |
g_ |
float | 0.5 |
cheat | — | How long we wait before sending the terminated message, used if commander has animation when killed |
g_ |
float | 0.8 |
cheat | — | How long we wait before sending the terminated message, used if commander has been takedowned |
g_ |
bool | 1 |
cheat | — | Always display the map marker icon. |
g_ |
bool | 0 |
cheat | — | Display compass debug information |
g_ |
bool | 0 |
cheat | — | Uses path-finding on player to update compass. |
g_ |
bool | 0 |
cheat | — | Point at point on path rather than bird-path. |
g_ |
float | 0.75 |
saved | 0 … 1 | opacity scale of text overlay background console windows |
g_ |
float | 1.0 |
saved | 0 … 1 | opacity scale of text overlay foreground console windows |
g_ |
int | 0 |
cheat | — | 0 Render normaly, 1 Render only incisions, 2 Render only incision crossings, 3 Render only incision end-points |
g_ |
float | -650.0 |
cheat | — | Physics push to deliver to dynamic piece when finishing contour. |
g_ |
bool | 1 |
cheat | — | Build seperate physical texture depth only pass |
g_ |
bool | 0 |
cheat | — | Force cuttable resource to be stale and therefore reload. |
g_ |
int | 0 |
cheat | — | Debug render physics for loose pieces |
g_ |
bool | 1 |
cheat | — | If this is false then stencil cutting will be disabled |
g_ |
bool | 1 |
cheat | — | Updates cuttable physics |
g_ |
float | 600 |
cheat | — | — |
g_ |
float | 8 |
cheat | — | — |
g_ |
float | 0.25 |
cheat | — | health level to start heartbeat |
g_ |
float | 0.5 |
cheat | — | health level to start medium breathing |
g_ |
bool | 0 |
cheat | — | reduces damage taken based on percentage of health vs maxhealth |
g_ |
float | 1 |
saved | — | scale final damage on player by this factor |
g_ |
float | 600.0 |
cheat | — | The radius we start to show danger for the robot |
g_ |
bool | 0 |
cheat | — | Enables debug text for overdrive |
g_ |
bool | 0 |
cheat | — | Draw debug actor modifier info to the HUD |
g_ |
bool | 0 |
cheat | — | 0 dont show info when upgrading 1 show info what gets more ammo |
g_ |
int | -1 |
cheat | — | displays information on which animations are playing on the specified entity number. set to -1 to disable. |
g_ |
bool | 0 |
cheat | — | Show AnimCamera focal plane. |
g_ |
int | 0 |
cheat | — | If 0 dont show info, 1 show info on save/load, 2 show what is saved and loaded |
g_ |
int | 0 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | print debug information about entity counts and calls to expensive functions |
g_ |
bool | 0 |
cheat | — | If true, show graph debug lines. |
g_ |
bool | 0 |
cheat | — | print debug information about damage taken (armor / health / location) |
g_ |
bool | 0 |
cheat | — | print out messages for debuging DLC reward info |
g_ |
bool | 0 |
cheat | — | show when entities begin and end dormancy |
g_ |
int | 1 |
cheat | — | If 1 parse duplicates on save, if 2 print info about the duplicates it also |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | prints a message if event queue num exceeds this amount |
g_ |
bool | 0 |
cheat | — | print debug information about footstep impact effects |
g_ |
int | 0 |
cheat | — | 1 = fx start/stop debug, 2 = distance debug, 3+ = serialization |
g_ |
bool | 0 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | print debug information about projectile impact effects |
g_ |
int | 0 |
cheat | — | impact manager debug |
g_ |
bool | 0 |
cheat | — | print out everything displayed in the inventory gui |
g_ |
bool | 0 |
cheat | — | if true draws debug info for the player/ai laser sight |
g_ |
int | 0 |
cheat | — | print information about layer changes during play |
g_ |
int | 0 |
cheat | — | 1 = show debug points as lines |
g_ |
bool | 0 |
cheat | — | visualize liquid plane verlet system and cone constraint |
g_ |
int | 0 |
cheat | — | 1 = show melee traces. 2 = show melee traces and bounds |
g_ |
bool | 0 |
cheat | — | print debug information about player movement (sets idPhysics_Player::debugLevel) |
g_ |
bool | 0 |
cheat | — | print debug information about movers moving |
g_ |
bool | 0 |
cheat | — | if true, will print debug information on mover modifiers |
g_ |
string | 0 |
cheat | — | show information about specified mover modifier. |
g_ |
bool | 0 |
cheat | — | if true, will print debug information on mover modifiers |
g_ |
bool | 0 |
cheat | — | Debug spline angular movement |
g_ |
bool | 0 |
cheat | — | Debug spline movement |
g_ |
bool | 0 |
cheat | — | Debug spline angular movement |
g_ |
int | 0 |
cheat | — | Player for debug commands like noclip |
g_ |
bool | 0 |
cheat | — | Debug zoom values |
g_ |
bool | 0 |
cheat | — | deug ROF for the player |
g_ |
bool | 0 |
cheat | — | print debug information about threads being created and destroyed |
g_ |
bool | 0 |
cheat | — | show axis for the mover entities |
g_ |
bool | 0 |
cheat | — | 0 dont show debug, 1 show info about the entities being spawned from links. |
g_ |
int | 0 |
cheat | — | 0 dont render, 1 render text on nodes and spheres on leaf nodes, 2 spheres on all nodes, 3 show links |
g_ |
bool | 0 |
cheat | — | debug sync entities |
g_ |
int | 0 |
cheat | — | print 'x activated by y' when a trigger activates something |
g_ |
float | 512 |
cheat | — | Adjust the debug general culling information from view-bounds |
g_ |
float | 128 |
cheat | — | Adjust the debug text culling information from view-bounds |
g_ |
bool | 0 |
cheat | — | print debug information about weapon states, also draws lines when monsters are alerted and shows melee range |
g_ |
int | -1 |
cheat | — | debug the weapons heatlevels for this entity. -1 to disable |
g_ |
int | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | Debug zoom blur values |
g_ |
int | 256 |
cheat | — | Set the barrier for fading on decals |
g_ |
int | 300 |
cheat | — | Set the barrier for popping on decals |
g_ |
int | 1 |
cheat | — | If 0 dont use collision when adding new decals, if 1 check for empty room |
g_ |
int | 1 |
cheat | — | Min cost for decals, multiplier with the cost set on decals, if 1 then cost * 1 |
g_ |
int | 1 |
cheat | — | — |
g_ |
float | 0.20 |
cheat | — | param size * mult = radius size |
g_ |
float | 1000.0 |
cheat | — | Max size of decal, 800 grenade, 16 bullet |
g_ |
float | 5000 |
cheat | — | — |
g_ |
int | 2 |
cheat | — | demo default difficulty level |
g_ |
string | (empty) | cheat | — | demo map layer to play |
g_ |
string | (empty) | cheat | — | demo map to play |
g_ |
int | 0 |
cheat | — | demo mode just used for main menu |
g_ |
string | (empty) | cheat | — | demo map spawnspot to play |
g_ |
bool | 0 |
cheat | — | If true; will not generate and read binary data for particles |
g_ |
bool | 0 |
cheat | — | disassemble script into base/script/disasm.txt on the local drive when script is compiled |
g_ |
float | 16 |
cheat | — | range used when testing for AI near closing door |
g_ |
float | 0.5 |
cheat | — | set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy) |
g_ |
bool | 0 |
cheat | — | allows dragging physics objects around by placing the crosshair over them and holding the fire button |
g_ |
bool | 0 |
cheat | — | draw the bounding box of the selected entity |
g_ |
bool | 0 |
cheat | — | shows the player view angles |
g_ |
bool | 0 |
cheat | — | shows the player ground height |
g_ |
bool | 0 |
cheat | — | shows the player health and max health |
g_ |
bool | 0 |
cheat | — | draws the player inventory |
g_ |
bool | 0 |
cheat | — | shows any knockback suffered by player |
g_ |
int | 0 |
cheat | — | 1 = shows the player position, 2 = also draws the player origin in the world |
g_ |
bool | 0 |
cheat | — | shows the player speed (scalar) |
g_ |
bool | 0 |
cheat | — | shows the player velocity (vector) |
g_ |
bool | 0 |
cheat | — | shows the player view angles |
g_ |
bool | 0 |
cheat | — | shows the player view position |
g_ |
bool | 0 |
cheat | — | draws a tv-save overlay on the HUD |
g_ |
bool | 0 |
cheat | — | draw the umdTracker1 angles |
g_ |
bool | 0 |
cheat | — | draw the umdTracker2 angles |
g_ |
float | 2000 |
cheat | — | max droppable range before they disassemble |
g_ |
float | 140 |
cheat | — | max distance the lootable can be away from its owner to loot both |
g_ |
bool | 0 |
cheat | — | Dump the names of the active entities to the console |
g_ |
int | 0 |
cheat | — | 1=display wireframe brightness, 2=display wireframe gradient, 3=display wireframe bolt reveal |
g_ |
float | 128 |
saved | — | how far from the camera the newly cloned entity is placed, default = 128 |
g_ |
int | 0 |
saved | — | snap to grid for entity dragging, default = 0 |
g_ |
int | 0 |
cheat | 0 … 9 | 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 |
saved | — | 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities |
g_ |
int | 0 |
cheat | — | — |
g_ |
int | 200 |
cheat | — | — |
g_ |
bool | 1 |
cheat | — | Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game |
g_ |
int | 1 |
cheat | — | 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all |
g_ |
bool | 1 |
cheat | — | Draw reference (C++) path progress bar for overdrive |
g_ |
bool | 0 |
cheat | — | — |
g_ |
float | 1 |
cheat | — | only show times for events that exceed this |
g_ |
bool | 0 |
cheat | — | spread out all entities at world origin |
g_ |
bool | 0 |
cheat | — | don't skip resources marked as skip("!") |
g_ |
bool | 0 |
cheat | — | still show the secrets even thou we dont have valid data |
g_ |
int | 80 |
normal | 10 … 100 | camera field of view |
g_ |
int | 0 |
cheat | — | enable debug camera (free move) 0 = disable/normal, 1 = enable, 2 = lock camera completely) |
g_ |
float | 1.0 |
cheat | — | How fast the free cam moves |
g_ |
int | -1 |
cheat | -1 … 4 | the difficulty setting for the game, if -1 will not use the cvar but the var in gameLocal currentGameDifficulty ( 0 is very easy and 4 is nightmare ) |
g_ |
bool | 1 |
cheat | — | If 1 then dont run newgame when selecting gamemode, go to root instead, used for debug annoying to start everytime. |
g_ |
float | 50000 |
cheat | — | — |
g_ |
bool | 1 |
cheat | — | If true, glass physics bounding boxes are rendered with depth test |
g_ |
float | 1024.0 |
cheat | — | Distance of text debug output on glass info |
g_ |
bool | 0 |
cheat | — | Show glass physics bounds and instance number, along with setting decl |
g_ |
float | 2.0 |
cheat | — | Scales the probability by this factor whenever the player is damaging through bloody-mess like perk abilities. |
g_ |
bool | 0 |
cheat | — | Disable probability tests, this should cause gore to always occur. |
g_ |
float | 1066 |
cheat | — | control the force of gravity on physics objects |
g_ |
float | 400 |
cheat | — | time in MS to wait between player heartbeats |
g_ |
int | 800 |
cheat | — | The time we hide the ammo hud for when switching weapons so that dual wield ammo doesnt flicker |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | disables all savegames from triggers and useables |
g_ |
bool | 0 |
cheat | — | 1 = infinite ammunition |
g_ |
bool | 0 |
cheat | — | — |
g_ |
float | 1 |
cheat | — | scale how far a damage kick to the view angles moves |
g_ |
float | 1 |
cheat | — | scale how long a damage kick to the view angles lasts |
g_ |
int | 50 |
cheat | — | control how much the player gets knocked back when damaged |
g_ |
float | 800.0 |
cheat | — | Vertical knockback cannot be higher than this value. |
g_ |
float | 300.0 |
cheat | — | Vertical knockback will not be dampened when it's less than this value. |
g_ |
float | 0.692308 |
cheat | — | Height aspect of a focus box in the scope |
g_ |
int | 0 |
cheat | — | 0 = 0ff, 1 = verbosed, 2 = detailed |
g_ |
float | 0.985 |
cheat | — | Max angle between scope view axis and to target vector to consider valid target direction |
g_ |
float | 0.18 |
cheat | — | Width of a focus box in the scope |
g_ |
bool | 0 |
cheat | — | 1 = loads all entities in all layers |
g_ |
bool | 0 |
cheat | — | If true, manage dropped items separately from corpses. |
g_ |
int | 12 |
cheat | — | All bodies above this will get faded out and removed, if not visible by player then just remove. |
g_ |
int | 12 |
cheat | — | All dropped item above this will be removed. |
g_ |
int | 0 |
cheat | — | 0 = Disable. > 0 = Number of seconds that will pass with player AFK before Bot component takes over. |
g_ |
float | 150 |
cheat | — | Approximate limit to generated spawn locations. |
g_ |
float | 40 |
cheat | — | — |
g_ |
float | 70 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | To test loading screen |
g_ |
bool | 1 |
cheat | — | allow co-op players to clip through one another. |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | Print online debug text. |
g_ |
float | 1.0 |
cheat | — | opacity of show thinks background |
g_ |
float | 1.0 |
cheat | — | opacity of show thinks foreground |
g_ |
int | 200 |
cheat | — | Number of overdrive points required activate overdrive ability |
g_ |
bool | 0 |
cheat | — | keeps volumes in current state but skips particle updates and render models |
g_ |
bool | 0 |
saved | — | player never loses god mode |
g_ |
bool | 0 |
saved | — | 1 = infinite ammunition (saved in config) |
g_ |
float | 2 |
cheat | — | what speed the player health decays in. hp/s |
g_ |
float | 3 |
cheat | — | seconds we wait after last damage to give health back to player |
g_ |
float | 5.75 |
cheat | — | what speed the player health regenerates in. hp/s |
g_ |
float | 20 |
cheat | — | in what intervals the players health regens |
g_ |
float | 20 |
cheat | — | Minimum value that is saved in checkpoint so we dont get dead player restarts |
g_ |
int | -1 |
cheat | — | detailed view of new player metrics system |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | If true, show and measure cuttable operation. |
g_ |
int | 6 |
cheat | — | the offset dir from the trace point |
g_ |
bool | 0 |
cheat | — | Debug projectiles |
g_ |
bool | 0 |
cheat | — | Debug projectiles |
g_ |
int | 400 |
cheat | — | milliseconds until the emp starts tracking targets |
g_ |
float | 200.0 |
cheat | — | how close an emp grenade must be to a power source to get pulled to it |
g_ |
float | 50.0 |
cheat | — | how far off the ground the rocket should be |
g_ |
bool | 0 |
cheat | — | — |
g_ |
float | 1.0 |
cheat | — | how far off the ground the rocket should be |
g_ |
bool | 0 |
init-only | — | Use invalid surface as impact effect and decal instead for default |
g_ |
float | 1.0 |
cheat | — | how far we should test to see what surf type the explosion would hit |
g_ |
bool | 0 |
cheat | — | to allow rockets to impale AI on contact |
g_ |
float | 100.0 |
cheat | — | how far we should test to see what surf type the rocket explosion would hit |
g_ |
float | 1 |
cheat | — | Knockback multiplier to all RadiusDamage() calls. |
g_ |
float | 1 |
cheat | — | Damage multiplier to all RadiusDamage() calls. |
g_ |
float | 1 |
cheat | — | Radius multiplier to all RadiusDamage() calls. |
g_ |
float | 2000 |
cheat | — | impulse to apply to AI ragdolls when looting |
g_ |
float | 25.0 |
cheat | — | Damage * this radius to get hole size |
g_ |
float | 7.5 |
cheat | — | Minimum radius to get hole size |
g_ |
int | 0 |
cheat | — | you can set g_runFrames while g_stopTime is set to have the game run that many frames, then stop again |
g_ |
bool | 1 |
cheat | — | If true, cuttables state will be saved during checkpoints and layer transitions. |
g_ |
bool | 0 |
cheat | — | If true then print status when spawning secrets |
g_ |
bool | 0 |
cheat | — | temporary stores return state for main menu |
g_ |
bool | 0 |
cheat | — | draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. |
g_ |
int | 0 |
cheat | 0 … 1 | show ai thinks |
g_ |
bool | 0 |
cheat | — | shows player information for All players. |
g_ |
bool | 1 |
cheat | — | if true we draw a text when entering an area |
g_ |
int | -1 |
cheat | — | shows the blend tree for the entity with the specified number, if the entity has a blend tree |
g_ |
int | 0 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | shows cloth springs and points. 1 = show points, 2 = show springs, 3 = show collisions, 4 = show all |
g_ |
bool | 0 |
cheat | — | — |
g_ |
float | 256 |
cheat | — | maximum distance collision geometry will draw when g_showCollisionWorld or g_showCollisionModels is used |
g_ |
int | 0 |
cheat | 0 … 2 | draws the collision geometry for models |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | show complete sub models |
g_ |
int | 0 |
cheat | 0 … 4 | show collision surface info, 1 = for all content types, 2 = for only content shotclip, 3,4 = as 1,2 but render all tris for all hits |
g_ |
float | 4096 |
cheat | — | Distance to trace when showing collision surfaces |
g_ |
bool | 0 |
cheat | — | print statistics from the collision system every frame |
g_ |
bool | 0 |
cheat | — | draws the collision geometry for the world (bsp geometry) |
g_ |
int | 0 |
cheat | 0 … 2 | 1 = Show dist to entity we have our crosshair over. 2 = Show dist to whatever colliding surface we have our crosshair over. |
g_ |
bool | 1 |
cheat | — | If 1 then show the markers where the grenades are at |
g_ |
bool | 0 |
cheat | — | draws door bounds |
g_ |
bool | 0 |
cheat | — | if true, show entities entering and leaving dormancy. |
g_ |
bool | 0 |
cheat | — | draws the debug bounds in edit mode with depth testing |
g_ |
int | 512 |
cheat | — | set the distance at which the edit entities show up (default=512) |
g_ |
bool | 0 |
cheat | — | draws debug info when editing entities with g_editEntityMode > 0 |
g_ |
bool | 0 |
cheat | — | draws the local axes of the selected entity instead of world axes |
g_ |
int | 256 |
cheat | — | set the distance at which the edit entities text show up (default=256) |
g_ |
bool | 0 |
cheat | — | draws the layer names when g_editEntityMode is enabled |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | draws boxes around all entities. cyan for actors, orange for triggers, green for solid, grey for everything else. also prints the entity name and number in the box |
g_ |
bool | 0 |
cheat | — | set to 1 to see entities that are incorrectly placed/configured/etc |
g_ |
bool | 0 |
cheat | — | 1 = show execution times for game events |
g_ |
int | 0 |
cheat | — | 1 = render flare debug, 2 = render flare debug depth-tested |
g_ |
bool | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | Issues warnings for game decls that are allocated on the global heap |
g_ |
bool | 1 |
saved | — | enables drawing of GUI elements other then HUD |
g_ |
bool | 1 |
saved | — | enables drawing of HUD elements |
g_ |
bool | 0 |
cheat | — | includes light entities when editing sounds ( g_editEntityMode == 2 ) |
g_ |
bool | 0 |
cheat | — | Display light measurements |
g_ |
string | 0 |
cheat | — | show information about specified mover modifier. |
g_ |
bool | 0 |
cheat | — | If true it displays the number of currently active entities |
g_ |
int | 1 |
cheat | — | Shows the pickuplog 0 dont show 1 show off by default |
g_ |
int | 0 |
cheat | — | — |
g_ |
bool | 1 |
cheat | — | enables drawing of Player Information elements in the HUD (e.g. name and health). |
g_ |
bool | 0 |
saved | — | enables shadow of player model |
g_ |
bool | 1 |
saved | — | enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag). |
g_ |
int | 0 |
cheat | — | Shows traces for pushers applying impulses on colliding objects |
g_ |
int | -1 |
cheat | — | shows the speed for the player with the specified entity number |
g_ |
int | 0 |
cheat | — | draws a debug circle to show the spread on the weapon |
g_ |
bool | 0 |
cheat | — | draws boxes around func/static entities. |
g_ |
bool | 0 |
cheat | — | show the splines of swarm mover |
g_ |
bool | 0 |
cheat | — | If true, Show info regarding synchronous calls to deferred jobs. |
g_ |
bool | 0 |
cheat | — | draws entities and their targets. hidden entities are drawn gray. |
g_ |
int | 0 |
cheat | 0 … 2 | show entity thinks. 0 = off, 1 = show and update, 2 = show but don't update |
g_ |
bool | 0 |
cheat | — | 1 = show projectile trajectory tests. |
g_ |
int | 5000 |
cheat | — | how long in MS to display the trajectories |
g_ |
int | 0 |
cheat | — | draws triggers (yellow), spVolumes (orange) and their targets (green). Disabled triggers are drawn gray. |
g_ |
int | 0 |
cheat | — | render water surface debug |
g_ |
int | 0 |
cheat | — | 1 = render wind debug, 2 = sound debug |
g_ |
bool | 0 |
cheat | — | — |
g_ |
int | 0 |
cheat | — | skips cloth simulation |
g_ |
bool | 0 |
cheat | — | If true, don't read/write or spawn corpses during checkpoint load/save. |
g_ |
int | 0 |
cheat | — | skip fx |
g_ |
bool | 0 |
cheat | — | skip damage and other view effects |
g_ |
int | 0 |
cheat | — | skips water surface simulation |
g_ |
float | 0 |
cheat | — | Testing tool to force longer game frames |
g_ |
bool | 1 |
cheat | — | 0 use the old spawn behaviour, 1 use the new |
g_ |
int | 0 |
cheat | — | Show spawn system debugging information. 0 = off, 1 = low, 2 = high |
g_ |
int | 0 |
cheat | — | 0:Standard, 1:Initial, 2:All |
g_ |
bool | 1 |
cheat | — | Normalize output color of spawn locations to use full range (red -> green.) |
g_ |
bool | 1 |
cheat | — | Set to false to freeze spawn debug view. |
g_ |
int | 0 |
cheat | — | Set team used to evaluate spawn locations. |
g_ |
float | 0.1 |
cheat | — | Amount of random variation in spawn location values. |
g_ |
int | 0 |
cheat | 0 … 3 | 1 = any AI spawned in with the 'spawnMP' command, are made enemies of the player, for debugging MP AI. 2 = Same as 1, but AI spawns randomly in the map, and is removed after its first attack. 3 = Same as 2, but not removed after attacking. |
g_ |
int | 0 |
cheat | — | Debug draw spline paths |
g_ |
bool | 0 |
cheat | — | Debug spline angular movement |
g_ |
float | 100 |
cheat | — | (Doom4) How long before the weapon spread starts to return to 0 after firing |
g_ |
float | 250 |
cheat | — | (Doom4) How long it takes for the weapon spread to return to 0 after firing |
g_ |
int | 100 |
saved | — | time it takes to move up a single step |
g_ |
bool | 0 |
cheat | — | stops all entity updating, but the player can still run around |
g_ |
int | -20 |
cheat | — | cull subtitles when sound volume (dB) for the vo is below this value |
g_ |
int | 80 |
cheat | — | How many ms the game runs in the background after the cutscene has ended currently 5 frames. |
g_ |
bool | 1 |
cheat | — | if true we try the new system for detecting throwing through geometry |
g_ |
int | 0 |
cheat | — | — |
g_ |
bool | 0 |
cheat | — | disable fading and respawning when you die so you can see what happens when you die |
g_ |
bool | 0 |
cheat | — | testing effect for jeremy |
g_ |
string | (empty) | cheat | — | fx decl name used for the testFx command in absence of a name parameter |
g_ |
int | -1 |
cheat | — | — |
g_ |
string | (empty) | cheat | — | particle decl name used for the testParticle command in absence of a name parameter |
g_ |
string | (empty) | cheat | — | name of material to draw over screen |
g_ |
float | 0 |
cheat | — | when non-zero, shows entities whose think functions exceeded the # of milliseconds specified |
g_ |
int | 0 |
cheat | — | Selects the timeline to play when spawning a map without one, 0 = fergus, 1 = wyatt |
g_ |
float | 3 |
cheat | — | max length scale for tire tracks (based on current speed) |
g_ |
float | 40.0 |
cheat | — | speed at which tire track length begins to scale |
g_ |
bool | 0 |
cheat | — | outputs the player angles to the console every frame |
g_ |
bool | 0 |
cheat | — | outputs the incoming damage to the player |
g_ |
bool | 0 |
cheat | — | outputs the player position to the console every frame |
g_ |
bool | 0 |
cheat | — | outputs the player velocity to the console every frame |
g_ |
bool | 0 |
cheat | — | outputs the player view angles to the console every frame |
g_ |
bool | 0 |
cheat | — | outputs the player view pos to the console every frame |
g_ |
float | 16 |
cheat | — | time in milliseconds for each timestep during trajectory simulation |
g_ |
float | 0.4 |
cheat | — | which scale we use on the tooltips, set a const when we are done tweaking |
g_ |
bool | 1 |
cheat | — | Player weapons use approximated gaussian spread (0 uses uniform linear spread) |
g_ |
bool | 0 |
cheat | — | if true, pass through the trace point surface color for an impact to the impact particle |
g_ |
bool | 1 |
cheat | — | Runs MP hud through reference path that skips as much SWF as possible |
g_ |
bool | 1 |
cheat | — | usePlayerCoverCheck |
g_ |
bool | 0 |
cheat | — | used by savegame to communicate how difficulty should work |
g_ |
int | 30 |
cheat | — | Set the barrier for vehicle fading on decals |
g_ |
int | 60 |
cheat | — | Set the barrier for vehicle popping on decals |
g_ |
float | 0 |
saved | — | eye distance from the neck in the x direction |
g_ |
float | 0 |
saved | — | eye distance from the neck in the z direction |
g_ |
int | 0 |
cheat | — | default component/devGroup setting |
g_ |
int | 0 |
cheat | — | default viewnote devtrack setting |
g_ |
int | 2 |
cheat | — | default viewnote priority setting |
g_ |
int | 0 |
cheat | — | default viewnote repeatability setting |
g_ |
int | 0 |
cheat | — | default viewnote type setting |
g_ |
bool | 0 |
cheat | — | used for debugging volumes |
g_ |
bool | 0 |
cheat | — | when set to 1 the game will start calling Sys_ResumeProfiling and Sys_StopProfiling to time wrapped code. |
g_ |
bool | 0 |
cheat | — | force water surfaces to regenerate |
g_ |
bool | 1 |
saved | — | apply first person weapon kick |
g_ |
bool | 0 |
cheat | — | if this should show the ribbon |
g_ |
bool | 0 |
cheat | — | if true will skip fire sounds. |
g_ |
float | 1.0 |
cheat | — | Global player weapon spread scale |
g_ |
int | 300 |
cheat | — | time to wait before a pending weapon switch takes effect |
g_ |
bool | 1 |
cheat | — | if true will update the laser |
g_ |
bool | 1 |
cheat | — | If false, entity will try to deactivate itself when it has nothing to update. |
g_ |
bool | 0 |
cheat | — | First test a clip model that encapsulate all other clip models. |
g_ |
bool | 0 |
cheat | — | When active, no spawnable props will spawn. |
g_ |
bool | 0 |
cheat | — | When active, spawnable props will fade out after a while. See other cvars for settings. |
g_ |
bool | 0 |
cheat | — | When active, every piece will disappear as soon as it's broken. Do not include spawnable props or particles. |
g_ |
int | 1000 |
cheat | — | Fade out duration of a spawnable prop. |
g_ |
int | 2000 |
cheat | — | Time before a spawnable prop start fading out. |
g_ |
int | 180 |
cheat | — | How many milliseconds after the actual selection we block the look stick |
g_ |
int | 1200 |
cheat | — | How long the wpn select lingers until sel wpn is selected |
g_ |
int | 180 |
cheat | — | How many milliseconds before we show the actual wpn select, to ensure quick grenade is on press and wpn is hold. |
g_ |
float | 0.25 |
cheat | — | How much need to be set for the wpn wheel actually starts selecting. val * (maxstick) |
player_
28 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
player_ |
int | 0 |
cheat | — | Debug player environment analyzer, 1 = all, 2 = cover stuff, 3 = jumpover stuff, 4 = jumpover stuff jump only |
player_ |
float | 4.0 |
cheat | — | — |
player_ |
bool | 0 |
cheat | — | 1 = display debugging info for camera shakes |
player_ |
float | 0.5 |
cheat | — | how much to scale incoming damage on easy if there is no easy damage table |
player_ |
float | 1.25 |
cheat | — | how much to scale incoming damage on hard if there is no hard damage table |
player_ |
float | 1.0 |
cheat | — | how much to scale incoming damage on medium if there is no normal damage table |
player_ |
float | 1.5 |
cheat | — | how much to scale incoming damage on nightmare if there is no nightmare damage table |
player_ |
int | -1 |
cheat | — | Debug player focus (0 for local player!) |
player_ |
int | 1 |
cheat | — | 1 = show tutorials when autolooting items |
player_ |
float | 250.0 |
cheat | — | — |
player_ |
bool | 1 |
cheat | — | 1 loot changes color depending on need |
player_ |
bool | 0 |
cheat | — | 1 show loot hightlight on corpse also |
player_ |
bool | 1 |
cheat | — | true will show text when maxed |
player_ |
bool | 1 |
cheat | — | true will colorize loot icons |
player_ |
int | 1 |
cheat | 0 … 3 | — |
player_ |
bool | 0 |
cheat | — | — |
player_ |
bool | 0 |
cheat | — | unlock perks in any order (bypass dependencies) |
player_ |
bool | 0 |
cheat | — | spam current player health to the console |
player_ |
float | 15.0 |
cheat | — | — |
player_ |
string | (empty) | cheat | — | — |
player_ |
float | 0.0 |
cheat | — | — |
player_ |
string | 0 0 85 |
cheat | — | — |
player_ |
bool | 1 |
cheat | — | 1 to enable updating the player's focus icon |
player_ |
float | 1.5 |
cheat | — | Damage multiplier for player so he goes to dead state rather than fly out of the map. |
player_ |
float | .8 |
cheat | — | frac speed that slows overall whiplash |
player_ |
float | .01 |
cheat | — | min velocity required to activate whiplash |
player_ |
float | 1 |
cheat | — | update frac per frame (partial updates) |
player_ |
float | .1 |
cheat | — | frac speed that whiplash cycles back and forth |
pm_
140 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
pm_ |
bool | 0 |
cheat | — | Debug player body animation |
pm_ |
bool | 1 |
cheat | — | Debug player body animation |
pm_ |
float | 0.1 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 0.1 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
bool | 0 |
cheat | — | Forces sprint off. When pm_autoSprint is 1, pm_autoSprintSpeed will be used as max movement speed |
pm_ |
float | 480 |
cheat | — | Max movement speed used when pm_autoSprint is 1. |
pm_ |
float | 0.75 |
cheat | — | ratio of player max backward speed to forward speed |
pm_ |
float | 32 |
cheat | — | x/y size of player's bounding box |
pm_ |
float | 0.50 |
cheat | — | — |
pm_ |
int | 100 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
int | 200 |
cheat | — | temp |
pm_ |
string | hands/pain/twitch/front/chest |
cheat | — | temp |
pm_ |
bool | 0 |
cheat | — | debug player pain animations |
pm_ |
bool | 0 |
cheat | — | force using pm_bodyAnim_painAnim for pain animations. For debugging |
pm_ |
int | 200 |
cheat | — | temp |
pm_ |
int | 200 |
cheat | — | temp |
pm_ |
int | 200 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
int | 200 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
int | -1 |
cheat | — | Debug player body animation |
pm_ |
float | 0.8 |
cheat | — | — |
pm_ |
float | 0.9 |
cheat | — | — |
pm_ |
bool | 1 |
cheat | — | — |
pm_ |
bool | 0 |
cheat | — | — |
pm_ |
float | 0.9 |
cheat | — | — |
pm_ |
float | -1.0 |
cheat | — | — |
pm_ |
float | 1.0 |
cheat | — | — |
pm_ |
float | 100.0 |
cheat | — | — |
pm_ |
int | 250 |
cheat | — | how long to wait untill we can send the next use message to the server |
pm_ |
float | 1.0 |
cheat | — | — |
pm_ |
float | 60 |
cheat | — | height of player's bounding box while crouched |
pm_ |
float | 115 |
cheat | — | speed the player can move while crouched |
pm_ |
bool | 1 |
cheat | — | crouch works as a toggle |
pm_ |
float | 46 |
cheat | — | height of player's view while crouched |
pm_ |
float | 32.0 |
cheat | — | Forward distance to check for player model collision |
pm_ |
bool | 0 |
cheat | — | PlayerModel CollisionTest Debug |
pm_ |
float | 20.0 |
cheat | — | Desired distance to keep clear infront of model |
pm_ |
float | 0.1 |
cheat | — | Player Model decay in |
pm_ |
float | 0.1 |
cheat | — | Player model decay out |
pm_ |
float | 25.0 |
cheat | — | Desired distance to keep clear infront of model |
pm_ |
bool | 1 |
cheat | — | Use clipModel_dead when player is dead |
pm_ |
float | 20 |
cheat | — | height of player's bounding box while dead |
pm_ |
bool | 0 |
cheat | — | traces when playerphys box changes between croucn, sprintslide and stand |
pm_ |
bool | 0 |
cheat | — | prints inhibit state changes to the console |
pm_ |
bool | 0 |
cheat | — | if true will draw debug info for player view calculations |
pm_ |
float | 1.3 |
cheat | — | — |
pm_ |
bool | 0 |
cheat | — | use the Doom4 additive animated bob cycle |
pm_ |
bool | 1 |
cheat | — | player should play animations when opening doors |
pm_ |
float | 0.1 |
cheat | — | — |
pm_ |
int | 20 |
cheat | — | Number of frames without ground contact before we play a fall animation |
pm_ |
float | 384 |
cheat | — | falling any distance greater than this will kill the player |
pm_ |
float | 0.1 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 0.5 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
int | 300 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
bool | 0 |
cheat | — | clip the forced move |
pm_ |
float | 0 |
cheat | — | x value of explicit motion to force |
pm_ |
float | 0 |
cheat | — | y value of explicit motion to force |
pm_ |
float | 0 |
cheat | — | z value of explicit motion to force |
pm_ |
float | 0.01 |
cheat | — | How much force we assert when we kick up dust |
pm_ |
float | 62 |
cheat | — | approximate height the player can jump |
pm_ |
float | 36 |
cheat | — | height of players leanbox |
pm_ |
float | 24 |
cheat | — | x/y size of player's lean box |
pm_ |
float | 5 |
cheat | — | Depress the view this much when looking up to avoid clipping into geometry |
pm_ |
float | 35 |
cheat | — | height of player's view after sprintslide when not possible to go to crouch |
pm_ |
float | 1.05 |
cheat | — | maximum rate player's run anim will play at. |
pm_ |
float | 1.25 |
cheat | — | maximum rate player's run anim will play at. |
pm_ |
float | 89 |
cheat | — | amount player's view can look down |
pm_ |
float | 1.5 |
cheat | — | maximum rate player's walk anim will play at. |
pm_ |
float | 45 |
cheat | — | falls any distance less than this are ignored |
pm_ |
float | 5.0 |
cheat | — | Minimum physics speed where direction is still reliable. If physics is < than this, we use cmd velocity or previous velocity to determine animation direction |
pm_ |
float | 0.5 |
cheat | — | minimum rate player's run anim will play at. |
pm_ |
float | -89 |
cheat | — | amount player's view can look up (negative values are up) |
pm_ |
float | 0.005 |
cheat | — | minimum rate player's walk anim will play at. |
pm_ |
bool | 1 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
int | 0 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
float | -0.5 |
cheat | — | — |
pm_ |
float | 360 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
float | 0.1 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
float | 720 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
float | 180 |
cheat | — | rate at which the player model will align to velocity direction |
pm_ |
float | 0.70 |
cheat | — | — |
pm_ |
float | 0.8 |
cheat | — | — |
pm_ |
bool | 0 |
cheat | — | turns off view bob and weapon sway |
pm_ |
float | 400 |
cheat | — | speed the player can move while in noclip |
pm_ |
float | 90 |
cheat | — | height of player's bounding box while standing |
pm_ |
float | 87 |
cheat | — | height of player's view while standing |
pm_ |
bool | 1 |
cheat | — | — |
pm_ |
bool | 0 |
cheat | — | — |
pm_ |
float | 0.0001 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 0.01 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 1.0 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 650 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 0.25 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 160 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
int | -1 |
cheat | — | Debug |
pm_ |
int | 7 |
cheat | — | Number of frames of no cmd movement to consider player at rest and transition to idle |
pm_ |
float | 1.0 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
int | 1500 |
cheat | — | — |
pm_ |
float | 1.0 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
float | 260 |
cheat | — | speed the player can move while running |
pm_ |
float | 5 |
cheat | — | forward offset when placing screen particles |
pm_ |
bool | 0 |
cheat | — | If true, skip updating the player animation state - only for debugging animations in isolation |
pm_ |
float | 0.50 |
cheat | — | ratio of player max sprint backward speed to forward speed |
pm_ |
int | 2000 |
cheat | 1 … 100000 | how many ms to fully recharge sprint |
pm_ |
int | 620 |
cheat | 1 … 100000 | how many ms the player can sprint while dualwiuelding |
pm_ |
int | 1500 |
cheat | 1 … 100000 | how many ms the player can sprint |
pm_ |
float | 4 |
cheat | 1 … 1000000000000000019884624838656 | how much longer you can sprint when your not in an instance |
pm_ |
float | 40 |
cheat | — | height of player's bounding box while sprintsliding |
pm_ |
float | 450 |
cheat | — | speed the player can move while sprinting |
pm_ |
float | 16 |
cheat | — | maximum height the player can step up without jumping |
pm_ |
float | 0.5 |
cheat | — | Cos of angle to transition into strafe animations |
pm_ |
string | combat |
cheat | — | sub-web postfix for the player - this is for testing only |
pm_ |
bool | 0 |
cheat | — | enables third person view |
pm_ |
float | 0 |
cheat | — | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) |
pm_ |
bool | 1 |
cheat | — | clip third person view into world space |
pm_ |
string | head |
cheat | — | focus joint of the third person camera |
pm_ |
float | 0 |
cheat | — | height of camera from normal view height in 3rd person |
pm_ |
float | 140 |
cheat | — | camera distance from player in 3rd person |
pm_ |
bool | 1 |
saved | — | if true will use the toggle sprint on PC |
pm_ |
int | -1 |
cheat | — | Debug torso aiming of this player |
pm_ |
bool | 0 |
cheat | — | Debug torso aiming of this player |
pm_ |
int | 1000 |
cheat | — | Debug torso aiming of this player |
pm_ |
float | 45.0 |
cheat | — | max angle torso can turn from body forward around pitch axis |
pm_ |
float | 100000.0 |
cheat | — | max rate that torso will track to client view angle |
pm_ |
bool | 1 |
cheat | — | true to use independent pitch and yaw constraints on torso |
pm_ |
float | 90.0 |
cheat | — | max angle torso can turn from body forward around yaw axis |
pm_ |
int | 0 |
cheat | — | 0=off, 1=trace the explicit motion deltas, 2=trace nonzero deltas only |
pm_ |
int | 0 |
cheat | — | Draw spheres at player origin |
pm_ |
bool | 1 |
cheat | — | use a cylinder approximation instead of a bounding box for player collision detection |
pm_ |
bool | 0 |
cheat | — | set to true for a free vehicle camera |
pm_ |
int | 3000 |
cheat | — | Blend in time for player leg IK after jumping |
pm_ |
float | 0.25 |
cheat | — | percentage of the range between walk and run speeds where the walk and run animations will blend |
pm_ |
float | 140 |
cheat | — | speed the player can move while walking |
pm_ |
int | 100 |
cheat | 0 … 127 | user command threshold where we transition from walking / sneaking to running. |
pm_ |
float | 0.95 |
cheat | — | Waterlevel for eyes |
pm_ |
float | 0.99 |
cheat | — | Waterlevel for head |
pm_ |
float | 0.39 |
cheat | — | Waterlevel for knees |
pm_ |
float | 0.71 |
cheat | — | Waterlevel for shoulders |
pm_ |
float | 0.4 |
cheat | — | Waterlevel for waist |
pm_ |
int | -1 |
cheat | — | Lerp scale for blending player movement anims |
pm_ |
int | -1 |
cheat | — | Lerp scale for blending player movement anims |
springcam_
13 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
spring |
bool | 0 |
cheat | — | always snap position and orientation to desired values |
spring |
float | 300 |
cheat | — | spring constant for blend spring controlling blend to and from the player view |
spring |
float | 30 |
cheat | — | angle of LOOK_ADD_HEADING and LOOK_ADD_HEADING_AUTOCENTER mode constraint cone in degrees, centered on animated forward direction |
spring |
bool | 0 |
cheat | — | show debug info on the spring cam |
spring |
bool | 0 |
cheat | — | trace the updates due to parent movement |
spring |
bool | 0 |
cheat | — | trace the camera blending |
spring |
bool | 0 |
cheat | — | trace the camera states to the console |
spring |
int | -1 |
cheat | — | forces the blend duration |
spring |
int | 0 |
cheat | — | 0=STAGE_DEFAULT, 1=STAGE_UPDATE, 2=STAGE_DRAW |
spring |
int | -1 |
cheat | — | force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP) |
spring |
int | -1 |
cheat | — | force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP) |
spring |
int | -1 |
cheat | — | force the look mode, or -1 to ignore (0=NONE, 1=HEADING, 2=POSITION, 3=ADD_POSITION) |
spring |
bool | 1 |
cheat | — | should the spring cam update the view? |
view_
31 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
view_ |
bool | 1 |
cheat | — | Allow shaking of camera view |
view_ |
float | 3 |
cheat | — | view blur from damage |
view_ |
float | 1.5 |
cheat | — | view blur from damage |
view_ |
float | 2000 |
cheat | — | view blur time from damage |
view_ |
float | 350 |
cheat | — | view blur time from damage |
view_ |
float | 0.5 |
cheat | — | highest visual effect. |
view_ |
float | 0.05 |
cheat | — | lowest visual effect |
view_ |
bool | 1 |
cheat | — | show blur when taking damage |
view_ |
bool | 1 |
cheat | — | — |
view_ |
bool | 0 |
cheat | — | — |
view_ |
bool | 0 |
cheat | — | — |
view_ |
bool | 0 |
cheat | — | — |
view_ |
bool | 0 |
cheat | — | — |
view_ |
bool | 0 |
cheat | — | — |
view_ |
bool | 1 |
cheat | — | show double vision when taking damage |
view_ |
float | 0.02 |
cheat | — | view double vision amount from damage (rage default 0.05) |
view_ |
float | 0.004 |
cheat | — | view double vision amount from damage (rage default 0.02) |
view_ |
int | 500 |
cheat | — | how many ms for a full period |
view_ |
float | 0.025 |
cheat | — | how big an effect the period has on the double vision |
view_ |
float | 2000 |
cheat | — | view double vision amount from damage |
view_ |
float | 250 |
cheat | — | view double vision amount from damage |
view_ |
float | 2 |
cheat | — | view kick amplitude from damage |
view_ |
float | 0.5 |
cheat | — | view kick amplitude from damage |
view_ |
float | 300 |
cheat | — | view kick time from damage |
view_ |
float | 150 |
cheat | — | view kick time from damage |
view_ |
bool | 0 |
cheat | — | Will prevent setting a new env override while true. Used by scripttimeline. |
view_ |
bool | 0 |
cheat | — | — |
view_ |
float | 0.0 |
cheat | — | — |
view_ |
float | 0.0 |
cheat | — | — |
view_ |
bool | 0 |
cheat | — | — |
view_ |
bool | 1 |
cheat | — | Show the interaction markers |
Smaller prefixes
24 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
ai |
float | 1.0 |
cheat | — | float |
ai |
float | 0.0 |
cheat | — | float |
aievents_ |
int | 0 |
cheat | — | 1 to print AI events to the console. |
aievents_ |
int | 0 |
cheat | — | 1 to show ai event origins, 2 to show event bounds, > 2 = millseconds to show event bounds |
cam_ |
float | 2048.0 |
cheat | — | max distance a utility camera can be from its target. |
inventory_ |
bool | 0 |
cheat | — | Debug inventory serializiation |
presentable |
bool | 0 |
cheat | — | Debug PresentableWeapons |
presentable |
bool | 0 |
cheat | — | Debug PresentableWeapons interpolated fire |
presentable |
int | 200 |
cheat | — | Debug PresentableWeapons |
presentable |
int | 32 |
cheat | — | Debug PresentableWeapons |
presentable |
float | 0.2 |
cheat | — | Debug PresentableWeapons |
presentable |
int | 250 |
cheat | — | Debug PresentableWeapons |
presentable |
float | 1.25 |
cheat | — | Debug PresentableWeapons |
presentable |
float | 10.0 |
cheat | — | Debug PresentableWeapons |
presentable |
bool | 0 |
cheat | — | Debug PresentableWeapons |
proj_ |
bool | 0 |
cheat | — | — |
turret_ |
bool | 0 |
cheat | — | — |
turret_ |
bool | 0 |
cheat | — | — |
turret_ |
bool | 0 |
cheat | — | — |
turret_ |
bool | 0 |
cheat | — | — |
weapon_ |
float | .75 |
cheat | — | Scale for the cooldown speed. |
weapon_ |
float | .60 |
cheat | — | Percentage to cool before firing is allowed again |
weapon_ |
bool | 0 |
cheat | — | — |
weapon_ |
bool | 1 |
cheat | — | Enable VDM weapon overheat for primary weapons |