Generated by
tools/build_cvar_wiki.pyfrom the engine's own cvar registry. Edits made here are overwritten by the next run.
1668 cvars of Wolfenstein: The New Order — engine, sound, network, input, UI and the rest. 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.
aas_
53 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
aas_ |
string | (empty) | cheat | — | — |
aas_ |
int | 0 |
cheat | — | if > 0, traversal debug info will be shown for value * 1000 milliseconds |
aas_ |
bool | 1 |
cheat | — | — |
aas_ |
bool | 1 |
cheat | — | — |
aas_ |
bool | 1 |
cheat | — | — |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
string | 0 |
cheat | — | used to remember a particular location, set to 'current' to store the current x,y,z location |
aas_ |
string | 0 |
cheat | — | pull the player to the specified area |
aas_ |
int | 0 |
cheat | — | pull the player to a random area |
aas_ |
int | 0 |
cheat | — | show the specific area number set |
aas_ |
int | 0 |
cheat | — | 1 = show the player's current area in the test AAS using PointReachableAreaNum 2 = same as = 1, except use PointAreaNum > 2 = radius to show areas in current test AAS |
aas_ |
bool | 0 |
cheat | — | 1 = draw areas, showing only the areas in the same cluster as the player's current area |
aas_ |
int | 0 |
cheat | — | draw areas that are in the specified cluster |
aas_ |
int | 0 |
cheat | 0 … 3 | show bad AAS areas |
aas_ |
bool | 0 |
cheat | — | show cache misses and time to cache |
aas_ |
int | 0 |
cheat | — | -1 = show all cover in the map 1 = show cover for the current area values above 1 are treated as a radius in world units |
aas_ |
int | -1 |
cheat | — | > -1 = show a particular cover node in the map |
aas_ |
float | 0.0 |
cheat | — | 1 = show trace 1024 units out. > 1, show trace to cvar's value |
aas_ |
bool | 0 |
cheat | — | show the AAS func_obstacles on the map |
aas_ |
bool | 0 |
cheat | — | 1 = show height trace |
aas_ |
string | 0 |
cheat | — | show hop path to specified area |
aas_ |
bool | 0 |
cheat | — | show manually placed reachabilities |
aas_ |
bool | 0 |
cheat | — | show the nearest area that is inside |
aas_ |
int | 0 |
cheat | — | shows obstacles along paths |
aas_ |
string | 0 |
cheat | — | show obstacle PVS for the given area |
aas_ |
bool | 0 |
cheat | — | — |
aas_ |
float | 1 |
cheat | 1 … 100 | scale used when rendering the obstacles top down |
aas_ |
string | 0 |
cheat | — | show optimized walk path |
aas_ |
string | 0 |
cheat | — | show the path to the walk specified area |
aas_ |
bool | 0 |
cheat | — | 1 = show the path tree when drawing obstacle avoidance |
aas_ |
bool | 0 |
cheat | — | show an arrow going to the closest area |
aas_ |
bool | 0 |
cheat | — | 1 = show reachability flags |
aas_ |
bool | 0 |
cheat | — | 1 = show reachability travel times |
aas_ |
int | 0 |
cheat | — | print the travel time to the specified goal area (only when aas_showAreas is set) |
aas_ |
int | 0 |
cheat | — | < -1 = draw radius in -world units with depth test -1 = show all traversals in the map 0 = show nothing > 1 = draw radius in world units |
aas_ |
bool | 0 |
cheat | — | show the number of the edges of walls |
aas_ |
int | 0 |
cheat | 0 … 3 | show the edges of walls, 2 = project all to same height, 3 = project onscreen |
aas_ |
int | 0 |
cheat | — | 1 = simplify the AAS2 route returning it |
aas_ |
bool | 0 |
cheat | — | ignore all dynamic obstacles along paths |
aas_ |
int | 64 |
cheat | — | the size of subdivisions to use for debug drawing |
aas_ |
string | (empty) | cheat | — | select which AAS to test (aas_monster48, etc) |
aas_ |
int | -1 |
cheat | — | area to be used as the origin for path debug display. -1 = use player position |
aas_ |
string | (empty) | cheat | — | — |
aas_ |
bool | 0 |
cheat | — | Time clip grid to areas. 0 - diable, 1 - enable. |
aas_ |
int | 0 |
cheat | — | tree number in the AAS to show |
aas_ |
bool | 1 |
cheat | — | 1 = use debug target's reachability flags for pathing |
aas_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
aas_ |
int | 0 |
cheat | — | verify the selected aas |
alignedent_
11 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
aligned |
int | 3 |
cheat | — | Default number of frames to look ahead to test whether an animation is 'done' |
aligned |
int | 0 |
cheat | — | > 0 = show frame commands callbacks |
aligned |
float | 10 |
cheat | — | Default blend duration, in frames |
aligned |
int | 1 |
cheat | — | Default blend duration, in frames |
aligned |
float | 30 |
cheat | — | Default View Cone Degrees if Camera Animation Events specify an invalid value |
aligned |
bool | 0 |
cheat | — | Draw the entity's align joint |
aligned |
bool | 0 |
cheat | — | Draw the target joint to align to |
aligned |
int | 0 |
cheat | — | Traces the data through the align process (1 for trans, 2 for rot, 3 for both) |
aligned |
bool | 0 |
cheat | — | Traces the anims played on all aligned entities |
aligned |
int | 0 |
cheat | — | Outputs the origin deltas to the console (1 for trans, 2 for rot, 3 for both) |
aligned |
bool | 0 |
cheat | — | Use the tree animator's anim delta translation and rotation logic |
atv_
26 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
atv_ |
float | 96.0 |
cheat | — | max length to clamp the bump spring delta on the forward axis |
atv_ |
float | 1.0 |
cheat | — | extra scale applied to backwards spring delta (simulates additional spring tightness for backwards axis) |
atv_ |
int | 4 |
cheat | — | blend op for additive animators |
atv_ |
bool | 1 |
cheat | — | 1 = use additive bump forward animator |
atv_ |
float | 96.0 |
cheat | — | max length to clamp the bump spring delta on the forward axis |
atv_ |
float | 1.0 |
cheat | — | extra scale applied to forwards spring delta (simulates additional spring tightness for forwards axis) |
atv_ |
bool | 1 |
cheat | — | 1 = use additive bump left animator |
atv_ |
float | 64.0 |
cheat | — | max length to clamp the bump spring delta to on the left axis |
atv_ |
float | 75.0 |
cheat | — | spring constant for ATV bump spring |
atv_ |
float | 5.0 |
cheat | — | spring dampening factor for ATV bump spring |
atv_ |
bool | 0 |
cheat | — | 1 = show debugging info for the ATV bump spring |
atv_ |
float | 0.75 |
cheat | — | mass of weight at end of ATV bump spring |
atv_ |
float | 2000.0 |
cheat | — | maximum magnitude of ATV bump spring velocity |
atv_ |
bool | 1 |
cheat | — | 1 = use additive bump up animator |
atv_ |
float | 48.0 |
cheat | — | max length to clamp the bump spring delta to on the up axis |
atv_ |
bool | 0 |
cheat | — | 1 = use additive boost animator |
atv_ |
bool | 1 |
cheat | — | 1 = ik the arms to the handlebars |
atv_ |
float | 750.0 |
cheat | — | max backward speed of ATV for animation blending |
atv_ |
float | 1150.0 |
cheat | — | max forward speed of ATV for animation blending |
atv_ |
float | 100.0 |
cheat | — | min speed of ATV for animation blending |
atv_ |
float | 250.0 |
cheat | — | min speed of ATV for animation blending |
atv_ |
int | 500 |
cheat | — | ms to wait before ending the thrown sounds on collision |
atv_ |
float | 1.0 |
cheat | — | weight of speed anim |
atv_ |
float | 0.25 |
cheat | — | the point in the speed sweep animation that is considered zero speed |
atv_ |
float | 0.5 |
cheat | — | weight of turning anim |
atv_ |
float | 1 |
cheat | — | blend op for additive animators |
blendtree_
10 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
blend |
float | 100 |
cheat | — | maximum distance to offset nodes |
blend |
bool | 0 |
cheat | — | disables dynamic sizing and instead allows panning and zooming around the blend tree |
blend |
int | 0 |
cheat | — | allows a fixed depth to be specified, to prevent dynamic resizing of blend tree |
blend |
float | 0 |
cheat | — | fixed node width for pan and zoom |
blend |
float | 1 |
cheat | — | scale value for pan and zoom |
blend |
float | 0 |
cheat | — | additional x offset for pan and zoom |
blend |
float | 0 |
cheat | — | additional y offset for pan and zoom |
blend |
float | 1.0 |
cheat | — | scale multiplier form blend tree rendering |
blend |
float | 0 |
cheat | — | x offset for blend tree rendering |
blend |
float | 0 |
cheat | — | y offset for blend tree rendering |
cg_
22 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
cg_ |
bool | 0 |
cheat | — | If true, stats will be posted, xp will be awarded, even in games where it normally would not. |
cg_ |
float | 0.1 |
cheat | — | How much we should target the influence upwards |
cg_ |
float | 300 |
cheat | — | How much force we apply from gunfire |
cg_ |
bool | 0 |
cheat | — | Debug messages about dead clients doing damage |
cg_ |
int | 1 |
cheat | — | 0=Always allow hit msgs. Fairest (but still unfair) for HPB but results in more double deaths. 1=Server interpolated time; favors LPBs, less double kills. 2=Server absolute time. Highly favors LPBs, no double kills |
cg_ |
bool | 1 |
cheat | — | — |
cg_ |
int | 5 |
cheat | — | — |
cg_ |
bool | 1 |
cheat | — | Turn on snapshot serialize and various optimizations |
cg_ |
bool | 0 |
cheat | — | Turn on snapshot serialize and various optimizations |
cg_ |
float | 12 |
cheat | — | Falloff rate in dB per second |
cg_ |
float | 30 |
cheat | — | Max attenuation |
cg_ |
bool | 0 |
cheat | — | Debug predictive spawning of presentables |
cg_ |
bool | 0 |
cheat | — | If true we will not reconcile predictive presentables with their serialized counter parts. In most cases this will result in there being 2 presentables: a local and serialized one. |
cg_ |
int | 2 |
cheat | — | Time in seconds until client predicted presentable will expire if the server version has not arrived yet. |
cg_ |
bool | 1 |
cheat | — | Predict projectile spawning on clients |
cg_ |
bool | 1 |
cheat | — | — |
cg_ |
int | 500 |
cheat | — | — |
cg_ |
float | 300.0 |
cheat | — | — |
cg_ |
bool | 0 |
cheat | — | — |
cg_ |
bool | 0 |
cheat | — | Debug reliable client game msgs |
cg_ |
bool | 0 |
cheat | — | If true, shows info of nearby presentables. |
cg_ |
bool | 0 |
cheat | — | Print snapshot serialize timings |
ch_
17 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
ch_ |
int | 900 |
cheat | — | time for ch to animate from top to bottom |
ch_ |
bool | 0 |
saved | — | Display debug info |
ch_ |
bool | 0 |
cheat | — | If false we only draw the crosshair when there is a valid target |
ch_ |
bool | 0 |
cheat | — | Draw debug 3rd person crosshair |
ch_ |
bool | 1 |
cheat | — | Draw the 3rd person crosshair |
ch_ |
bool | 0 |
cheat | — | Ignores factions .. targets everyone. |
ch_ |
float | 0 |
cheat | — | Max angle for target locking |
ch_ |
float | 0 |
cheat | — | Max distance for target locking (0 = use decl value .. 4500 default decl value) |
ch_ |
bool | 0 |
cheat | — | Lock to 'non lockable' objects (ie: dead things / empty vehicles / ammo pickups...) [ for debugging ] |
ch_ |
float | 1.0 |
cheat | — | Move speed when user is controlling |
ch_ |
bool | 0 |
cheat | — | Shooting activates target lock |
ch_ |
float | .5 |
cheat | — | Move speed when target is locked |
ch_ |
float | 0 |
cheat | — | Max pitch before unlocking from target |
ch_ |
float | 0 |
cheat | — | Max yaw before unlocking from target |
ch_ |
float | 9 |
cheat | — | Max pitch before unlocking from target when zoomed |
ch_ |
float | 16.5 |
cheat | — | Max yaw before unlocking from target when zoomed |
ch_ |
bool | 0 |
cheat | — | Makes using crosshair easier with mouse |
cm_
46 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
cm_ |
bool | 0 |
cheat | — | cull back facing polygons |
cm_ |
int | 96 |
cheat | — | Catch queries which intersect more than this many submodels |
cm_ |
bool | 0 |
cheat | — | debug the collision detection |
cm_ |
bool | 1 |
cheat | — | debug rotation failure |
cm_ |
bool | 1 |
cheat | — | debug set parameters |
cm_ |
bool | 1 |
cheat | — | debug translation failure |
cm_ |
bool | 0 |
cheat | — | depth test the collision model primitives |
cm_ |
bool | 0 |
cheat | — | depth test the debugboxes (from cm_showLargeQueries etc) |
cm_ |
bool | 0 |
cheat | — | 1 = draw edges as arrows, 0 = draw edges as lines |
cm_ |
string | 1 0 0 .5 |
cheat | — | color used to draw the collision models |
cm_ |
bool | 0 |
cheat | — | draw filled polygons |
cm_ |
float | 0.02 |
cheat | — | scale of primitive indices |
cm_ |
bool | 0 |
cheat | — | draw primitive indices |
cm_ |
bool | 1 |
cheat | — | draw internal edges green |
cm_ |
string | all |
cheat | — | collision mask |
cm_ |
float | 0 |
cheat | — | draw polygon and edge normals |
cm_ |
bool | 0 |
cheat | — | draw sub model bounds |
cm_ |
bool | 0 |
cheat | — | draw filled polygons with the surface color stored on the material |
cm_ |
bool | 1 |
cheat | — | enable streaming |
cm_ |
bool | 1 |
cheat | — | balance the number of thread to ask for against the number of average number jobs per phase |
cm_ |
bool | 1 |
cheat | — | enable the memory mapped file streaming |
cm_ |
int | 1 |
cheat | — | — |
cm_ |
string | textures/common/flatShadeTwoSidedDimRed |
saved | — | Material to use when debug rendering collisionmodel |
cm_ |
int | 0 |
cheat | — | — |
cm_ |
int | 1 |
cheat | — | Display large query warnings, 2 = show submodels from last big query |
cm_ |
bool | 0 |
cheat | — | — |
cm_ |
bool | 1 |
cheat | — | Display out of memory query warnings |
cm_ |
bool | 0 |
cheat | — | — |
cm_ |
int | 0 |
cheat | 0 … 3 | 1 = show all, 2 = show loaded or streamed, 3 = show streamed |
cm_ |
float | 60 |
cheat | — | — |
cm_ |
string | -16 -16 0 16 16 64 |
cheat | — | — |
cm_ |
string | 0 0 0 |
cheat | — | — |
cm_ |
bool | 0 |
cheat | — | — |
cm_ |
float | 1024 |
cheat | — | — |
cm_ |
int | 0 |
cheat | — | — |
cm_ |
string | 0 0 0 |
cheat | — | — |
cm_ |
bool | 0 |
cheat | — | — |
cm_ |
float | 64 |
cheat | — | — |
cm_ |
bool | 0 |
cheat | — | — |
cm_ |
bool | 0 |
cheat | — | — |
cm_ |
bool | 1 |
cheat | — | — |
cm_ |
int | 1000 |
cheat | — | — |
cm_ |
bool | 1 |
cheat | — | — |
cm_ |
bool | 1 |
cheat | — | — |
cm_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
cm_ |
bool | 1 |
cheat | — | — |
com_
79 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
com_ |
bool | 0 |
cheat | — | allow toggling console with the tilde key |
com_ |
bool | 0 |
saved | — | Asserts breaks will be inlined |
com_ |
bool | 0 |
saved | — | Only assert once per assert instance (file/line combination) |
com_ |
bool | 0 |
cheat | — | by default, do not assert while not running under the debugger |
com_ |
string | (empty) | cheat | — | optional filename for screenshots, this is only used if no filename is given in the screenshot function call |
com_ |
int | 0 |
cheat | — | 1 to capture each frame and output it |
com_ |
string | (empty) | cheat | — | optional outpath for screenshots, this path is appended to screeenshots/ |
com_ |
int | 0 |
cheat | — | number of prime screens to use during capturing |
com_ |
int | 1 |
cheat | — | set to number of samples for screenshots |
com_ |
int | 0 |
cheat | — | set to 1 to start capture, 2 while capturing, 0 when disabled |
com_ |
int | 0 |
cheat | — | format for capture screenshots, 0 = JPG, 1 = TGA, 2 = PNG |
com_ |
int | 0 |
cheat | — | 1 = show debug HUD |
com_ |
int | 0 |
cheat | — | — |
com_ |
int | 0 |
cheat | — | Rate to playback demos, 0 for realtime |
com_ |
float | 1 |
cheat | — | Scales playback time of demos |
com_ |
bool | 0 |
cheat | — | Print stats on demo compression rates |
com_ |
int | -1 |
cheat | — | change input routing for device 0 to poll a different device |
com_ |
bool | 0 |
cheat | — | disable script loading |
com_ |
bool | 0 |
cheat | — | 0 = off, 1 = draw all presentables we know about. |
com_ |
int | 0 |
cheat | — | Draw snapshot metrics on screen. 1 = dynamic draw, 2 = static draw, 3 = dynamic raw for largest delta, 4 = draw on fragmentation |
com_ |
int | 0 |
cheat | — | Peer to show with com_drawSnapshotMetrics |
com_ |
int | 0 |
cheat | — | 0 = off, 1 = presentables, 2 = sound 3 = all |
com_ |
int | 0 |
normal | 0 … 3 | 1 = dynamic draw, 2 = static draw, 3 = dynamic draw until stall |
com_ |
bool | 0 |
normal | — | 1 when an editor has focus |
com_ |
bool | 0 |
saved | — | enable the crash exception handler |
com_ |
bool | 0 |
read-only | — | if set, exits game after regression tests complete |
com_ |
bool | 0 |
cheat | — | Exits the process on a com_error. |
com_ |
bool | 1 |
cheat | — | Enable warnings filter system. |
com_ |
bool | 0 |
cheat | — | run a single game frame per render frame |
com_ |
string | 0 |
cheat | — | — |
com_ |
bool | 0 |
cheat | — | — |
com_ |
bool | 0 |
cheat | — | Force sound to play even if not the focused app |
com_ |
bool | 0 |
cheat | — | print frame number on each console print |
com_ |
string | (empty) | cheat | — | path for game DLL to pull from |
com_ |
int | 1000 |
cheat | — | time between subsequent gauge pushes across the wire. |
com_ |
bool | 0 |
read-only | — | run without graphics |
com_ |
int | 33 |
normal | — | sets com_drawThreadSpeeds to 2 if a frame takes longer than this time in milliseconds |
com_ |
bool | 0 |
cheat | — | Enable load screen dev message |
com_ |
bool | 0 |
cheat | — | print total memory usage on each console print |
com_ |
bool | 0 |
init-only | — | enable multiplayer code paths (decls and gamecode) |
com_ |
bool | 1 |
cheat | — | Enable new load screen code |
com_ |
int | 0 |
init-only | — | process id |
com_ |
bool | 0 |
cheat | — | Regression tests require certain functionality in production builds. |
com_ |
int | 0 |
cheat | — | Used to enable and/or inhibit specific behaviour during production building mode. All demo and retail builds are built with this on. |
com_ |
string | 0 |
cheat | — | — |
com_ |
int | 0 |
cheat | — | flush performance synchronous timer to console |
com_ |
bool | 1 |
saved | — | If true, will require sign in, even on non production builds. |
com_ |
bool | 0 |
normal | — | deletes the video.cfg & rageConfig.cfg and reverts video settings to game default |
com_ |
bool | 1 |
cheat | — | For debugging, will not send snapshots when false. |
com_ |
int | 0 |
saved | 0 … 2 | show frames rendered per second |
com_ |
bool | 0 |
cheat | — | show level load pacifier text |
com_ |
int | 0 |
saved | 0 … 3 | show memory usage. 1 = always, 2 = fc low warnings + with com_showFPS, 3 = only with com_showFPS |
com_ |
bool | 1 |
cheat | — | show warning display |
com_ |
bool | 0 |
cheat | — | sign in a local user on game start (pc, ps3) |
com_ |
bool | 0 |
normal | — | — |
com_ |
bool | 0 |
normal | — | skip generating the GUIs |
com_ |
bool | 0 |
normal | — | — |
com_ |
bool | 0 |
cheat | — | skips the intro video |
com_ |
bool | 0 |
normal | — | — |
com_ |
bool | 0 |
cheat | — | Do not require user to press start to get to main menu and log 1st controller as main user |
com_ |
int | 0 |
cheat | — | sleep for this many milliseconds between frames to simulate long game frames. |
com_ |
string | perforce |
saved | — | name of the source control dll to load |
com_ |
int | 0 |
cheat | 0 … 4 | show engine timings. 1 = print on console, 2 = print on screen, 3 = also show graph, 4 = only logging to metrics stream |
com_ |
int | 5 |
cheat | — | — |
com_ |
string | stats.txt |
cheat | — | logfile name |
com_ |
string | (empty) | cheat | — | path for superscript to pull from |
com_ |
bool | 1 |
cheat | — | — |
com_ |
float | 10.0 |
normal | — | Time to screen scale |
com_ |
int | 0 |
cheat | — | replaces FPS with a seconds counter, set to -1 to start, set to 0 to turn off |
com_ |
int | 0 |
cheat | 0 … 2 | print time with each console print, 1 = sec, 2 = msec |
com_ |
bool | 1 |
cheat | — | Upload crashdumps on boot |
com_ |
bool | 1 |
cheat | — | if set use .entities files instead of .map files for production and buildgame loads |
com_ |
bool | 1 |
cheat | — | if set use entity defs with expanded inheritance for production and buildgame loads |
com_ |
bool | 1 |
cheat | — | Use a separate heap for each map load |
com_ |
bool | 1 |
cheat | — | — |
com_ |
string | Wolfenstein The New Order.1683.12274 win-x64 Retail Jun 18 2014 14:27:05 |
read-only | — | engine version |
com_ |
bool | 1 |
cheat | — | during map heap reset, wait for the savegames to complete |
com_ |
string | nfs:4@mgfiles01.ad.machinegames.com/crashdumps/ |
cheat | — | Path to write dumps to |
com_ |
string | (empty) | cheat | — | write out any missing decls for a specific decl type, using the default decl (hit tab to display supported decl types) |
face_
34 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
face_ |
float | 0.5 |
cheat | — | scale blink intervals by this much |
face_ |
int | 0 |
cheat | — | 1 = show debugging info for face / lip-sync animation |
face_ |
int | 0 |
cheat | — | 1 = show debugging info for eye alignment |
face_ |
bool | 0 |
cheat | — | if warnings about facial being enabled but no model support should be printed |
face_ |
int | 0 |
cheat | — | entity number to display debug info regarding facial fluff |
face_ |
string | (empty) | cheat | — | break when the text in a text event matches this value |
face_ |
int | 0 |
cheat | — | if true, so debugging info for timing |
face_ |
int | 0 |
cheat | — | 1 = show unnormalized weights for each frame |
face_ |
bool | 1 |
cheat | — | enable fidgeting |
face_ |
bool | 1 |
cheat | — | enable glancing |
face_ |
float | 0.5 |
cheat | — | dampen factor for eye tracking |
face_ |
float | 2.0 |
cheat | — | maximum jitter offset at a distance of eyeJitterMinDist |
face_ |
float | 0.1 |
cheat | — | scale to apply to the delta between the AI's eyes when offsetting the left eye's focus point |
face_ |
float | 0 |
cheat | — | offset to apply to focus Z |
face_ |
float | 10 |
cheat | — | maximum interval between fidgets |
face_ |
float | 6 |
cheat | — | minimum interval between fidgets |
face_ |
float | 3 |
cheat | — | maximum min interval between any fluff |
face_ |
float | 1 |
cheat | — | minimum min interval between any fluff |
face_ |
float | 5 |
cheat | — | maximum interval between glances |
face_ |
float | 3 |
cheat | — | minimum interval between glances |
face_ |
float | 32.0 |
cheat | — | distance at which eye jitter clamps to minimum |
face_ |
float | 1.0 |
cheat | — | max weight for lips |
face_ |
bool | 0 |
cheat | — | if true, alpha values for visemes are mapped to sine waves for to ease blends in and out |
face_ |
bool | 0 |
cheat | — | Serialize face animators |
face_ |
bool | 0 |
cheat | — | 1 = don't blink |
face_ |
bool | 0 |
cheat | — | 1 = don't play gestures |
face_ |
bool | 0 |
cheat | — | 1 = don't play head anims |
face_ |
bool | 0 |
cheat | — | 1 = don't do eye lid deformation |
face_ |
bool | 0 |
cheat | — | 1 = don't do eye lip syncing |
face_ |
bool | 0 |
cheat | — | 1 = don't play mood anims |
face_ |
bool | 0 |
cheat | — | 1 = don't play procedurally triggered anims (blink, lid deform, lip sync, and mood ) |
face_ |
bool | 0 |
cheat | — | if true, sync lipsync and gestures to game time instead of real time |
face_ |
bool | 0 |
cheat | — | if true, sync lipsync and gestures to real time instead of game time |
face_ |
int | 250 |
cheat | — | delay ( in ms ) to suspend vo starts to accommodate sound streaming |
fc_
11 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
fc_ |
bool | 0 |
cheat | — | If zero, don't clear the hard disk cache when timestamps are dirty |
fc_ |
int | 16 |
cheat | — | number of cache lines that can be skipped without seeking |
fc_ |
int | 24 |
cheat | — | milliseconds after which a request times out |
fc_ |
int | 512 |
cheat | 1 … 1024 | Maximum cache size in megabytes |
fc_ |
int | 4 |
cheat | 0 … 96 | Minumum cache size in megabytes, take this much even if over comited |
fc_ |
int | 16 |
cheat | — | number of cache lines that can be skipped without seeking |
fc_ |
int | 48 |
cheat | — | milliseconds after which a request times out |
fc_ |
int | 5 |
cheat | — | keep on reading if the next cache line is less than this many lines ahead |
fc_ |
bool | 0 |
cheat | — | print the "idStreamControlThread::ProcessRequests() took x msec" performance warning |
fc_ |
int | 0 |
cheat | — | 1 = enable hard hard cache, 2 = force hard disk cache |
fc_ |
bool | 0 |
cheat | — | Compare every cache read with an actual ReadOfs |
forge_
13 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
forge_ |
string | (empty) | cheat | — | forge binary build name |
forge_ |
string | unknown |
read-only | — | binary relevant Perforce changelists |
forge_ |
string | (empty) | cheat | — | forge binary build requestor |
forge_ |
string | developer |
cheat | — | forge binary build type |
forge_ |
string | (empty) | cheat | — | forge binary build url |
forge_ |
string | 5.1.1 |
read-only | — | binary build version |
forge_ |
string | (empty) | cheat | — | forge package map set |
forge_ |
string | (empty) | cheat | — | forge package build name |
forge_ |
string | unknown |
cheat | — | package relevant Perforce changelists |
forge_ |
string | (empty) | cheat | — | forge package build requestor |
forge_ |
string | developer |
cheat | — | forge package build type |
forge_ |
string | (empty) | cheat | — | forge package build url |
forge_ |
bool | 0 |
cheat | — | Enable logging of performance metrics (renderer, frame timing, network etc.) to Forge. |
fs_
23 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
fs_ |
bool | 1 |
cheat | — | default = 1, 0 = will not load zip files |
fs_ |
bool | 1 |
cheat | — | Return idFile_AtomicWrite instead of idFile_Permanent on OpenFileWrite |
fs_ |
string | (empty) | init-only | — | (Read Only) Location for game files |
fs_ |
int | 20000 |
cheat | — | If benchmark < this, assume HD |
fs_ |
string | (empty) | init-only | — | (Read/Write) Location for temporary files |
fs_ |
bool | 0 |
cheat | — | — |
fs_ |
int | 0 |
init-only | — | Clean generated data on startup, 1 = clean everything but cloud, 2 = clean everything |
fs_ |
int | 0 |
cheat | 0 … 2 | — |
fs_ |
string | generated |
init-only | — | Location of generated data |
fs_ |
string | (empty) | init-only | — | (Read/Write) Location for installed files |
fs_ |
int | 524288 |
cheat | — | if an mtp file size is less than this threshold, block read the entire thing and return a memory file |
fs_ |
int | 30 |
cheat | — | nfs connection error retries before failure, -1 for infinite |
fs_ |
float | 1 |
cheat | — | nfs connection error wait before retry in seconds |
fs_ |
bool | 0 |
cheat | — | 1 = chmod local files for writing/deleting instead of checking out |
fs_ |
bool | 0 |
cheat | — | default = 0, 1 = uses blocking reads instead of overlapped reads |
fs_ |
string | (empty) | init-only | — | (Read Only) Extra location for game files (with precedence over fs_basepath) |
fs_ |
bool | 0 |
cheat | — | default = 0, 1 = will set file system to read only |
fs_ |
bool | 0 |
cheat | — | Report every filesystem reads |
fs_ |
string | (empty) | init-only | — | (Read/Write) Location for development storage files, overwrites the default savegame path as well for the PC |
fs_ |
bool | 0 |
cheat | — | default = 0, 1 = retry opening files when encountering a sharing error |
fs_ |
bool | 0 |
cheat | — | enable automatic source control gets for missing files |
fs_ |
bool | 0 |
cheat | — | update the entire folder on a source control get, only gets files with the same extension, currently excludes tgas |
fs_ |
string | (empty) | cheat | — | use an explicit workspace for source control operations |
gc_
17 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
gc_ |
float | 0.3 |
cheat | — | Percentage of damage a player must do to get an assist (while not getting killing blow) |
gc_ |
int | 2000 |
cheat | — | Time in MS after an AI melees a player where the other player can register a defend kill |
gc_ |
float | 2.0 |
cheat | — | Time allowed for consecutive kills to be counted as a streak (in seconds). |
gc_ |
bool | 1 |
cheat | — | Draw temp hud for coop results |
gc_ |
int | 15 |
cheat | — | In seconds, the time that the game will take before restarting when it has failed |
gc_ |
bool | 0 |
cheat | — | Force the partner left scenario |
gc_ |
bool | 0 |
cheat | — | Force spawns to be at this spawn index. |
gc_ |
bool | 0 |
cheat | — | 1 = Shooting teammates will hurt them. |
gc_ |
bool | 1 |
cheat | — | Debugs host migration game data on the game code side |
gc_ |
float | 10.0 |
cheat | — | Time allowed for consecutive kills to be counted as a streak (in seconds). |
gc_ |
int | 3000 |
cheat | — | Duration of pre-game in MS. Controls the Waiting for Players... duration |
gc_ |
int | 5000 |
cheat | — | Duration of pre-game for coop in MS. Controls the Waiting for Players... duration |
gc_ |
int | 20000 |
cheat | — | Time in MS for results screen |
gc_ |
float | 2.0 |
cheat | — | Threshold of time to game over if both players are down (in seconds). Time of 0 means infinite |
gc_ |
bool | 1 |
cheat | — | Force spawns to fail. |
gc_ |
int | 30000 |
cheat | — | Duration of spectator mode in MS. |
gc_ |
bool | 0 |
cheat | — | Test uploading leaderboard stats |
hands_
29 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
hands_ |
bool | 1 |
cheat | — | — |
hands_ |
bool | 0 |
cheat | — | draws a graph of the current additional animspeed caused by bashing the reload button |
hands_ |
int | 0 |
cheat | — | > 0 = show frame commands callbacks |
hands_ |
int | -1 |
cheat | — | debugs the additive finger animations (666 for sequential debug) |
hands_ |
bool | 0 |
cheat | — | 1 = show debug info for hands state |
hands_ |
bool | 0 |
cheat | — | debug swimmingstates |
hands_ |
int | 0 |
cheat | — | 1 = show debug info for all hands animwebs, 2 main web, 3 secondary web, 4 additive web, 5 extra additive web |
hands_ |
float | 0.1 |
cheat | — | tweak to avoid hands / weapons being clipped by world |
hands_ |
float | 1.0 |
cheat | — | tweak to avoid head weapons being clipped by weapon / world |
hands_ |
float | 0.99 |
cheat | — | tweak to avoid hands / weapons being clipped by world, but while swimming on the surface of water |
hands_ |
bool | 0 |
cheat | — | no IK on hands |
hands_ |
int | 4000 |
cheat | — | delay for fingermovement |
hands_ |
float | 0.0 |
cheat | — | scale the fov for gun models by this float value |
hands_ |
int | 10000 |
cheat | — | how many milliseconds of inactivity before we do the accent idle |
hands_ |
int | 5000 |
cheat | — | randval added to hands_idleaccent_delay |
hands_ |
int | 750 |
cheat | — | successive melee hits must occur within this interval to perform a combo |
hands_ |
float | 20.0 |
cheat | — | how many units to offset the melee traces by |
hands_ |
float | 0 |
cheat | — | position of the gun in the x coordinate |
hands_ |
float | 0 |
cheat | — | position of the gun in the y coordinate |
hands_ |
float | 0 |
cheat | — | position of the gun in the z coordinate |
hands_ |
float | 0 |
cheat | — | rotation of the gun around the x coordinate |
hands_ |
float | 0 |
cheat | — | rotation of the gun around the y coordinate |
hands_ |
float | 0 |
cheat | — | rotation of the gun around the z coordinate |
hands_ |
bool | 1 |
cheat | — | 1 = show gun |
hands_ |
int | 0 |
cheat | — | 1 = show the blend tree for the hands, 2 = show the blend tree for the right hand item, 3 = show the blend tree for the left hand item |
hands_ |
bool | 1 |
cheat | — | 1 = update hands animations |
hands_ |
bool | 1 |
cheat | — | 1 = update position to match player view, 0 = leave hands where they currently are |
hands_ |
float | 0 |
cheat | — | Use cvars for hand movement/rotation |
hands_ |
bool | 0 |
cheat | — | Use the default anim webs instead of the level specific |
in_
11 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
in_ |
float | 1.5 |
saved | — | angle change scale when holding down _speed button |
in_ |
bool | 0 |
cheat | — | allow joystick input to control game instances that don't have win focus |
in_ |
bool | 0 |
saved | — | inverts the look controls so the forward looks up (flight controls) |
in_ |
bool | 1 |
saved | -1 … 4 | enables joystick input |
in_ |
int | 2 |
cheat | — | Which sets of icons to use, depends on which controller was used |
in_ |
bool | 1 |
saved | — | enables joystick rumble |
in_ |
bool | 1 |
saved | — | Enable mouse locking |
in_ |
bool | 1 |
saved | — | enable mouse input |
in_ |
float | 140 |
saved | — | pitch change speed when holding down look _lookUp or _lookDown button |
in_ |
bool | 0 |
saved | — | If true, the mouse cursor can move outside the game window while in menus. |
in_ |
float | 140 |
saved | — | yaw change speed when holding down _left or _right button |
joy_
13 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
joy_ |
int | 2 |
saved | — | Convert view input from circle to square to prevent diag slowdown. |
joy_ |
float | 2 |
saved | — | Power exponent for the circle to square lerp |
joy_ |
bool | 1 |
cheat | — | Do not allow full acceleration on look |
joy_ |
float | 0.2 |
saved | — | specifies how large the dead-zone is on the joystick |
joy_ |
float | 0.003 |
cheat | — | Max amount to be added on look per MS |
joy_ |
bool | 1 |
saved | — | use a log curve instead of a power curve for movement |
joy_ |
bool | 1 |
saved | — | If the thresholds aren't merged, you drift more off center |
joy_ |
bool | 0 |
saved | — | Use the new codepath |
joy_ |
float | 120 |
saved | 100 … 600 | pitch speed when pressing left or right on the joystick |
joy_ |
float | 2 |
saved | — | Raise joystick values to this power |
joy_ |
float | 1.0 |
saved | — | allow full range to be mapped to a smaller offset |
joy_ |
float | 0.05 |
saved | — | how far the joystick triggers have to be pressed before they register as down |
joy_ |
float | 240 |
saved | 100 … 600 | yaw speed when pressing left or right on the joystick |
mp_
15 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
mp_ |
int | -1 |
cheat | — | Override local input routing for bot control |
mp_ |
bool | 0 |
cheat | — | — |
mp_ |
bool | 0 |
cheat | — | If true, join in progress is enabled by default. |
mp_ |
float | 4000.0 |
cheat | — | Max friendly distance. |
mp_ |
float | 2000.0 |
cheat | — | Max danger distance. |
mp_ |
float | 3000.0 |
cheat | — | Any spawn location closer than this to the killer will be devalued. |
mp_ |
float | 1500.0 |
cheat | — | Any spawn location closer than this to the last spawn will be devalued. |
mp_ |
float | 500.0 |
cheat | — | Min friendly distance. |
mp_ |
float | 400.0 |
cheat | — | Min danger distance. |
mp_ |
float | 1500.0 |
cheat | — | Any spawn location closer than this to the killer won't be considered. |
mp_ |
float | 500.0 |
cheat | — | Any spawn location closer than this to the last spawn won't be considered. |
mp_ |
float | 1.5 |
cheat | — | Number of seconds that is used to predict future enemies locations for a LOS check |
mp_ |
int | 0 |
cheat | — | Index of the next node to debug. |
mp_ |
float | -1.0 |
cheat | — | Number of seconds that a player stays at a spawn node before teleporting to the next one. |
mp_ |
bool | 0 |
cheat | — | if true show debug info on damage |
mq_
12 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
mq_ |
int | 10 |
cheat | — | Increment in seconds to report stats over amqp. |
mq_ |
bool | 0 |
cheat | — | Enables the AMQP traffic |
mq_ |
int | 10 |
cheat | — | Increment in seconds to report stats to graphite. |
mq_ |
string | localhost |
cheat | — | host address of the AMQP server ... preferrably RabbitMQ |
mq_ |
int | 9 |
cheat | — | Number of attempts AMQP library will make to connect to a server. |
mq_ |
int | 5672 |
cheat | — | port for AMQP server |
mq_ |
string | guest |
cheat | — | credible user password |
mq_ |
int | 20000 |
cheat | — | Base interval at which AMQP library tries to reconnect to a server. Multiplied by mq_maxRetries. |
mq_ |
bool | 1 |
init-only | — | Don't generate messages when failing to connect to forge |
mq_ |
string | guest |
cheat | — | credible user account |
mq_ |
bool | 0 |
cheat | — | Control AMQP library and client(s) chattiness. |
mq_ |
string | / |
cheat | — | default vhost for connection |
net_
132 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
net_ |
bool | 0 |
cheat | — | Enable pre game bandwidth challenge for throttling snap rate |
net_ |
int | 3000 |
cheat | — | How long host will wait in MS to hear bw results from peers |
net_ |
int | 33 |
cheat | — | MS - how often to send packets in bandwidth test |
net_ |
int | 30 |
cheat | — | Number of bandwidth challenge packets to send |
net_ |
int | 1024 |
cheat | — | Size of each packet to send out |
net_ |
float | 0.80 |
cheat | — | Min byte % a peer must match in bandwidth challenge before being throttled. 1.0=perfect (received everything) 0.0=Received nothing |
net_ |
float | 0.80 |
cheat | — | Min rate % a peer must match in bandwidth challenge before being throttled. 1.0=perfect, 0.0=received nothing |
net_ |
float | 0.80 |
cheat | — | Min sequence % a peer must match in bandwidth test before being throttled. 1.0=perfect. This score will be more adversely affected by packet loss than byte % |
net_ |
int | 500 |
cheat | — | MS after receiving a bw test packet that client will time out |
net_ |
int | 0 |
cheat | — | Check for matching version when clients connect. 0: normal rules, 1: force check, otherwise no check (pass always) |
net_ |
int | 15 |
cheat | — | timeout (in seconds) while connecting |
net_ |
bool | 0 |
cheat | — | — |
net_ |
bool | 0 |
saved | — | — |
net_ |
bool | 0 |
cheat | — | Log out base state information |
net_ |
float | 5120.0 |
cheat | — | Highest factor of server base snapRate that a client can be throttled |
net_ |
bool | 0 |
cheat | — | — |
net_ |
int | 27016 |
cheat | — | host port number |
net_ |
int | 1 |
cheat | — | 0 = Connect to master server first, 1 = connect to process server first, 2 = connect directly to instance |
net_ |
bool | 0 |
cheat | — | disable snap jobs |
net_ |
int | 0 |
saved | — | Shows various network debug information |
net_ |
bool | 0 |
cheat | — | Debug |
net_ |
bool | 0 |
cheat | — | Dynamically adjust client snaprate |
net_ |
float | 0.06 |
cheat | — | Rate at which error smoothing decays (in percent per game frame) |
net_ |
float | 25.0 |
cheat | — | Max rate at which origin error smoothing decays (in units per game frame) |
net_ |
int | 0 |
cheat | — | Percentage chance of simulated network packet loss |
net_ |
bool | 0 |
cheat | — | wait on snaps |
net_ |
int | 0 |
cheat | — | Simulate network latency (milliseconds round trip time - applied equally on the receive and on the send) |
net_ |
bool | 1 |
cheat | — | — |
net_ |
float | 0 |
cheat | — | Force a maximum upstream in kB/s (256kbps <-> 32kB/s) |
net_ |
int | 64 |
cheat | — | How much data is queued when enforcing upstream (in kB) |
net_ |
bool | 0 |
cheat | — | If true, server will create snapshots even if there are no peers (for debugging) |
net_ |
int | 0 |
cheat | — | Ack net_ForceWriteSnap snapshots every x MS |
net_ |
int | 0 |
cheat | — | Ack net_ForceWriteSnap snapshots this many seqs behind latest |
net_ |
bool | 0 |
cheat | — | toggle to automatically host a game and allow peer[0] to control menus |
net_ |
int | 0 |
cheat | — | Test as if no one can connect to me. 0 = off, 1 = ignore with no reply, 2 = send goodbye |
net_ |
int | 3 |
cheat | — | leave this many cmds in buffer after net_input_clientMin is satisfied |
net_ |
float | 1.0 |
cheat | — | Scale interpolationg rate when we fall behind |
net_ |
float | 1.3 |
cheat | — | Scale interpolationg rate when we fall behind |
net_ |
float | 0.95 |
cheat | — | Scale interpolationg rate when we fall behind |
net_ |
float | 0.5 |
cheat | — | Scale interpolation rate when we fall behind |
net_ |
string | localhost |
cheat | — | local IP address |
net_ |
int | 30 |
cheat | — | Time in seconds when a lobby will try to coalesce with another lobby when there is only one user. |
net_ |
int | 3 |
cheat | — | Random time to add to net_LobbyCoalesceTimeInSeconds |
net_ |
string | localhost |
cheat | — | Address of the master server SET TO LOCALHOST FOR TESTING |
net_ |
int | 336 |
cheat | — | Max time to allow for interpolation cushion |
net_ |
int | 0 |
cheat | — | Max time in MS that extrapolation is allowed to occur. |
net_ |
int | 10 |
cheat | — | Max failed ping recoveries before we stop trying |
net_ |
int | 0 |
cheat | — | How long, in seconds, clients have to load resources. Used for loose asset builds. |
net_ |
int | 50 |
cheat | — | max send rate in kilobytes per second |
net_ |
int | 25 |
cheat | — | Max results that are allowed to be returned in a search request |
net_ |
int | 5 |
cheat | — | Max results to try before giving up. |
net_ |
int | -1 |
cheat | — | Become host of session (0 = party, 1 = game) for testing purposes |
net_ |
bool | 0 |
cheat | — | debug |
net_ |
bool | 0 |
cheat | — | debug |
net_ |
int | -1 |
cheat | — | When set to >-1, it forces that peer number to be the new host during migration |
net_ |
int | 1500 |
cheat | — | Ping has to be higher than this before we consider throttling to recover |
net_ |
float | 0.5 |
cheat | — | Min amount of snapshot buffer time we want need to buffer |
net_ |
float | 1.0 |
cheat | — | Min amount of snapshot buffer time we want need to buffer |
net_ |
int | 8 |
cheat | 1 … 8 | Number of ports to try to open or broadcast for non-platform backend mode |
net_ |
int | 1000 |
cheat | — | Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game |
net_ |
bool | 1 |
cheat | — | How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us |
net_ |
int | 1000 |
cheat | — | Optimal size of snapshot delta msgs. |
net_ |
float | 112 |
cheat | — | How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us |
net_ |
float | 112 |
cheat | — | — |
net_ |
float | 0.25 |
cheat | — | If peer exceeds this number of queued snap deltas, then throttle his effective snap rate |
net_ |
int | 3000 |
cheat | — | If peer exceeds this number of queued snap deltas, then throttle his effective snap rate |
net_ |
float | 1024 |
cheat | — | Min outgoing bps of host for bps based throttling to be considered |
net_ |
float | 0.60 |
cheat | — | Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in |
net_ |
int | 4 |
cheat | — | Highest factor of server base snapRate that a client can be throttled |
net_ |
int | 150 |
cheat | — | Minumum number of snapshot exchanges before throttling can be triggered |
net_ |
int | 3 |
cheat | — | = 0 off, 1 = enable fixed, 2 = absolute, 3 = both |
net_ |
int | 90000 |
cheat | — | time in MS to disconnect clients during loading - production only |
net_ |
int | 30 |
cheat | — | If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected. |
net_ |
int | 20 |
cheat | — | If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected. |
net_ |
float | 1.3 |
cheat | — | Percentage change increase of ping before we try to recover |
net_ |
int | 3 |
cheat | — | Throttle snaps for this amount of time in seconds to recover from ping spike |
net_ |
int | 27015 |
cheat | — | non platform backend port number |
net_ |
bool | 0 |
cheat | — | — |
net_ |
bool | 0 |
cheat | — | — |
net_ |
bool | 1 |
cheat | — | — |
net_ |
int | -1 |
read-only | — | — |
net_ |
bool | 1 |
cheat | — | — |
net_ |
bool | 1 |
cheat | — | — |
net_ |
bool | 0 |
cheat | — | Show reliable compression ratio. |
net_ |
bool | 0 |
cheat | — | Simulate delta receive buffer overflowing |
net_ |
bool | 0 |
cheat | — | — |
net_ |
float | 0.80 |
cheat | — | When clamping bandwidth to reported values, scale reported value by this |
net_ |
int | 800 |
cheat | — | Delay between redundantly sending snaps during initial snap exchange |
net_ |
int | 0 |
cheat | — | — |
net_ |
int | 100 |
cheat | — | Print snapshot report if final compressed delta is > than this (bytes) |
net_ |
float | 0.75 |
cheat | — | GUI scale |
net_ |
bool | 1 |
cheat | — | Enables snapshot metrics |
net_ |
bool | 1 |
cheat | — | Report snapshot metrics when delta fragments |
net_ |
int | 3 |
cheat | — | What to do when we report metrics: 0=Nothing, 1=Print to console log, 2=Log to network metrics server, 3=both |
net_ |
int | 3 |
cheat | — | Who should do the reporting. 0=No one, 1=Server only, 2=Clients only, 3=Both |
net_ |
bool | 1 |
cheat | — | If true, only generate reports one time per base sequence per peer. Prevents spam if base states arent being ACKd |
net_ |
int | 100 |
cheat | — | Minimum snap sequence to report. Used to not report initial snapshots |
net_ |
int | 2000 |
cheat | — | Report snapshot metrics snapshot delta is greater than this size |
net_ |
int | 30000 |
cheat | — | Minimum time to wait between generating snapshot reports |
net_ |
bool | 1 |
cheat | — | Skips objects that didnt change in metric report |
net_ |
int | 500 |
cheat | — | Print warning messages if we take longer than this to send a client a snapshot. |
net_ |
string | (empty) | saved | — | — |
net_ |
int | 1080 |
saved | — | — |
net_ |
string | (empty) | saved | — | — |
net_ |
string | (empty) | saved | — | — |
net_ |
bool | 0 |
cheat | — | Debug snapshot template states |
net_ |
int | 32 |
cheat | — | Offset to start template state debugging |
net_ |
int | 0 |
cheat | — | length of template state to print in debugging |
net_ |
int | -1 |
cheat | — | Force this party member index to fail to connect to games. |
net_ |
bool | 0 |
cheat | — | net_tracerMgrDebug |
net_ |
bool | 1 |
cheat | — | — |
net_ |
bool | 1 |
saved | — | Use cmap for multiplayer maps |
net_ |
int | 0 |
cheat | — | 0 = Don't use dedicated servers. 1 = Try if this is an official build from the build machine. 2 = Always try (FORCED ON FOR TESTING) |
net_ |
bool | 1 |
init-only | — | Depending on the platform this will use the backend rather then direct connection. (Steam on PC, Live on xbox360, psn on ps3) |
net_ |
int | 4 |
cheat | — | — |
net_ |
bool | 0 |
cheat | — | Print a bunch of message about the network session |
net_ |
bool | 0 |
cheat | — | Prints the more spammy messages about reliable network msgs |
net_ |
bool | 0 |
cheat | — | Prints a bunch of message about network resources |
net_ |
bool | 0 |
cheat | — | Print some stats about simulated traffic (net_force* cvars) |
net_ |
int | 0 |
cheat | — | Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam |
net_ |
int | 0 |
cheat | — | Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam |
net_ |
int | 0 |
cheat | — | Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam |
net_ |
int | 2 |
cheat | — | 0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test |
net_ |
string | Wolfenstein The New Order.1683.12274 |
read-only | — | network version |
net_ |
bool | 0 |
cheat | — | Culls snapshots based on visiblity (currently only using screen coverage) |
net_ |
float | 0 |
cheat | — | distance based visibility (developer use) |
net_ |
bool | 1 |
saved | — | Enable or disable voice chat |
net_ |
int | 1000 |
cheat | — | Throttle steam voice start by x ms to avoid timing bugs |
net_ |
int | 0 |
cheat | — | View debug output for voice specific things |
net_ |
bool | 0 |
cheat | — | Enable or disable push to talk |
net_ |
float | 1.0 |
cheat | — | Set the voice playback volume level. 0.0f - 2.0f (0.0f is silence) |
net_ |
bool | 0 |
cheat | — | wait on snaps |
p_
24 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
p_ |
float | 1.00 |
saved | — | player debug hud background A component |
p_ |
float | 0.25 |
saved | — | player debug hud background B component |
p_ |
float | 0.25 |
saved | — | player debug hud background G component |
p_ |
float | 0.25 |
saved | — | player debug hud background R component |
p_ |
float | 1.00 |
saved | — | player debug hud foreground A component |
p_ |
float | 0.00 |
saved | — | player debug hud foreground B component |
p_ |
float | 1.00 |
saved | — | player debug hud foreground G component |
p_ |
float | 1.00 |
saved | — | player debug hud foreground R component |
p_ |
int | -1 |
cheat | — | draw a graph the sprint values for this entitynum. -1 disables |
p_ |
bool | 1 |
saved | — | enables quicker reloads if buttonbashing reload |
p_ |
bool | 0 |
saved | — | enables quickturn system (saves this setting) |
p_ |
bool | 0 |
cheat | — | Debug Client Ammo |
p_ |
bool | 1 |
cheat | — | Allow ClientFires |
p_ |
int | 0 |
cheat | — | Debug ClientFires |
p_ |
bool | 1 |
cheat | — | Allow Client authoritative hitscans |
p_ |
bool | 0 |
cheat | — | Displays markers where local client hitscan hits |
p_ |
bool | 0 |
saved | — | toggles the aim instead of press/release |
p_ |
bool | 1 |
cheat | — | Disable the stamina system |
p_ |
bool | 1 |
cheat | — | Play additive crouch anims on hands |
p_ |
float | 0 |
cheat | — | Set the spring camera spring constant |
p_ |
bool | 0 |
cheat | — | Don't do any additive camera blending |
p_ |
float | 325 |
cheat | — | Spring constant for step-up and crouch spring on hands |
p_ |
float | 350 |
cheat | — | Spring constant for step-up and crouch spring on view |
p_ |
bool | 1 |
cheat | — | Use springs instead of the procedural bob cycle to smooth view and hands movement when stepping up or crouching |
pb_
125 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
pb_ |
bool | 0 |
cheat | — | Ignore a zero delta value, and instead use the values from the previous frame |
pb_ |
bool | 0 |
cheat | — | Smooth the animation deltas over successive frames |
pb_ |
bool | 0 |
cheat | — | Force the anim deltas to clipped against geometry |
pb_ |
bool | 0 |
cheat | — | Force the anim deltas to ignore clipping with geometry |
pb_ |
bool | 1 |
cheat | — | Can be set to 0 to disable application of anim deltas to player |
pb_ |
bool | 0 |
cheat | — | If set, then the block check uses an 8x8 cube instead of a point |
pb_ |
float | -87 |
cheat | — | How far over the Bottom of the ladder to align the hands model |
pb_ |
float | 14 |
cheat | — | How far below the top of the ladder to align the hands model |
pb_ |
float | 60 |
cheat | — | How far below the top of the ladder to align the player physics object |
pb_ |
int | 5 |
cheat | — | Animation blend frames |
pb_ |
float | 49 |
cheat | — | How far above the bottom of the ladder to consider player 'at bottom' |
pb_ |
float | 140 |
cheat | — | How far below the 'ceiling' the player's physics object is allowed to be |
pb_ |
float | 125 |
cheat | — | How far below the top of the ladder to consider player 'at top' |
pb_ |
float | 300.0 |
cheat | — | Spring constant for averaging the body rotation |
pb_ |
float | 40 |
cheat | — | Rate for the entry into the constrained view range, if restriction is necessary (degs/sec) |
pb_ |
bool | 0 |
cheat | — | Debug player contextual ladder behavior |
pb_ |
bool | 0 |
cheat | — | Update the query or not |
pb_ |
bool | 0 |
cheat | — | Trace the ladder states |
pb_ |
float | 100 |
cheat | — | How much velocity to apply to the player to push away from the ladder |
pb_ |
float | 5.0 |
cheat | — | — |
pb_ |
float | 20.0 |
cheat | — | — |
pb_ |
float | -3.0 |
cheat | — | — |
pb_ |
bool | 1 |
cheat | — | Enable player contextual ladder behavior |
pb_ |
bool | 1 |
cheat | — | Enables additive anims to simulate body rotation |
pb_ |
float | 5 |
cheat | — | How far to back up the forward test rays |
pb_ |
float | 50 |
cheat | — | How far forward to test the world |
pb_ |
int | 50 |
cheat | — | How long in ms to attempt interaction with ladder before interaction begins |
pb_ |
float | 45 |
cheat | — | Maximum angle in degrees between the ladder normal and the player heading to interact with the ladder |
pb_ |
float | 0.1 |
cheat | — | Dead zone for ladder input |
pb_ |
float | 0.5 |
cheat | — | Input required to initiate slide behavior |
pb_ |
float | 200 |
cheat | — | How much velocity to apply to the player to push away from the ladder |
pb_ |
float | 70 |
cheat | — | Maximum delta pitch, relative to ladder normal |
pb_ |
float | 80 |
cheat | — | Maximum delta yaw, relative to ladder normal |
pb_ |
float | 20 |
cheat | — | Minimum width to allow a sides of ladder brushes to be ignored |
pb_ |
float | 26 |
cheat | — | X offset for top mount |
pb_ |
float | 0 |
cheat | — | Y offset for top mount |
pb_ |
float | 0 |
cheat | — | Z offset for top mount |
pb_ |
float | 26 |
cheat | — | X offset for top mount |
pb_ |
float | 0 |
cheat | — | Y offset for top mount |
pb_ |
float | 0 |
cheat | — | Z offset for top mount |
pb_ |
float | 26 |
cheat | — | X offset for top mount |
pb_ |
float | 0 |
cheat | — | Y offset for top mount |
pb_ |
float | 0 |
cheat | — | Z offset for top mount |
pb_ |
int | 500 |
cheat | — | This many MS after dismounting before player can mount again |
pb_ |
float | 120 |
cheat | — | ladders shorter than this are automaticly climed and exited |
pb_ |
int | 0 |
cheat | — | How many delta moves to output |
pb_ |
int | 0 |
cheat | — | Same as output delta move, except only z info is reported |
pb_ |
float | 1 |
cheat | — | How far inside a blocking surface to test |
pb_ |
float | 7 |
cheat | — | Error allowance for shifting into initial position |
pb_ |
float | 50 |
cheat | — | How far sideways or up to test for a ladder |
pb_ |
float | 150.0 |
cheat | — | Spring constant for speed spring scale |
pb_ |
float | 1.25 |
cheat | — | Speed scale allowed while sprinting |
pb_ |
float | 24 |
cheat | — | height of one step |
pb_ |
float | 150 |
cheat | — | How far up or down to test for the ladder top and bottom |
pb_ |
bool | 1 |
cheat | — | Enable the 3rd person hands |
pb_ |
bool | 1 |
cheat | — | Enable the 3rd person legs |
pb_ |
bool | 0 |
cheat | — | Always draw the 3rd person hands |
pb_ |
bool | 0 |
cheat | — | Always draw the 3rd person legs |
pb_ |
float | 30.0 |
cheat | — | Offset in down direction when crouching |
pb_ |
float | 40.0 |
cheat | — | Offset in up direction when crouching |
pb_ |
bool | 0 |
cheat | — | Debug player contextual lean behavior |
pb_ |
bool | 0 |
cheat | — | Debug player contextual lean behavior states |
pb_ |
bool | 1 |
cheat | — | Enable player contextual lean behavior |
pb_ |
float | 500.0 |
cheat | — | Spring constant for the offset |
pb_ |
float | 15.0 |
cheat | — | Offset in down direction when in low phys |
pb_ |
float | 63.0 |
cheat | — | Offset in down direction |
pb_ |
float | 30.0 |
cheat | — | Offset in left/right direction |
pb_ |
float | 15.0 |
cheat | — | Offset in forward dir when having left/right direction |
pb_ |
float | 10.0 |
cheat | — | Offset in up direction |
pb_ |
float | 15.0 |
cheat | — | Roll offset in when leaning left/right |
pb_ |
float | 400.0 |
cheat | — | How fast the angles are constrained |
pb_ |
bool | 1 |
cheat | — | If this is true the slide update happens after the physics update |
pb_ |
float | 89.0 |
cheat | — | Maximum view angle |
pb_ |
float | 89.0 |
cheat | — | Maximum view angle |
pb_ |
float | 75.0 |
cheat | — | Maximum view angle |
pb_ |
float | 75.0 |
cheat | — | Maximum view angle |
pb_ |
float | 0.5 |
cheat | — | tweak to avoid legs being clipped by world |
pb_ |
float | 5 |
cheat | — | How fast the shifts into position for a given interaction |
pb_ |
bool | 1 |
cheat | — | Draw the 3rd person hands (when enabled) |
pb_ |
bool | 1 |
cheat | — | Draw the 3rd person legs (when enabled) |
pb_ |
float | 0.75 |
cheat | — | Scales the adjustment of speed for height change |
pb_ |
float | 75.0 |
cheat | — | How far ahead of the player to do the altitude check |
pb_ |
float | 150.0 |
cheat | — | Spring constant for the body rotation anim alpha |
pb_ |
float | 30.0 |
cheat | — | Maximum animated angle for body models |
pb_ |
float | 60.0 |
cheat | — | Maximum animated angle for body models |
pb_ |
float | 750.0 |
cheat | — | Spring constant for averaging the body rotation position |
pb_ |
float | 45.0 |
cheat | — | Maximum animated angle for body models |
pb_ |
float | 45.0 |
cheat | — | Maximum animated angle for body models |
pb_ |
bool | 0 |
cheat | — | Debug player contextual slide behavior |
pb_ |
int | 0 |
cheat | — | Force the end state: 1 = STAND, 2 = CROUCH, 3 = FALL |
pb_ |
bool | 0 |
cheat | — | Debug player - Forces the player into a slide position for debugging |
pb_ |
bool | 0 |
cheat | — | Debug player contextual slide behavior states |
pb_ |
bool | 1 |
cheat | — | Enable player contextual slide behavior |
pb_ |
bool | 1 |
cheat | — | Enables Slide Body Rotation |
pb_ |
bool | 0 |
cheat | — | Enables Slide Body Pitch Rotation |
pb_ |
float | 1.0 |
cheat | — | alpha rate for additive anim |
pb_ |
int | 20 |
cheat | — | How long additive animations take to blend |
pb_ |
int | 1 |
cheat | — | Number of frames the hands are moved ahead of the legs |
pb_ |
float | 500.0 |
cheat | — | Spring constant for the legs forward dir spring |
pb_ |
bool | 1 |
cheat | — | Rotates the legs to align with the ground slope |
pb_ |
float | 15.0 |
cheat | — | Height off the ground to exit slide into fall |
pb_ |
int | 1500 |
cheat | — | Max duration for a single slide, or 0 for unlimited |
pb_ |
float | 250.0 |
cheat | — | Slide ends if 2d speed goes below this value |
pb_ |
float | 210.0 |
cheat | — | Slide ends if 2d speed goes below this value while dualwielding |
pb_ |
bool | 1 |
cheat | — | Play additive anims on the fp hands |
pb_ |
bool | 1 |
cheat | — | Play additive anims on the tp legs |
pb_ |
float | 1.75 |
cheat | — | Friction Value To Apply while we are on the slide and trying to stop |
pb_ |
float | 0.8 |
cheat | — | Friction Value To Apply while we are on the slide |
pb_ |
int | 2 |
cheat | — | spring camera calculate view stage to use |
pb_ |
float | 1000.0 |
cheat | — | Tension (K) of the Spring Camera |
pb_ |
bool | 1 |
cheat | — | If this is true the slide update happens after the physics update |
pb_ |
bool | 0 |
cheat | — | Use deferred handling on the fp hands |
pb_ |
bool | 0 |
cheat | — | Use deferred handling on the tp legs |
pb_ |
float | 20.0 |
cheat | — | Maximum view angle |
pb_ |
float | 60.0 |
cheat | — | Maximum view angle |
pb_ |
float | 45.0 |
cheat | — | Maximum view angle |
pb_ |
float | 45.0 |
cheat | — | Maximum view angle |
pb_ |
int | 0 |
cheat | — | Traces the third person hands angles (1=post-values, 2=pre and post-values |
pb_ |
int | 0 |
cheat | — | Traces the third person hands anim deltas (1 for trans, 2 for rot, 3 for both) |
pb_ |
bool | 0 |
cheat | — | Traces the animation calls on the hands to the debug console |
pb_ |
int | 0 |
cheat | — | Traces the third person hands position (1=post-values, 2=pre and post-values |
pb_ |
int | 0 |
cheat | — | Traces the third person legs angles (1=post-values, 2=pre and post-values |
pb_ |
int | 0 |
cheat | — | Traces the third person legs anim deltas (1 for trans, 2 for rot, 3 for both) |
pb_ |
bool | 0 |
cheat | — | Traces the animation calls on the legs to the debug console |
pb_ |
int | 0 |
cheat | — | Traces the third person legs position (1=post-values, 2=pre and post-values |
playercontrolled_
14 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
player |
float | 100.0 |
cheat | — | max length to clamp the bump spring delta to on the forward axis |
player |
float | 100.0 |
cheat | — | max length to clamp the bump spring delta on the left axis |
player |
float | 100 |
cheat | — | spring constant for bump |
player |
float | 300 |
cheat | — | spring constant for blend spring glider spring |
player |
float | 150 |
cheat | — | spring constant for gas blend spring |
player |
float | 30 |
cheat | — | spring constant for movestick |
player |
float | 100 |
cheat | — | spring constant for blend spring glider spring |
player |
float | 150.0 |
cheat | — | spring constant for roll |
player |
float | 1.0 |
cheat | — | Roll correction |
player |
float | 0.5 |
cheat | — | Roll correction |
player |
float | 300 |
cheat | — | spring constant for turn blend spring |
player |
float | 50 |
cheat | — | spring constant for turn blend spring up/down |
player |
float | 150 |
cheat | — | spring constant for turn blend spring up/down |
player |
float | 300 |
cheat | — | spring constant for blend spring controlling blend to and from left-right/fwd-back anims |
playtest_
24 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
playtest_ |
int | 250 |
cheat | — | minimum number of ms between breadcrumb saves |
playtest_ |
int | 60000 |
cheat | — | minimum number of ms between inventory saves |
playtest_ |
bool | 1 |
cheat | — | if false will not log AI2 breadcrumbs |
playtest_ |
bool | 0 |
cheat | — | if false no playtest logging will be done |
playtest_ |
bool | 1 |
cheat | — | if false will not log deaths |
playtest_ |
bool | 1 |
cheat | — | if false will not log inventory |
playtest_ |
bool | 1 |
cheat | — | if false will not log player breadcrumbs |
playtest_ |
bool | 1 |
cheat | — | if false will not log player buttons |
playtest_ |
bool | 1 |
cheat | — | if false will not log player equip item |
playtest_ |
bool | 1 |
cheat | — | if false will not log player items |
playtest_ |
bool | 1 |
cheat | — | if false will not log race checkpoints |
playtest_ |
bool | 1 |
cheat | — | if false will not log player use focus |
playtest_ |
bool | 1 |
cheat | — | if false will not log player use quick item |
playtest_ |
bool | 1 |
cheat | — | if false will not log radius damage events |
playtest_ |
bool | 1 |
cheat | — | if false will not log vehicle AI breadcrumbs |
playtest_ |
bool | 1 |
cheat | — | if false will not log weapon fire |
playtest_ |
bool | 0 |
cheat | — | if true, we're actually going to start logging when the menu tells us... |
playtest_ |
bool | 0 |
cheat | — | if true we start renderdemos with the playtest menu... needs playtest_MenuStartsLogging to be true as well |
playtest_ |
int | 1 |
cheat | — | for multi map playtest renderdemos. used in naming |
playtest_ |
bool | 1 |
cheat | — | if false will not save the binary file when the save command is called |
playtest_ |
bool | 0 |
cheat | — | if false will not save the models when the save command is called |
playtest_ |
bool | 0 |
cheat | — | if false will not save the text file when the save command is called |
playtest_ |
string | invalid_session |
cheat | — | session name of the current playtest log |
playtest_ |
string | direct |
cheat | — | type of the current playtest log, basically how it started |
racecam_
14 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
racecam_ |
float | 8.0 |
cheat | — | — |
racecam_ |
bool | 0 |
cheat | — | — |
racecam_ |
bool | 1 |
cheat | — | — |
racecam_ |
float | 0.015 |
cheat | — | — |
racecam_ |
float | 500 |
cheat | — | ms |
racecam_ |
float | 100 |
cheat | — | ms |
racecam_ |
float | 0.05 |
cheat | — | how quickly the focal position goes to the target |
racecam_ |
float | 0.02 |
cheat | — | how quickly the goal position goes to the target |
racecam_ |
bool | 0 |
cheat | — | new finish race camera |
racecam_ |
float | 1000 |
cheat | — | min distance from vehicle |
racecam_ |
float | 5 |
cheat | — | divisor for step size |
racecam_ |
float | 0.90 |
cheat | — | how quickly the focal position goes to the target |
racecam_ |
float | 0.0 |
cheat | — | focal z-position offset added to the target |
racecam_ |
int | 2 |
cheat | — | 1 - 3 |
resource_
14 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
resource_ |
int | 0 |
cheat | — | Set to 1 for huge console spew |
resource_ |
int | 0 |
cheat | — | 0 - Nothing. 1 - Warning. 2 - Fatal Error - if loaded during gameplay |
resource_ |
bool | 0 |
cheat | — | Error on clients trying to add network resources |
resource_ |
bool | 1 |
cheat | — | 1 = errors on failure to resolve code resources, 0 = just warnings |
resource_ |
bool | 0 |
cheat | — | ignore layer bits and load all layers during map loads |
resource_ |
int | 0 |
cheat | — | Set to 1 to get binary resolve logging |
resource_ |
string | (empty) | cheat | — | Optional output path for resource files |
resource_ |
int | 0 |
cheat | — | 1 = show all loads, 2 = show all finds |
resource_ |
bool | 0 |
cheat | — | 1 = show all localized resource names |
resource_ |
bool | 0 |
cheat | — | Prints to the console whenever a resource is stale-reloaded. |
resource_ |
bool | 1 |
cheat | — | When idStudio is active, always perform stale checks on resources. |
resource_ |
bool | 0 |
cheat | — | 1 = track the time spent on loading resources and basic statistics per resource list |
resource_ |
bool | 1 |
cheat | — | run the virtual texture preloader in parallel with game init |
resource_ |
string | (empty) | cheat | — | warn on load that sub string match on string (to find out who cause a resource to load) |
robot_
13 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
robot_ |
float | 90 |
cheat | — | FOV during robot control |
robot_ |
float | 150 |
cheat | — | Height origin offset of camera on robot |
robot_ |
float | -30 |
cheat | — | Local origin offset of camera on robot |
robot_ |
float | -30 |
cheat | — | Local origin offset of camera on robot |
robot_ |
float | 0 |
cheat | — | Local origin offset of camera on robot |
robot_ |
float | 10 |
cheat | — | Max pitch allowed during fps view |
robot_ |
float | 100 |
cheat | — | Max yaw allowed during fps view |
robot_ |
float | -28 |
cheat | — | Min pitch allowed during fps view |
robot_ |
float | -100 |
cheat | — | Min yaw allowed during fps view |
robot_ |
float | 5 |
cheat | — | Pitch look speed when using game-pad |
robot_ |
float | 5 |
cheat | — | Yaw look speed when using game-pad |
robot_ |
float | 100 |
cheat | — | ms to interpolate the fps view over |
robot_ |
bool | 1 |
cheat | — | Draw temporary crosshair when firing robots gun |
rs_
11 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
rs_ |
int | 0 |
cheat | — | 0 - percentages, 1 - pixels per frame, 2 - resolution |
rs_ |
float | 0.11 |
cheat | — | Drop the resolution in increments of this |
rs_ |
float | 15.0 |
cheat | — | Drop the resolution when GPU time exceeds this |
rs_ |
int | 0 |
cheat | — | Enable dynamic resolution scaling, 0 - off, 1 - vert only, 2 - horz only, 3 - both |
rs_ |
float | 0 |
cheat | — | Force a specific 0.0 to 1.0 horizontal resolution scale |
rs_ |
float | 0 |
cheat | — | Force a specific 0.0 to 1.0 vertical resolution scale |
rs_ |
float | 0.5 |
cheat | — | Never go below this |
rs_ |
float | 0.06 |
cheat | — | Raise the resolution in increments of this |
rs_ |
int | 5 |
cheat | — | Require this many frames below rs_raiseMilliseconds |
rs_ |
float | 13.0 |
cheat | — | Raise the resolution when GPU time is below this for several frames |
rs_ |
int | 0 |
cheat | — | 1 = Print whenever the resolution scale changes, 2 = always |
s_
73 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
s_ |
bool | 1 |
cheat | — | Allow multiple listeners in splitscreen |
s_ |
float | -1 |
cheat | — | — |
s_ |
int | 2 |
cheat | — | Ramp currentCushionDB so this many emitter channels should be silent |
s_ |
float | -30 |
cheat | — | Never cushion fade beyond this level |
s_ |
float | 10 |
cheat | — | DB above s_cushionFadeLimit to start ramp to silence |
s_ |
float | 60 |
cheat | — | DB / second change to currentCushionDB |
s_ |
bool | 0 |
cheat | — | Print information on controller shake when a sound channel is added |
s_ |
int | 0 |
cheat | — | Print information on culling of sounds (performance culling, i.e. out of hwvoices) |
s_ |
bool | 0 |
init-only | — | Create audio device with debug features on |
s_ |
bool | 0 |
cheat | — | Print a message any time a hardware voice changes |
s_ |
bool | 0 |
cheat | — | print debug information about max playback |
s_ |
int | 16320 |
init-only | — | Size (in bytes) of the temporary decode buffers |
s_ |
int | -1 |
saved | — | Which audio device to use (listDevices to list, -1 for default) |
s_ |
int | 0 |
cheat | 0 … 2 | — |
s_ |
float | 1 |
cheat | — | How many seconds it takes to fade environmental sounds when crossing portals |
s_ |
bool | 0 |
cheat | — | Issue more sound related warnings |
s_ |
float | 7.5 |
cheat | — | fake speed of sound, in game units per MSEC, used exclusively to schedule sounds that use SSF_FINITE_SPEED_OF_SOUND |
s_ |
int | 20 |
cheat | — | Voice priority is calculated using 'volume + priority * 1000', this value is added to that if a sound have a hardware voice. This gives an opertunity to keep that hardware voice |
s_ |
float | 12 |
cheat | — | HDR Falloff rate in dB per second |
s_ |
bool | 0 |
cheat | — | lock listener updates |
s_ |
bool | 1 |
cheat | — | enable low pass filter |
s_ |
float | 6 |
saved | — | Maximum Good (Green) value on the lu meter |
s_ |
float | -6 |
saved | — | Minimum Good (Green) value on the lu meter |
s_ |
float | 18 |
saved | — | Maximum value on the lu meter |
s_ |
float | -36 |
saved | — | Minimum value on the lu meter |
s_ |
float | 6 |
saved | — | Difference between numbers on the lu scale |
s_ |
int | 1024 |
cheat | — | Can be set lower than the absolute max of MAX_HARDWARE_VOICES |
s_ |
int | 0 |
cheat | — | If greater than 0, override the max distance (unless the individual sound distance is smaller) of sounds. |
s_ |
int | 1000 |
saved | — | How long (in milliseconds) peaks are displayed on the VU meter |
s_ |
bool | 0 |
cheat | — | Set to 1 to mute background music |
s_ |
bool | 0 |
cheat | — | returns NULL for all sounds loaded and does not update the sound rendering |
s_ |
float | 768 |
cheat | — | distance over which to fade occlusion |
s_ |
int | 250 |
cheat | — | When pausing and unpausing a sound world, milliseconds to fade sounds in over |
s_ |
bool | 0 |
saved | — | play a beep for missing sounds |
s_ |
bool | 1 |
cheat | — | Play positioned sounds such as bullet impacts and foot steps |
s_ |
int | 1 |
cheat | — | enable reverb |
s_ |
int | 0 |
cheat | — | 1 = render each sound area in a different color. 2= render area local listener is in |
s_ |
bool | 0 |
cheat | — | render sound areas which exceed MAX_SOUND_BSP_AREA_FACES |
s_ |
bool | 0 |
cheat | — | print debug information about stopped sounds causing a hard cut |
s_ |
int | 0 |
cheat | — | enables sound debug page |
s_ |
bool | 0 |
cheat | — | Draw duck info on the hud |
s_ |
bool | 0 |
cheat | — | Show HDR sound values |
s_ |
int | 0 |
cheat | 0 … 2 | show paths from listener to all sounds, purple means the sound is in solid |
s_ |
bool | 0 |
cheat | — | Show XAudio2 Performance data |
s_ |
bool | 0 |
cheat | — | show sound portals |
s_ |
bool | 0 |
cheat | — | show the reverb parameters |
s_ |
int | 0 |
saved | — | draw sound information on the hud. negative = a specific emitter |
s_ |
string | (empty) | cheat | — | filter s_showSounds data by name based on this string |
s_ |
int | 0 |
saved | — | freeze the showSound output while 1 |
s_ |
int | 0 |
cheat | — | print debug information about sound starting |
s_ |
bool | 0 |
cheat | — | print debug information about sound stopping |
s_ |
bool | 0 |
cheat | — | Draw voice info on the hud |
s_ |
int | 0 |
cheat | — | mute all sounds but this emitter |
s_ |
int | 0 |
cheat | — | mute all sounds but the ones from this entity |
s_ |
bool | 0 |
cheat | — | Do all calculation, but skip XA2 calls |
s_ |
bool | 0 |
cheat | — | Show HDR sound values |
s_ |
bool | 0 |
cheat | — | — |
s_ |
string | (empty) | cheat | — | filter the playing of sounds themselves and s_drawSounds, s_showSounds, s_showStartSound, and s_showStopSound data by sound group based on this string. Filtering can be turned off by setting this cvar to '' or 'off' |
s_ |
string | (empty) | cheat | — | substring shader name filter for s_showStartSound |
s_ |
int | 64 |
init-only | — | Size (in kb) of the temporary streaming buffers |
s_ |
float | 10 |
cheat | — | Tinnitus Falloff rate in dB per second |
s_ |
float | 1 |
cheat | — | Perceived dB level when tinnitus resets and can be triggered again |
s_ |
float | 12 |
cheat | — | Perceived dB level when tinnitus starts to kick in |
s_ |
float | 128 |
cheat | — | The minimum distance a bullet has to go past the player for a tracer to be played |
s_ |
bool | 0 |
cheat | — | makes the weapon statics always fire |
s_ |
bool | 1 |
init-only | — | Use compressed sound files |
s_ |
bool | 1 |
cheat | — | — |
s_ |
bool | 1 |
cheat | — | allow the use of fake speed of sound to schedule sounds that use SSF_FINITE_SPEED_OF_SOUND |
s_ |
bool | 1 |
cheat | — | — |
s_ |
int | 1 |
cheat | 0 … 1 | — |
s_ |
bool | 1 |
cheat | — | Enable the sound thread |
s_ |
float | 0 |
saved | — | voice volume in dB |
s_ |
float | 0 |
cheat | — | volume in dB |
savegame_
12 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
save |
int | 0 |
cheat | — | allows loading of savegames from previous versions of the game |
save |
bool | 1 |
cheat | — | data integrity check |
save |
bool | 1 |
cheat | — | are savegames enabled |
savegame_ |
int | 0 |
cheat | — | Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error |
save |
float | 0 |
cheat | — | wait for x extra seconds in the save to simulate a slow save/load |
savegame_ |
int | 30000 |
cheat | — | (ms) timeout value for nextMap testing |
savegame_ |
int | 16 |
cheat | — | maximum GUI slots available |
savegame_ |
int | -1 |
cheat | — | minimum bytes required to start a new game |
save |
int | 1000 |
cheat | — | min time the save icon can appear TRC/TCR compatible |
savegame_ |
int | 60000 |
cheat | — | (ms) timeout value for save testing |
save |
bool | 0 |
saved | — | debug spam |
savegame_ |
int | 0 |
cheat | — | on windows, this is a delay induced before any file operation occurs |
si_
21 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
si_ |
int | 0 |
cheat | — | if 0 dont give inventory, if 1 gets reset after first checkpoint, if 2 wont get reset and inventory will be updated on each checkpoint |
si_ |
bool | 0 |
cheat | — | for save/load regressions, after loading a savegame, we force the player to respawn which activates the triggers associated with the new spawn spot |
si_ |
bool | 0 |
cheat | — | if true the jobmanager will give the list of possible single player items. |
si_ |
bool | 0 |
cheat | — | if set and we don't find the requested si_jobDebugName error instead of warn |
si_ |
string | (empty) | saved | — | — |
si_ |
string | (empty) | saved | — | — |
si_ |
bool | 0 |
cheat | — | if true the jobmanager will load all possible jobs on a build game. |
si_ |
string | (empty) | saved | — | — |
si_ |
string | (empty) | cheat | — | Override map used for mp games. |
si_ |
float | 5 |
cheat | — | Minimum respawn delay after player death in MP game |
si_ |
bool | 0 |
saved | — | when true starts with with devmap equipment |
si_ |
string | (empty) | cheat | — | game play layers to use with map the map command |
si_ |
string | (empty) | cheat | — | game play layers to use with map the map command |
si_ |
bool | 0 |
cheat | — | If swap teams is enabled and is CTF, it will do one flag |
si_ |
int | 0 |
cheat | — | Score limit |
si_ |
string | player_start |
cheat | — | name of the spawn spot to use with the map command |
si_ |
int | 0 |
cheat | — | force splitscreen |
si_ |
bool | 0 |
cheat | — | If swap teams is enabled, do stopwatch as well |
si_ |
bool | 0 |
cheat | — | Swap teams and do two rounds |
si_ |
int | 2 |
cheat | — | How many teams, 0 for FFA |
si_ |
float | 0 |
cheat | — | Time limit |
spl_
35 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
spl_ |
bool | 0 |
cheat | — | Show debug path |
spl_ |
bool | 0 |
cheat | — | Disables vehicle AI pathing. |
spl_ |
bool | 0 |
cheat | — | Prints each node a spline is associated with. |
spl_ |
bool | 1 |
cheat | — | Spline tracker is updated between recalcs. |
spl_ |
bool | 0 |
cheat | — | Draw spline graph |
spl_ |
float | 300 |
cheat | — | Spline point step size (smaller = more detail) |
spl_ |
bool | 0 |
cheat | — | Set spline position (for path debugging) |
spl_ |
bool | 0 |
cheat | — | add the distance to the closest spline to the spline step |
spl_ |
bool | 0 |
cheat | — | Debug the quest navigation splines |
spl_ |
bool | 0 |
cheat | — | Draw spline graph |
spl_ |
float | 0.5 |
cheat | — | bonus for being within the bounds of the spline |
spl_ |
float | 1500 |
cheat | — | Long Dist from start to get forward vector |
spl_ |
float | 3500 |
cheat | — | Long Dist from start to get forward vector |
spl_ |
float | 500 |
cheat | — | Medium Dist from start to get forward vector |
spl_ |
float | 750 |
cheat | — | Medium Dist from start to get forward vector |
spl_ |
float | 1500 |
cheat | — | Over ride Dist from start to get forward vector |
spl_ |
float | 200 |
cheat | — | Short Dist from start to get forward vector |
spl_ |
float | 300 |
cheat | — | Short Dist from start to get forward vector |
spl_ |
int | 0 |
cheat | — | <= 0 no override, 1 short override, 2 medium override, 3 long override, >= 4 cvar override |
spl_ |
float | 5000 |
cheat | — | Long Dist from start to get forward vector |
spl_ |
float | 7500 |
cheat | — | Long Dist from start to get forward vector |
spl_ |
float | 2 |
cheat | — | scales spline width by this value -- used as search distance |
spl_ |
float | 0 |
cheat | — | Display all quest nav splines |
spl_ |
bool | 0 |
cheat | — | Show spline bounds |
spl_ |
bool | 0 |
cheat | — | Show spline timing |
spl_ |
float | 1.0 |
cheat | — | additional penalty for z differences |
spl_ |
float | 0 |
cheat | — | Display all vehicle ai paths |
spl_ |
bool | 0 |
cheat | — | Draw furthest pos sample info |
spl_ |
bool | 0 |
cheat | — | Show spline bounds |
spl_ |
bool | 0 |
cheat | — | Testing closest dist to spline calculation. |
spl_ |
bool | 0 |
cheat | — | Show spline timing |
spl_ |
int | 5 |
cheat | — | Distance at which spline position will be totally recalculated (rather than simply adjusted). |
spl_ |
int | 16 |
cheat | — | Min MS between update (assumes 60hz) |
spl_ |
bool | 0 |
cheat | — | Uses navSplineList_BuildGame (for testing) |
spl_ |
bool | 0 |
cheat | — | Show spline waypoints |
swf_
58 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
swf_ |
float | 1024.0 |
cheat | — | distance a which combat subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior). |
swf_ |
string | 01 |
cheat | — | Test |
swf_ |
bool | 0 |
cheat | — | was custom game selected if so return to custom game when returning to game lobby |
swf_ |
int | 0 |
saved | — | debug swf scripts. 1 shows traces/errors. 2 also shows warnings. 3 also shows disassembly. 4 shows parameters in the disassembly. |
swf_ |
bool | 0 |
cheat | — | set to output deferred delay debug info |
swf_ |
int | 0 |
cheat | — | debug swf functions being called from game. |
swf_ |
bool | 0 |
cheat | — | enables additional debugging information about mouse activity (hovers) |
swf_ |
int | 125 |
cheat | — | set to delay the main menu activation to free up purged hud images beforehand |
swf_ |
bool | 0 |
cheat | — | snap to pixel |
swf_ |
int | 200 |
cheat | — | The time it should take for the hud to fade in after the screen has faded in, MS |
swf_ |
int | 500 |
cheat | — | The duration of the fade in hud is rendered after swf_fadeInDuration + swf_fadeInDelay, MS |
swf_ |
float | 0 |
cheat | 0 … 1 | force an alpha value on all elements, useful to show invisible animating elements |
swf_ |
string | 0 |
cheat | — | forces all elements to render, ignoring the visible flag |
swf_ |
int | 0 |
cheat | — | 1 = extremely slow high quality compressor |
swf_ |
bool | 0 |
cheat | — | shows all undefined items in inventory when set |
swf_ |
float | 400.0 |
cheat | — | test gui model location |
swf_ |
int | 375 |
cheat | — | test gui model location |
swf_ |
int | 1 |
cheat | — | used to set whether to load binary swf from generated |
swf_ |
int | 0 |
cheat | — | alternate loadscreen to use |
swf_ |
int | -1 |
cheat | — | alternate loadscreentext to use |
swf_ |
string | mpshell |
cheat | — | GUI to load for the multiplayer shell |
swf_ |
bool | 0 |
cheat | — | is this a hands on build for mp demos |
swf_ |
int | 55 |
cheat | — | used to adjust scroll speed of options |
swf_ |
int | -1 |
cheat | — | used to force which buttons are displayed for testing UI 0 - X360, 1 - PS3, 2 - PC, 3 - XONE, 4 PS4 |
swf_ |
int | 1 |
cheat | — | Do we want to play menu sounds 1 Yes 0 No |
swf_ |
bool | 1 |
cheat | — | purge atlas images when a swf is not being rendered |
swf_ |
float | 10.0 |
cheat | — | Dist to inner circle X |
swf_ |
float | 10.0 |
cheat | — | Dist to inner circle Y |
swf_ |
float | 0.025 |
saved | 0 … 0.175 | space between UI elements and screen edge |
swf_ |
float | 32768.0 |
cheat | — | distance check for scope UIs |
swf_ |
string | shell |
cheat | — | The SWF to use for the main shell |
swf_ |
bool | 1 |
cheat | — | If this is set to 1 the DLC menu will show instead of the DEV menu |
swf_ |
bool | 1 |
cheat | — | Whether to show the BENCHMARK option in the video settings menu |
swf_ |
string | (empty) | cheat | — | skips rendering any SWFs that don't match this string |
swf_ |
bool | 0 |
cheat | — | skips attempting to render any SWF |
swf_ |
bool | 0 |
cheat | — | skip rendering masks |
swf_ |
bool | 0 |
cheat | — | skips attempting to render any SWF editTexts |
swf_ |
bool | 0 |
cheat | — | skips attempting to replace tooltips in SWF editText |
swf_ |
float | 0 |
cheat | — | stop at a specific frame |
swf_ |
int | 3500 |
cheat | — | early time out to switch the line |
swf_ |
int | 3500 |
cheat | — | time after subtitles vo is complete |
swf_ |
int | 10000 |
cheat | — | early time out to switch the line |
swf_ |
int | 3000 |
cheat | — | number of seconds before a pause is considered |
swf_ |
float | 500.0 |
cheat | — | distance a which subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior). |
swf_ |
float | 25.0 |
cheat | — | Scale the duration with |
swf_ |
int | 104 |
cheat | — | max number of characters that can go into the input line |
swf_ |
float | 1.3 |
cheat | — | scroll speed for text |
swf_ |
int | 15 |
cheat | — | scroll speed for text |
swf_ |
int | 100 |
cheat | — | scroll speed for text |
swf_ |
int | 8 |
cheat | — | scroll speed for text |
swf_ |
int | 80 |
cheat | — | scroll speed for text |
swf_ |
float | 1 |
cheat | — | timescale for swf files |
swf_ |
float | 0.1 |
saved | 0 … 0.2 | How much we push the element from their positions into the screen |
swf_ |
float | 0.1 |
saved | 0 … 0.2 | How much we push the element from their positions into the screen |
swf_ |
float | 0.5 |
saved | 0 … 1 | space between UI elements and screen edge, 0.5 gives for instance 192 * 0.5, 128 * 0.5 movement. Should always be at least 0.5 to be within safe |
swf_ |
bool | 0 |
cheat | — | used to force an update on the key binding menu |
swf_ |
int | -1 |
cheat | — | set to override the profile setting |
swf_ |
bool | 0 |
cheat | — | when set to true and returning to main menu we show the credits |
sys_
15 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
sys_ |
string | detect |
init-only | — | — |
sys_ |
bool | 0 |
init-only | — | if 1, allow streaming install from non-retail build |
sys_ |
int | 1 |
init-only | — | if 1, allow streaming install to HDD |
sys_ |
string | english |
normal | english / french / italian / german / spanish / russian / polish / japanese | — |
sys_ |
bool | 0 |
normal | — | uses to store if we are using japanese or not so we don't have to do a string compare when rendering text |
sys_ |
int | 768 |
cheat | — | bitmask to disable languages. Order: english (LSB), french, italian, german, spanish, russian, polish, czech, japanese (MSB) |
sys_ |
int | 0 |
cheat | — | if not -1, select single language (works most of the time) |
sys_ |
bool | 0 |
normal | — | if 1, strings and vo can live outside a retail package |
sys_ |
bool | 0 |
cheat | — | Include all rw pages (creates BIG (several GIB) but better dumps). |
sys_ |
bool | 1 |
init-only | — | Disable minidumps. |
sys_ |
string | \\mgfiles01\builds\crashdumps\tungsten |
saved | — | Where to store crashdumps when they occur. |
sys_ |
string | (empty) | normal | — | ww, jp, de, eu, na |
sys_ |
int | 0 |
cheat | — | if 1, show install progress |
sys_ |
string | (empty) | cheat | — | pretend map isn't installed |
sys_ |
int | 6 |
cheat | — | The lowest chunkId that need initial in fast storage. |
third_
17 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
third_ |
float | 78 |
cheat | — | — |
third_ |
bool | 0 |
cheat | — | — |
third_ |
bool | 0 |
cheat | — | — |
third_ |
int | 2000 |
cheat | — | — |
third_ |
bool | 0 |
cheat | — | — |
third_ |
float | -15 |
cheat | — | — |
third_ |
float | 4000 |
cheat | — | — |
third_ |
float | 140 |
cheat | — | — |
third_ |
float | 75 |
cheat | — | — |
third_ |
float | 0.75 |
cheat | — | — |
third_ |
float | 0.9 |
cheat | — | — |
third_ |
float | -3.5 |
cheat | — | — |
third_ |
float | 5 |
cheat | — | — |
third_ |
float | 0.15 |
cheat | — | — |
third_ |
int | 250 |
cheat | — | — |
third_ |
bool | 1 |
cheat | — | — |
third_ |
bool | 1 |
cheat | — | — |
tm_
18 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
tm_ |
int | 100 |
cheat | — | the time (in milliseconds) that animations played on a test model will take to blend in |
tm_ |
string | (empty) | cheat | — | name of joint to display the model-space location of |
tm_ |
int | 1 |
cheat | — | amount of time in millseconds that joint positions will remain visible |
tm_ |
int | -1 |
cheat | — | number of loops to play after tm_loop is executed. -1 means loop forever. |
tm_ |
bool | 1 |
cheat | — | 0 = modify the physics origin / axis, 1 = modify the render model origin / axis |
tm_ |
bool | 1 |
saved | — | 0 = place model directly in front of view point, 1 = place model in front of view point, but on the ground. |
tm_ |
float | 0 |
cheat | — | extra offset to apply around pitch axis |
tm_ |
float | 0 |
cheat | — | rate to rotate model around pitch ( in degrees per second ). |
tm_ |
bool | 1 |
cheat | — | 1 = remove last test model when a new one is spawned, 0 = don't remove. |
tm_ |
float | 0 |
cheat | — | extra offset to apply around roll axis |
tm_ |
float | 0 |
cheat | — | rate to rotate model around roll ( in degrees per second ). |
tm_ |
int | 0 |
cheat | — | 1 = show translation and rotation deltas for each loop, 2 = also so deltas each frame, 0 = don't show any delta info. |
tm_ |
int | 0 |
cheat | — | 0 = don't show origin position and rotation 1 = show origin position and rotation 2 = trace origin position and rotation |
tm_ |
int | 1 |
cheat | — | 0 = don't show origin position and rotation 1 = draw origin locations where the delta was fudged for frameset boundaries |
tm_ |
bool | 1 |
cheat | — | 1 = render the model with most recent origin |
tm_ |
bool | 1 |
cheat | — | 1 = use quaternion version of ApplyOriginDeltas |
tm_ |
float | 0 |
cheat | — | extra offset to apply around yaw axis |
tm_ |
float | 0 |
cheat | — | rate to rotate model around yaw ( in degrees per second ). |
v_
47 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
v_ |
int | 1487 |
cheat | — | The time in milliseconds required to reach full air control |
v_ |
float | 0.15 |
cheat | — | Lower limit on air control percentage |
v_ |
float | 0.9 |
cheat | — | Upper limit on air control percentage |
v_ |
bool | 0 |
cheat | — | On - Holding the slide button also turns on boost |
v_ |
float | 0.9 |
cheat | — | Boost velocity stabilization scale |
v_ |
bool | 0 |
cheat | — | Debug client armor spawning |
v_ |
float | -1 |
cheat | — | Vehicle spring compress (-1 for default) |
v_ |
float | 100.0 |
cheat | — | vehicle compression dust time |
v_ |
float | -1 |
cheat | — | Vehicle spring damping (-1 for default) |
v_ |
float | 0.0 |
cheat | — | vehicle dust time |
v_ |
float | 50.0 |
cheat | — | How long it takes the handbrake to get out of the system |
v_ |
bool | 0 |
cheat | — | Should the camera use the handbrake lerping system |
v_ |
float | 0.3 |
cheat | — | — |
v_ |
float | 1.0 |
cheat | — | Power to which the lerp value is applied to lateral wheel friction |
v_ |
float | 500.0 |
cheat | — | How long it takes the handbrake to get out of the system |
v_ |
bool | 0 |
cheat | — | Should the camera use the handbrake lerping system |
v_ |
float | 1.0 |
cheat | — | Power to which the lerp value is applied to lateral wheel friction |
v_ |
float | 500.0 |
cheat | — | How long it takes the handbrake to get out of the system |
v_ |
bool | 0 |
cheat | — | Should the camera use the handbrake lerping system |
v_ |
float | 0.5 |
cheat | — | Power to which the lerp value is applied to lateral wheel friction |
v_ |
float | 2000.0 |
cheat | — | How long it takes the handbrake to get out of the system for skidroll adjustment |
v_ |
bool | 1 |
cheat | — | Should the handbrake affect skidroll use the handbrake lerping system |
v_ |
float | 2.0 |
cheat | — | Power to which the lerp value is applied to skidroll |
v_ |
int | 500 |
cheat | — | Time spent firing a jump in MS (used for air turning) |
v_ |
bool | 0 |
cheat | — | On - Holding the jump button causes powersliding |
v_ |
float | 0.0 |
cheat | — | Max turn speed override for debugging. |
v_ |
bool | 1 |
cheat | — | Enable free look on the mouse |
v_ |
bool | 0 |
cheat | — | In multiplayer, quickuse selection will use the item - not just select it |
v_ |
float | -1.0 |
cheat | — | Roll damping, to stabilize car over bumpy terrain. |
v_ |
float | 0.5 |
saved | — | Pitch shift when in the air |
v_ |
float | 1 |
saved | — | Maximum pitch shift in semitones (may be negative) |
v_ |
float | 0 |
saved | — | Minimum pitch shift in semitones (may be negative) |
v_ |
float | 0.77 |
saved | — | RPM value when the pitch warbling starts (0-1) |
v_ |
float | 666 |
saved | — | Length of a single warble in milliseconds |
v_ |
bool | 0 |
cheat | — | Print air control debug text to the console |
v_ |
float | -1.0 |
cheat | — | Roll damping, to stabilize car over bumpy terrain. |
v_ |
int | 2 |
cheat | — | Simplified camera path: 0 = disabled, 1 = mp only, 2 = mp/sp |
v_ |
float | -1.0 |
cheat | — | Add some fun rolling into turns. |
v_ |
float | 3.0 |
cheat | — | how far the spinout should go |
v_ |
int | 1 |
cheat | — | Enables/Disables steer control |
v_ |
float | 3.8 |
cheat | — | Steer control turn rate when boosting |
v_ |
float | 1.0 |
cheat | — | — |
v_ |
float | -1.0 |
cheat | — | (ignored when -1) Steer control influence on car (default in vehicleProps: .55f) |
v_ |
float | 6.0 |
cheat | — | Steer control turn rate |
v_ |
float | 300 |
cheat | — | Speed at which turn control has most influence |
v_ |
float | 0.0 |
cheat | — | Test roll over code on pitch axis |
v_ |
float | 0.0 |
cheat | — | Test roll over code on roll axis |
veh_
34 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
veh_ |
int | 200 |
cheat | — | — |
veh_ |
float | 0.85 |
cheat | — | — |
veh_ |
float | 0.85 |
cheat | — | — |
veh_ |
float | 0.65 |
cheat | — | — |
veh_ |
float | 0.65 |
cheat | — | — |
veh_ |
float | 0.45 |
cheat | — | — |
veh_ |
float | 0.45 |
cheat | — | — |
veh_ |
float | 0.25 |
cheat | — | — |
veh_ |
float | 0.33 |
cheat | — | — |
veh_ |
bool | 0 |
cheat | — | — |
veh_ |
bool | 1 |
cheat | — | — |
veh_ |
float | 10 |
cheat | — | — |
veh_ |
bool | 0 |
cheat | — | — |
veh_ |
float | 1.3 |
cheat | — | — |
veh_ |
float | 20.0 |
cheat | — | — |
veh_ |
float | 15.0 |
cheat | — | — |
veh_ |
float | 2400.0 |
cheat | — | — |
veh_ |
float | 2200.0 |
cheat | — | — |
veh_ |
int | 200 |
cheat | — | high rumble duration of the tire skid in multiplayer |
veh_ |
float | 0.1 |
cheat | — | high rumble scalar of the tire skid in multiplayer |
veh_ |
int | 100 |
cheat | — | low rumble duration of the tire skid in multiplayer |
veh_ |
float | 0.05 |
cheat | — | low rumble scalar of the tire skid in multiplayer |
veh_ |
float | 2.0 |
cheat | — | Max angular distance before remote simulation kicks |
veh_ |
float | 8.0 |
cheat | — | Max angular distance before remote simulation kicks in scaled by influence |
veh_ |
float | 10.0 |
cheat | — | Max distance before remote simulation kicks |
veh_ |
float | 300.0 |
cheat | — | Max distance before remote simulation kicks in scaled by influence |
veh_ |
bool | 1 |
cheat | — | — |
veh_ |
float | 250 |
cheat | — | player never loses god mode |
veh_ |
float | 50 |
cheat | — | player never loses god mode |
veh_ |
bool | 0 |
cheat | — | — |
veh_ |
float | 10 |
cheat | — | velocity above which dust particles start to appear |
veh_ |
float | 1 |
cheat | — | 0-1 scale |
veh_ |
float | 1 |
cheat | — | 0-1 scale |
veh_ |
float | 1 |
cheat | — | 0-1 scale |
vehicle_
223 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
vehicle_ |
bool | 0 |
cheat | — | shows ALIGN_TO joint info |
vehicle_ |
int | 20 |
cheat | — | Change of throwing an AI struck by the player vehicle back toward the camera |
vehicle_ |
bool | 0 |
cheat | — | always make vehicle deaths use the special death logic |
vehicle_ |
int | 70 |
cheat | — | turn this up or down to adjust angular vehicle debris velocity |
vehicle_ |
float | -1 |
cheat | — | Angular force added to vehicle due to player control |
vehicle_ |
float | -1 |
cheat | — | Angular force added to vehicle (in air) due to player control |
vehicle_ |
float | 90 |
cheat | — | FOV when not boosting |
vehicle_ |
float | 0 |
cheat | — | control vehicle from birds-eye-view |
vehicle_ |
float | 1700 |
cheat | — | birds-eye distance |
vehicle_ |
int | 400 |
cheat | — | — |
vehicle_ |
float | 0.9 |
cheat | — | greater this is, the more separation/replication you see |
vehicle_ |
float | 250.0 |
cheat | — | position in front of car to center blur |
vehicle_ |
float | 0.1 |
cheat | — | — |
vehicle_ |
float | 0.75 |
cheat | — | — |
vehicle_ |
float | 0.4 |
cheat | — | general strength |
vehicle_ |
int | 1000 |
cheat | — | delay (ms) before fov effect starts |
vehicle_ |
float | 0.02 |
cheat | — | amount to recharge per vehicle_boostIncrementalRecharge |
vehicle_ |
float | 8 |
cheat | — | recharge delay |
vehicle_ |
bool | 0 |
cheat | — | drain the boost all at once |
vehicle_ |
float | 2.0 |
cheat | — | boost duration in seconds |
vehicle_ |
float | 125 |
cheat | — | FOV ( max ) when boosting |
vehicle_ |
float | .01 |
cheat | — | FOV ramp down from end |
vehicle_ |
float | .03 |
cheat | — | FOV ramp up from start |
vehicle_ |
float | .1 |
cheat | — | how often to apply vehicle_boostChargeAmount in seconds |
vehicle_ |
float | 400 |
cheat | — | Max camera range when boosting |
vehicle_ |
float | .19 |
cheat | — | minimum boost power required to start a new boost ( as a percentage ) |
vehicle_ |
float | 175 |
cheat | — | Min camera range when boosting |
vehicle_ |
float | 10 |
cheat | — | MPH ( max ) to add when boosting |
vehicle_ |
float | 800000 |
cheat | — | boost force power 100000 is very little, 1000000 is a LOT |
vehicle_ |
float | 0.5 |
cheat | — | boost recharge in seconds |
vehicle_ |
float | 1 |
cheat | — | boost torque multiplier |
vehicle_ |
int | 0 |
cheat | 0 … 3 | force boost upgrade level, 1 - 3 |
vehicle_ |
bool | 0 |
cheat | — | use the current boost power as a ratio of the vehicle_boostPower |
vehicle_ |
float | 5.0 |
cheat | — | time ( in seconds ) for the breakable to hide after a car is destroyed. |
vehicle_ |
bool | 0 |
cheat | — | Enable vehicle camera. |
vehicle_ |
float | 5.0 |
cheat | — | — |
vehicle_ |
bool | 1 |
cheat | — | — |
vehicle_ |
float | 0.0035 |
cheat | — | — |
vehicle_ |
int | 800 |
cheat | — | — |
vehicle_ |
int | 300 |
cheat | — | — |
vehicle_ |
float | 0 |
cheat | — | Forward offset for vehicle camera. |
vehicle_ |
bool | 1 |
cheat | — | experimental camera impl |
vehicle_ |
bool | 0 |
cheat | — | Cycle to next vehicle to follow. |
vehicle_ |
bool | 0 |
cheat | — | Cycle to next vehicle camera tag. |
vehicle_ |
float | 0 |
cheat | — | Pitch offset for vehicle camera. |
vehicle_ |
bool | 0 |
cheat | — | Cycle to prev vehicle to follow. |
vehicle_ |
bool | 0 |
cheat | — | Cycle to prev vehicle camera tag. |
vehicle_ |
bool | 0 |
cheat | — | Prints all tag name / offsets to console |
vehicle_ |
bool | 0 |
cheat | — | Resets all cam offsets to 0 |
vehicle_ |
float | 0 |
cheat | — | Right offset for vehicle camera. |
vehicle_ |
string | front_bumper |
cheat | — | Name of active camera tag. |
vehicle_ |
float | 0 |
cheat | — | Up offset for vehicle camera. |
vehicle_ |
float | 0 |
cheat | — | Yaw offset for vehicle camera. |
vehicle_ |
float | 50.0 |
cheat | — | Scale client side damage fx prediction (fudge value) |
vehicle_ |
float | 3000.0 |
cheat | — | Scale client side damage fx prediction (fudge value) |
vehicle_ |
float | 10.0 |
cheat | — | Scale client side damage fx prediction (fudge value) |
vehicle_ |
float | 300.0 |
cheat | — | Scale client side damage fx prediction (fudge value) |
vehicle_ |
float | -1.0 |
cheat | — | max compression to adjust pitch .. [ 0.0 -- 1.0 and >= vehicle_compressionPitchMin ] |
vehicle_ |
float | -1.0 |
cheat | — | pitch scale at max compression .. [ 1.0 -- >1.0 ] |
vehicle_ |
float | -1.0 |
cheat | — | min compression to adjust pitch .. [ 0.0 -- 1.0 and <= vehicle_compressionPitchMax ] |
vehicle_ |
float | 1.0 |
cheat | — | pitch scale at min compression .. [ 0.0 -- <-1.0 ] |
vehicle_ |
float | 4000 |
cheat | — | minimum force to apply to moveables to avoid getting stuck |
vehicle_ |
bool | 1 |
cheat | — | If playe rcan be damaged inside vehicles or not |
vehicle_ |
bool | 0 |
cheat | — | add damage when colliding against stuff |
vehicle_ |
float | 1 |
cheat | — | based on force of collision |
vehicle_ |
float | 1.25 |
cheat | — | Damage scaled by this amount when AI is taking damage on both left/right sides |
vehicle_ |
float | 160 |
cheat | — | applied to base damageScale. base damage scale = ( mph/80 ) * Square( cos( impactAngle ) ) |
vehicle_ |
float | 0 |
cheat | — | applied to damage when colliding with ground on wheels (reduces damage) |
vehicle_ |
float | 30 |
cheat | — | angle that determines a 'normal' landing (minimal damage) on the ground |
vehicle_ |
float | 12 |
cheat | — | damage scale for player's vehicle that's upside down |
vehicle_ |
float | 80 |
cheat | — | angle that determines when vehicle has overturned |
vehicle_ |
float | 4 |
cheat | — | damage scale for player's vehicle that's upside down |
vehicle_ |
float | 0.1 |
cheat | — | scale applied to all damage done to the player's vehicle |
vehicle_ |
float | 1.1 |
cheat | — | Additional damage applied to 'other' vehicle when boosting during collision. |
vehicle_ |
float | 2 |
cheat | — | Additional damage applied to ai vehicle by player vehicle during collision. |
vehicle_ |
float | 6 |
cheat | — | damage applied to violent rolls (ai driver) |
vehicle_ |
float | 1 |
cheat | — | damage applied to violent rolls (player driver) |
vehicle_ |
float | .5 |
cheat | — | base on force of collision |
vehicle_ |
float | 1300 |
cheat | — | scale for impulse death |
vehicle_ |
bool | 0 |
cheat | — | debug surface sounds |
vehicle_ |
bool | 0 |
cheat | — | show damage values in console |
vehicle_ |
bool | 1 |
cheat | — | Use experimental driver view |
vehicle_ |
float | 0.8 |
cheat | — | percent of top speed before certain vehicle effects take place, addition FOV, etc. |
vehicle_ |
float | 0 |
cheat | — | Override the braking force when applying EMP |
vehicle_ |
bool | 1 |
cheat | — | Force the handbrake upon EMP |
vehicle_ |
int | 4 |
cheat | — | Set how the EMP affects the car: 0 free wheels, 1 turn off engine and drive control, 2 free wheel with stopped camera, 3 same as 1 with forced stop, 4 turn off drive control and apply brakes |
vehicle_ |
string | 0 |
cheat | — | all upgrades available in garage |
vehicle_ |
bool | 1 |
cheat | — | Adds linear / angular velocity based on controller stick. |
vehicle_ |
float | 0.0 |
cheat | — | amount the smoke system speed is scaled by for particle system |
vehicle_ |
float | 25.0 |
cheat | — | Vertical offset added (per attempt) when trying to find a safe exit position. |
vehicle_ |
bool | 1 |
cheat | — | enable extra rear impulse when near head on collision detected |
vehicle_ |
bool | 0 |
cheat | — | — |
vehicle_ |
float | 0.1 |
cheat | — | impulse multiplier, impulse is based on colliding momentum and this |
vehicle_ |
float | 0.05 |
cheat | — | impulse multiplier, impulse is based on colliding momentum and this |
vehicle_ |
float | 150 |
cheat | — | distance from the origin the impulse is applied |
vehicle_ |
float | 15 |
cheat | — | distance from the origin the impulse is applied |
vehicle_ |
bool | 1 |
cheat | — | adds an extra impulse to vehicle-to-vehicle collisions |
vehicle_ |
string | any |
cheat | — | Name of vehicle to follow. |
vehicle_ |
float | 80 |
cheat | — | Max angle from force entry tag |
vehicle_ |
bool | 0 |
cheat | — | Show debug info |
vehicle_ |
float | 112 |
cheat | — | Max dist from force entry tag |
vehicle_ |
float | 5 |
cheat | — | Max pitch allowed during fps view |
vehicle_ |
float | 10 |
cheat | — | Max yaw allowed during fps view |
vehicle_ |
float | -12 |
cheat | — | Min pitch allowed during fps view |
vehicle_ |
float | -10 |
cheat | — | Min yaw allowed during fps view |
vehicle_ |
bool | 1 |
cheat | — | Scale max/min stick movement against max/min yaw/pitch |
vehicle_ |
float | 100 |
cheat | — | ms to lerp the fps view over |
vehicle_ |
bool | 1 |
cheat | — | Driver view is FPS |
vehicle_ |
float | 0.35 |
cheat | — | percentage of max health when engine smoke is visible |
vehicle_ |
float | 1 |
cheat | — | ghost fade max value |
vehicle_ |
float | 0.1 |
cheat | — | ghost fade min value |
vehicle_ |
int | 5 |
cheat | — | ghost highlight enum 0 - 4 |
vehicle_ |
int | 2 |
cheat | — | type of respawn effect |
vehicle_ |
float | 0 |
cheat | — | force player vehicle to become ghosted for the time (in secs) entered |
vehicle_ |
int | 0 |
cheat | — | 1 = player vehicle takes no damage. 2 = all vehicles take no damage. |
vehicle_ |
bool | 0 |
cheat | — | — |
vehicle_ |
bool | 1 |
cheat | — | — |
vehicle_ |
float | 0.15 |
cheat | — | — |
vehicle_ |
bool | 0 |
cheat | — | shows physics debug info |
vehicle_ |
float | 30 |
cheat | — | Speed in MPH where to ignore collision impulses from obstacles |
vehicle_ |
float | 650 |
cheat | — | Minimum velocity for a vehicle to ignore a collision with a specific object type |
vehicle_ |
bool | 0 |
cheat | — | do not remove boost charge if true |
vehicle_ |
float | 90 |
cheat | — | forward to jump impulse angle. 90 for vertical jump |
vehicle_ |
float | 750 |
cheat | — | jump button vertical impulse |
vehicle_ |
bool | 1 |
cheat | — | Adjust range by min / max defined in camera. |
vehicle_ |
int | 150 |
cheat | — | turn this up or down to adjust linear vehicle debris velocity |
vehicle_ |
int | 500 |
cheat | — | — |
vehicle_ |
float | 150000 |
cheat | — | Force considered massive |
vehicle_ |
float | 115 |
cheat | — | max FOV when not boosting, reaches this at maxspeed |
vehicle_ |
float | 0 |
cheat | — | dynamic cg.z location, for atv |
vehicle_ |
int | 99 |
cheat | — | limit max gear |
vehicle_ |
float | 100.0 |
cheat | — | — |
vehicle_ |
float | 40 |
cheat | — | max zoom FOV |
vehicle_ |
bool | 0 |
cheat | — | experimental camera impl |
vehicle_ |
bool | 0 |
cheat | — | Prevents all vehicle occupants from spawning. Does not delete them if alreayd spawned! |
vehicle_ |
bool | 0 |
cheat | — | Prevents all vehicle occupants from spawning. Does not delete them if alreayd spawned! |
vehicle_ |
int | 6000 |
cheat | — | multiplayer: cooldown of boost extender in MS |
vehicle_ |
float | 40 |
cheat | — | applied to base damageScale. base damage scale = ( mph/80 ) * Square( cos( impactAngle ) ) (ONLINE VERSION) |
vehicle_ |
float | 0.20 |
cheat | — | Damage scale applied to 'other' vehicle during collision with friendly vehicle. (ONLINE VERSION) |
vehicle_ |
float | 1 |
cheat | — | damage scale for player's vehicle that's upside down (ONLINE VERSION) |
vehicle_ |
float | 2 |
cheat | — | Additional damage applied to 'other' vehicle when boosting during collision. (ONLINE VERSION) |
vehicle_ |
bool | 0 |
cheat | — | Enable damage vs environment |
vehicle_ |
float | 11 |
cheat | — | — |
vehicle_ |
float | 35.0 |
cheat | — | — |
vehicle_ |
float | 80.0 |
cheat | — | — |
vehicle_ |
int | 750 |
cheat | — | — |
vehicle_ |
bool | 1 |
cheat | — | Don't call idVehicle_Car::Contact/idVehicle_Car::Collide on the server as to be consistent with the clients |
vehicle_ |
float | 90 |
cheat | — | fov for vehicle passenger view |
vehicle_ |
bool | 0 |
cheat | — | shows physics debug info |
vehicle_ |
float | 2.0 |
cheat | — | power applied to pit maneuver |
vehicle_ |
bool | 0 |
cheat | — | When 1, player can enter any vehicle |
vehicle_ |
bool | 0 |
cheat | — | Player and vehicle doesn't die when out of health. |
vehicle_ |
bool | 0 |
cheat | — | Items are transferred between vehicle & player |
vehicle_ |
bool | 0 |
cheat | — | If true we play music when in the car in the wasteland when not in combat |
vehicle_ |
float | 500 |
cheat | — | rcbomb explosion force scale |
vehicle_ |
float | 0.05 |
cheat | — | — |
vehicle_ |
float | 0 |
cheat | — | Distance you're able to control remote vehicles. |
vehicle_ |
float | 0 |
cheat | — | Distance at end of remoteRange that static interferes with control. |
vehicle_ |
bool | 1 |
cheat | — | Removes occupant model when exiting vehicle. |
vehicle_ |
float | 2 |
cheat | — | reverse boost multiplier |
vehicle_ |
int | 250 |
cheat | — | time between trigger actions to activate reverse boost |
vehicle_ |
float | 1.5 |
cheat | — | lateral friction scaled by this amount when reversing |
vehicle_ |
float | 2.5 |
cheat | — | longitudinal friction scaled by this amount when reversing |
vehicle_ |
float | 2.0 |
cheat | — | boost torque multiplier |
vehicle_ |
int | 500 |
cheat | — | transition from driver view to gunner view |
vehicle_ |
bool | 1 |
cheat | — | show the vehicle |
vehicle_ |
bool | 0 |
cheat | — | — |
vehicle_ |
bool | 0 |
cheat | — | show compression pitch values in console |
vehicle_ |
int | 0 |
cheat | — | Draw damage decal bounds |
vehicle_ |
int | 0 |
cheat | — | show damage values in console 1=only player vehicle, 2=any vehicle |
vehicle_ |
bool | 1 |
cheat | — | — |
vehicle_ |
int | 0 |
cheat | — | Show health stats / weapon damage when spawned. 1=Human friendly, 2=comma delimited (name @ start), 3=comma delimited (name @ end) |
vehicle_ |
bool | 0 |
cheat | — | Show vehicle speed info. |
vehicle_ |
bool | 0 |
cheat | — | Debug render wheel trace models |
vehicle_ |
bool | 0 |
cheat | — | Don't play vehicle engine sounds |
vehicle_ |
bool | 0 |
cheat | — | shows sound impact values |
vehicle_ |
float | 0.3 |
cheat | — | always make vehicle deaths use the special death logic |
vehicle_ |
float | 0.0 |
cheat | — | always make vehicle deaths use the special death logic |
vehicle_ |
int | 500 |
cheat | — | always make vehicle deaths use the special death logic |
vehicle_ |
bool | 1 |
normal | — | Test vehicle driving with just the stick. |
vehicle_ |
float | 1.3 |
cheat | — | If the vehicle is stuck, this is a factor in generating a lateral impulse used on the pushing car |
vehicle_ |
float | 1.2 |
cheat | — | If the vehicle is stuck, this is this is a factor in generating an upward impulse to the other car |
vehicle_ |
float | 2500 |
cheat | — | Swerve testing... |
vehicle_ |
bool | 0 |
cheat | — | — |
vehicle_ |
float | 0.15 |
cheat | — | Length of time throw camera will play for |
vehicle_ |
float | 30 |
cheat | — | this * PI radians per second |
vehicle_ |
float | 5.0 |
cheat | — | Length of time throw camera will play for |
vehicle_ |
float | 500 |
cheat | — | Change of velocity that will cause the player to be thrown. |
vehicle_ |
float | 0.33 |
cheat | — | Velocity scale transferred to ragdoll thrown. |
vehicle_ |
float | 700 |
cheat | — | Min upwards velocity for ragdoll thrown. |
vehicle_ |
float | 2300 |
cheat | — | Velocity at which a collision will throw the player. |
vehicle_ |
float | -1 |
cheat | — | Tire wobble testing ( -1 = disabled, 1 = max damage ) |
vehicle_ |
float | 80 |
cheat | — | Magnitude of impulse to apply from vehicles to towers |
vehicle_ |
bool | 1 |
cheat | — | Trace for obstructions between vehicle and camera |
vehicle_ |
float | 1000 |
cheat | — | — |
vehicle_ |
bool | 1 |
cheat | — | Transfer player ammo to vehicle. |
vehicle_ |
bool | 1 |
cheat | — | allow suspension compression to adjust engine pitch |
vehicle_ |
float | -1 |
cheat | — | Velocity force added to vehicle due to player control |
vehicle_ |
float | -1 |
cheat | — | Velocity force added to vehicle (in air) due to player control |
vehicle_ |
float | 0 |
cheat | — | Amount added to view height |
vehicle_ |
float | 0 |
cheat | — | Amount added to view translation |
vehicle_ |
float | 0 |
cheat | — | Amount added to view pitch |
vehicle_ |
float | 0 |
cheat | — | Amount added to view range |
vehicle_ |
float | 0 |
cheat | — | Amount added to view yaw |
vehicle_ |
float | .1 |
cheat | — | scale of bounds |
vehicle_ |
float | 5 |
cheat | — | angular velocity that determines a violent roll |
vehicle_ |
bool | 0 |
cheat | — | Show weapon anims played |
vehicle_ |
bool | 0 |
cheat | — | Show weapon target .. alignment |
vehicle_ |
float | 1 |
cheat | — | Vehicle weapon lag |
vehicle_ |
bool | 0 |
cheat | — | delay firing until roll reaches max speed |
vehicle_ |
int | 2 |
cheat | — | scale angvel_min_frac this many times to produce exponential arc |
vehicle_ |
float | 6 |
cheat | — | high end of angular velocity frac |
vehicle_ |
float | 25 |
cheat | — | max angle when angular velocity frac == 1 |
vehicle_ |
float | .25 |
cheat | — | angular velocity frac less than this is ignored |
vehicle_ |
int | 2 |
cheat | — | scale min_frac this many times to produce exponential arc |
vehicle_ |
float | 25 |
cheat | — | max angle when velocity frac == 1 |
vehicle_ |
float | .2 |
cheat | — | velocity frac less than this is ignored |
vehicle_ |
float | 0 |
cheat | — | Weapon view axis lag |
vehicle_ |
float | 0 |
cheat | — | Fwd distance from weapon origin |
vehicle_ |
float | 0 |
cheat | — | Weapon view origin lag |
vehicle_ |
float | 0 |
cheat | — | Weapon view origin lag - clamp distance |
vehicle_ |
float | 0 |
cheat | — | Rt distance from weapon origin |
vehicle_ |
float | 0 |
cheat | — | Up distance from weapon origin |
win_
14 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
win_ |
bool | 0 |
cheat | — | allow Alt-Tab when fullscreen |
win_ |
string | 0 |
cheat | — | set on command line to allow multiple instances at the same time |
win_ |
int | 1 |
cheat | — | 0 = hidden, 1 = normal, 2 = minimized |
win_ |
bool | 0 |
saved | — | enable crash dumps in the windows exception handler |
win_ |
string | (empty) | saved | — | Override path to save windows crash minidmps. If empty, save to save path. Must include ending \ |
win_ |
bool | 0 |
cheat | — | enable floating point exceptions |
win_ |
int | 0 |
cheat | — | disable windows task keys |
win_ |
bool | 1 |
cheat | — | pause game on alt-tab |
win_ |
bool | 0 |
saved | — | crash without showing the Windows crash dialog |
win_ |
bool | 0 |
cheat | — | immediate terminate process on crash |
win_ |
int | 0 |
cheat | — | — |
win_ |
bool | 1 |
cheat | — | force log window in headless mode |
win_ |
int | 3 |
saved | — | horizontal position of window |
win_ |
int | 22 |
saved | — | vertical position of window |
Smaller prefixes
288 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
achievements_ |
bool | 1 |
cheat | — | should achievements be awarded |
achievements_ |
int | 1000 |
cheat | — | (ms) default value for how long we wait before updating the in game stat achievement |
achievements_ |
bool | 0 |
cheat | — | debug spam for achievements |
actor_ |
bool | 0 |
cheat | — | if true, looting corpses is allowed in coop. |
actor_ |
bool | 0 |
cheat | — | if true, Actors are allowed to drop their weapons on death in coop. |
actor_ |
bool | 0 |
cheat | — | 1 to draw volumes for failed actor drops |
aftershock_ |
float | 60 |
cheat | — | the angle of the impulse against the horizontal plane |
aftershock_ |
float | 4000000 |
cheat | — | max impulse strength for aftershock |
aftershock_ |
float | 3000000 |
cheat | — | min impulse strength for aftershock (at the radius's edge) |
aftershock_ |
float | 40 |
cheat | — | how far from the center of mass of the car should the impulse be applied (for flipping effect) |
aftershock_ |
float | 800 |
cheat | — | affected radius |
aftershock_ |
bool | 1 |
cheat | — | skip prediction of the aftershock |
aigui |
int | 0 |
cheat | — | 0 = no AI debug GUI, 1-9 = debug page |
aigui_ |
int | 2 |
cheat | — | 0 = no keys, 1 = arrow keys, 2 = arrows and NumPad |
aigui_ |
float | 0.25 |
cheat | — | scale for AI GUI text |
aigui_ |
int | 0 |
cheat | — | 0 = no AI debug GUI, 1 = minimal AI debug GUI, 2 = full AI debug GUI |
aigui_ |
float | 0.0 |
cheat | — | title safe ratio region |
aitest_ |
bool | 0 |
cheat | — | for testing ai rotation trackers |
animated |
int | 0 |
cheat | — | how much debug info should be shown for animated simples. 1 = draw tracker lines |
animated |
bool | 0 |
cheat | — | if state transitions for as's should be printed |
animated |
float | 50 |
cheat | — | — |
animated |
float | 0.1 |
cheat | — | — |
animated |
float | 100 |
cheat | — | spring constant for body roll spring |
animated |
float | 100 |
cheat | — | tweaks for bodyroll scale |
animated |
float | 30 |
cheat | — | spring constant for sideways position spring |
animated |
float | 10 |
cheat | — | steering angle tweaks |
animation |
float | 0.6 |
cheat | — | alpha for AnimatedFace guis |
animation |
string | arial_black |
cheat | — | font for AnimatedFace GUI text |
animation |
float | 0.2 |
cheat | — | scale for Animation GUI text |
animation |
int | 0 |
cheat | — | 0 = off, 1 = animTree GUI active, 2 = userchannels GUI active, 3 = userchannels + animTree GUI active |
animation |
float | 1.75 |
cheat | — | alpha for text in AnimatedFace guis |
animweb_ |
bool | 0 |
cheat | — | 1 = show debug info for he animweb event handler |
animweb_ |
string | (empty) | cheat | — | semi-colon delimited list of subwebs that won't have their anims saved. |
armor_ |
bool | 0 |
cheat | — | vehicle dust time |
bgl_ |
int | 0 |
cheat | — | Set to 1 for console spew |
bindset |
int | 0 |
normal | 0 … 7 | value of current bind set |
bo_ |
bool | 0 |
normal | — | — |
bo_ |
bool | 0 |
normal | — | use unsynchronized PBO updates on the PC |
bo_ |
bool | 0 |
cheat | — | — |
bot_ |
bool | 0 |
cheat | — | If true - always allow bots in any game mode |
bot_ |
int | -1 |
cheat | -1 … 16 | Keep a minimum number of clients on the server with bots and humans. -1 to disable. 0 = remove any bots on server. > 1 = Num clients to always keep in game. |
buoy_ |
float | 0.002 |
cheat | — | velocity damping in buoyancy |
cas_ |
bool | 1 |
saved | — | Allow remote payloads to migrate to the local depot in a background thread. |
cas_ |
int | 0 |
cheat | — | debug level |
cas_ |
string | generated/cas2 |
saved | — | local drive / path for content addressable storage cache |
cas_ |
string | generated/cas |
saved | — | local drive / path for content addressable storage cache |
cas_ |
bool | 1 |
cheat | — | background copy remote files locally |
cas_ |
string | (empty) | init-only | — | local drive / path for content addressable storage cache |
cas_ |
string | //megatexture/megatextures/cas |
saved | — | netowrk path for content addressable storage |
cas_ |
float | 4 |
saved | — | try to leave this many gigs free on the local cas drive |
check |
bool | 0 |
cheat | — | — |
cine_ |
bool | 0 |
cheat | — | debug cinematic camera |
cine_ |
float | 0.10 |
cheat | — | what percentage of the duration to accel and decel |
cine_ |
bool | 0 |
cheat | — | set to 1 to capture the cinematic frames to jpgs/tgas |
cine_ |
bool | 0 |
cheat | — | ignore the entity offsets for vehicle camera tags ( useful for setting up cameras) |
client |
float | 16 |
cheat | — | the distance that must be in between impact effects |
cloth_ |
float | 5.0 |
cheat | — | strength of weapon traces |
cloth_ |
float | 25.0 |
cheat | — | size of player's collision with flags |
cloth_ |
float | 1.0 |
cheat | — | strength of weapon traces |
cloth_ |
float | 300.0 |
cheat | — | strength of cloth response to wind |
clothsim_ |
int | 1 |
cheat | 0 … 3 | 0 = off, 1 = threaded, 2 = SPURS, 3 = SPURS emulation |
con_ |
int | 0 |
cheat | 0 … 2 | 0 = 0ff, 1 = draw build version, 2 = draw build version and mapinfo |
con_ |
bool | 0 |
cheat | — | 0 draw drawVersion with opacity background, 2 = draw with solid background |
con_ |
float | 10 |
saved | — | Use con_fontName at this many pixels wide per char |
con_ |
bool | 0 |
cheat | — | log the thread speeds for offline graphing |
con_ |
bool | 1 |
normal | — | print on the console but not onscreen when console is pulled up |
con_ |
float | 3 |
cheat | — | time messages are displayed onscreen when console is pulled up |
con_ |
float | 3 |
cheat | — | speed at which the console moves up and down |
cone_ |
float | 0.1 |
cheat | — | — |
cone_ |
float | 0.785398163397 |
cheat | — | — |
cone_ |
float | 6.4 |
cheat | — | — |
coop_ |
int | 100 |
cheat | — | Rumble high duration when taking damage in coop |
coop_ |
int | 50 |
cheat | — | Rumble high duration when taking damage in coop |
coop_ |
float | 0.5 |
cheat | — | Rumble high scalar when taking damage in coop |
coop_ |
float | 0.3 |
cheat | — | Rumble high scalar when taking damage in coop |
counter |
int | 1500 |
cheat | — | time AIs counter is blocked. |
crosshair_ |
bool | 1 |
cheat | — | — |
deathcam_ |
float | 0.0025 |
cheat | — | how quickly the focal position goes to the target |
deathcam_ |
float | 0.002 |
cheat | — | how quickly the camera position moves towards it's goal position |
debug_ |
int | -1 |
cheat | — | enable Animator_ChannelWeight debug info for the specified entity number |
debug_ |
bool | 0 |
cheat | — | — |
debug |
bool | 0 |
cheat | — | Toggle a box around the AI's head which indicates the results of his refresh update. |
decl_ |
bool | 1 |
init-only | — | set to 0 to not merge generic materials on model load |
demo_ |
bool | 1 |
cheat | — | Set to 1 to disable capturing via 'func/demo/capture' objects. |
demo_ |
bool | 0 |
cheat | — | Set for E3 2013 presentation |
demo_ |
string | (empty) | cheat | — | Name of the loading screen GUI to use when loading a level |
devgui |
int | 0 |
cheat | 0 … 2 | 0 = disable DevGUI, 1 = enable DevGUI, 2 = enable DevGUI with key legend |
dialog_ |
int | 1000 |
cheat | — | Time required to show short message |
dialog_ |
int | 3000 |
cheat | — | Time required to show long message |
dialog_ |
int | 1 |
cheat | — | — |
disc |
int | 1 |
normal | — | for simulation purposes, which disc is in the drive |
disc |
bool | 1 |
normal | — | should we delete the swap file after reading it? used for testing PS3 details in the XMB |
disc |
bool | 0 |
normal | — | disc swap enabled |
disc |
bool | 0 |
normal | — | simulator for disc swap testing on the PC |
disc |
int | 3000 |
normal | — | sleep amount for simulation |
disc |
string | ~!@#$%^&*()_+{}|:<>?,.;'[]\- | cheat | — | sample base64 string used by discSwapper_testTokenization |
disc |
bool | 0 |
cheat | — | debug spam for disc swapper |
dof_ |
bool | 0 |
cheat | — | Override weapons dof with debug values |
dof_ |
float | 0.0 |
cheat | — | — |
dof_ |
float | 0.0 |
cheat | — | — |
dof_ |
float | 0.0 |
cheat | — | — |
dof_ |
float | 0.0 |
cheat | — | — |
dof_ |
float | 0.0 |
cheat | — | — |
dof_ |
float | 0.0 |
cheat | — | — |
dof_ |
float | 0.0 |
cheat | — | — |
drone |
float | 30 |
cheat | — | spring constant for angles |
drone |
float | 100 |
cheat | — | max units per frame per frame speed change |
drone |
float | 0.6 |
cheat | — | Move scale |
drone |
float | 300 |
cheat | — | spring constant for angles |
drone |
float | 0.1 |
cheat | — | Turn scale |
drone |
float | 300 |
cheat | — | spring constant for prop speed |
entity |
bool | 1 |
cheat | — | Check collisions on emitted entites? |
entity |
float | 1 |
cheat | — | Speed at which the fov transitions up to 1.0 |
entity |
float | -0.005 |
cheat | — | Push entities away from surfaces they collide with, proportionally to their speed in the direction of the surface normal |
entity |
bool | 1 |
cheat | — | Run physics on the emitted entities |
feature_ |
bool | 0 |
init-only | — | — |
feature_ |
bool | 1 |
init-only | — | — |
feature_ |
bool | 0 |
init-only | — | — |
fpe_ |
int | 60 |
cheat | — | How many frames do you have to hold the success state for it to complete |
fx_ |
float | 0.9 |
cheat | — | Positional LP filtering coefficient |
fx_ |
float | 0.8 |
cheat | — | Rotational LP filtering coefficient |
fx_ |
bool | 0 |
cheat | — | — |
fx_ |
bool | 0 |
cheat | — | print verbose warnings for fx |
gamedate |
string | Jun 18 2014 |
read-only | — | — |
hmd_ |
float | 0.5 |
cheat | — | — |
hmd_ |
bool | 0 |
cheat | — | If true use oculus input |
hot |
float | 4.0 |
cheat | — | Scale mouse input to hand input |
hot |
float | 4.0 |
cheat | — | Scale mouse input to hand input |
hot |
float | 300 |
cheat | — | spring constant for pose blend spring |
ignore |
bool | 0 |
cheat | — | disables the disc save from saves, we still save to memory, while session is running we can still fetch the saved data |
ik_ |
bool | 0 |
cheat | — | show IK debug lines |
ik_ |
bool | 1 |
cheat | — | enable IK |
ik_ |
bool | 1 |
cheat | — | enable IK smoothing |
importing |
bool | 0 |
cheat | — | if true we're importing voiceovers for combat chatter which uses a different string setup |
job_ |
bool | 0 |
cheat | — | if true always keep a job note up |
job_ |
bool | 1 |
cheat | — | we can interupt the job VO early |
job_ |
int | 1500 |
cheat | — | how many ms do we let the ai talk before we can interupt |
job_ |
int | 10 |
cheat | — | how long in seconds to show the gui info |
job |
bool | 0 |
cheat | — | print out messages for job note warnings |
job |
bool | 0 |
cheat | — | print out messages when jobs are told to change state |
job |
bool | 0 |
cheat | — | print out messages when jobs actually change state |
job |
bool | 0 |
cheat | — | show hidden jobs in the job list |
jobs_ |
int | 10000 |
cheat | — | print a warning for jobs that take more than this number of microseconds |
jobs_ |
int | 2 |
normal | 0 … 32 | number of threads used to crunch through jobs |
jobs_ |
bool | 1 |
normal | — | prioritize job lists |
jobs_ |
int | 0 |
normal | — | — |
job |
float | 0.01 |
cheat | — | volume to set if none in spreadsheet |
job |
float | 3072.0 |
cheat | — | maxdist to set if none in spreadsheet |
job |
float | 512.0 |
cheat | — | mindist to set if none in spreadsheet |
job |
bool | 0 |
cheat | — | if true use the cvars to overrite already set values |
key_ |
int | -1 |
cheat | -1 … 3 | if > -1 will use that device to exec bind commmands on |
lang_ |
bool | 0 |
cheat | — | Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string table load time. |
lcp_ |
bool | 0 |
cheat | — | show LCP solver failures |
ledge_ |
bool | 0 |
cheat | — | If ledge debug drawing should be on (need map restart, draws once) |
ledge_ |
float | 26.0 |
cheat | — | How bit the player is on the ledge |
loadscreen_ |
float | 5000.0 |
cheat | — | how much time it should take to achieve one rotation ms |
lob_ |
int | -1 |
cheat | — | Specifies how many free slots their are in your lobby |
lobby_ |
int | 3 |
cheat | — | — |
lobby_ |
int | 0 |
cheat | — | — |
lobby_ |
int | 20 |
cheat | — | — |
lobby_ |
int | 20 |
cheat | — | — |
lobby_ |
int | 3 |
cheat | — | — |
lobby_ |
int | 1 |
cheat | — | — |
lobby_ |
int | 3 |
cheat | — | — |
lobby_ |
int | 1 |
cheat | — | — |
lock |
float | 2.0 |
cheat | — | Scale mouse input to hand input |
log |
string | 1 |
cheat | 0 … 2 | 1 = buffer log, 2 = flush after each print |
log |
string | qconsole.log |
cheat | — | name of log file, if empty, qconsole.log will be used |
m_ |
float | 0.35 |
cheat | — | mouse menu sensitivity used because using the same unscaled mouse view sensitivity is way to high |
m_ |
float | 0.022 |
saved | — | mouse pitch scale |
m_ |
float | 5 |
saved | — | mouse view sensitivity |
m_ |
bool | 0 |
cheat | — | shows mouse movement |
m_ |
int | 1 |
saved | 1 … 8 | number of samples blended for mouse viewing |
m_ |
bool | 0 |
cheat | — | use the mouse to control the camera when in a vehicle in multiplayer |
m_ |
float | 0.022 |
saved | — | mouse yaw scale |
managed |
int | 150 |
cheat | — | Default blend in duration |
managed |
int | 250 |
cheat | — | Default blend out duration |
managed |
int | 2 |
cheat | — | Default number of frames to look ahead to test whether an animation is 'done' |
mem_ |
bool | 0 |
cheat | — | Run the heap pointer checking before resetMapHeap |
mem_ |
bool | 0 |
cheat | — | Don't destroy map heaps on exit, guard them instead (64 bit build required) |
mem_ |
int | 167 |
init-only | — | Size (in MB) of the physical memory block |
mem_ |
bool | 0 |
cheat | — | Print out any unfreed allocations on map heap destroy |
mem_ |
bool | 1 |
init-only | — | Use two diffuse pools for the wastelands |
menu_ |
int | 0 |
cheat | — | show additional menu debug info. 0 = off, 1 = warnings, 2 = additional info |
menu_ |
bool | 0 |
cheat | — | debug enigma calculations |
menu_ |
bool | 0 |
cheat | — | whether to turn off repeat actions (useful for when debugging) |
menu_ |
bool | 0 |
cheat | — | force the next disk swap check to be required |
met_ |
bool | 1 |
cheat | — | Logs network metrics |
metrics_ |
int | 1000 |
cheat | — | The amount of time between metric snapshots in milliseconds. |
mg60 |
float | 500 |
cheat | — | spring constant for blend spring controlling blend to and from left-right/up-down anims |
mm_ |
string | (empty) | saved | — | saved job debug name |
mm_ |
int | 0 |
saved | — | saved debug job state. |
mmf_ |
bool | 0 |
cheat | — | print during operation |
model |
string | player |
saved | — | Default entity def to use for footstep sounds and other defaults |
mt_ |
string | HDP |
cheat | none / DXT / DCT / HDP / JXR | Compression method for generated pages. |
mt_ |
string | HDP |
cheat | none / DXT / DCT / HDP / JXR | Compression method for generated Vmtrs. |
mt_ |
int | 0 |
cheat | — | Override the default landscape resolution, specified in kiloTexels |
mtp_ |
bool | 0 |
cheat | — | If set then MTP will fail write requests |
mtp_ |
string | 10.4.20.180 |
cheat | — | IP Address of the MTP server |
mtp_ |
string | 1400 |
cheat | — | per write size for mtp writes to server |
ocean |
int | 15 |
cheat | — | — |
ocean |
int | 12 |
cheat | — | — |
pc_ |
int | 1 |
init-only | — | test new pc monolithic layout, 1, 2, 3 |
plane |
float | 300 |
cheat | — | spring constant for blend spring controlling blend to and from left-right/up-down anims |
player |
float | 0.1 |
cheat | — | model depth hack for hands/faust |
player |
bool | 0 |
cheat | — | — |
plog_ |
float | 0 |
cheat | — | only shows individual items that exceed this threshold |
plog_ |
int | 0 |
cheat | — | global performance log mode, 0 = list, 1 = call graph |
plog_ |
int | 0 |
cheat | — | sort mode (0 = normal, 1 = sort by time) |
plog_ |
float | 0 |
cheat | — | only shows the global log if the total time exceeds this threshold |
popup |
bool | 0 |
saved | — | display debug spam |
pp_ |
bool | 0 |
cheat | — | Disable presentable pusher on clients |
presentable_ |
bool | 0 |
cheat | — | Serialize renderparm |
presentable_ |
bool | 0 |
cheat | — | — |
presentable_ |
bool | 0 |
cheat | — | — |
profile_ |
bool | 0 |
cheat | — | act as if no profile file was found on first load (to simulate no profile) |
profile_ |
bool | 0 |
cheat | — | checks to make sure we are on a valid map before we save stats to profile or update achievements |
profile_ |
bool | 0 |
init-only | — | Set to 1 to unlock all progress |
profile_ |
bool | 0 |
cheat | — | Turns on debug spam for profiles |
projectile_ |
float | 20.0 |
cheat | — | — |
projectile_ |
int | 6 |
cheat | — | — |
pt_ |
int | 0 |
cheat | — | 1 = show ponytail debug info |
pt_ |
bool | 1 |
cheat | — | 1 = allow ponytails to modify joints using anim mods |
rb_ |
bool | 0 |
cheat | — | show rigid bodies that are not at rest |
rb_ |
bool | 0 |
cheat | — | show rigid bodies |
rb_ |
bool | 0 |
cheat | — | show the inertia tensor of each rigid body |
rb_ |
bool | 0 |
cheat | — | show the mass of each rigid body |
rb_ |
bool | 0 |
cheat | — | show rigid body cpu usage |
rb_ |
bool | 0 |
cheat | — | show the velocity of each rigid body |
reg_ |
string | (empty) | saved | — | optional file for specifying list of tests/paths to skip, which override reg_includeList |
reg_ |
string | (empty) | saved | — | optional file for specifying list of tests/paths to run |
report_ |
string | Unknown |
saved | — | User name to use for reports for any OS that does not provide one |
sc_ |
int | 1 |
cheat | — | 0 = errors only, 1 = minimal output, 2 = maximum verbosity from perforce api commands |
sc_ |
string | perforce:1666 |
cheat | — | address used to access perforce server |
script_ |
string | (empty) | init-only | — | If set, tells engine to load script_events.script from specified location |
script_ |
bool | 0 |
saved | — | suppress script tty prints |
skip |
bool | 0 |
cheat | — | if set, will skip the loading video as soon as the map is loaded |
slowmoscale |
float | 1 |
cheat | 0.1 … 1 | puts the game in slowmo |
smtp_ |
bool | 0 |
cheat | — | Show SMTP messages. |
smtp_ |
string | machinegames.com |
cheat | — | Email domain for smtp server |
smtp_ |
bool | 1 |
saved | — | sends attachments on emails, for viewnotes |
spectator_ |
float | 512 |
cheat | — | Spectator camera distance from the target. |
spectator_ |
float | 192 |
cheat | — | Spectator camera height above the target. |
stats_ |
int | 60000 |
cheat | — | How many millisecond between stats refresh |
sub_ |
bool | 0 |
cheat | — | — |
takedown |
int | -1 |
cheat | — | ID in the list of the takedown category that is used (see AI template) |
takedowntype |
int | -1 |
cheat | — | 0 - unavailable, 1- stealth, 2 - combat, 3 - player counter - 4 - ai counters |
takedown |
int | 500 |
cheat | — | max time the takedownwindow is open. -1 will ignore the window all together |
takedown |
bool | 0 |
cheat | — | gives clear hints of when the takedownwindow starts and ends |
test |
string | user/shawn/level_transition_b |
cheat | — | sample base64 string used by testBase64 |
test |
float | 0.5 |
cheat | — | Test image scale. |
test |
float | 0 |
cheat | — | blenangle val |
test |
float | 0 |
cheat | — | blenback val |
test |
float | 0 |
cheat | — | blenright val |
throw |
int | 250 |
cheat | — | — |
timescale |
float | 1 |
cheat | 0.1 … 10 | scales the time |
tungsten_ |
bool | 0 |
cheat | — | Should we poke dead people when we loot them. |
tw_ |
float | 0.7 |
saved | — | sets the scale for the test weapon's field of view |
tw_ |
float | 0 |
saved | — | sets the x axis offset for the test weapon |
tw_ |
float | 0 |
saved | — | sets the y axis offset for the test weapon |
tw_ |
float | 0 |
saved | — | sets the z axis offset for the test weapon |
tw_ |
float | 0 |
saved | — | sets the pitch for the test weapon |
tw_ |
float | 0 |
saved | — | sets the roll for the test weapon |
tw_ |
float | 0 |
saved | — | sets the yaw for the test weapon |
ucmd_ |
bool | 0 |
cheat | — | if true will use the sensitivity table set up in the editor |
vc_ |
float | 45.0 |
cheat | — | Max pitch deflection when using camera stick |
vc_ |
float | 70 |
cheat | — | Maximum camera pitch |
vc_ |
float | -45 |
cheat | — | Minimum camera pitch |
vc_ |
float | 0.1 |
cheat | — | Max Rate to recover normal camera tracking |
vc_ |
float | 6 |
cheat | — | Min pitch delta before out of control |
vc_ |
float | 6 |
cheat | — | Min roll delta before out of control |
vc_ |
float | 10 |
cheat | — | Min yaw delta before out of control |
vehicle |
float | 50 |
cheat | — | MPH ( max ) to subtract when boosting in reverse |
vis_ |
bool | 0 |
cheat | — | check that the lru has the right number of elements in it |
vis_ |
int | 0 |
cheat | — | >= 1: Dump CoverInfo when generated. 2: Output number of cover points occluded by pvs 3: Draw bounds used by pvs. Use negative values for client players |
vis_ |
int | -1 |
cheat | — | show vis for given aas cover num only |
vis_ |
bool | 0 |
cheat | — | draw the deferred vis grid to the screen |
vis_ |
bool | 0 |
cheat | — | show deferred vis cache info |
vis_ |
bool | 0 |
cheat | — | — |
vis_ |
bool | 0 |
cheat | — | skip deferred vis cache collision queries |
vo_ |
float | 0 |
cheat | — | extra duration to add to visemes |
vo_ |
bool | 1 |
cheat | — | 1 = use simple, one peak visemes, 0 = use visemes that store a weight per-frame |
vo_ |
string | cmdlinesync.exe |
saved | — | locatoin of tje lip sync command line tool |
vo_ |
string | french,german,italian,spanish,japanese |
cheat | — | Which languages should be localized, other language will use english |
vo_ |
bool | 1 |
cheat | — | 1 = merge overlapping visemes of the same type |
vo_ |
int | 0 |
cheat | — | 1 = show frame numbers for GetEvents() |
warn_ |
bool | 0 |
saved | — | Warn when parsing materials is perforated flag differs between old detection and actual flag |
zip_ |
bool | 0 |
cheat | — | 1 = verbose logging when building zip files |