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This page lists 976 of The New Order's cvars that deal with gameplay: game rules (g_), enemy AI (ai_), player movement (pm_), ragdoll physics (af_), animation and the view. Each row shows the type, the default value, its status (cheat, normal, saved, start-up-only or read-only), the allowed range where the game defines one, and the developers' own description.

  • 976 cvars: g_ (386), ai_ (221), pm_ (140), af_ (84), anim_ (31), view_ (31) and more.
  • 950 of them are cheats and need the 'toggle' route from the catalogue's start page.
  • Not cheats, so +name value works: g_permaGodMode, g_permaInfiniteAmmo, g_damageScale, g_fov, g_showHud and pm_togglesprint. All but g_fov are 'saved': the game keeps their value in its config file.
  • g_fov defaults to 80 and allows 10 to 100.

Diese Seite listet 976 Cvars von The New Order, die mit dem Spielablauf zu tun haben: Spielregeln (g_), Gegner-KI (ai_), Bewegung des Spielers (pm_), Ragdoll-Physik (af_), Animation und die Sicht. Jede Zeile zeigt Typ, Standardwert, ihren Status (Cheat, normal, gespeichert, nur beim Start oder schreibgeschützt), den erlaubten Bereich (wo das Spiel einen festlegt) und die Originalbeschreibung der Entwickler.

  • 976 Cvars: g_ (386), ai_ (221), pm_ (140), af_ (84), anim_ (31), view_ (31) und weitere.
  • 950 davon sind Cheats und brauchen den „toggle“-Weg von der Startseite des Katalogs.
  • Keine Cheats, +name wert wirkt also: g_permaGodMode, g_permaInfiniteAmmo, g_damageScale, g_fov, g_showHud und pm_togglesprint. Alle außer g_fov sind „gespeichert“: Das Spiel behält ihren Wert in seiner Konfigurationsdatei.
  • g_fov steht standardmäßig auf 80 und erlaubt 10 bis 100.

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.

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_adhesionLockSpeed float 0.25 cheat — Speed for lock when adhesion
aa_AssistStrength float 0.01 cheat — How much to help by when somewhat close
aa_AssistStrengthBestSpot float 0.005 cheat — How much to help by when in the BEST spot
aa_AssistStrengthSweetSpot float 0.015 cheat — How much to help by when in the sweet spot
aa_focusSensitivityScale float 0.5 cheat — How much to scale the sensitivity by when you're over an interesting entity
aa_lockdist float 8192 cheat — Max distance from player to enemy.
aa_lockLineRange float 35 cheat — Max distance between aim line and tested entity for aim assist
aa_minAssistDistance float 32 cheat — min distance the target has to be before we will aim assist
aa_SensitivityScale float 0.75 cheat — How much to scale the sensitivity by when you're somewhat close to an interesting entity
aa_SensitivityScaleBestSpot float 0.4 cheat — How much to scale the sensitivity by when you're on interesting entity
aa_SensitivityScaleSweetSpot float 0.5 cheat — How much to scale the sensitivity by when you're really close to an interesting entity
aa_sensitivityThreshold int 2 cheat — the min threshold the user must change their view by to get assistance !this should not go below 2!
aa_shootingLockSpeed float 0.6 cheat — Speed that lock occurs for shooting
aa_shrink float 5 cheat — Shrink center line
aa_TargetDebug bool 0 cheat — if true will show debug for the the aim assist
aa_UseOld bool 0 cheat — —
aa_zoomLockSpeed float 1.5 cheat — Speed for lock when zooming
aa_ZoomSnapScale float 2.0 cheat — the scale that is applied to the zoom snap

af_

84 cvars.

Name Type Default Status Range Description
af_angularDamping float 0.95 cheat — Impulse scale angular velocity damping when Syncing ragdoll (0 - 1)
af_angularTau float 0.975 cheat — Impulse scale angular error when Syncing ragdoll (0 - 1)
af_applyImpulses bool 1 cheat — 0 = apply impulses as forces, 1 = apply impulses as-is
af_blendDuration float 0.2 cheat — duration over which animation will blend into ragdoll once ragdoll is active
af_collisionCollapse bool 1 cheat — collapse multipe collisions
af_collisionReductionMass 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_constraintRampDuration int 500 cheat — duration over which constraint tolerances will ramp back up to normal values after a sync to animation ends
af_constraintRampEnable bool 1 cheat — —
af_contactErrorReduction float 0.4 cheat — —
af_contactErrorReductionMax float 32.0 cheat — —
af_contactFrictionScale float 0 cheat — scales the contact friction
af_contactLcpEpsilon float 0.001 cheat — —
af_debugDriveOrigin bool 0 cheat — —
af_debugDrivePose bool 0 cheat — Debug ragdoll syncing frames
af_debugFirstBodyOnly bool 0 cheat — Debug first body frame only during sync
af_debugStartVelocity bool 0 cheat — Debug starting velocity of ragdolls
af_disableContactEndSync bool 1 cheat — —
af_disableContactsDuringSync bool 0 cheat — —
af_disableGravityDuringSync bool 0 cheat — —
af_errorReduction float 0.5 cheat — —
af_errorReductionMax float 256.0 cheat — —
af_filterCoeff float 0.4 cheat — —
af_forceFriction float -1 cheat — force the given friction value
af_highlightBody string (empty) cheat — name of the body to highlight
af_highlightConstraint string (empty) cheat — name of the constraint to highlight
af_inheritVelocity bool 1 cheat — 1 = allow ragdolls to inherit velocity from animation
af_jointFrictionScale float 0 cheat — scales the joint friction
af_lcpEpsilon float 0.00001 cheat — —
af_limitErrorReduction float 0.3 cheat — —
af_limitErrorReductionMax float 256.0 cheat — —
af_limitLcpEpsilon float 0.0001 cheat — —
af_linearDamping float 0.4 cheat — Impulse scale linear velocity damping when Syncing ragdoll (0 - 1)
af_linearTau float 0.2 cheat — Impulse scale linear error when Syncing ragdoll (0 - 1)
af_maxAngularVelocity float 1.57 cheat — maximum angular velocity
af_maxAuxiliaryConstraints int 200 cheat — maximum number of auxiliary constraints on an articulated figure
af_maxLcpEpsilon float 0.001 cheat — —
af_maxLinearVelocity float 128 cheat — maximum linear velocity
af_maxSyncDuration float 0 cheat — —
af_maxTwistErrorReduction float 1.0 cheat — —
af_minTwistErrorReduction float 0.1 cheat — —
af_neverRest bool 0 cheat — never come to rest
af_resolveSolid bool 0 cheat — —
af_serializeDebug bool 0 cheat — Debug AF serialization
af_showActive bool 0 cheat — show tree-like structures of articulated figures not at rest
af_showBodies bool 0 cheat — show bodies
af_showBodyNames bool 0 cheat — show body names
af_showConstrainedBodies bool 0 cheat — show the two bodies constrained by the highlighted constraint
af_showConstraintNames bool 0 cheat — show constraint names
af_showConstraints bool 0 cheat — show constraints
af_showInertia bool 0 cheat — show the inertia tensor of each body
af_showLimits int 0 cheat — 1 = always show joint limits, 2 = show only violated limits
af_showMass bool 0 cheat — show the mass of each body
af_showPrimaryOnly bool 0 cheat — show primary constraints only
af_showTableResults bool 0 cheat — Show constraint values pulled from tables.
af_showTimings bool 0 cheat — show articulated figure cpu usage
af_showTotalMass bool 0 cheat — show the total mass of each articulated figure
af_showTrees bool 0 cheat — show tree-like structures
af_showTwist bool 0 cheat — —
af_showTwistName string (empty) cheat — —
af_showVelocity bool 0 cheat — show the velocity of each body
af_skipAirFriction bool 0 cheat — skip air friction
af_skipFriction bool 0 cheat — skip friction
af_skipLimits bool 0 cheat — skip joint limits
af_skipSelfCollision bool 0 cheat — skip self collision detection
af_staticFrictionThreshold float 0 cheat — —
af_suspensionLcpEpsilon float 0.0000001 cheat — —
af_syncConstraints bool 0 cheat — —
af_syncTestMargin float 0.1 cheat — Collision fraction margin
af_syncWithImpulses bool 0 cheat — —
af_testSolidDebug int 0 cheat — Debug AF solid testing
af_timeScale float 1 cheat — scales the time
af_universalErrorReduction float 0.5 cheat — —
af_universalErrorReductionMax float 256.0 cheat — —
af_universalTorsionLcpEpsilon float 0.1 cheat — amount of elasticity about the shaft of a universal joint
af_unsatisfiedStrength float 0.08 cheat — —
af_useDeferred bool 0 cheat — Debug AF solid testing
af_useHingeTwist int 1 cheat — —
af_useImpulseFriction bool 0 cheat — use impulse based contact friction
af_useJointImpulseFriction bool 0 cheat — use impulse based joint friction
af_useLinearTime bool 1 cheat — use linear time algorithm for tree-like structures
af_useSymmetry bool 1 cheat — use constraint matrix symmetry
af_useUVTwist int 1 cheat — —
af_violationThreshold float 0.1 cheat — —
af_voidCheckDistance float 150 cheat — Floating in void check distance

ai_

221 cvars.

Name Type Default Status Range Description
ai_aaspush int 1 cheat — if we should push the ai into aas after each move
ai_accuracy int -1 cheat — set to >= 0 to force all AI to a specific accuracy rating
ai_aimLerpScale float 0.1 cheat — sets the rate at which the AI's blends between aim/body offset animations
ai_alignToPointDist 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_allowCollapse bool 0 cheat — 1 = allow AI to play collapse animations, otherwise they will defer death until they're not in a solid.
ai_allowStaggerPain bool 1 cheat — 1 = allow AI to play staggering pains when appropriate
ai_allowTranstionOvershoot bool 1 cheat — 1 = allow AI to play transition that translates farther than the destination
ai_animWebDebug bool 0 cheat — —
ai_attitude int -2 cheat — override AIs attitude towards player faction
ai_avoidObstacles bool 1 cheat — set to 1 to have AI use obstacle avoidance.
ai_blendTreeName string (empty) cheat — name of blend tree to debug
ai_checkStuck bool 1 cheat — set to 0 to skip stuck checks
ai_clearEvents bool 0 cheat — 1 = clear pending anim web events before changing state... testing only
ai_controlHeartBeatIntervalsMax float 250 saved — time in MS to wait between player heartbeats
ai_controlHeartBeatIntervalsMin float 1000 saved — time in MS to wait between player heartbeats
ai_controlTakeDownDistance float 80 saved — the length for the take down trace
ai_cookGrenades int 0 cheat — 1 = cook grenades when throwing them
ai_CoopFadeDelay int 5000 cheat — coop fade delay
ai_CoopFadeOutTime float 4.5 cheat — cvar for delay start
ai_cornerCircleRadius float 0.0 cheat — normal distance to circle around corners
ai_coverAbortRadius float 32 cheat — distance outside which we abort the move to cover action on the last frame of a transition
ai_coverLerpRadius float 32 cheat — distance within which to start lerping AI to cover near end of transition
ai_coverRadiusOverride float -1 cheat — if not -1 this overrides all AI's cover radius
ai_coverSnapRadius float 8 cheat — distance within which to snap AI to cover on last transition frame, otherwise fail
ai_damageScale float 1.0 cheat — forced ai damage scale
ai_deathAnimScale float 1.0 cheat — scale death animation rate by this factor
ai_debugAASPosition bool 0 cheat — 1 = show debug markers for AAS position
ai_debugActionNodes int 0 cheat — 1 = debug actions node animation selection, 2 = verbose
ai_debugActionScript int 0 cheat — 1 = show debug info for action scripts
ai_debugAim int 0 cheat — set to 1 to show aim point debug info
ai_debugAimRotationTracker int 0 cheat — set to 1 to show debugging output for the aim focus idRotationTracker
ai_debugAnimDeltaScale bool 0 cheat — shows animation scaling from the DeltaScaleToTarget frame command
ai_debugArmorPopOff bool 0 cheat — Debug armor pop-off.
ai_debugBleedoutCheck int 0 cheat — 0 = off, 1 = only show when death triggers, 2 = show once checking starts
ai_debugBlendTree int -1 cheat — >= 0, entity number of AI to debug the blend tree for
ai_debugCam bool 0 cheat — enable debug camera
ai_debugCollision int 0 cheat — Draw AI Collision Info; -1 to draw all, or entity number for just that entity
ai_debugCover int 0 cheat — show debug info for cover determination
ai_debugCoverEntityId int 0 cheat — 0: debug cover for all entities, > 0: debug cover for specified entity only
ai_debugCoverTransitions int 0 cheat — 1 = ai show cover transition debug information, 2 = also show wall corner checking logic
ai_debugDangerZone int 0 cheat — 1+ = draws dangerzone in blue as long as at least one AI cares about DZ
ai_debugDeath bool 0 cheat — 1 = show debug output for death
ai_debugDeferredWorldState bool 0 cheat — Toggle a box around the AI's head which indicates the results of his sense update.
ai_debugDeltas int 0 cheat — 1 = show info for AI animation deltas
ai_debugDodge int 0 cheat — 1 to show dive resapons, 2 to show decision lines
ai_debugDynamicCover int 0 cheat — 1 = show debug info for dynamic cover, 2 = show dynamic cover collision checks
ai_debugEncounterGroupRoles int 0 cheat — 1: show encounter group role changes, 2: also draw combat hints for current stage
ai_debugEnemy int 0 cheat — 1 = show debug lines for enemy debugging, 2 = show console prints also
ai_debugEnemyTargetSelector int 0 cheat — set to -1 to show all enemy targeting weight factors, or entity # to show just that AI
ai_debugEvents int 0 cheat — 1 = show debug info for received AI events
ai_debugEyePos int 0 cheat — number of milliseconds to show AI eye position markers.
ai_debugForwardRunIndex int 0 cheat — show the forward run index and blend
ai_debugFOV bool 0 cheat — 1 = show entity FOV checks.
ai_debugFriendly bool 0 cheat — true to enable friendly debugging
ai_debugGameState bool 0 cheat — 1 = output AI game state debug information
ai_debugGoodWill bool 0 cheat — 1: show good will settings
ai_debugGore bool 0 cheat — true to debug gore at ai level
ai_debugGPUGore int 0 cheat — shows the projection axis of wounds
ai_debugGreetingDistance bool 0 cheat — if true, debug info will be shown when AIs consider greeting players.
ai_debugGrenadeHints int 0 cheat — 1: show encounter group grenade hint timimgsf
ai_debugHealth int 0 cheat — 1 = show health bar above ai, 2 = show text at damage location on ai, 3 = show health text above ai
ai_debugInjured bool 0 cheat — 1 = show debug output for injured state
ai_debugInteraction bool 0 cheat — show interaction debug info
ai_debugInteraction_Approach float 0 cheat — if not zero, use this value as the approach radius
ai_debugInteraction_Departure float 0 cheat — if not zero, use this value as the departure radius
ai_debugInteractionDistance bool 0 cheat — show spheres for interaction distances
ai_debugLatchedState bool 0 cheat — show debug output for AI latched state
ai_debugLeapAttack bool 0 cheat — if true, show leap attack target and trace
ai_debugLerp int 0 cheat — 1 = debug movement lerps, 2 = debug movement lerps and show debug info for longer
ai_debugLevel int 0 cheat — 1 = show debug models for errors only, 2 = show talking & interaction state, 3 = show leg state, 4 = show torso state
ai_debugLook int 0 cheat — set to 1 to show look point debug info
ai_debugLookRotationTracker int 0 cheat — set to 1 to show debugging output for the look focus idRotationTracker
ai_debugmelee bool 0 cheat — if true, show meele attack direction and target extrapolation
ai_debugMissTime bool 0 cheat — show debug output for AIs using miss time
ai_debugMove int 0 cheat — draws movement information for monsters
ai_debugOpenCombatMove bool 0 cheat — if true, show open combat move scoring
ai_debugOrientation int 0 cheat — 1 - show body, 2 - show move, 3 - show both
ai_debugOriginSprings bool 0 cheat — 1 = show origin springs
ai_debugPain int 0 cheat — 1 = show debug output for pain and death, 2 = show traces that indicate if AI is at moving pain speed
ai_debugPathToEnemy bool 0 cheat — shows approach point from the enemy and path time
ai_debugPerception int 0 cheat — If > 0, AI will render perception information about the player.
ai_debugPushFromCollision bool 0 cheat — 1 = show debug output for pushing from collision system
ai_debugPushPlayer bool 0 cheat — 1 = show debug push lines to see which way ais are pushing the player.
ai_debugReactionBasedMovement int 0 cheat — set to 1 for movement obstacles for current ai, 2 for movement for all ai's.
ai_debugScenePoints int 0 cheat — If > 0, AI will render information about current scenepoints.
ai_debugScript int -1 cheat — displays script calls for the specified monster entity number
ai_debugSearch bool 0 cheat — true to enable search debugging
ai_debugState 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_debugStuck bool 0 cheat — set to 1 to show check stuck conditions
ai_debugTargetList int 0 cheat — set to 1 to show ai targeting weights
ai_debugTension int 0 cheat — 1 = print state changes, 2 = print state changes and periodicals, 3+ = also print triggered entity names
ai_debugTracking int 0 cheat — 1 = show aim and look tracking information
ai_debugtransitiondirs bool 0 cheat — if true, show desired transition direciton
ai_debugTraversals int 0 cheat — if > 0, show dynamic traversal visualization for value * 1000 milliseconds
ai_debugVoice int 0 cheat — set to >= 1 to show voice calls, 2 for sound traces
ai_debugWeb int -1 cheat — output debug info for the AI with matching entity number
ai_deferredVisCheckThreshold float 1.0 cheat — deferred vis check threshold
ai_disableWanderGreetings bool 0 cheat — if true then all wander greetings will be disabled
ai_drawBounds bool 0 cheat — draw AI bounds for debugging.
ai_droppedLootDistance float 140.0 cheat — the max distance the dropped item can be to auto loot it
ai_enable bool 1 cheat — enable AI think
ai_enableAnimation bool 1 cheat — enable AI animation updates
ai_enableAutoFocus bool 1 cheat — 0 = no auto focusing
ai_enableDormancy bool 1 cheat — 1 = AI that is not rendered will stop thinking
ai_enableFSM bool 1 cheat — enable finite state machine updates
ai_enableInfluenceTrails bool 1 cheat — if true will turn on influence spheres on spawn
ai_enableInjuredRuns bool 1 cheat — false to disable injured runs
ai_enableMovement bool 1 cheat — enable AI movement
ai_enablePhysics bool 1 cheat — enable AI physics
ai_enableScrambles bool 1 cheat — true to enable AI scramble runs and transitions
ai_enableSenseVolumes bool 1 cheat — true to enable designer placed sense scale volumes, false to disable for debugging
ai_enableWorldState bool 1 cheat — enable AI world state updates
ai_errorCorrectTurns bool 1 cheat — 1 = add addtional turn velocity to turning animations to correct for delta errors error
ai_faceFocus bool 0 cheat — true to have AI always look at focus
ai_FadeDelay int 0 cheat — temp cvar for adjusting the delay on fade for skinny mutants
ai_fastJobInteraction bool 0 cheat — if true, the player can interupt the ai talking to go to next state
ai_flashIfLootable bool 1 cheat — if true the ai flash when lootable like the props
ai_forceInjury bool 0 cheat — 1 = force stagger pains to be injuries
ai_forceMicrotransitions bool 0 cheat — 1 = only use microtransitions
ai_forceMoveSpeed float 0 cheat — if > 0, force AI movement speeds to this value.
ai_forceTurnRate bool 0 cheat — if != 0, force AI movement turn rates to ai_minTurnRate and ai_maxTurnRate.
ai_forceVehicleCoverFlag bool 0 cheat — force all vehicles to provide cover.
ai_forceWalk int 0 cheat — forces the AI's walking state to the specified value
ai_gangstaLerpScale float 0.1 cheat — sets the rate at which the AI's blends in the additive "gangsta" pose
ai_ignoreEvents bool 0 cheat — 1 = ai will ignore events from the AI event system
ai_ignoreFireLimits bool 0 cheat — 1 = ai will disregard limitations on simultaneous fire
ai_influenceForce float 0.025 cheat — How much force we assert when we kick up dust
ai_interactionView_CorrectionDistance float 250 cheat — if where we are and where we think we are supposed to be exceeds this distance, correct
ai_interactionView_Distance float 55 cheat — how far away from the ai
ai_interactionView_FOV float 80 cheat — fov of interaction view
ai_interactionView_keepPitch bool 1 cheat — keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched.
ai_interactionView_merchantswitch int 150 cheat — ms it takes to move between the buy and sell view of the merchants
ai_interactionView_OffsetToPlayer bool 1 cheat — if true we just do between the ai and player, if false, offset in ai look dir.
ai_interactionView_PitchOffset float 15 cheat — how far to offset the pitch of the camera we want when a job is offered
ai_interactionView_RollOffset float 0 cheat — how far to offset the roll of the camera we want when a job is offered
ai_interactionView_useCamera bool 1 cheat — if true we look for interaction cameras, otherwise we use code solution
ai_interactionView_UseCvars bool 0 cheat — if true use the cvars, if false use the ai editable settings
ai_interactionView_xoffset float 0 cheat — target offset x
ai_interactionView_YawOffset float -23 cheat — how far to offset the yaw of the camera we want when a job is offered
ai_interactionView_yoffset float 0 cheat — target offset y
ai_interactionView_zoffset float -5 cheat — target offset z
ai_interactionVolumeBoostAmount float 4 cheat — Volume boost for the current interaction ai.
ai_interactionVolumeResetAfterVO bool 0 cheat — 0 = reset only when ai leaves interaction. 1 = reset volume after each vo.
ai_interactionWorldFadeTime float 1.0 cheat — Time world volume should take to fade out and in during AI interactions.
ai_interactionWorldVolumeFadeAmount float 4 cheat — Volume fade for the entire world when 'interacting' with ai.
ai_invulnerable bool 0 cheat — 1 = ai's health never goes down when damaged.
ai_keepShootingNoSight int 6000 cheat — number of milliseconds AI will shoot at last known enemy position
ai_limitFSMUpdates bool 1 cheat — 1 = don't allow AI FSM logic to update faster than 10Hz
ai_limitTargetUpdates bool 0 cheat — 1 = only one AI will try to find a new target each frame
ai_lookAtPlayer bool 1 cheat — npc looks at player when near
ai_lookRate int -1 cheat — set to >= 0 to force all AI to a specific look rate
ai_lootDelay float 1.25 cheat — delay in seconds before dead AI can be looted
ai_maxDeferDeathTime int 250 cheat — maximum time in millseconds that an AI's death can be defered due to them being in a solid.
ai_maxTurnRate float 360 cheat — maximum turn rate if turn rate is forced
ai_minCornerCircleRadius float 4.0 cheat — mininim distance to circle around corners
ai_minTurnRate float 15 cheat — minimum turn rate if turn rate is forced
ai_mood int -1 cheat — override's the mood of all AI for testing
ai_moveModeLookAhead bool 1 cheat — If ai movement code should look ahead in the animation instead of back
ai_NonPlayerOneShotChance float 0.3 cheat — chance a non-player will cause a one shot chance
ai_noSmoothAfterStuckTime int 2000 cheat — how long after being stuck we don't use smoothanims for
ai_oldFSMUpdate bool 0 cheat — 1 = use old fsm update policy
ai_originSpringExtrapolate float 0.1 cheat — amount to extrapolate velocity in origin springs (0.1 seems to work)
ai_otherFactionAttitude int -2 cheat — override AIs attitude towards all other factions
ai_painGoreTest bool 0 cheat — —
ai_pathResolver int 0 cheat — selects what path resolver to use
ai_perceptionRadiusOverride float -1 cheat — > 0: overrides AI actor perception radius
ai_playInteractionVoiceOver_defaultLeaveDistance float 200 cheat — if there is no interaction decl, default distance for this value
ai_pointTolerance float -1.0 cheat — the AI must be within this distance of a destination point to consider it reached
ai_pushVelocityTolerance float 15 cheat — linear velocity tolerance for push velocity
ai_ragdollKillLimit int 1 cheat — AI can only kill AI when less than this number of ragdolls are active or syncing
ai_runCycleBlendMode int 2 cheat — set the blend mode for ai run cycles: 0: linear, 1: easein, 2: easeout, 3: easeinout
ai_runMod string (empty) cheat — forces AI to use the specified aiWalkModifier_t state when walking
ai_runSpeedScaleDown float 0.2 cheat — —
ai_runSpeedScaleUp float 0.1 cheat — —
ai_scrambleTime int 2000 cheat — ms for AI to scramble after being shot at
ai_searchToStimDist float 512 cheat — how far from a search stimulus AI will first search to that stimulus
ai_showAASName bool 0 cheat — shows the name of the AAS that AI are using
ai_showBlendTreeWeb bool 0 cheat — active md6 nodes from animweb during aigui
ai_showDeathInfo bool 0 cheat — 1 = show pain info on death
ai_showDynamicCover float 0 cheat — draw dynamic cover within this distance of the player, 0 = don't draw any
ai_showFOV int 0 cheat — 1 = show the AI's field of view, 2 = show fov and perception radius
ai_showMovementTrails int 0 cheat — set to 1 to show movement for ai's so you can look for odd paths over time.
ai_showObstacleAvoidance int 0 cheat 0 … 4 draws obstacle avoidance information. 2,4 = draw obstacles for player, 3,4 = top-down view
ai_showSearchPath bool 0 cheat — shows the search path calculated by AIs
ai_showTurningCircles bool 0 cheat — true to show turning circle debug info
ai_showVisTrace int 0 cheat — 1 to show visibility traces, 2 only against player
ai_stairRunRate float 0.5 cheat — sets the rate to scale run animations when on stairs
ai_stairWalkRate float 0.5 cheat — sets the rate to scale walk animations when on stairs
ai_stuckDistanceFraction float 0.9 cheat — —
ai_syncAF bool 1 cheat — Sync AF to animation
ai_testPaths bool 0 cheat — set to 1 to use info_paths instead of AAS.
ai_thinkTrace bool 0 cheat — trace AI think
ai_turndecay float 1 cheat — if true, ramp turn rate down as angle between current and ideal direction decreases
ai_turndecayAng float 0 cheat — angle delta must be less than this to decay turn rate
ai_turningCircleAlignmentTolerance float 0.998629535 cheat — dot product of AI facing dir vs. end point alignment must be < this to use a turning circle
ai_turningCircleDebugTime int 1 cheat — time in millseconds that turning circle debug lines will persist
ai_turnLeanLerpScaleDown float 0.04 cheat — sets the rate at which the AI's blends when straightning out from a turn
ai_turnLeanLerpScaleUp float 0.075 cheat — sets the rate at which the AI's blends towards leaning when turning
ai_useAimTracker bool 1 cheat — 0 = disable aim tracking
ai_useAvoidForCoverFilter bool 1 cheat — temp debugging
ai_useCombatSubtitles int 1 cheat — set to = 1 to show combat subtitles
ai_useCoverTransitions bool 1 cheat — 1 = ai will use cover transitions (requires ai_useTransitions)
ai_useFormationCover float 1 cheat — 1 - formation cover, such as behind regime shield units
ai_useLookTracker bool 1 cheat — 0 = disable look tracking
ai_useObstacleRoute bool 1 cheat — set to 1 to have AI use obstacle route.
ai_useOriginSprings bool 1 cheat — —
ai_useStageCoverFilter bool 1 cheat — if true prune cover queries to active encounter group stage cover
ai_useStartTransitions bool 1 cheat — 1 = use transitions from stop to moving if they exist
ai_useStopTransitions bool 0 cheat — 1 = use transitions from moving to stopped if they exist
ai_useTransitions bool 1 cheat — 0 = disable all transition types
ai_useTurningCircles 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_useVehicleCover float 1 cheat — 1 - formation cover, such as behind regime shield units
ai_useWanderingAim bool 1 cheat — set to 1 to use realistic wandering aim model
ai_useWeaponSpread bool 1 cheat — set to 1 to add spread to aim model
ai_visibilitySenseScale float 1 cheat — scale of AI visual sensory input
ai_visTraceOutsideFOV bool 0 cheat — 1: vis trace to entities that are outside FOV
ai_voFadeTime float 1.5 cheat — time in seconds VO will fade when walking away from a conversation
ai_walkLerpScale float 0.1 cheat — sets the rate at which the AI's blends between directional walk animations
ai_walkMod string (empty) cheat — forces AI to use the specified aiWalkModifier_t state when walking
ai_weaponKick bool 1 cheat — true to apply weapon kick to AI aiming.
ai_zeroVelocityFramesBeforeStuck int 60 cheat — number of frames with no velocity before ai is considered stuck

anim_

31 cvars.

Name Type Default Status Range Description
anim_allowDefaultedBinaryAnims 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_allowWeakRefs bool 1 cheat — 1 = allow weak references to .md6anim resources, 0 = force strong references for all .md6anims
anim_autoWebTrace string 0 cheat — 1 = automatically perform a PIX trace when the source and dest paths match
anim_blendSnapshotDebug int 0 cheat — Debug events in idAnimStack::BlendSnapshot
anim_blendSnapshotNoLerp int 0 cheat — Dont lerp between serialized animstacks, for testing
anim_debugAnimName string ginny/facial/viseme_A.md6anim cheat — name of anim to debug
anim_debugDragJoints bool 0 cheat — display debugging information for drag joints
anim_debugEvents 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_debugEvents_Name string (empty) cheat — optional animation to debug animevents for
anim_debugFilterLogic bool 0 cheat — This outputs debugging information on the selection logic for idMD6BestLeaf and idMD6TagFilter
anim_debugTorsoTracker int 0 cheat — 1 = show 3D debug info
anim_destPath string hands_actionScript/lean_over_rail cheat — dest path for anim web timing trace
anim_enableDragJoints bool 1 cheat — use dragjoints
anim_enableDragJointsConstraints bool 1 cheat — use dragjoints constraints
anim_enableFreezeJoints bool 1 cheat — use freezejoints
anim_forceCompression float -1 cheat — If >= 0, force animation compression values to this
anim_forceReload bool 0 saved — if != 0, then anims will always be reloaded from text if available.
anim_fxDeclName string (empty) saved — fxDecl to use when testing in the model editor
anim_generatorNumThreads int 6 cheat — Num threads to use for anim generation (0 = generated inline)
anim_removeDefaultedAnimFiles 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_showDecodes bool 0 cheat — show which animations and frames were queued for decoding.
anim_showJointVelocities int -1 cheat — number of the entity to show joint velocities for.
anim_showLoads bool 0 cheat — 1 = show debug info while loading animations
anim_sourcePath string hands_relaxed/idle cheat — source path for anim web timing trace
anim_torsoApplyOffsetToEndJointOnly bool 0 cheat — 1 = apply extra offset in torso trackers only to the end joint in the head tracking group
anim_torsoTrackerZeroPitch bool 0 cheat — 1 = clear torso tracker pitch each frame
anim_torsoTrackerZeroYaw bool 0 cheat — 1 = clear torso tracker yaw each frame
anim_tracker_disable bool 0 cheat — 1 = show 3D debug info
anim_velocityJoints string hips saved — list of joints to show velocities for
anim_verifyPaths float 0 cheat — 1 = verify paths for every change state at time of request , 2 = verify and assert on invalid paths
anim_webTimeThreshold float 1.0 cheat — warn if a path exceeds this threshold

g_

386 cvars.

Name Type Default Status Range Description
g_aiCommanderUpdatePrint float 0 cheat — Show prints for changes done to the commander slots.
g_AimAssist_Adhesion_While_Still bool 0 cheat — Enables Target Adhesion While Standing Still
g_AimAssist_Disable_Adhesion bool 0 cheat — disable the aim assist code for adhesion
g_AimAssist_Disable_All bool 0 cheat — disable all the aim assist code (killburst, zooming, shooting)
g_AimAssist_Disable_Shooting bool 0 cheat — disable the aim assist code for shooting
g_aiSpawnFilter 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_ammoSwitchDelay int 600 cheat — time to wait before a pending ammo switch takes effect
g_armorProtectionAmount float 0.75 cheat — how much damage the armor should soak
g_automapAllowUpdateTime int 800 cheat — How many ms is required to pass before next log map updated can be shown
g_autotriggerNextMap bool 0 cheat — Automaticly trigger nextmap, debug feature to load all maps in sequence
g_autotriggerNextMapLayerPref string fergus cheat — Layer preference for auto-nextmap
g_balloonDebugIgnorePlayer bool 0 cheat — 1 = ignore the player's approach--don't explode when player is near.
g_balloonDebugShowTrails bool 0 cheat — 1 = show debug trails to visualize balloon movement.
g_blendedZoom_nonLinear bool 1 cheat — Do a non linear blended lerp for
g_blendRoot string (empty) cheat — name of animator to treat as root for g_showBlendTree
g_bloodEffects bool 1 saved — show blood splats, sprays and gibs
g_breakableAddVehicleExplosion bool 0 cheat — turn off to disable the vehicle adding an explosion based on velocity and direction
g_breakableAngular float 0 cheat — —
g_breakableCharAngular float 5 cheat — —
g_breakableCharDefaultImpulse float 1000 cheat — —
g_breakableCharImpulseScale float 3 cheat — —
g_breakableCharOffset float 30 cheat — —
g_breakableCharRadius float 512 cheat — —
g_breakableDebugDecals bool 0 cheat — —
g_breakableDebugIslands bool 0 cheat — —
g_breakableDelay float 0.0 cheat — —
g_breakableDuration float 5 cheat — —
g_breakableExplosion int 0 cheat — set to zero to disable code based explosions on the sign
g_breakableExplosionImpulseScale float -1 cheat — —
g_breakableFalloff float 0.2 cheat — —
g_breakableImpulse float 1000000 cheat — —
g_breakableOffset float -192 cheat — —
g_breakableRadius float 450 cheat — —
g_breakableRayUpPercent float 10 cheat — —
g_breakableSpin float 250 cheat — —
g_breakableVehicleImpulse float 500000 cheat — —
g_breakableVehicleOffset float 192 cheat — —
g_breathDamageDuration float 20 cheat — number of seconds the damage sounds, heartbeat or breathing lasts
g_cameraPlayerHack bool 0 cheat — true = force player 0 for camera
g_chainVerlet bool 1 cheat — If true, chains will be verlet simulated
g_chainVerletCollision bool 0 cheat — Enables / Disables debug display of chains verlet collision primitives
g_chainVerletDebug bool 0 cheat — Enables / Disables debug display of chains verlet integration system
g_chainVerletError float 2.0 cheat — Error threshold before constraint is fully red in g_chainVerletDebug
g_chainVerletGravityScale float 0.25 cheat — Gravity scale on chain when not split in half
g_chainVerletIterationDynamic bool 0 cheat — Enable / Disables dynamic iteration integration
g_chainVerletIterationDynamicError float 2.0 cheat — Minimum error length allowed in order to stop integrate
g_chainVerletIterations int 4 cheat — Number of iterations constrain will run after integration
g_chainVerletIterationsMaxDynamic int 4 cheat — Maximum number of iterations dynamic integration is allowed to run.
g_checkpointForceError int 0 cheat — If 0 does nothing, 1 saves incorrect name on checkpoint component, Use this for testing.
g_clientDrop_debug bool 0 cheat — if this should show the ribbon
g_clientDrop_Dist float 110 cheat — if this should show the ribbon
g_clothTestNormalWind bool 1 cheat — —
g_clothTestOverideIterations int 0 cheat — —
g_commanderAnimTerminatedWait float 0.5 cheat — How long we wait before sending the terminated message, used if commander has animation when killed
g_commanderTakeDownTerminatedWait float 0.8 cheat — How long we wait before sending the terminated message, used if commander has been takedowned
g_compassAlwaysShowIcon bool 1 cheat — Always display the map marker icon.
g_compassDebug bool 0 cheat — Display compass debug information
g_compassUpdate bool 0 cheat — Uses path-finding on player to update compass.
g_compassUseAAS bool 0 cheat — Point at point on path rather than bird-path.
g_consoleOverlayBackgroundOpacity float 0.75 saved 0 … 1 opacity scale of text overlay background console windows
g_consoleOverlayForegroundOpacity float 1.0 saved 0 … 1 opacity scale of text overlay foreground console windows
g_cuttableBeamIncisions int 0 cheat — 0 Render normaly, 1 Render only incisions, 2 Render only incision crossings, 3 Render only incision end-points
g_cuttableImpulseScale float -650.0 cheat — Physics push to deliver to dynamic piece when finishing contour.
g_cuttablemodel_buildepthonly bool 1 cheat — Build seperate physical texture depth only pass
g_cuttablemodel_forcestale bool 0 cheat — Force cuttable resource to be stale and therefore reload.
g_cuttableShowPhysics int 0 cheat — Debug render physics for loose pieces
g_cuttableStencils bool 1 cheat — If this is false then stencil cutting will be disabled
g_cuttableUpdatePhysics bool 1 cheat — Updates cuttable physics
g_damageablePowerBase float 600 cheat — —
g_damageablePowerScale float 8 cheat — —
g_damageHealthLimitHeavy float 0.25 cheat — health level to start heartbeat
g_damageHealthLimitMedium float 0.5 cheat — health level to start medium breathing
g_damageSave bool 0 cheat — reduces damage taken based on percentage of health vs maxhealth
g_damageScale float 1 saved — scale final damage on player by this factor
g_dangerRobotTeslaRadius float 600.0 cheat — The radius we start to show danger for the robot
g_debug_overdrive bool 0 cheat — Enables debug text for overdrive
g_debugActorModifiers bool 0 cheat — Draw debug actor modifier info to the HUD
g_debugAmmoUpgrades bool 0 cheat — 0 dont show info when upgrading 1 show info what gets more ammo
g_debugAnim int -1 cheat — displays information on which animations are playing on the specified entity number. set to -1 to disable.
g_debugAnimCameraFocus bool 0 cheat — Show AnimCamera focal plane.
g_debugCheckpointSaving int 0 cheat — If 0 dont show info, 1 show info on save/load, 2 show what is saved and loaded
g_debugClothAxis int 0 cheat — —
g_debugClothComponent int 0 cheat — —
g_debugCounts bool 0 cheat — print debug information about entity counts and calls to expensive functions
g_debugCuttable bool 0 cheat — If true, show graph debug lines.
g_debugDamage bool 0 cheat — print debug information about damage taken (armor / health / location)
g_debugDLCRewards bool 0 cheat — print out messages for debuging DLC reward info
g_debugDormancy bool 0 cheat — show when entities begin and end dormancy
g_debugDuplicateStages int 1 cheat — If 1 parse duplicates on save, if 2 print info about the duplicates it also
g_debugEBoltPresentable bool 0 cheat — —
g_debugEntitySeralize bool 0 cheat — —
g_debugEventQueue int 0 cheat — prints a message if event queue num exceeds this amount
g_debugFootStepEffect bool 0 cheat — print debug information about footstep impact effects
g_debugFX int 0 cheat — 1 = fx start/stop debug, 2 = distance debug, 3+ = serialization
g_debugGore bool 0 cheat — —
g_debugGoreCloth int 0 cheat — —
g_debugImpactEffect bool 0 cheat — print debug information about projectile impact effects
g_debugImpactMgr int 0 cheat — impact manager debug
g_debugInvGUI bool 0 cheat — print out everything displayed in the inventory gui
g_debugLaserSight bool 0 cheat — if true draws debug info for the player/ai laser sight
g_debugLayers int 0 cheat — print information about layer changes during play
g_debugLines int 0 cheat — 1 = show debug points as lines
g_debugLiquidPlane bool 0 cheat — visualize liquid plane verlet system and cone constraint
g_debugMeleeTraces int 0 cheat — 1 = show melee traces. 2 = show melee traces and bounds
g_debugMove bool 0 cheat — print debug information about player movement (sets idPhysics_Player::debugLevel)
g_debugMover bool 0 cheat — print debug information about movers moving
g_debugMoverModifiers bool 0 cheat — if true, will print debug information on mover modifiers
g_debugMoverMods string 0 cheat — show information about specified mover modifier.
g_debugMoverSpeedSoundBindings bool 0 cheat — if true, will print debug information on mover modifiers
g_debugParametricSplineAngles bool 0 cheat — Debug spline angular movement
g_debugParametricSplineMovement bool 0 cheat — Debug spline movement
g_debugParametricSplineVelocity bool 0 cheat — Debug spline angular movement
g_debugPlayer int 0 cheat — Player for debug commands like noclip
g_debugPlayerZoom bool 0 cheat — Debug zoom values
g_debugRateOfFire bool 0 cheat — deug ROF for the player
g_debugScript bool 0 cheat — print debug information about threads being created and destroyed
g_debugShowMoverAttachmentAxis bool 0 cheat — show axis for the mover entities
g_debugSpawnBehaviour bool 0 cheat — 0 dont show debug, 1 show info about the entities being spawned from links.
g_debugSphereTree 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_debugSyncEntity bool 0 cheat — debug sync entities
g_debugTriggers int 0 cheat — print 'x activated by y' when a trigger activates something
g_debugViewBoundsSize float 512 cheat — Adjust the debug general culling information from view-bounds
g_debugViewTextBoundsSize float 128 cheat — Adjust the debug text culling information from view-bounds
g_debugWeapon bool 0 cheat — print debug information about weapon states, also draws lines when monsters are alerted and shows melee range
g_debugWeaponHeat int -1 cheat — debug the weapons heatlevels for this entity. -1 to disable
g_DebugWorldDestructibleEntity int 0 cheat — —
g_debugZoomBlur bool 0 cheat — Debug zoom blur values
g_decalBarrierFade int 256 cheat — Set the barrier for fading on decals
g_decalBarrierPop int 300 cheat — Set the barrier for popping on decals
g_decalCollision int 1 cheat — If 0 dont use collision when adding new decals, if 1 check for empty room
g_decalMinCost int 1 cheat — Min cost for decals, multiplier with the cost set on decals, if 1 then cost * 1
g_decalRoundOffPosition int 1 cheat — —
g_decalSphereRadiusSize float 0.20 cheat — param size * mult = radius size
g_decalSphereSizeMax float 1000.0 cheat — Max size of decal, 800 grenade, 16 bullet
g_defaultImpulse float 5000 cheat — —
g_demoDifficulty int 2 cheat — demo default difficulty level
g_demoLayer string (empty) cheat — demo map layer to play
g_demoMap string (empty) cheat — demo map to play
g_demoMode int 0 cheat — demo mode just used for main menu
g_demoSpawnSpot string (empty) cheat — demo map spawnspot to play
g_disableParticleGeneratedBinaries bool 0 cheat — If true; will not generate and read binary data for particles
g_disasm bool 0 cheat — disassemble script into base/script/disasm.txt on the local drive when script is compiled
g_doorClosingRange float 16 cheat — range used when testing for AI near closing door
g_dragDamping float 0.5 cheat — set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy)
g_dragEntity bool 0 cheat — allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection bool 0 cheat — draw the bounding box of the selected entity
g_drawPlayerAngles bool 0 cheat — shows the player view angles
g_drawPlayerGround bool 0 cheat — shows the player ground height
g_drawPlayerHealth bool 0 cheat — shows the player health and max health
g_drawPlayerInventory bool 0 cheat — draws the player inventory
g_drawPlayerKnockBack bool 0 cheat — shows any knockback suffered by player
g_drawPlayerPos int 0 cheat — 1 = shows the player position, 2 = also draws the player origin in the world
g_drawPlayerSpeed bool 0 cheat — shows the player speed (scalar)
g_drawPlayerVel bool 0 cheat — shows the player velocity (vector)
g_drawPlayerViewAngles bool 0 cheat — shows the player view angles
g_drawPlayerViewPos bool 0 cheat — shows the player view position
g_drawTVSafe bool 0 cheat — draws a tv-save overlay on the HUD
g_drawUCmdTracker1ViewAngles bool 0 cheat — draw the umdTracker1 angles
g_drawUCmdTracker2ViewAngles bool 0 cheat — draw the umdTracker2 angles
g_droppableMaxRange float 2000 cheat — max droppable range before they disassemble
g_droppedLootDistance float 140 cheat — max distance the lootable can be away from its owner to loot both
g_dumpActiveEntities bool 0 cheat — Dump the names of the active entities to the console
g_eboltDebug int 0 cheat — 1=display wireframe brightness, 2=display wireframe gradient, 3=display wireframe bolt reveal
g_editEntityCloneDist float 128 saved — how far from the camera the newly cloned entity is placed, default = 128
g_editEntityGridSize int 0 saved — snap to grid for entity dragging, default = 0
g_editEntityMode 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_editEntityMouseDrag int 0 saved — 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities
g_effectPhysicsBoxFountain int 0 cheat — —
g_effectPhysicsRespawnTime int 200 cheat — —
g_enableGameTimeScaling bool 1 cheat — Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game
g_EnableGore int 1 cheat — 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all
g_enableOverrideReferenceRenderPath bool 1 cheat — Draw reference (C++) path progress bar for overdrive
g_enableVoiceRecognition bool 0 cheat — —
g_eventTimeThreshold float 1 cheat — only show times for events that exceed this
g_explodeOriginEnts bool 0 cheat — spread out all entities at world origin
g_forceLoadSkippedResources bool 0 cheat — don't skip resources marked as skip("!")
g_forceShowSecrets bool 0 cheat — still show the secrets even thou we dont have valid data
g_fov int 80 normal 10 … 100 camera field of view
g_freeCam int 0 cheat — enable debug camera (free move) 0 = disable/normal, 1 = enable, 2 = lock camera completely)
g_freeCamSpeed float 1.0 cheat — How fast the free cam moves
g_gameDifficulty 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_gameModeStartDirectly bool 1 cheat — If 1 then dont run newgame when selecting gamemode, go to root instead, used for debug annoying to start everytime.
g_gibImpulse float 50000 cheat — —
g_glassInfoDepthTest bool 1 cheat — If true, glass physics bounding boxes are rendered with depth test
g_glassInfoDistance float 1024.0 cheat — Distance of text debug output on glass info
g_glassShowInfo bool 0 cheat — Show glass physics bounds and instance number, along with setting decl
g_goreBloodyMess float 2.0 cheat — Scales the probability by this factor whenever the player is damaging through bloody-mess like perk abilities.
g_goreDisableProbability bool 0 cheat — Disable probability tests, this should cause gore to always occur.
g_gravity float 1066 cheat — control the force of gravity on physics objects
g_heartBeatIntervals float 400 cheat — time in MS to wait between player heartbeats
g_hideBetweenWeaponSelectTime int 800 cheat — The time we hide the ammo hud for when switching weapons so that dual wield ammo doesnt flicker
g_ignoreRemoteUserCmd bool 0 cheat — —
g_ignoreSaveGame bool 0 cheat — disables all savegames from triggers and useables
g_infiniteAmmo bool 0 cheat — 1 = infinite ammunition
g_inhibitAI bool 0 cheat — —
g_kickAmplitude float 1 cheat — scale how far a damage kick to the view angles moves
g_kickTime float 1 cheat — scale how long a damage kick to the view angles lasts
g_knockback int 50 cheat — control how much the player gets knocked back when damaged
g_knockbackVerticalMax float 800.0 cheat — Vertical knockback cannot be higher than this value.
g_knockbackVerticalMin float 300.0 cheat — Vertical knockback will not be dampened when it's less than this value.
g_LKWScopeAspect float 0.692308 cheat — Height aspect of a focus box in the scope
g_LKWScopeDebug int 0 cheat — 0 = 0ff, 1 = verbosed, 2 = detailed
g_LKWScopeMinDot float 0.985 cheat — Max angle between scope view axis and to target vector to consider valid target direction
g_LKWScopeWidth float 0.18 cheat — Width of a focus box in the scope
g_loadAllLayers bool 0 cheat — 1 = loads all entities in all layers
g_manageDroppedItems bool 0 cheat — If true, manage dropped items separately from corpses.
g_maxNumDeadAIBodies int 12 cheat — All bodies above this will get faded out and removed, if not visible by player then just remove.
g_maxNumDroppedItems int 12 cheat — All dropped item above this will be removed.
g_maxPlayerIdleTimeInSeconds int 0 cheat — 0 = Disable. > 0 = Number of seconds that will pass with player AFK before Bot component takes over.
g_maxSpawnLocations float 150 cheat — Approximate limit to generated spawn locations.
g_maxTurretPitch float 40 cheat — —
g_maxTurretYaw float 70 cheat — —
g_minLoadMapTimeMs int 0 cheat — To test loading screen
g_noCoopPlayerCollision bool 1 cheat — allow co-op players to clip through one another.
g_noFadeIn bool 0 cheat — —
g_onlineDebug bool 0 cheat — Print online debug text.
g_opacityBackgroundShowThinks float 1.0 cheat — opacity of show thinks background
g_opacityForegroundShowThinks float 1.0 cheat — opacity of show thinks foreground
g_overdrive_PointsRequired int 200 cheat — Number of overdrive points required activate overdrive ability
g_particleVolumeDisable bool 0 cheat — keeps volumes in current state but skips particle updates and render models
g_permaGodMode bool 0 saved — player never loses god mode
g_permaInfiniteAmmo bool 0 saved — 1 = infinite ammunition (saved in config)
g_playerHealthDecaySpeed float 2 cheat — what speed the player health decays in. hp/s
g_playerHealthRegenDelay float 3 cheat — seconds we wait after last damage to give health back to player
g_playerHealthRegenSpeed float 5.75 cheat — what speed the player health regenerates in. hp/s
g_playerHealthRegenSteps float 20 cheat — in what intervals the players health regens
g_playerMinHealthCheckpoint float 20 cheat — Minimum value that is saved in checkpoint so we dont get dead player restarts
g_playerShowStats int -1 cheat — detailed view of new player metrics system
g_preventLoadingLQDecl bool 0 cheat — —
g_profileCuttable bool 0 cheat — If true, show and measure cuttable operation.
g_projectileAdjustStart int 6 cheat — the offset dir from the trace point
g_projectileClientDontMove bool 0 cheat — Debug projectiles
g_projectileDebug bool 0 cheat — Debug projectiles
g_projectileEMPpullDealy int 400 cheat — milliseconds until the emp starts tracking targets
g_projectileEMPpullDistance float 200.0 cheat — how close an emp grenade must be to a power source to get pulled to it
g_projectileHomingGroundCheck float 50.0 cheat — how far off the ground the rocket should be
g_projectileHomingGroundCheckDebug bool 0 cheat — —
g_projectileHomingGroundReflection float 1.0 cheat — how far off the ground the rocket should be
g_projectileImpactDebug bool 0 init-only — Use invalid surface as impact effect and decal instead for default
g_projectileImpactDistance float 1.0 cheat — how far we should test to see what surf type the explosion would hit
g_projectileImpale bool 0 cheat — to allow rockets to impale AI on contact
g_projectileRocketImpactDistance float 100.0 cheat — how far we should test to see what surf type the rocket explosion would hit
g_radiusDamageKnockbackMultiplier float 1 cheat — Knockback multiplier to all RadiusDamage() calls.
g_radiusDamageMutliplier float 1 cheat — Damage multiplier to all RadiusDamage() calls.
g_radiusDamageRadiusMultiplier float 1 cheat — Radius multiplier to all RadiusDamage() calls.
g_ragdollLootImpulse float 2000 cheat — impulse to apply to AI ragdolls when looting
g_remoteCuttingMaxRadius float 25.0 cheat — Damage * this radius to get hole size
g_remoteCuttingMinRadius float 7.5 cheat — Minimum radius to get hole size
g_runFrames 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_saveCuttableState bool 1 cheat — If true, cuttables state will be saved during checkpoints and layer transitions.
g_secretDebug bool 0 cheat — If true then print status when spawning secrets
g_shouldReturnToRace bool 0 cheat — temporary stores return state for main menu
g_showActiveEntities bool 0 cheat — draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showAIThinks int 0 cheat 0 … 1 show ai thinks
g_showAllPlayerInfo bool 0 cheat — shows player information for All players.
g_showAreaText bool 1 cheat — if true we draw a text when entering an area
g_showBlendTree int -1 cheat — shows the blend tree for the entity with the specified number, if the entity has a blend tree
g_showBreakableCollision int 0 cheat — —
g_showCloth int 0 cheat — shows cloth springs and points. 1 = show points, 2 = show springs, 3 = show collisions, 4 = show all
g_showClothBounds bool 0 cheat — —
g_showCollisionDistance float 256 cheat — maximum distance collision geometry will draw when g_showCollisionWorld or g_showCollisionModels is used
g_showCollisionModels int 0 cheat 0 … 2 draws the collision geometry for models
g_showCollisionQueries bool 0 cheat — —
g_showCollisionSubModels bool 0 cheat — show complete sub models
g_showCollisionSurfaces 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_showCollisionSurfacesDistance float 4096 cheat — Distance to trace when showing collision surfaces
g_showCollisionTraces bool 0 cheat — print statistics from the collision system every frame
g_showCollisionWorld bool 0 cheat — draws the collision geometry for the world (bsp geometry)
g_showCrosshairInfo 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_showDangerIndicators bool 1 cheat — If 1 then show the markers where the grenades are at
g_showDoorBounds bool 0 cheat — draws door bounds
g_showDormant bool 0 cheat — if true, show entities entering and leaving dormancy.
g_showEditEntityDepthTested bool 0 cheat — draws the debug bounds in edit mode with depth testing
g_showEditEntityDistance int 512 cheat — set the distance at which the edit entities show up (default=512)
g_showEditEntityInfo bool 0 cheat — draws debug info when editing entities with g_editEntityMode > 0
g_showEditEntityLocalAxes bool 0 cheat — draws the local axes of the selected entity instead of world axes
g_showEditEntityTextDistance int 256 cheat — set the distance at which the edit entities text show up (default=256)
g_showEditLayerNames bool 0 cheat — draws the layer names when g_editEntityMode is enabled
g_showEffectsModelRecyclerStats bool 0 cheat — —
g_showEntityInfo 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_showEntityWarnings bool 0 cheat — set to 1 to see entities that are incorrectly placed/configured/etc
g_showEventTimes bool 0 cheat — 1 = show execution times for game events
g_showFlareDebug int 0 cheat — 1 = render flare debug, 2 = render flare debug depth-tested
g_showFxModelRecyclerStats bool 0 cheat — —
g_showGameDeclHeapWarnings bool 0 cheat — Issues warnings for game decls that are allocated on the global heap
g_showGuis bool 1 saved — enables drawing of GUI elements other then HUD
g_showHud bool 1 saved — enables drawing of HUD elements
g_showLightEntities bool 0 cheat — includes light entities when editing sounds ( g_editEntityMode == 2 )
g_showLightingMeasure bool 0 cheat — Display light measurements
g_showMoverMods string 0 cheat — show information about specified mover modifier.
g_showNumActiveEntities bool 0 cheat — If true it displays the number of currently active entities
g_showPickupLog int 1 cheat — Shows the pickuplog 0 dont show 1 show off by default
g_showPieceCollision int 0 cheat — —
g_showPlayerInfo bool 1 cheat — enables drawing of Player Information elements in the HUD (e.g. name and health).
g_showPlayerShadow bool 0 saved — enables shadow of player model
g_showPoiInfo bool 1 saved — enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag).
g_showPushHits int 0 cheat — Shows traces for pushers applying impulses on colliding objects
g_showSpeeds int -1 cheat — shows the speed for the player with the specified entity number
g_showSpread int 0 cheat — draws a debug circle to show the spread on the weapon
g_showStatics bool 0 cheat — draws boxes around func/static entities.
g_showSwarmSplines bool 0 cheat — show the splines of swarm mover
g_showSynchronousPerf bool 0 cheat — If true, Show info regarding synchronous calls to deferred jobs.
g_showTargets bool 0 cheat — draws entities and their targets. hidden entities are drawn gray.
g_showThinks int 0 cheat 0 … 2 show entity thinks. 0 = off, 1 = show and update, 2 = show but don't update
g_showTrajectories bool 0 cheat — 1 = show projectile trajectory tests.
g_showTrajectoryTime int 5000 cheat — how long in MS to display the trajectories
g_showTriggers int 0 cheat — draws triggers (yellow), spVolumes (orange) and their targets (green). Disabled triggers are drawn gray.
g_showWaterDebug int 0 cheat — render water surface debug
g_showWindDebug int 0 cheat — 1 = render wind debug, 2 = sound debug
g_skipBreakableParticles bool 0 cheat — —
g_skipCloth int 0 cheat — skips cloth simulation
g_skipCorpseManager bool 0 cheat — If true, don't read/write or spawn corpses during checkpoint load/save.
g_skipFXManager int 0 cheat — skip fx
g_skipViewEffects bool 0 cheat — skip damage and other view effects
g_skipWaterSim int 0 cheat — skips water surface simulation
g_sleep float 0 cheat — Testing tool to force longer game frames
g_spawnBehaviour bool 1 cheat — 0 use the old spawn behaviour, 1 use the new
g_spawnDebugLevel int 0 cheat — Show spawn system debugging information. 0 = off, 1 = low, 2 = high
g_spawnDebugNodeType int 0 cheat — 0:Standard, 1:Initial, 2:All
g_spawnDebugNormalize bool 1 cheat — Normalize output color of spawn locations to use full range (red -> green.)
g_spawnDebugUpdate bool 1 cheat — Set to false to freeze spawn debug view.
g_spawnDebugUserTeam int 0 cheat — Set team used to evaluate spawn locations.
g_spawnJitter float 0.1 cheat — Amount of random variation in spawn location values.
g_spawnMPEnemyAI 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_spline_debug int 0 cheat — Debug draw spline paths
g_splinePause bool 0 cheat — Debug spline angular movement
g_spread_returnDelay float 100 cheat — (Doom4) How long before the weapon spread starts to return to 0 after firing
g_spread_returnTime float 250 cheat — (Doom4) How long it takes for the weapon spread to return to 0 after firing
g_stepup_time int 100 saved — time it takes to move up a single step
g_stopTime bool 0 cheat — stops all entity updating, but the player can still run around
g_subTitleMinVolume int -20 cheat — cull subtitles when sound volume (dB) for the vo is below this value
g_syncTimeCsToGame int 80 cheat — How many ms the game runs in the background after the cutscene has ended currently 5 frames.
g_tempProjectileTest bool 1 cheat — if true we try the new system for detecting throwing through geometry
g_TestClothComponentWind int 0 cheat — —
g_testDeath bool 0 cheat — disable fading and respawning when you die so you can see what happens when you die
g_testEffects bool 0 cheat — testing effect for jeremy
g_testFxName string (empty) cheat — fx decl name used for the testFx command in absence of a name parameter
g_testGoreIndex int -1 cheat — —
g_testParticleName string (empty) cheat — particle decl name used for the testParticle command in absence of a name parameter
g_testPostProcess string (empty) cheat — name of material to draw over screen
g_timeEntities float 0 cheat — when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_timeline int 0 cheat — Selects the timeline to play when spawning a map without one, 0 = fergus, 1 = wyatt
g_tireTrackLengthScale float 3 cheat — max length scale for tire tracks (based on current speed)
g_tireTrackLengthScaleSpeed float 40.0 cheat — speed at which tire track length begins to scale
g_tracePlayerAngles bool 0 cheat — outputs the player angles to the console every frame
g_tracePlayerDamage bool 0 cheat — outputs the incoming damage to the player
g_tracePlayerPos bool 0 cheat — outputs the player position to the console every frame
g_tracePlayerVel bool 0 cheat — outputs the player velocity to the console every frame
g_tracePlayerViewAngles bool 0 cheat — outputs the player view angles to the console every frame
g_tracePlayerViewPos bool 0 cheat — outputs the player view pos to the console every frame
g_trajectoryTimestep float 16 cheat — time in milliseconds for each timestep during trajectory simulation
g_tutorialTooltipScale float 0.4 cheat — which scale we use on the tooltips, set a const when we are done tweaking
g_useGaussianAimSpread bool 1 cheat — Player weapons use approximated gaussian spread (0 uses uniform linear spread)
g_useImpactColor bool 0 cheat — if true, pass through the trace point surface color for an impact to the impact particle
g_useMPReferenceHUD bool 1 cheat — Runs MP hud through reference path that skips as much SWF as possible
g_usePlayerCoverCheck bool 1 cheat — usePlayerCoverCheck
g_useSavegameDifficulty bool 0 cheat — used by savegame to communicate how difficulty should work
g_vehDecalBarrierFade int 30 cheat — Set the barrier for vehicle fading on decals
g_vehDecalBarrierPop int 60 cheat — Set the barrier for vehicle popping on decals
g_viewNodalX float 0 saved — eye distance from the neck in the x direction
g_viewNodalZ float 0 saved — eye distance from the neck in the z direction
g_viewNoteComponent int 0 cheat — default component/devGroup setting
g_viewNoteDevTrack int 0 cheat — default viewnote devtrack setting
g_viewNotePriority int 2 cheat — default viewnote priority setting
g_viewNoteRepeat int 0 cheat — default viewnote repeatability setting
g_viewNoteType int 0 cheat — default viewnote type setting
g_VolumeDebug bool 0 cheat — used for debugging volumes
g_vtune bool 0 cheat — when set to 1 the game will start calling Sys_ResumeProfiling and Sys_StopProfiling to time wrapped code.
g_waterForceGenerate bool 0 cheat — force water surfaces to regenerate
g_weaponkick bool 1 saved — apply first person weapon kick
g_weaponShowRibbon bool 0 cheat — if this should show the ribbon
g_weaponSkipSound bool 0 cheat — if true will skip fire sounds.
g_weaponSpreadScale float 1.0 cheat — Global player weapon spread scale
g_weaponSwitchDelay int 300 cheat — time to wait before a pending weapon switch takes effect
g_weaponUpdateLaser bool 1 cheat — if true will update the laser
g_WorldDestructibleAlwaysActive bool 1 cheat — If false, entity will try to deactivate itself when it has nothing to update.
g_WorldDestructibleBroadphase bool 0 cheat — First test a clip model that encapsulate all other clip models.
g_WorldDestructibleDisableSpawnableProps bool 0 cheat — When active, no spawnable props will spawn.
g_WorldDestructibleFadeOutSpawnableProps bool 0 cheat — When active, spawnable props will fade out after a while. See other cvars for settings.
g_WorldDestructibleForceZeroOut bool 0 cheat — When active, every piece will disappear as soon as it's broken. Do not include spawnable props or particles.
g_WorldDestructibleSpawnablePropsFadeTimeMs int 1000 cheat — Fade out duration of a spawnable prop.
g_WorldDestructibleSpawnablePropsLifeTimeMs int 2000 cheat — Time before a spawnable prop start fading out.
g_wpnSelectBlockInput int 180 cheat — How many milliseconds after the actual selection we block the look stick
g_wpnSelectLingeringTime int 1200 cheat — How long the wpn select lingers until sel wpn is selected
g_wpnSelectShowDelay 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_wpnSelectThreshold 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_analyzeenvdebug int 0 cheat — Debug player environment analyzer, 1 = all, 2 = cover stuff, 3 = jumpover stuff, 4 = jumpover stuff jump only
player_damageFeedbackScale float 4.0 cheat — —
player_debugShake bool 0 cheat — 1 = display debugging info for camera shakes
player_difficultyDamageScaleEasy float 0.5 cheat — how much to scale incoming damage on easy if there is no easy damage table
player_difficultyDamageScaleHard float 1.25 cheat — how much to scale incoming damage on hard if there is no hard damage table
player_difficultyDamageScaleMedium float 1.0 cheat — how much to scale incoming damage on medium if there is no normal damage table
player_difficultyDamageScaleNightmare float 1.5 cheat — how much to scale incoming damage on nightmare if there is no nightmare damage table
player_focusDebug int -1 cheat — Debug player focus (0 for local player!)
player_lootAutoTutorials int 1 cheat — 1 = show tutorials when autolooting items
player_LootCheck float 250.0 cheat — —
player_lootHighlight bool 1 cheat — 1 loot changes color depending on need
player_lootHighlightCorpses bool 0 cheat — 1 show loot hightlight on corpse also
player_lootTextMaxed bool 1 cheat — true will show text when maxed
player_lootTintMaxed bool 1 cheat — true will colorize loot icons
player_lootType int 1 cheat 0 … 3 —
player_lootWeaponTutorialsInProfile bool 0 cheat — —
player_perksAnyOrder bool 0 cheat — unlock perks in any order (bypass dependencies)
player_showHealth bool 0 cheat — spam current player health to the console
player_spikeDamageFeedbackScale float 15.0 cheat — —
player_testScreenDamageDef string (empty) cheat — —
player_testScreenDamageEffectScale float 0.0 cheat — —
player_testScreenDamagePos string 0 0 85 cheat — —
player_updateFocus bool 1 cheat — 1 to enable updating the player's focus icon
player_vehicleDamageMult float 1.5 cheat — Damage multiplier for player so he goes to dead state rather than fly out of the map.
player_whiplash_friction_frac float .8 cheat — frac speed that slows overall whiplash
player_whiplash_min_velocity_len float .01 cheat — min velocity required to activate whiplash
player_whiplash_update_frac float 1 cheat — update frac per frame (partial updates)
player_whiplash_velocity_frac float .1 cheat — frac speed that whiplash cycles back and forth

pm_

140 cvars.

Name Type Default Status Range Description
pm_ads_IK_alwaysOn bool 0 cheat — Debug player body animation
pm_ads_IK_enable bool 1 cheat — Debug player body animation
pm_adsRate float 0.1 cheat — Lerp scale for blending player movement anims
pm_animBlendScale float 0.1 cheat — Lerp scale for blending player movement anims
pm_autoSprint bool 0 cheat — Forces sprint off. When pm_autoSprint is 1, pm_autoSprintSpeed will be used as max movement speed
pm_autoSprintSpeed float 480 cheat — Max movement speed used when pm_autoSprint is 1.
pm_backSpeedRatio float 0.75 cheat — ratio of player max backward speed to forward speed
pm_bboxwidth float 32 cheat — x/y size of player's bounding box
pm_bodyAnim_additivePainAlpha float 0.50 cheat — —
pm_bodyAnim_fireBlendInTimeMS int 100 cheat — rate at which the player model will align to velocity direction
pm_bodyAnim_fireBlendOutTimeMS int 200 cheat — temp
pm_bodyAnim_painAnim string hands/pain/twitch/front/chest cheat — temp
pm_bodyAnim_painAnimDebug bool 0 cheat — debug player pain animations
pm_bodyAnim_painAnimForce bool 0 cheat — force using pm_bodyAnim_painAnim for pain animations. For debugging
pm_bodyAnim_painBlendInTimeMS int 200 cheat — temp
pm_bodyAnim_painBlendOutTimeMS int 200 cheat — temp
pm_bodyAnim_upperBodyBlendInTimeMS int 200 cheat — rate at which the player model will align to velocity direction
pm_bodyAnim_upperBodyBlendOutTimeMS int 200 cheat — rate at which the player model will align to velocity direction
pm_bodyDebug int -1 cheat — Debug player body animation
pm_bodyRateScale_Hands float 0.8 cheat — —
pm_bodyRateScale_Pistol float 0.9 cheat — —
pm_clientAuthoritative bool 1 cheat — —
pm_clientAuthoritative_debug bool 0 cheat — —
pm_clientAuthoritative_Lerp float 0.9 cheat — —
pm_clientAuthoritative_minDist float -1.0 cheat — —
pm_clientAuthoritative_minDistZ float 1.0 cheat — —
pm_clientAuthoritative_warnDist float 100.0 cheat — —
pm_clientUseThrottleTime int 250 cheat — how long to wait untill we can send the next use message to the server
pm_clientZoomInDelay float 1.0 cheat — —
pm_crouchheight float 60 cheat — height of player's bounding box while crouched
pm_crouchspeed float 115 cheat — speed the player can move while crouched
pm_crouchToggle bool 1 cheat — crouch works as a toggle
pm_crouchviewheight float 46 cheat — height of player's view while crouched
pm_ct_checkDist float 32.0 cheat — Forward distance to check for player model collision
pm_ct_debug bool 0 cheat — PlayerModel CollisionTest Debug
pm_ct_jump_dist float 20.0 cheat — Desired distance to keep clear infront of model
pm_ct_push_decayIn float 0.1 cheat — Player Model decay in
pm_ct_push_decayOut float 0.1 cheat — Player model decay out
pm_ct_push_dist float 25.0 cheat — Desired distance to keep clear infront of model
pm_deadClipModel bool 1 cheat — Use clipModel_dead when player is dead
pm_deadheight float 20 cheat — height of player's bounding box while dead
pm_debugCrouchPhys bool 0 cheat — traces when playerphys box changes between croucn, sprintslide and stand
pm_debugInhibit bool 0 cheat — prints inhibit state changes to the console
pm_debugView bool 0 cheat — if true will draw debug info for player view calculations
pm_deferredSlideMoveAccelScale float 1.3 cheat — —
pm_doom4BobCycle bool 0 cheat — use the Doom4 additive animated bob cycle
pm_enableOpenDoorAnims bool 1 cheat — player should play animations when opening doors
pm_externalVelocityAirScale float 0.1 cheat — —
pm_fall_frames int 20 cheat — Number of frames without ground contact before we play a fall animation
pm_fatalFallDist float 384 cheat — falling any distance greater than this will kill the player
pm_firePoseRate float 0.1 cheat — Lerp scale for blending player movement anims
pm_firePoseRateIn float 0.5 cheat — Lerp scale for blending player movement anims
pm_firePoseTime int 300 cheat — Lerp scale for blending player movement anims
pm_forceExplicitMotionClip bool 0 cheat — clip the forced move
pm_forceExplicitMotionX float 0 cheat — x value of explicit motion to force
pm_forceExplicitMotionY float 0 cheat — y value of explicit motion to force
pm_forceExplicitMotionZ float 0 cheat — z value of explicit motion to force
pm_influenceForce float 0.01 cheat — How much force we assert when we kick up dust
pm_jumpheight float 62 cheat — approximate height the player can jump
pm_leanBoxHeight float 36 cheat — height of players leanbox
pm_leanBoxwidth float 24 cheat — x/y size of player's lean box
pm_lookUpTweak float 5 cheat — Depress the view this much when looking up to avoid clipping into geometry
pm_lowcrouchviewheight float 35 cheat — height of player's view after sprintslide when not possible to go to crouch
pm_maxRunAnimRate float 1.05 cheat — maximum rate player's run anim will play at.
pm_maxSprintRate float 1.25 cheat — maximum rate player's run anim will play at.
pm_maxviewpitch float 89 cheat — amount player's view can look down
pm_maxWalkAnimRate float 1.5 cheat — maximum rate player's walk anim will play at.
pm_minFallDist float 45 cheat — falls any distance less than this are ignored
pm_minPhysSpeed 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_minRunAnimRate float 0.5 cheat — minimum rate player's run anim will play at.
pm_minviewpitch float -89 cheat — amount player's view can look up (negative values are up)
pm_minWalkAnimRate float 0.005 cheat — minimum rate player's walk anim will play at.
pm_modelRotation_AnimBased bool 1 cheat — rate at which the player model will align to velocity direction
pm_modelRotation_disableTorsoAim int 0 cheat — rate at which the player model will align to velocity direction
pm_modelRotationBiasDot float -0.5 cheat — —
pm_modelRotationRate float 360 cheat — rate at which the player model will align to velocity direction
pm_modelRotationRate_AnimBigThresh float 0.1 cheat — rate at which the player model will align to velocity direction
pm_modelRotationRate_TurnMax float 720 cheat — rate at which the player model will align to velocity direction
pm_modelRotationRate_TurnMin float 180 cheat — rate at which the player model will align to velocity direction
pm_modelRotationTurnThresh float 0.70 cheat — —
pm_modelRotationTurnThreshEnd float 0.8 cheat — —
pm_noBob bool 0 cheat — turns off view bob and weapon sway
pm_noclipspeed float 400 cheat — speed the player can move while in noclip
pm_normalheight float 90 cheat — height of player's bounding box while standing
pm_normalviewheight float 87 cheat — height of player's view while standing
pm_predict bool 1 cheat — —
pm_predict_db bool 0 cheat — —
pm_rest float 0.0001 cheat — Lerp scale for blending player movement anims
pm_rest_alphaRate float 0.01 cheat — Lerp scale for blending player movement anims
pm_rest_maxAlpha float 1.0 cheat — Lerp scale for blending player movement anims
pm_rest_maxRate float 650 cheat — Lerp scale for blending player movement anims
pm_rest_minAlpha float 0.25 cheat — Lerp scale for blending player movement anims
pm_rest_minRate float 160 cheat — Lerp scale for blending player movement anims
pm_restFrameDebug int -1 cheat — Debug
pm_restFrameThresh int 7 cheat — Number of frames of no cmd movement to consider player at rest and transition to idle
pm_restRate float 1.0 cheat — Lerp scale for blending player movement anims
pm_restTime int 1500 cheat — —
pm_restWalkScale float 1.0 cheat — Lerp scale for blending player movement anims
pm_runspeed float 260 cheat — speed the player can move while running
pm_screenParticleOffset float 5 cheat — forward offset when placing screen particles
pm_skipAnimation bool 0 cheat — If true, skip updating the player animation state - only for debugging animations in isolation
pm_sprintBackSpeedRatio float 0.50 cheat — ratio of player max sprint backward speed to forward speed
pm_sprintChargeTime int 2000 cheat 1 … 100000 how many ms to fully recharge sprint
pm_sprintDWMaxTime int 620 cheat 1 … 100000 how many ms the player can sprint while dualwiuelding
pm_sprintMaxTime int 1500 cheat 1 … 100000 how many ms the player can sprint
pm_sprintScaleOutsideInstance float 4 cheat 1 … 1000000000000000019884624838656 how much longer you can sprint when your not in an instance
pm_sprintslideheight float 40 cheat — height of player's bounding box while sprintsliding
pm_sprintspeed float 450 cheat — speed the player can move while sprinting
pm_stepsize float 16 cheat — maximum height the player can step up without jumping
pm_strafe_threshold float 0.5 cheat — Cos of angle to transition into strafe animations
pm_subWeb string combat cheat — sub-web postfix for the player - this is for testing only
pm_thirdPerson bool 0 cheat — enables third person view
pm_thirdPersonAngle float 0 cheat — direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip bool 1 cheat — clip third person view into world space
pm_thirdPersonFocusJoint string head cheat — focus joint of the third person camera
pm_thirdPersonHeight float 0 cheat — height of camera from normal view height in 3rd person
pm_thirdPersonRange float 140 cheat — camera distance from player in 3rd person
pm_togglesprint bool 1 saved — if true will use the toggle sprint on PC
pm_torsoDebug int -1 cheat — Debug torso aiming of this player
pm_torsoDisable bool 0 cheat — Debug torso aiming of this player
pm_torsoDisableBlendMS int 1000 cheat — Debug torso aiming of this player
pm_torsoPitchClamp float 45.0 cheat — max angle torso can turn from body forward around pitch axis
pm_torsoTrackRate float 100000.0 cheat — max rate that torso will track to client view angle
pm_torsoUseIndependentConstraints bool 1 cheat — true to use independent pitch and yaw constraints on torso
pm_torsoYawClamp float 90.0 cheat — max angle torso can turn from body forward around yaw axis
pm_traceExplicitMotion int 0 cheat — 0=off, 1=trace the explicit motion deltas, 2=trace nonzero deltas only
pm_trackPlayerPos int 0 cheat — Draw spheres at player origin
pm_usecylinder bool 1 cheat — use a cylinder approximation instead of a bounding box for player collision detection
pm_vehicleFreeCam bool 0 cheat — set to true for a free vehicle camera
pm_walkIKBlendInMS int 3000 cheat — Blend in time for player leg IK after jumping
pm_walkRunRangeScale float 0.25 cheat — percentage of the range between walk and run speeds where the walk and run animations will blend
pm_walkspeed float 140 cheat — speed the player can move while walking
pm_walkthreshold int 100 cheat 0 … 127 user command threshold where we transition from walking / sneaking to running.
pm_waterlevel_eyes float 0.95 cheat — Waterlevel for eyes
pm_waterlevel_head float 0.99 cheat — Waterlevel for head
pm_waterlevel_knees float 0.39 cheat — Waterlevel for knees
pm_waterlevel_shoulders float 0.71 cheat — Waterlevel for shoulders
pm_waterlevel_waist float 0.4 cheat — Waterlevel for waist
pm_webDebug int -1 cheat — Lerp scale for blending player movement anims
pm_webDebugVerbose int -1 cheat — Lerp scale for blending player movement anims

springcam_

13 cvars.

Name Type Default Status Range Description
springCam_AlwaysSnap bool 0 cheat — always snap position and orientation to desired values
springCam_BlendSpringK float 300 cheat — spring constant for blend spring controlling blend to and from the player view
springCam_ConstraintConeDegs float 30 cheat — angle of LOOK_ADD_HEADING and LOOK_ADD_HEADING_AUTOCENTER mode constraint cone in degrees, centered on animated forward direction
springCam_Debug bool 0 cheat — show debug info on the spring cam
springCam_DebugParentInfo bool 0 cheat — trace the updates due to parent movement
springCam_DebugTraceBlend bool 0 cheat — trace the camera blending
springCam_DebugTraceStates bool 0 cheat — trace the camera states to the console
springCam_ForceBlendDurationMS int -1 cheat — forces the blend duration
springCam_ForceCalcViewStage int 0 cheat — 0=STAGE_DEFAULT, 1=STAGE_UPDATE, 2=STAGE_DRAW
springCam_ForceFollowBlendMode int -1 cheat — force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP)
springCam_ForceLookBlendMode int -1 cheat — force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP)
springCam_ForceLookMode int -1 cheat — force the look mode, or -1 to ignore (0=NONE, 1=HEADING, 2=POSITION, 3=ADD_POSITION)
springCam_UpdateView bool 1 cheat — should the spring cam update the view?

view_

31 cvars.

Name Type Default Status Range Description
view_allowCameraShake bool 1 cheat — Allow shaking of camera view
view_blur_max float 3 cheat — view blur from damage
view_blur_min float 1.5 cheat — view blur from damage
view_blurTime_max float 2000 cheat — view blur time from damage
view_blurTime_min float 350 cheat — view blur time from damage
view_damage_maxScale float 0.5 cheat — highest visual effect.
view_damage_minScale float 0.05 cheat — lowest visual effect
view_damageBlur bool 1 cheat — show blur when taking damage
view_damageEffectRandomTextureFlip bool 1 cheat — —
view_debugDMG bool 0 cheat — —
view_dmgHeavyDamage bool 0 cheat — —
view_dmgLowHealth bool 0 cheat — —
view_dmgMidHealth bool 0 cheat — —
view_dmgTypeOld bool 0 cheat — —
view_doubleVision bool 1 cheat — show double vision when taking damage
view_doubleVision_max float 0.02 cheat — view double vision amount from damage (rage default 0.05)
view_doubleVision_min float 0.004 cheat — view double vision amount from damage (rage default 0.02)
view_doubleVisionPeriod int 500 cheat — how many ms for a full period
view_doubleVisionPeriodEffect float 0.025 cheat — how big an effect the period has on the double vision
view_doubleVisionTime_max float 2000 cheat — view double vision amount from damage
view_doubleVisionTime_min float 250 cheat — view double vision amount from damage
view_kickAmplitude_max float 2 cheat — view kick amplitude from damage
view_kickAmplitude_min float 0.5 cheat — view kick amplitude from damage
view_kickTime_max float 300 cheat — view kick time from damage
view_kickTime_min float 150 cheat — view kick time from damage
view_lockEnvOverride bool 0 cheat — Will prevent setting a new env override while true. Used by scripttimeline.
view_lowAir bool 0 cheat — —
view_lowAirBorder float 0.0 cheat — —
view_lowHealthBorder float 0.0 cheat — —
view_postProcessDesaturation bool 0 cheat — —
view_showInteractMarkers bool 1 cheat — Show the interaction markers

Smaller prefixes

24 cvars.

Name Type Default Status Range Description
aiCam_lerpScale float 1.0 cheat — float
aiCam_scale float 0.0 cheat — float
aievents_print int 0 cheat — 1 to print AI events to the console.
aievents_show int 0 cheat — 1 to show ai event origins, 2 to show event bounds, > 2 = millseconds to show event bounds
cam_maxDist float 2048.0 cheat — max distance a utility camera can be from its target.
inventory_serialize_debug bool 0 cheat — Debug inventory serializiation
presentableWeapon_debug bool 0 cheat — Debug PresentableWeapons
presentableWeapon_debugFire bool 0 cheat — Debug PresentableWeapons interpolated fire
presentableWeapon_loopingSoundEnd int 200 cheat — Debug PresentableWeapons
presentableWeapon_minFireTime int 32 cheat — Debug PresentableWeapons
presentableWeapon_roll_endAccel float 0.2 cheat — Debug PresentableWeapons
presentableWeapon_roll_endTime int 250 cheat — Debug PresentableWeapons
presentableWeapon_roll_startAccel float 1.25 cheat — Debug PresentableWeapons
presentableWeapon_roll_topSpeed float 10.0 cheat — Debug PresentableWeapons
presentableWeapon_serializeLocal bool 0 cheat — Debug PresentableWeapons
proj_ExplodeOnSelf bool 0 cheat — —
turret_debug bool 0 cheat — —
turret_debugTargeting bool 0 cheat — —
turret_debugTurning bool 0 cheat — —
turret_ShowAngles bool 0 cheat — —
weapon_overheatCooldownScale float .75 cheat — Scale for the cooldown speed.
weapon_overheatCoolPercentage float .60 cheat — Percentage to cool before firing is allowed again
weapon_overheatDebug bool 0 cheat — —
weapon_overheatEnable bool 1 cheat — Enable VDM weapon overheat for primary weapons