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This page lists the remaining 1,668 of The New Order's cvars: vehicles (vehicle_), network (net_), the engine core (com_), sound (s_), menus (swf_), input and many smaller groups. Each row shows the type, the default value, its status (cheat, normal, saved, start-up-only or read-only), the allowed range where the game defines one, and the developers' own description.

  • 1,668 cvars; the largest groups are vehicle_ (223), net_ (132), pb_ (125), com_ (79), s_ (73) and swf_ (58).
  • 1,496 are cheats.
  • Read-only and start-up-only settings, such as com_headless or com_multiplayer, are marked in the status column.
  • Prefixes with fewer than 10 cvars share one table at the end of the page.

Diese Seite listet die übrigen 1.668 Cvars von The New Order: Fahrzeuge (vehicle_), Netzwerk (net_), den Engine-Kern (com_), Ton (s_), Menüs (swf_), Eingabe und viele kleinere Gruppen. Jede Zeile zeigt Typ, Standardwert, ihren Status (Cheat, normal, gespeichert, nur beim Start oder schreibgeschützt), den erlaubten Bereich (wo das Spiel einen festlegt) und die Originalbeschreibung der Entwickler.

  • 1.668 Cvars; die größten Gruppen sind vehicle_ (223), net_ (132), pb_ (125), com_ (79), s_ (73) und swf_ (58).
  • 1.496 davon sind Cheats.
  • Schreibgeschützte und nur beim Start setzbare Einstellungen wie com_headless oder com_multiplayer sind in der Status-Spalte markiert.
  • Präfixe mit weniger als 10 Cvars teilen sich eine Tabelle am Ende der Seite.

Technical detailsTechnische Details

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

Generated by tools/build_cvar_wiki.py from the engine's own cvar registry. Edits made here are overwritten by the next run.

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_debugSaveQuery string (empty) cheat — —
aas_debugTraversals int 0 cheat — if > 0, traversal debug info will be shown for value * 1000 milliseconds
aas_drawAreaFilled bool 1 cheat — —
aas_drawAreaNums bool 1 cheat — —
aas_drawAreaOutline bool 1 cheat — —
aas_drawClusterNums bool 0 cheat — —
aas_drawEdgeDirection bool 0 cheat — —
aas_drawEdgeNums bool 0 cheat — —
aas_drawNormals bool 0 cheat — —
aas_drawReaches bool 0 cheat — —
aas_drawVertexNums bool 0 cheat — —
aas_locationMemory string 0 cheat — used to remember a particular location, set to 'current' to store the current x,y,z location
aas_pullPlayer string 0 cheat — pull the player to the specified area
aas_randomPullPlayer int 0 cheat — pull the player to a random area
aas_showAreaNumber int 0 cheat — show the specific area number set
aas_showAreas 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_showAreasByCluster bool 0 cheat — 1 = draw areas, showing only the areas in the same cluster as the player's current area
aas_showAreasInCluster int 0 cheat — draw areas that are in the specified cluster
aas_showBadAreas int 0 cheat 0 … 3 show bad AAS areas
aas_showCacheMisses bool 0 cheat — show cache misses and time to cache
aas_showCover 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_showCoverNum int -1 cheat — > -1 = show a particular cover node in the map
aas_showFloorTrace float 0.0 cheat — 1 = show trace 1024 units out. > 1, show trace to cvar's value
aas_showFuncObstacles bool 0 cheat — show the AAS func_obstacles on the map
aas_showHeightTrace bool 0 cheat — 1 = show height trace
aas_showHopPath string 0 cheat — show hop path to specified area
aas_showManualReachabilities bool 0 cheat — show manually placed reachabilities
aas_showNearestInsideArea bool 0 cheat — show the nearest area that is inside
aas_showObstacleAvoidance int 0 cheat — shows obstacles along paths
aas_showObstaclePVS string 0 cheat — show obstacle PVS for the given area
aas_showObstaclePVSClipModels bool 0 cheat — —
aas_showObstacleScale float 1 cheat 1 … 100 scale used when rendering the obstacles top down
aas_showOptimizedPath string 0 cheat — show optimized walk path
aas_showPath string 0 cheat — show the path to the walk specified area
aas_showPathTree bool 0 cheat — 1 = show the path tree when drawing obstacle avoidance
aas_showPushIntoArea bool 0 cheat — show an arrow going to the closest area
aas_showReachabilities bool 0 cheat — 1 = show reachability flags
aas_showReachabilityTravelTimes bool 0 cheat — 1 = show reachability travel times
aas_showTravelTime int 0 cheat — print the travel time to the specified goal area (only when aas_showAreas is set)
aas_showTraversals 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_showWallEdgeNums bool 0 cheat — show the number of the edges of walls
aas_showWallEdges int 0 cheat 0 … 3 show the edges of walls, 2 = project all to same height, 3 = project onscreen
aas_simplifyPath int 0 cheat — 1 = simplify the AAS2 route returning it
aas_skipObstacleAvoidance bool 0 cheat — ignore all dynamic obstacles along paths
aas_subdivisionSize int 64 cheat — the size of subdivisions to use for debug drawing
aas_test string (empty) cheat — select which AAS to test (aas_monster48, etc)
aas_testArea int -1 cheat — area to be used as the origin for path debug display. -1 = use player position
aas_testObstacleAvoidance string (empty) cheat — —
aas_timeClipGridToAreas bool 0 cheat — Time clip grid to areas. 0 - diable, 1 - enable.
aas_tree int 0 cheat — tree number in the AAS to show
aas_useDebugTarget bool 1 cheat — 1 = use debug target's reachability flags for pathing
aas_useObstacleAvoidanceJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
aas_verify int 0 cheat — verify the selected aas

alignedent_

11 cvars.

Name Type Default Status Range Description
alignedEnt_animIsDoneFrames int 3 cheat — Default number of frames to look ahead to test whether an animation is 'done'
alignedEnt_debugfc int 0 cheat — > 0 = show frame commands callbacks
alignedEnt_defaultAdditiveAlphaRate float 10 cheat — Default blend duration, in frames
alignedEnt_defaultBlendDurationFrames int 1 cheat — Default blend duration, in frames
alignedEnt_defaultCameraViewConeDeg float 30 cheat — Default View Cone Degrees if Camera Animation Events specify an invalid value
alignedEnt_drawAlignJoint bool 0 cheat — Draw the entity's align joint
alignedEnt_drawTargetJoint bool 0 cheat — Draw the target joint to align to
alignedEnt_traceAlign int 0 cheat — Traces the data through the align process (1 for trans, 2 for rot, 3 for both)
alignedEnt_traceAnims bool 0 cheat — Traces the anims played on all aligned entities
alignedEnt_traceOriginDeltas int 0 cheat — Outputs the origin deltas to the console (1 for trans, 2 for rot, 3 for both)
alignedEnt_useTAanimDeltaLogic bool 0 cheat — Use the tree animator's anim delta translation and rotation logic

atv_

26 cvars.

Name Type Default Status Range Description
atv_bumpBackwardClamp float 96.0 cheat — max length to clamp the bump spring delta on the forward axis
atv_bumpBackwardScale float 1.0 cheat — extra scale applied to backwards spring delta (simulates additional spring tightness for backwards axis)
atv_bumpBlendOp int 4 cheat — blend op for additive animators
atv_bumpForward bool 1 cheat — 1 = use additive bump forward animator
atv_bumpForwardClamp float 96.0 cheat — max length to clamp the bump spring delta on the forward axis
atv_bumpForwardScale float 1.0 cheat — extra scale applied to forwards spring delta (simulates additional spring tightness for forwards axis)
atv_bumpLeft bool 1 cheat — 1 = use additive bump left animator
atv_bumpLeftClamp float 64.0 cheat — max length to clamp the bump spring delta to on the left axis
atv_bumpSpringConstant float 75.0 cheat — spring constant for ATV bump spring
atv_bumpSpringDampen float 5.0 cheat — spring dampening factor for ATV bump spring
atv_bumpSpringDebug bool 0 cheat — 1 = show debugging info for the ATV bump spring
atv_bumpSpringMass float 0.75 cheat — mass of weight at end of ATV bump spring
atv_bumpSpringMaxSpeed float 2000.0 cheat — maximum magnitude of ATV bump spring velocity
atv_bumpUp bool 1 cheat — 1 = use additive bump up animator
atv_bumpUpClamp float 48.0 cheat — max length to clamp the bump spring delta to on the up axis
atv_burstAdd bool 0 cheat — 1 = use additive boost animator
atv_ikArms bool 1 cheat — 1 = ik the arms to the handlebars
atv_maxBackwardSpeed float 750.0 cheat — max backward speed of ATV for animation blending
atv_maxForwardSpeed float 1150.0 cheat — max forward speed of ATV for animation blending
atv_minBackwardSpeed float 100.0 cheat — min speed of ATV for animation blending
atv_minForwardSpeed float 250.0 cheat — min speed of ATV for animation blending
atv_minThrowSoundDelay int 500 cheat — ms to wait before ending the thrown sounds on collision
atv_speedWeight float 1.0 cheat — weight of speed anim
atv_speedZeroFraction float 0.25 cheat — the point in the speed sweep animation that is considered zero speed
atv_steerWeight float 0.5 cheat — weight of turning anim
atv_testScale float 1 cheat — blend op for additive animators

blendtree_

10 cvars.

Name Type Default Status Range Description
blendTree_maxNodeSpacing float 100 cheat — maximum distance to offset nodes
blendTree_panZoomEnable bool 0 cheat — disables dynamic sizing and instead allows panning and zooming around the blend tree
blendTree_panZoomFixedDepth int 0 cheat — allows a fixed depth to be specified, to prevent dynamic resizing of blend tree
blendTree_panZoomNodeWidth float 0 cheat — fixed node width for pan and zoom
blendTree_panZoomScale float 1 cheat — scale value for pan and zoom
blendTree_panZoomXOffset float 0 cheat — additional x offset for pan and zoom
blendTree_panZoomYOffset float 0 cheat — additional y offset for pan and zoom
blendTree_scale float 1.0 cheat — scale multiplier form blend tree rendering
blendTree_x float 0 cheat — x offset for blend tree rendering
blendTree_y float 0 cheat — y offset for blend tree rendering

cg_

22 cvars.

Name Type Default Status Range Description
cg_forceStats bool 0 cheat — If true, stats will be posted, xp will be awarded, even in games where it normally would not.
cg_gunfireInfluenceExtraUp float 0.1 cheat — How much we should target the influence upwards
cg_gunfireInfluenceForce float 300 cheat — How much force we apply from gunfire
cg_net_clientDeathDebug bool 0 cheat — Debug messages about dead clients doing damage
cg_net_clientDeathMode 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_optimizePresents bool 1 cheat — —
cg_optimizePresentsCountdown int 5 cheat — —
cg_optimizeSnapSerialize bool 1 cheat — Turn on snapshot serialize and various optimizations
cg_optimizeSnapSerialize_debug bool 0 cheat — Turn on snapshot serialize and various optimizations
cg_playerImpactAttenuationFalloff float 12 cheat — Falloff rate in dB per second
cg_playerImpactAttenuationMax float 30 cheat — Max attenuation
cg_predictedSpawn_debug bool 0 cheat — Debug predictive spawning of presentables
cg_predictedSpawn_disable 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_predictProjectileExpire int 2 cheat — Time in seconds until client predicted presentable will expire if the server version has not arrived yet.
cg_predictProjectiles bool 1 cheat — Predict projectile spawning on clients
cg_projectile_clientAuthoritative bool 1 cheat — —
cg_projectile_clientAuthoritative_maxCatchup int 500 cheat — —
cg_projectile_grenadeDeathDropVelocity float 300.0 cheat — —
cg_projectile_ignoreGrenades bool 0 cheat — —
cg_reliable_debug bool 0 cheat — Debug reliable client game msgs
cg_showPresentableInfo bool 0 cheat — If true, shows info of nearby presentables.
cg_showSnapSerializePerformance bool 0 cheat — Print snapshot serialize timings

ch_

17 cvars.

Name Type Default Status Range Description
ch_animateTime int 900 cheat — time for ch to animate from top to bottom
ch_debug bool 0 saved — Display debug info
ch_drawCrosshairAlways bool 0 cheat — If false we only draw the crosshair when there is a valid target
ch_drawDebugVisuals bool 0 cheat — Draw debug 3rd person crosshair
ch_drawVisuals bool 1 cheat — Draw the 3rd person crosshair
ch_ignoreFaction bool 0 cheat — Ignores factions .. targets everyone.
ch_lockangle float 0 cheat — Max angle for target locking
ch_lockdist float 0 cheat — Max distance for target locking (0 = use decl value .. 4500 default decl value)
ch_locktodead bool 0 cheat — Lock to 'non lockable' objects (ie: dead things / empty vehicles / ammo pickups...) [ for debugging ]
ch_movespeed float 1.0 cheat — Move speed when user is controlling
ch_shoottolock bool 0 cheat — Shooting activates target lock
ch_targetspeed float .5 cheat — Move speed when target is locked
ch_unlockpitch float 0 cheat — Max pitch before unlocking from target
ch_unlockyaw float 0 cheat — Max yaw before unlocking from target
ch_unlockzoomedpitch float 9 cheat — Max pitch before unlocking from target when zoomed
ch_unlockzoomedyaw float 16.5 cheat — Max yaw before unlocking from target when zoomed
ch_usemouse bool 0 cheat — Makes using crosshair easier with mouse

cm_

46 cvars.

Name Type Default Status Range Description
cm_backFaceCull bool 0 cheat — cull back facing polygons
cm_catchLargeQueries int 96 cheat — Catch queries which intersect more than this many submodels
cm_debugCollision bool 0 cheat — debug the collision detection
cm_debugRotation bool 1 cheat — debug rotation failure
cm_debugSetParms bool 1 cheat — debug set parameters
cm_debugTranslation bool 1 cheat — debug translation failure
cm_depthTest bool 0 cheat — depth test the collision model primitives
cm_depthTestDebugBoxes bool 0 cheat — depth test the debugboxes (from cm_showLargeQueries etc)
cm_drawArrows bool 0 cheat — 1 = draw edges as arrows, 0 = draw edges as lines
cm_drawColor string 1 0 0 .5 cheat — color used to draw the collision models
cm_drawFilled bool 0 cheat — draw filled polygons
cm_drawIndexScale float 0.02 cheat — scale of primitive indices
cm_drawIndices bool 0 cheat — draw primitive indices
cm_drawInternal bool 1 cheat — draw internal edges green
cm_drawMask string all cheat — collision mask
cm_drawNormals float 0 cheat — draw polygon and edge normals
cm_drawSubModelBounds bool 0 cheat — draw sub model bounds
cm_drawSurfaceColor bool 0 cheat — draw filled polygons with the surface color stored on the material
cm_enableStreaming bool 1 cheat — enable streaming
cm_limitJobThreads bool 1 cheat — balance the number of thread to ask for against the number of average number jobs per phase
cm_memoryMap bool 1 cheat — enable the memory mapped file streaming
cm_mergeVisClipTris int 1 cheat — —
cm_showCollisionModelMaterial string textures/common/flatShadeTwoSidedDimRed saved — Material to use when debug rendering collisionmodel
cm_showDependencies int 0 cheat — —
cm_showLargeQueries int 1 cheat — Display large query warnings, 2 = show submodels from last big query
cm_showMemory bool 0 cheat — —
cm_showOutOfSpaceQueries bool 1 cheat — Display out of memory query warnings
cm_showProfile bool 0 cheat — —
cm_showStreamedData int 0 cheat 0 … 3 1 = show all, 2 = show loaded or streamed, 3 = show streamed
cm_testAngle float 60 cheat — —
cm_testBox string -16 -16 0 16 16 64 cheat — —
cm_testBoxRotation string 0 0 0 cheat — —
cm_testCollision bool 0 cheat — —
cm_testLength float 1024 cheat — —
cm_testModel int 0 cheat — —
cm_testOrigin string 0 0 0 cheat — —
cm_testQueries bool 0 cheat — —
cm_testRadius float 64 cheat — —
cm_testRandomMany bool 0 cheat — —
cm_testReset bool 0 cheat — —
cm_testRotation bool 1 cheat — —
cm_testTimes int 1000 cheat — —
cm_testTranslation bool 1 cheat — —
cm_testWalk bool 1 cheat — —
cm_useJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
cm_useSubModelQueries bool 1 cheat — —

com_

79 cvars.

Name Type Default Status Range Description
com_allowConsole bool 0 cheat — allow toggling console with the tilde key
com_assertInline bool 0 saved — Asserts breaks will be inlined
com_assertOnce bool 0 saved — Only assert once per assert instance (file/line combination)
com_assertOutOfDebugger bool 0 cheat — by default, do not assert while not running under the debugger
com_captureFilename string (empty) cheat — optional filename for screenshots, this is only used if no filename is given in the screenshot function call
com_captureFrames int 0 cheat — 1 to capture each frame and output it
com_capturePath string (empty) cheat — optional outpath for screenshots, this path is appended to screeenshots/
com_capturePrimes int 0 cheat — number of prime screens to use during capturing
com_captureSamples int 1 cheat — set to number of samples for screenshots
com_captureSounds int 0 cheat — set to 1 to start capture, 2 while capturing, 0 when disabled
com_captureTGA int 0 cheat — format for capture screenshots, 0 = JPG, 1 = TGA, 2 = PNG
com_debugHUD int 0 cheat — 1 = show debug HUD
com_debugSnapShotInterpolation int 0 cheat — —
com_demoPlaybackRate int 0 cheat — Rate to playback demos, 0 for realtime
com_demoPlaybackScale float 1 cheat — Scales playback time of demos
com_demoStats bool 0 cheat — Print stats on demo compression rates
com_deviceZeroOverride int -1 cheat — change input routing for device 0 to poll a different device
com_disableGameScripts bool 0 cheat — disable script loading
com_drawPresentables bool 0 cheat — 0 = off, 1 = draw all presentables we know about.
com_drawSnapshotMetrics 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_drawSnapshotMetricsPeer int 0 cheat — Peer to show with com_drawSnapshotMetrics
com_drawSnapshots int 0 cheat — 0 = off, 1 = presentables, 2 = sound 3 = all
com_drawThreadSpeeds int 0 normal 0 … 3 1 = dynamic draw, 2 = static draw, 3 = dynamic draw until stall
com_editorActive bool 0 normal — 1 when an editor has focus
com_enableCrashHandler bool 0 saved — enable the crash exception handler
com_exitAfterTests bool 0 read-only — if set, exits game after regression tests complete
com_exitProcessOnError bool 0 cheat — Exits the process on a com_error.
com_filterWarnings bool 1 cheat — Enable warnings filter system.
com_fixedTic bool 0 cheat — run a single game frame per render frame
com_forceAllMapLayersToLoad string 0 cheat — —
com_forceLatestSnap bool 0 cheat — —
com_forceSound bool 0 cheat — Force sound to play even if not the focused app
com_frameStampPrints bool 0 cheat — print frame number on each console print
com_gameDLLPath string (empty) cheat — path for game DLL to pull from
com_gaugeHeartbeat int 1000 cheat — time between subsequent gauge pushes across the wire.
com_headless bool 0 read-only — run without graphics
com_hitchThresholdMS int 33 normal — sets com_drawThreadSpeeds to 2 if a frame takes longer than this time in milliseconds
com_LoadScreenDevMessage bool 0 cheat — Enable load screen dev message
com_memStampPrints bool 0 cheat — print total memory usage on each console print
com_multiplayer bool 0 init-only — enable multiplayer code paths (decls and gamecode)
com_newLoadScreen bool 1 cheat — Enable new load screen code
com_pid int 0 init-only — process id
com_prod_regression bool 0 cheat — Regression tests require certain functionality in production builds.
com_production 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_profileLevelLoad string 0 cheat — —
com_psynclog int 0 cheat — flush performance synchronous timer to console
com_requireNonProductionSignIn bool 1 saved — If true, will require sign in, even on non production builds.
com_safemode bool 0 normal — deletes the video.cfg & rageConfig.cfg and reverts video settings to game default
com_sendSnapshots bool 1 cheat — For debugging, will not send snapshots when false.
com_showFPS int 0 saved 0 … 2 show frames rendered per second
com_showMapLoadStatus bool 0 cheat — show level load pacifier text
com_showMemoryUsage int 0 saved 0 … 3 show memory usage. 1 = always, 2 = fc low warnings + with com_showFPS, 3 = only with com_showFPS
com_showWarningDisplay bool 1 cheat — show warning display
com_signinOnStart bool 0 cheat — sign in a local user on game start (pc, ps3)
com_skipDiscSwapStateManager bool 0 normal — —
com_skipGameRenderView bool 0 normal — skip generating the GUIs
com_skipInputRouting bool 0 normal — —
com_skipIntroVideo bool 0 cheat — skips the intro video
com_skipSignInManager bool 0 normal — —
com_skipStartFlow bool 0 cheat — Do not require user to press start to get to main menu and log 1st controller as main user
com_sleepGame int 0 cheat — sleep for this many milliseconds between frames to simulate long game frames.
com_sourceControl string perforce saved — name of the source control dll to load
com_speeds 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_spFinishFeedbackMaxTimeInSeconds int 5 cheat — —
com_statsFile string stats.txt cheat — logfile name
com_superScriptDLLPath string (empty) cheat — path for superscript to pull from
com_syncToTime bool 1 cheat — —
com_threadSpeedScale float 10.0 normal — Time to screen scale
com_timer int 0 cheat — replaces FPS with a seconds counter, set to -1 to start, set to 0 to turn off
com_timeStampPrints int 0 cheat 0 … 2 print time with each console print, 1 = sec, 2 = msec
com_uploadDumps bool 1 cheat — Upload crashdumps on boot
com_useEntitiesFiles bool 1 cheat — if set use .entities files instead of .map files for production and buildgame loads
com_useExpandedEntityDefs bool 1 cheat — if set use entity defs with expanded inheritance for production and buildgame loads
com_useMapHeap bool 1 cheat — Use a separate heap for each map load
com_useSampleClock bool 1 cheat — —
com_version string Wolfenstein The New Order.1683.12274 win-x64 Retail Jun 18 2014 14:27:05 read-only — engine version
com_waitForSavegames bool 1 cheat — during map heap reset, wait for the savegames to complete
com_writeDumpPath string nfs:4@mgfiles01.ad.machinegames.com/crashdumps/ cheat — Path to write dumps to
com_writeMissingDeclFiles 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_blinkScale float 0.5 cheat — scale blink intervals by this much
face_debug int 0 cheat — 1 = show debugging info for face / lip-sync animation
face_debugEyes int 0 cheat — 1 = show debugging info for eye alignment
face_debugFaceOptions bool 0 cheat — if warnings about facial being enabled but no model support should be printed
face_debugFluff int 0 cheat — entity number to display debug info regarding facial fluff
face_debugTextEvent string (empty) cheat — break when the text in a text event matches this value
face_debugTime int 0 cheat — if true, so debugging info for timing
face_debugWeights int 0 cheat — 1 = show unnormalized weights for each frame
face_enableFidgeting bool 1 cheat — enable fidgeting
face_enableGlancing bool 1 cheat — enable glancing
face_eyeDampen float 0.5 cheat — dampen factor for eye tracking
face_eyeJitter float 2.0 cheat — maximum jitter offset at a distance of eyeJitterMinDist
face_eyeSpreadScale float 0.1 cheat — scale to apply to the delta between the AI's eyes when offsetting the left eye's focus point
face_eyeZOffset float 0 cheat — offset to apply to focus Z
face_fidgetIntervalMax float 10 cheat — maximum interval between fidgets
face_fidgetIntervalMin float 6 cheat — minimum interval between fidgets
face_fluffIntervalMax float 3 cheat — maximum min interval between any fluff
face_fluffIntervalMin float 1 cheat — minimum min interval between any fluff
face_glanceIntervalMax float 5 cheat — maximum interval between glances
face_glanceIntervalMin float 3 cheat — minimum interval between glances
face_jitterMinDist float 32.0 cheat — distance at which eye jitter clamps to minimum
face_lipsyncWeight float 1.0 cheat — max weight for lips
face_mapWeightsToSine bool 0 cheat — if true, alpha values for visemes are mapped to sine waves for to ease blends in and out
face_serialize bool 0 cheat — Serialize face animators
face_skipBlink bool 0 cheat — 1 = don't blink
face_skipGestures bool 0 cheat — 1 = don't play gestures
face_skipHead bool 0 cheat — 1 = don't play head anims
face_skipLidDeform bool 0 cheat — 1 = don't do eye lid deformation
face_skipLipsync bool 0 cheat — 1 = don't do eye lip syncing
face_skipMood bool 0 cheat — 1 = don't play mood anims
face_skipProcedural bool 0 cheat — 1 = don't play procedurally triggered anims (blink, lid deform, lip sync, and mood )
face_syncToGameTime bool 0 cheat — if true, sync lipsync and gestures to game time instead of real time
face_syncToRealTime bool 0 cheat — if true, sync lipsync and gestures to real time instead of game time
face_voStreamDelay int 250 cheat — delay ( in ms ) to suspend vo starts to accommodate sound streaming

fc_

11 cvars.

Name Type Default Status Range Description
fc_checkHdcTimestamps bool 0 cheat — If zero, don't clear the hard disk cache when timestamps are dirty
fc_hardDiskNoSeekOffset int 16 cheat — number of cache lines that can be skipped without seeking
fc_hardDiskRequestTimeOut int 24 cheat — milliseconds after which a request times out
fc_maxCacheMemoryMB int 512 cheat 1 … 1024 Maximum cache size in megabytes
fc_minCacheMemoryMB int 4 cheat 0 … 96 Minumum cache size in megabytes, take this much even if over comited
fc_opticalDiskNoSeekOffset int 16 cheat — number of cache lines that can be skipped without seeking
fc_opticalDiskRequestTimeOut int 48 cheat — milliseconds after which a request times out
fc_opticalDiskSkipOffset int 5 cheat — keep on reading if the next cache line is less than this many lines ahead
fc_printProcessRequestsPerformanceWarning bool 0 cheat — print the "idStreamControlThread::ProcessRequests() took x msec" performance warning
fc_useHdc int 0 cheat — 1 = enable hard hard cache, 2 = force hard disk cache
fc_verifyCacheReadData bool 0 cheat — Compare every cache read with an actual ReadOfs

forge_

13 cvars.

Name Type Default Status Range Description
forge_buildBinName string (empty) cheat — forge binary build name
forge_buildBinRelevantChangelists string unknown read-only — binary relevant Perforce changelists
forge_buildBinRequestor string (empty) cheat — forge binary build requestor
forge_buildBinType string developer cheat — forge binary build type
forge_buildBinURL string (empty) cheat — forge binary build url
forge_buildBinVersion string 5.1.1 read-only — binary build version
forge_buildPkgMapSet string (empty) cheat — forge package map set
forge_buildPkgName string (empty) cheat — forge package build name
forge_buildPkgRelevantChangelists string unknown cheat — package relevant Perforce changelists
forge_buildPkgRequestor string (empty) cheat — forge package build requestor
forge_buildPkgType string developer cheat — forge package build type
forge_buildPkgURL string (empty) cheat — forge package build url
forge_logPerformanceMetrics 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_arbitraryZipSupport bool 1 cheat — default = 1, 0 = will not load zip files
fs_atomicFileWrite bool 1 cheat — Return idFile_AtomicWrite instead of idFile_Permanent on OpenFileWrite
fs_basepath string (empty) init-only — (Read Only) Location for game files
fs_benchmarkSeekMicroseconds int 20000 cheat — If benchmark < this, assume HD
fs_cachepath string (empty) init-only — (Read/Write) Location for temporary files
fs_caseSensitiveOS bool 0 cheat — —
fs_cleanGenerated int 0 init-only — Clean generated data on startup, 1 = clean everything but cloud, 2 = clean everything
fs_debug int 0 cheat 0 … 2 —
fs_generatedPath string generated init-only — Location of generated data
fs_installpath string (empty) init-only — (Read/Write) Location for installed files
fs_mtpWholeReadThreshold int 524288 cheat — if an mtp file size is less than this threshold, block read the entire thing and return a memory file
fs_nfsRetries int 30 cheat — nfs connection error retries before failure, -1 for infinite
fs_nfsRetryWait float 1 cheat — nfs connection error wait before retry in seconds
fs_noCheckout bool 0 cheat — 1 = chmod local files for writing/deleting instead of checking out
fs_noOverlappedIO bool 0 cheat — default = 0, 1 = uses blocking reads instead of overlapped reads
fs_overlaypath string (empty) init-only — (Read Only) Extra location for game files (with precedence over fs_basepath)
fs_readOnly bool 0 cheat — default = 0, 1 = will set file system to read only
fs_reportReads bool 0 cheat — Report every filesystem reads
fs_savepath string (empty) init-only — (Read/Write) Location for development storage files, overwrites the default savegame path as well for the PC
fs_shareRetry bool 0 cheat — default = 0, 1 = retry opening files when encountering a sharing error
fs_sourceControlEnable bool 0 cheat — enable automatic source control gets for missing files
fs_sourceControlGetWholeFolders bool 0 cheat — update the entire folder on a source control get, only gets files with the same extension, currently excludes tgas
fs_sourceControlWorkspace string (empty) cheat — use an explicit workspace for source control operations

gc_

17 cvars.

Name Type Default Status Range Description
gc_coop_assistPct float 0.3 cheat — Percentage of damage a player must do to get an assist (while not getting killing blow)
gc_coop_defendTime int 2000 cheat — Time in MS after an AI melees a player where the other player can register a defend kill
gc_coop_killStreakTimeLimit float 2.0 cheat — Time allowed for consecutive kills to be counted as a streak (in seconds).
gc_coop_results_tempHUD bool 1 cheat — Draw temp hud for coop results
gc_failedRestartTime int 15 cheat — In seconds, the time that the game will take before restarting when it has failed
gc_forcePartnerLeft bool 0 cheat — Force the partner left scenario
gc_forceSpawnFail bool 0 cheat — Force spawns to be at this spawn index.
gc_friendlyFire bool 0 cheat — 1 = Shooting teammates will hurt them.
gc_hostMigration_debug bool 1 cheat — Debugs host migration game data on the game code side
gc_killStreakTimeLimit float 10.0 cheat — Time allowed for consecutive kills to be counted as a streak (in seconds).
gc_preGameDuration int 3000 cheat — Duration of pre-game in MS. Controls the Waiting for Players... duration
gc_preGameDurationCoop int 5000 cheat — Duration of pre-game for coop in MS. Controls the Waiting for Players... duration
gc_results_time int 20000 cheat — Time in MS for results screen
gc_reviveThreshold float 2.0 cheat — Threshold of time to game over if both players are down (in seconds). Time of 0 means infinite
gc_spawnDebug bool 1 cheat — Force spawns to fail.
gc_spectatorCamDuration int 30000 cheat — Duration of spectator mode in MS.
gc_testStats bool 0 cheat — Test uploading leaderboard stats

hands_

29 cvars.

Name Type Default Status Range Description
hands_blendTree bool 1 cheat — —
hands_debugBashReload bool 0 cheat — draws a graph of the current additional animspeed caused by bashing the reload button
hands_debugfc int 0 cheat — > 0 = show frame commands callbacks
hands_debugFingerAnimations int -1 cheat — debugs the additive finger animations (666 for sequential debug)
hands_debugstate bool 0 cheat — 1 = show debug info for hands state
hands_debugSwimming bool 0 cheat — debug swimmingstates
hands_debugweb 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_depthHack float 0.1 cheat — tweak to avoid hands / weapons being clipped by world
hands_depthHackHead float 1.0 cheat — tweak to avoid head weapons being clipped by weapon / world
hands_depthHackSwim float 0.99 cheat — tweak to avoid hands / weapons being clipped by world, but while swimming on the surface of water
hands_disablePlayerIK bool 0 cheat — no IK on hands
hands_fingerMovementDelay int 4000 cheat — delay for fingermovement
hands_FovScale float 0.0 cheat — scale the fov for gun models by this float value
hands_idleaccent_delay int 10000 cheat — how many milliseconds of inactivity before we do the accent idle
hands_idleaccent_randomdelay int 5000 cheat — randval added to hands_idleaccent_delay
hands_meleeComboInterval int 750 cheat — successive melee hits must occur within this interval to perform a combo
hands_meleeOffset float 20.0 cheat — how many units to offset the melee traces by
hands_offsetX float 0 cheat — position of the gun in the x coordinate
hands_offsetY float 0 cheat — position of the gun in the y coordinate
hands_offsetZ float 0 cheat — position of the gun in the z coordinate
hands_rotX float 0 cheat — rotation of the gun around the x coordinate
hands_rotY float 0 cheat — rotation of the gun around the y coordinate
hands_rotZ float 0 cheat — rotation of the gun around the z coordinate
hands_show bool 1 cheat — 1 = show gun
hands_showBlendTree 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_updateAnim bool 1 cheat — 1 = update hands animations
hands_updatePos bool 1 cheat — 1 = update position to match player view, 0 = leave hands where they currently are
hands_usecvars float 0 cheat — Use cvars for hand movement/rotation
hands_useDefaultAnimWeb bool 0 cheat — Use the default anim webs instead of the level specific

in_

11 cvars.

Name Type Default Status Range Description
in_anglespeedkey float 1.5 saved — angle change scale when holding down _speed button
in_controlInactiveWindow bool 0 cheat — allow joystick input to control game instances that don't have win focus
in_invertLook bool 0 saved — inverts the look controls so the forward looks up (flight controls)
in_joystick bool 1 saved -1 … 4 enables joystick input
in_joystickButtons int 2 cheat — Which sets of icons to use, depends on which controller was used
in_joystickRumble bool 1 saved — enables joystick rumble
in_lockMouse bool 1 saved — Enable mouse locking
in_mouse bool 1 saved — enable mouse input
in_pitchspeed float 140 saved — pitch change speed when holding down look _lookUp or _lookDown button
in_unlockMouseInMenus bool 0 saved — If true, the mouse cursor can move outside the game window while in menus.
in_yawspeed float 140 saved — yaw change speed when holding down _left or _right button

joy_

13 cvars.

Name Type Default Status Range Description
joy_circleToSquare int 2 saved — Convert view input from circle to square to prevent diag slowdown.
joy_circleToSquarePower float 2 saved — Power exponent for the circle to square lerp
joy_dampenLook bool 1 cheat — Do not allow full acceleration on look
joy_deadZone float 0.2 saved — specifies how large the dead-zone is on the joystick
joy_deltaPerMSLook float 0.003 cheat — Max amount to be added on look per MS
joy_gammaLook bool 1 saved — use a log curve instead of a power curve for movement
joy_mergedThreshold bool 1 saved — If the thresholds aren't merged, you drift more off center
joy_newCode bool 0 saved — Use the new codepath
joy_pitchSpeed float 120 saved 100 … 600 pitch speed when pressing left or right on the joystick
joy_powerScale float 2 saved — Raise joystick values to this power
joy_range float 1.0 saved — allow full range to be mapped to a smaller offset
joy_triggerThreshold float 0.05 saved — how far the joystick triggers have to be pressed before they register as down
joy_yawSpeed 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_bot_input_override int -1 cheat — Override local input routing for bot control
mp_cg_soundDebug bool 0 cheat — —
mp_enableJoinInProgress bool 0 cheat — If true, join in progress is enabled by default.
mp_maxPlayerSpawnFriendlyDistance float 4000.0 cheat — Max friendly distance.
mp_maxPlayerSpawnHostileDistance float 2000.0 cheat — Max danger distance.
mp_maxPlayerSpawnKillerDistance float 3000.0 cheat — Any spawn location closer than this to the killer will be devalued.
mp_maxPlayerSpawnLastDistance float 1500.0 cheat — Any spawn location closer than this to the last spawn will be devalued.
mp_minPlayerSpawnFriendlyDistance float 500.0 cheat — Min friendly distance.
mp_minPlayerSpawnHostileDistance float 400.0 cheat — Min danger distance.
mp_minPlayerSpawnKillerDistance float 1500.0 cheat — Any spawn location closer than this to the killer won't be considered.
mp_minPlayerSpawnLastDistance float 500.0 cheat — Any spawn location closer than this to the last spawn won't be considered.
mp_playerSpawnLookAheadTime float 1.5 cheat — Number of seconds that is used to predict future enemies locations for a LOS check
mp_spawnDebugNodeIndex int 0 cheat — Index of the next node to debug.
mp_spawnDebugNodeTimeout float -1.0 cheat — Number of seconds that a player stays at a spawn node before teleporting to the next one.
mp_vehicle_DamageDebug bool 0 cheat — if true show debug info on damage

mq_

12 cvars.

Name Type Default Status Range Description
mq_commonReportRate int 10 cheat — Increment in seconds to report stats over amqp.
mq_enable bool 0 cheat — Enables the AMQP traffic
mq_graphiteReportRate int 10 cheat — Increment in seconds to report stats to graphite.
mq_host string localhost cheat — host address of the AMQP server ... preferrably RabbitMQ
mq_maxRetries int 9 cheat — Number of attempts AMQP library will make to connect to a server.
mq_port int 5672 cheat — port for AMQP server
mq_pw string guest cheat — credible user password
mq_retryInterval int 20000 cheat — Base interval at which AMQP library tries to reconnect to a server. Multiplied by mq_maxRetries.
mq_silentForgeConnect bool 1 init-only — Don't generate messages when failing to connect to forge
mq_user string guest cheat — credible user account
mq_verbose bool 0 cheat — Control AMQP library and client(s) chattiness.
mq_vhost string / cheat — default vhost for connection

net_

132 cvars.

Name Type Default Status Range Description
net_bw_challenge_enable bool 0 cheat — Enable pre game bandwidth challenge for throttling snap rate
net_bw_test_host_timeout int 3000 cheat — How long host will wait in MS to hear bw results from peers
net_bw_test_interval int 33 cheat — MS - how often to send packets in bandwidth test
net_bw_test_numPackets int 30 cheat — Number of bandwidth challenge packets to send
net_bw_test_packetSizeBytes int 1024 cheat — Size of each packet to send out
net_bw_test_throttle_byte_pct 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_bw_test_throttle_rate_pct float 0.80 cheat — Min rate % a peer must match in bandwidth challenge before being throttled. 1.0=perfect, 0.0=received nothing
net_bw_test_throttle_seq_pct 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_bw_test_timeout int 500 cheat — MS after receiving a bw test packet that client will time out
net_checkVersion int 0 cheat — Check for matching version when clients connect. 0: normal rules, 1: force check, otherwise no check (pass always)
net_connectTimeoutInSeconds int 15 cheat — timeout (in seconds) while connecting
net_debug_NetSendUsercmds bool 0 cheat — —
net_debug_snapShotTime bool 0 saved — —
net_debugBaseStates bool 0 cheat — Log out base state information
net_debughud3_bps_max float 5120.0 cheat — Highest factor of server base snapRate that a client can be throttled
net_debugSteamLobby bool 0 cheat — —
net_dedicatedPort int 27016 cheat — host port number
net_dedicatedServerMode int 1 cheat — 0 = Connect to master server first, 1 = connect to process server first, 2 = connect directly to instance
net_disableSnapJob bool 0 cheat — disable snap jobs
net_drawDebugHud int 0 saved — Shows various network debug information
net_effectiveSnapRateDebug bool 0 cheat — Debug
net_effectiveSnapRateEnable bool 0 cheat — Dynamically adjust client snaprate
net_errorSmoothingDecay float 0.06 cheat — Rate at which error smoothing decays (in percent per game frame)
net_errorSmoothingMaxDecay float 25.0 cheat — Max rate at which origin error smoothing decays (in units per game frame)
net_forceDrop int 0 cheat — Percentage chance of simulated network packet loss
net_forceDropSnap bool 0 cheat — wait on snaps
net_forceLatency int 0 cheat — Simulate network latency (milliseconds round trip time - applied equally on the receive and on the send)
net_forceMatchBrowser bool 1 cheat — —
net_forceUpstream float 0 cheat — Force a maximum upstream in kB/s (256kbps <-> 32kB/s)
net_forceUpstreamQueue int 64 cheat — How much data is queued when enforcing upstream (in kB)
net_ForceWriteSnap bool 0 cheat — If true, server will create snapshots even if there are no peers (for debugging)
net_ForceWriteSnapAckMS int 0 cheat — Ack net_ForceWriteSnap snapshots every x MS
net_ForceWriteSnapAckSEQ int 0 cheat — Ack net_ForceWriteSnap snapshots this many seqs behind latest
net_headlessServer bool 0 cheat — toggle to automatically host a game and allow peer[0] to control menus
net_ignoreConnects int 0 cheat — Test as if no one can connect to me. 0 = off, 1 = ignore with no reply, 2 = send goodbye
net_input_clientBuffer int 3 cheat — leave this many cmds in buffer after net_input_clientMin is satisfied
net_interpolationBaseRate float 1.0 cheat — Scale interpolationg rate when we fall behind
net_interpolationCatchupRate float 1.3 cheat — Scale interpolationg rate when we fall behind
net_interpolationFallbackRate float 0.95 cheat — Scale interpolationg rate when we fall behind
net_interpolationSlowdownStart float 0.5 cheat — Scale interpolation rate when we fall behind
net_ip string localhost cheat — local IP address
net_LobbyCoalesceTimeInSeconds int 30 cheat — Time in seconds when a lobby will try to coalesce with another lobby when there is only one user.
net_LobbyRandomCoalesceTimeInSeconds int 3 cheat — Random time to add to net_LobbyCoalesceTimeInSeconds
net_masterServerAddress string localhost cheat — Address of the master server SET TO LOCALHOST FOR TESTING
net_maxBufferedSnapMS int 336 cheat — Max time to allow for interpolation cushion
net_maxExtrapolationInMS int 0 cheat — Max time in MS that extrapolation is allowed to occur.
net_maxFailedPingRecoveries int 10 cheat — Max failed ping recoveries before we stop trying
net_maxLoadResourcesTimeInSeconds int 0 cheat — How long, in seconds, clients have to load resources. Used for loose asset builds.
net_maxRate int 50 cheat — max send rate in kilobytes per second
net_maxSearchResults int 25 cheat — Max results that are allowed to be returned in a search request
net_maxSearchResultsToTry int 5 cheat — Max results to try before giving up.
net_migrateHost int -1 cheat — Become host of session (0 = party, 1 = game) for testing purposes
net_migration_debug bool 0 cheat — debug
net_migration_disable bool 0 cheat — debug
net_migration_forcePeerAsHost int -1 cheat — When set to >-1, it forces that peer number to be the new host during migration
net_min_ping_in_ms int 1500 cheat — Ping has to be higher than this before we consider throttling to recover
net_minBufferedSnapPCT_Static float 0.5 cheat — Min amount of snapshot buffer time we want need to buffer
net_minBufferedSnapWinPCT_Static float 1.0 cheat — Min amount of snapshot buffer time we want need to buffer
net_numPorts int 8 cheat 1 … 8 Number of ports to try to open or broadcast for non-platform backend mode
net_offlineTransitionThreshold 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_optimalDynamic 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_optimalSnapDeltaSize int 1000 cheat — Optimal size of snapshot delta msgs.
net_optimalSnapTime 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_optimalSnapWindow float 112 cheat — —
net_peer_throttle_bps_decay float 0.25 cheat — If peer exceeds this number of queued snap deltas, then throttle his effective snap rate
net_peer_throttle_bps_duration int 3000 cheat — If peer exceeds this number of queued snap deltas, then throttle his effective snap rate
net_peer_throttle_bps_host_threshold float 1024 cheat — Min outgoing bps of host for bps based throttling to be considered
net_peer_throttle_bps_peer_threshold_pct float 0.60 cheat — Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in
net_peer_throttle_maxSnapRate int 4 cheat — Highest factor of server base snapRate that a client can be throttled
net_peer_throttle_minSnapSeq int 150 cheat — Minumum number of snapshot exchanges before throttling can be triggered
net_peer_throttle_mode int 3 cheat — = 0 off, 1 = enable fixed, 2 = absolute, 3 = both
net_peer_timeout_loading int 90000 cheat — time in MS to disconnect clients during loading - production only
net_peerTimeoutInSeconds 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_peerTimeoutInSeconds_Lobby 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_pingIncPercentBeforeRecover float 1.3 cheat — Percentage change increase of ping before we try to recover
net_pingRecoveryThrottleTimeInSeconds int 3 cheat — Throttle snaps for this amount of time in seconds to recover from ping spike
net_port int 27015 cheat — non platform backend port number
net_print_ucmds_incoming bool 0 cheat — —
net_print_ucmds_outgoing bool 0 cheat — —
net_privateIsPublic bool 1 cheat — —
net_processIndex int -1 read-only — —
net_queueSnapAcks bool 1 cheat — —
net_replicateSounds bool 1 cheat — —
net_showReliableCompression bool 0 cheat — Show reliable compression ratio.
net_skipClientDeltaAppend bool 0 cheat — Simulate delta receive buffer overflowing
net_skipGoodbye bool 0 cheat — —
net_snap_bw_test_throttle_max_scale float 0.80 cheat — When clamping bandwidth to reported values, scale reported value by this
net_snap_redundant_resend_in_ms int 800 cheat — Delay between redundantly sending snaps during initial snap exchange
net_snapRate int 0 cheat — —
net_snapreport_warnsize int 100 cheat — Print snapshot report if final compressed delta is > than this (bytes)
net_snapshot_gui_scale float 0.75 cheat — GUI scale
net_snapshot_metrics bool 1 cheat — Enables snapshot metrics
net_snapshot_metrics_report_fragment bool 1 cheat — Report snapshot metrics when delta fragments
net_snapshot_metrics_report_mode 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_snapshot_metrics_report_netrole int 3 cheat — Who should do the reporting. 0=No one, 1=Server only, 2=Clients only, 3=Both
net_snapshot_metrics_report_once_per_deltaseq bool 1 cheat — If true, only generate reports one time per base sequence per peer. Prevents spam if base states arent being ACKd
net_snapshot_metrics_report_seq int 100 cheat — Minimum snap sequence to report. Used to not report initial snapshots
net_snapshot_metrics_report_size int 2000 cheat — Report snapshot metrics snapshot delta is greater than this size
net_snapshot_metrics_report_wait int 30000 cheat — Minimum time to wait between generating snapshot reports
net_snapshot_metrics_skipZero bool 1 cheat — Skips objects that didnt change in metric report
net_snapshot_send_warntime int 500 cheat — Print warning messages if we take longer than this to send a client a snapshot.
net_socksPassword string (empty) saved — —
net_socksPort int 1080 saved — —
net_socksServer string (empty) saved — —
net_socksUsername string (empty) saved — —
net_ssTemplateDebug bool 0 cheat — Debug snapshot template states
net_ssTemplateDebug_len int 32 cheat — Offset to start template state debugging
net_ssTemplateDebug_start int 0 cheat — length of template state to print in debugging
net_testPartyMemberConnectFail int -1 cheat — Force this party member index to fail to connect to games.
net_tracerMgrDebug bool 0 cheat — net_tracerMgrDebug
net_ucmd_smoothing_enable bool 1 cheat — —
net_useCMap bool 1 saved — Use cmap for multiplayer maps
net_useDedicatedServer 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_usePlatformBackend 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_userCmdRate int 4 cheat — —
net_verbose bool 0 cheat — Print a bunch of message about the network session
net_verboseReliable bool 0 cheat — Prints the more spammy messages about reliable network msgs
net_verboseResource bool 0 cheat — Prints a bunch of message about network resources
net_verboseSimulatedTraffic bool 0 cheat — Print some stats about simulated traffic (net_force* cvars)
net_verboseSnapshot int 0 cheat — Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verboseSnapshotCompression int 0 cheat — Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verboseSnapshotReport int 0 cheat — Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verifyReliableQueue int 2 cheat — 0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test
net_version string Wolfenstein The New Order.1683.12274 read-only — network version
net_visCullSnapshots bool 0 cheat — Culls snapshots based on visiblity (currently only using screen coverage)
net_visMaxDistance float 0 cheat — distance based visibility (developer use)
net_voice bool 1 saved — Enable or disable voice chat
net_voice_throttleStart int 1000 cheat — Throttle steam voice start by x ms to avoid timing bugs
net_voiceDebug int 0 cheat — View debug output for voice specific things
net_voicePushToTalk bool 0 cheat — Enable or disable push to talk
net_voiceVolume float 1.0 cheat — Set the voice playback volume level. 0.0f - 2.0f (0.0f is silence)
net_waitOnSnaps bool 0 cheat — wait on snaps

p_

24 cvars.

Name Type Default Status Range Description
p_debugHudBackgroundA float 1.00 saved — player debug hud background A component
p_debugHudBackgroundB float 0.25 saved — player debug hud background B component
p_debugHudBackgroundG float 0.25 saved — player debug hud background G component
p_debugHudBackgroundR float 0.25 saved — player debug hud background R component
p_debugHudForegroundA float 1.00 saved — player debug hud foreground A component
p_debugHudForegroundB float 0.00 saved — player debug hud foreground B component
p_debugHudForegroundG float 1.00 saved — player debug hud foreground G component
p_debugHudForegroundR float 1.00 saved — player debug hud foreground R component
p_drawSprintValues int -1 cheat — draw a graph the sprint values for this entitynum. -1 disables
p_enableBashReload bool 1 saved — enables quicker reloads if buttonbashing reload
p_enableQuickTurn bool 0 saved — enables quickturn system (saves this setting)
p_fire_clientAmmoDebug bool 0 cheat — Debug Client Ammo
p_fire_clientFire bool 1 cheat — Allow ClientFires
p_fire_clientFireDebug int 0 cheat — Debug ClientFires
p_fire_clientHitscans bool 1 cheat — Allow Client authoritative hitscans
p_fire_clientHitscansNotify bool 0 cheat — Displays markers where local client hitscan hits
p_in_toggle_aim bool 0 saved — toggles the aim instead of press/release
p_infiniteSprintMode bool 1 cheat — Disable the stamina system
p_playAdditiveCrouchAnims bool 1 cheat — Play additive crouch anims on hands
p_setSpringCameraK float 0 cheat — Set the spring camera spring constant
p_skipAdditiveAnimCamera bool 0 cheat — Don't do any additive camera blending
p_stepUpHandsSpringK float 325 cheat — Spring constant for step-up and crouch spring on hands
p_stepUpViewSpringK float 350 cheat — Spring constant for step-up and crouch spring on view
p_useStepUpSprings 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_AnimDeltaRepeatOnZero bool 0 cheat — Ignore a zero delta value, and instead use the values from the previous frame
pb_AnimDeltaSmooth bool 0 cheat — Smooth the animation deltas over successive frames
pb_ApplyAnimDeltasForceClip bool 0 cheat — Force the anim deltas to clipped against geometry
pb_ApplyAnimDeltasForceNoClip bool 0 cheat — Force the anim deltas to ignore clipping with geometry
pb_ApplyAnimDeltasToPlayer bool 1 cheat — Can be set to 0 to disable application of anim deltas to player
pb_BlockCheckUse8x8 bool 0 cheat — If set, then the block check uses an 8x8 cube instead of a point
pb_clad_AlignHandsToBottomDist float -87 cheat — How far over the Bottom of the ladder to align the hands model
pb_clad_AlignHandsToTopDist float 14 cheat — How far below the top of the ladder to align the hands model
pb_clad_AlignPhysicsToTopDist float 60 cheat — How far below the top of the ladder to align the player physics object
pb_clad_AnimBlendFrames int 5 cheat — Animation blend frames
pb_clad_AtBottomDist float 49 cheat — How far above the bottom of the ladder to consider player 'at bottom'
pb_clad_AtCeilingDist float 140 cheat — How far below the 'ceiling' the player's physics object is allowed to be
pb_clad_AtTopDist float 125 cheat — How far below the top of the ladder to consider player 'at top'
pb_clad_AveragedBodyRotationK float 300.0 cheat — Spring constant for averaging the body rotation
pb_clad_ConstrainedViewAnglesRate float 40 cheat — Rate for the entry into the constrained view range, if restriction is necessary (degs/sec)
pb_clad_Debug bool 0 cheat — Debug player contextual ladder behavior
pb_clad_DebugNoQueryUpdate bool 0 cheat — Update the query or not
pb_clad_DebugTraceStates bool 0 cheat — Trace the ladder states
pb_clad_DismountMidVel float 100 cheat — How much velocity to apply to the player to push away from the ladder
pb_clad_dof_blur float 5.0 cheat — —
pb_clad_dof_focus float 20.0 cheat — —
pb_clad_dof_near float -3.0 cheat — —
pb_clad_Enable bool 1 cheat — Enable player contextual ladder behavior
pb_clad_EnableBodyRotation bool 1 cheat — Enables additive anims to simulate body rotation
pb_clad_ForwardTestBackupDist float 5 cheat — How far to back up the forward test rays
pb_clad_ForwardTestDist float 50 cheat — How far forward to test the world
pb_clad_InitiateInputTime int 50 cheat — How long in ms to attempt interaction with ladder before interaction begins
pb_clad_InitiateMaxAngle float 45 cheat — Maximum angle in degrees between the ladder normal and the player heading to interact with the ladder
pb_clad_InputDeadZone float 0.1 cheat — Dead zone for ladder input
pb_clad_InputSlideThreshold float 0.5 cheat — Input required to initiate slide behavior
pb_clad_LookDismountVel float 200 cheat — How much velocity to apply to the player to push away from the ladder
pb_clad_MaxDeltaPitch float 70 cheat — Maximum delta pitch, relative to ladder normal
pb_clad_MaxDeltaYaw float 80 cheat — Maximum delta yaw, relative to ladder normal
pb_clad_MinLadderWidth float 20 cheat — Minimum width to allow a sides of ladder brushes to be ignored
pb_clad_MountBotOffsetX float 26 cheat — X offset for top mount
pb_clad_MountBotOffsetY float 0 cheat — Y offset for top mount
pb_clad_MountBotOffsetZ float 0 cheat — Z offset for top mount
pb_clad_MountMidOffsetX float 26 cheat — X offset for top mount
pb_clad_MountMidOffsetY float 0 cheat — Y offset for top mount
pb_clad_MountMidOffsetZ float 0 cheat — Z offset for top mount
pb_clad_MountTopOffsetX float 26 cheat — X offset for top mount
pb_clad_MountTopOffsetY float 0 cheat — Y offset for top mount
pb_clad_MountTopOffsetZ float 0 cheat — Z offset for top mount
pb_clad_NoRemountTimeMS int 500 cheat — This many MS after dismounting before player can mount again
pb_clad_NormalLadderMinLength float 120 cheat — ladders shorter than this are automaticly climed and exited
pb_clad_OutputDeltaMove int 0 cheat — How many delta moves to output
pb_clad_OutputDeltaZ int 0 cheat — Same as output delta move, except only z info is reported
pb_clad_RayTestDepth float 1 cheat — How far inside a blocking surface to test
pb_clad_ShiftIntoPositionDist float 7 cheat — Error allowance for shifting into initial position
pb_clad_SideTestDist float 50 cheat — How far sideways or up to test for a ladder
pb_clad_SpeedScaleSpringK float 150.0 cheat — Spring constant for speed spring scale
pb_clad_SprintSpeedScale float 1.25 cheat — Speed scale allowed while sprinting
pb_clad_StepHeight float 24 cheat — height of one step
pb_clad_VerticalTestDist float 150 cheat — How far up or down to test for the ladder top and bottom
pb_EnableThirdPersonHands bool 1 cheat — Enable the 3rd person hands
pb_EnableThirdPersonLegs bool 1 cheat — Enable the 3rd person legs
pb_ForceShowThirdPersonHands bool 0 cheat — Always draw the 3rd person hands
pb_ForceShowThirdPersonLegs bool 0 cheat — Always draw the 3rd person legs
pb_lean_Crouch_OffsetDown float 30.0 cheat — Offset in down direction when crouching
pb_lean_crouch_OffsetUp float 40.0 cheat — Offset in up direction when crouching
pb_lean_Debug bool 0 cheat — Debug player contextual lean behavior
pb_lean_DebugTraceStates bool 0 cheat — Debug player contextual lean behavior states
pb_lean_Enable bool 1 cheat — Enable player contextual lean behavior
pb_lean_LeanSpringK float 500.0 cheat — Spring constant for the offset
pb_lean_lowphys_OffsetDown float 15.0 cheat — Offset in down direction when in low phys
pb_lean_OffsetDown float 63.0 cheat — Offset in down direction
pb_lean_OffsetLeftRight float 30.0 cheat — Offset in left/right direction
pb_lean_OffsetLeftRightForward float 15.0 cheat — Offset in forward dir when having left/right direction
pb_lean_OffsetUp float 10.0 cheat — Offset in up direction
pb_lean_RollOffset float 15.0 cheat — Roll offset in when leaning left/right
pb_lean_Tweak1 float 400.0 cheat — How fast the angles are constrained
pb_lean_UpdateAfterPhysics bool 1 cheat — If this is true the slide update happens after the physics update
pb_lean_ViewConstraintPitchDown float 89.0 cheat — Maximum view angle
pb_lean_ViewConstraintPitchUp float 89.0 cheat — Maximum view angle
pb_lean_ViewConstraintYawLeft float 75.0 cheat — Maximum view angle
pb_lean_ViewConstraintYawRight float 75.0 cheat — Maximum view angle
pb_legs_depthHack float 0.5 cheat — tweak to avoid legs being clipped by world
pb_PlayerMoveSpeedFactor float 5 cheat — How fast the shifts into position for a given interaction
pb_ShowThirdPersonHands bool 1 cheat — Draw the 3rd person hands (when enabled)
pb_ShowThirdPersonLegs bool 1 cheat — Draw the 3rd person legs (when enabled)
pb_ss_AdjustSpeedForHeightScale float 0.75 cheat — Scales the adjustment of speed for height change
pb_ss_AltitudeForwardTestDist float 75.0 cheat — How far ahead of the player to do the altitude check
pb_ss_BodyRotationAlphaSpringK float 150.0 cheat — Spring constant for the body rotation anim alpha
pb_ss_BodyRotationPitchDown float 30.0 cheat — Maximum animated angle for body models
pb_ss_BodyRotationPitchUp float 60.0 cheat — Maximum animated angle for body models
pb_ss_BodyRotationPosSpringK float 750.0 cheat — Spring constant for averaging the body rotation position
pb_ss_BodyRotationYawLeft float 45.0 cheat — Maximum animated angle for body models
pb_ss_BodyRotationYawRight float 45.0 cheat — Maximum animated angle for body models
pb_ss_Debug bool 0 cheat — Debug player contextual slide behavior
pb_ss_DebugForceEndState int 0 cheat — Force the end state: 1 = STAND, 2 = CROUCH, 3 = FALL
pb_ss_DebugForceSlide bool 0 cheat — Debug player - Forces the player into a slide position for debugging
pb_ss_DebugTraceStates bool 0 cheat — Debug player contextual slide behavior states
pb_ss_Enable bool 1 cheat — Enable player contextual slide behavior
pb_ss_EnableBodyRotation bool 1 cheat — Enables Slide Body Rotation
pb_ss_EnableBodyRotationPitch bool 0 cheat — Enables Slide Body Pitch Rotation
pb_ss_HandsAdditiveAnimAlphaRate float 1.0 cheat — alpha rate for additive anim
pb_ss_HandsAdditiveAnimBlendMS int 20 cheat — How long additive animations take to blend
pb_ss_HandsVelocityFrameOffset int 1 cheat — Number of frames the hands are moved ahead of the legs
pb_ss_LegsFwdDirSpringK float 500.0 cheat — Spring constant for the legs forward dir spring
pb_ss_LegsPitchForGroundSlope bool 1 cheat — Rotates the legs to align with the ground slope
pb_ss_MaxAltitude float 15.0 cheat — Height off the ground to exit slide into fall
pb_ss_MaxDurationMS int 1500 cheat — Max duration for a single slide, or 0 for unlimited
pb_ss_MinSpeed2D float 250.0 cheat — Slide ends if 2d speed goes below this value
pb_ss_MinSpeed2DDW float 210.0 cheat — Slide ends if 2d speed goes below this value while dualwielding
pb_ss_PlayAdditiveHandsAnims bool 1 cheat — Play additive anims on the fp hands
pb_ss_PlayAdditiveLegsAnims bool 1 cheat — Play additive anims on the tp legs
pb_ss_SlideBreakFriction float 1.75 cheat — Friction Value To Apply while we are on the slide and trying to stop
pb_ss_SlideFriction float 0.8 cheat — Friction Value To Apply while we are on the slide
pb_ss_SpringCamCalcViewStage int 2 cheat — spring camera calculate view stage to use
pb_ss_SpringCameraPosK float 1000.0 cheat — Tension (K) of the Spring Camera
pb_ss_UpdateAfterPhysics bool 1 cheat — If this is true the slide update happens after the physics update
pb_ss_UseDeferredHands bool 0 cheat — Use deferred handling on the fp hands
pb_ss_UseDeferredLegs bool 0 cheat — Use deferred handling on the tp legs
pb_ss_ViewConstraintPitchDown float 20.0 cheat — Maximum view angle
pb_ss_ViewConstraintPitchUp float 60.0 cheat — Maximum view angle
pb_ss_ViewConstraintYawLeft float 45.0 cheat — Maximum view angle
pb_ss_ViewConstraintYawRight float 45.0 cheat — Maximum view angle
pb_TraceHandsAngles int 0 cheat — Traces the third person hands angles (1=post-values, 2=pre and post-values
pb_TraceHandsAnimDeltas int 0 cheat — Traces the third person hands anim deltas (1 for trans, 2 for rot, 3 for both)
pb_TraceHandsAnims bool 0 cheat — Traces the animation calls on the hands to the debug console
pb_TraceHandsPos int 0 cheat — Traces the third person hands position (1=post-values, 2=pre and post-values
pb_TraceLegsAngles int 0 cheat — Traces the third person legs angles (1=post-values, 2=pre and post-values
pb_TraceLegsAnimDeltas int 0 cheat — Traces the third person legs anim deltas (1 for trans, 2 for rot, 3 for both)
pb_TraceLegsAnims bool 0 cheat — Traces the animation calls on the legs to the debug console
pb_TraceLegsPos 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
playerControlled_bumpForwardClamp float 100.0 cheat — max length to clamp the bump spring delta to on the forward axis
playerControlled_bumpLeftClamp float 100.0 cheat — max length to clamp the bump spring delta on the left axis
playerControlled_bumpSpringK float 100 cheat — spring constant for bump
playerControlled_finSpringK float 300 cheat — spring constant for blend spring glider spring
playerControlled_gasSpringK float 150 cheat — spring constant for gas blend spring
playerControlled_moveStickSpringK float 30 cheat — spring constant for movestick
playerControlled_propSpringK float 100 cheat — spring constant for blend spring glider spring
playerControlled_rollSpringK float 150.0 cheat — spring constant for roll
playerControlled_tunnelRollAmount float 1.0 cheat — Roll correction
playerControlled_tunnelRollCorrectionAmount float 0.5 cheat — Roll correction
playerControlled_turnSpringK float 300 cheat — spring constant for turn blend spring
playerControlled_turnSpringUpDownK float 50 cheat — spring constant for turn blend spring up/down
playerControlled_turnSpringUpDownPLK float 150 cheat — spring constant for turn blend spring up/down
playerControlled_WeaponPodAngleSpringK 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_breadcrumb_timestep int 250 cheat — minimum number of ms between breadcrumb saves
playtest_inventory_timestep int 60000 cheat — minimum number of ms between inventory saves
playtest_log_AI2BreadCrumbs bool 1 cheat — if false will not log AI2 breadcrumbs
playtest_log_Any bool 0 cheat — if false no playtest logging will be done
playtest_log_death bool 1 cheat — if false will not log deaths
playtest_log_Inventory bool 1 cheat — if false will not log inventory
playtest_log_playerBreadCrumbs bool 1 cheat — if false will not log player breadcrumbs
playtest_log_playerButtons bool 1 cheat — if false will not log player buttons
playtest_log_playerEquip bool 1 cheat — if false will not log player equip item
playtest_log_playerItem bool 1 cheat — if false will not log player items
playtest_log_playerRacePoints bool 1 cheat — if false will not log race checkpoints
playtest_log_playerUseFocus bool 1 cheat — if false will not log player use focus
playtest_log_playerUseQuick bool 1 cheat — if false will not log player use quick item
playtest_log_radiusDamage bool 1 cheat — if false will not log radius damage events
playtest_log_VehicleAIBreadCrumbs bool 1 cheat — if false will not log vehicle AI breadcrumbs
playtest_log_weaponFire bool 1 cheat — if false will not log weapon fire
playtest_MenuStartsLogging bool 0 cheat — if true, we're actually going to start logging when the menu tells us...
playtest_MenuStartsRenderDemo bool 0 cheat — if true we start renderdemos with the playtest menu... needs playtest_MenuStartsLogging to be true as well
playtest_RenderDemoCounter int 1 cheat — for multi map playtest renderdemos. used in naming
playtest_save_binary bool 1 cheat — if false will not save the binary file when the save command is called
playtest_save_models bool 0 cheat — if false will not save the models when the save command is called
playtest_save_text bool 0 cheat — if false will not save the text file when the save command is called
playtest_sessionName string invalid_session cheat — session name of the current playtest log
playtest_sessionType string direct cheat — type of the current playtest log, basically how it started

racecam_

14 cvars.

Name Type Default Status Range Description
racecam_BreathAng float 8.0 cheat — —
racecam_BreathDebug bool 0 cheat — —
racecam_BreathEnable bool 1 cheat — —
racecam_BreathLerp float 0.015 cheat — —
racecam_BreathMaxFreq float 500 cheat — ms
racecam_BreathMinFreq float 100 cheat — ms
racecam_focusLerpRate float 0.05 cheat — how quickly the focal position goes to the target
racecam_goalLerpRate_3 float 0.02 cheat — how quickly the goal position goes to the target
racecam_New bool 0 cheat — new finish race camera
racecam_pathMinDist float 1000 cheat — min distance from vehicle
racecam_pathStepUnits float 5 cheat — divisor for step size
racecam_PosLerp float 0.90 cheat — how quickly the focal position goes to the target
racecam_PosUp float 0.0 cheat — focal z-position offset added to the target
racecam_version int 2 cheat — 1 - 3

resource_

14 cvars.

Name Type Default Status Range Description
resource_debugLevel int 0 cheat — Set to 1 for huge console spew
resource_errorInGame int 0 cheat — 0 - Nothing. 1 - Warning. 2 - Fatal Error - if loaded during gameplay
resource_errorOnClientAddNetResource bool 0 cheat — Error on clients trying to add network resources
resource_errorOnResolveFailure bool 1 cheat — 1 = errors on failure to resolve code resources, 0 = just warnings
resource_ignoreLayers bool 0 cheat — ignore layer bits and load all layers during map loads
resource_loadLogging int 0 cheat — Set to 1 to get binary resolve logging
resource_outPath string (empty) cheat — Optional output path for resource files
resource_showLoads int 0 cheat — 1 = show all loads, 2 = show all finds
resource_showLocalized bool 0 cheat — 1 = show all localized resource names
resource_showStaleReloads bool 0 cheat — Prints to the console whenever a resource is stale-reloaded.
resource_toolForceStaleChecks bool 1 cheat — When idStudio is active, always perform stale checks on resources.
resource_trackLoadTimes bool 0 cheat — 1 = track the time spent on loading resources and basic statistics per resource list
resource_virtualTexturePreload bool 1 cheat — run the virtual texture preloader in parallel with game init
resource_warnOnLoad 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_baseFOV float 90 cheat — FOV during robot control
robot_camera_height_offset float 150 cheat — Height origin offset of camera on robot
robot_camera_local_offset_x float -30 cheat — Local origin offset of camera on robot
robot_camera_local_offset_y float -30 cheat — Local origin offset of camera on robot
robot_camera_local_offset_z float 0 cheat — Local origin offset of camera on robot
robot_fps_stickAngle_maxPitch float 10 cheat — Max pitch allowed during fps view
robot_fps_stickAngle_maxYaw float 100 cheat — Max yaw allowed during fps view
robot_fps_stickAngle_minPitch float -28 cheat — Min pitch allowed during fps view
robot_fps_stickAngle_minYaw float -100 cheat — Min yaw allowed during fps view
robot_fps_stickLookSpeed_pitch float 5 cheat — Pitch look speed when using game-pad
robot_fps_stickLookSpeed_yaw float 5 cheat — Yaw look speed when using game-pad
robot_fps_view_lerp float 100 cheat — ms to interpolate the fps view over
robot_use_crosshair bool 1 cheat — Draw temporary crosshair when firing robots gun

rs_

11 cvars.

Name Type Default Status Range Description
rs_display int 0 cheat — 0 - percentages, 1 - pixels per frame, 2 - resolution
rs_dropFraction float 0.11 cheat — Drop the resolution in increments of this
rs_dropMilliseconds float 15.0 cheat — Drop the resolution when GPU time exceeds this
rs_enable int 0 cheat — Enable dynamic resolution scaling, 0 - off, 1 - vert only, 2 - horz only, 3 - both
rs_forceFractionX float 0 cheat — Force a specific 0.0 to 1.0 horizontal resolution scale
rs_forceFractionY float 0 cheat — Force a specific 0.0 to 1.0 vertical resolution scale
rs_minimumResolutionScale float 0.5 cheat — Never go below this
rs_raiseFraction float 0.06 cheat — Raise the resolution in increments of this
rs_raiseFrames int 5 cheat — Require this many frames below rs_raiseMilliseconds
rs_raiseMilliseconds float 13.0 cheat — Raise the resolution when GPU time is below this for several frames
rs_showResolutionChanges int 0 cheat — 1 = Print whenever the resolution scale changes, 2 = always

s_

73 cvars.

Name Type Default Status Range Description
s_allowMultipleListener bool 1 cheat — Allow multiple listeners in splitscreen
s_constantAmplitude float -1 cheat — —
s_cushionFadeChannels int 2 cheat — Ramp currentCushionDB so this many emitter channels should be silent
s_cushionFadeLimit float -30 cheat — Never cushion fade beyond this level
s_cushionFadeOver float 10 cheat — DB above s_cushionFadeLimit to start ramp to silence
s_cushionFadeRate float 60 cheat — DB / second change to currentCushionDB
s_debugControllerShake bool 0 cheat — Print information on controller shake when a sound channel is added
s_debugCulling int 0 cheat — Print information on culling of sounds (performance culling, i.e. out of hwvoices)
s_debugDevice bool 0 init-only — Create audio device with debug features on
s_debugHardware bool 0 cheat — Print a message any time a hardware voice changes
s_debugMaxPlay bool 0 cheat — print debug information about max playback
s_decodeBufferSize int 16320 init-only — Size (in bytes) of the temporary decode buffers
s_device int -1 saved — Which audio device to use (listDevices to list, -1 for default)
s_drawSounds int 0 cheat 0 … 2 —
s_environmentalFadeTime float 1 cheat — How many seconds it takes to fade environmental sounds when crossing portals
s_extraWarnings bool 0 cheat — Issue more sound related warnings
s_finiteSpeedOfSound 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_haveVoicePriorityAdd 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_hdrFalloff float 12 cheat — HDR Falloff rate in dB per second
s_lockListener bool 0 cheat — lock listener updates
s_lowPassFilter bool 1 cheat — enable low pass filter
s_luGoodMax float 6 saved — Maximum Good (Green) value on the lu meter
s_luGoodMin float -6 saved — Minimum Good (Green) value on the lu meter
s_luMax float 18 saved — Maximum value on the lu meter
s_luMin float -36 saved — Minimum value on the lu meter
s_luStep float 6 saved — Difference between numbers on the lu scale
s_maxEmitterChannels int 1024 cheat — Can be set lower than the absolute max of MAX_HARDWARE_VOICES
s_maxSoundDistanceClamp int 0 cheat — If greater than 0, override the max distance (unless the individual sound distance is smaller) of sounds.
s_meterTopTime int 1000 saved — How long (in milliseconds) peaks are displayed on the VU meter
s_muteMusic bool 0 cheat — Set to 1 to mute background music
s_noSound bool 0 cheat — returns NULL for all sounds loaded and does not update the sound rendering
s_occlusionDistance float 768 cheat — distance over which to fade occlusion
s_pauseFadeInTime int 250 cheat — When pausing and unpausing a sound world, milliseconds to fade sounds in over
s_playDefaultSound bool 0 saved — play a beep for missing sounds
s_playPositioned bool 1 cheat — Play positioned sounds such as bullet impacts and foot steps
s_reverb int 1 cheat — enable reverb
s_showAreas int 0 cheat — 1 = render each sound area in a different color. 2= render area local listener is in
s_showBigAreas bool 0 cheat — render sound areas which exceed MAX_SOUND_BSP_AREA_FACES
s_showCutSound bool 0 cheat — print debug information about stopped sounds causing a hard cut
s_showDebugPage int 0 cheat — enables sound debug page
s_showDucks bool 0 cheat — Draw duck info on the hud
s_showHDR bool 0 cheat — Show HDR sound values
s_showPaths int 0 cheat 0 … 2 show paths from listener to all sounds, purple means the sound is in solid
s_showPerfData bool 0 cheat — Show XAudio2 Performance data
s_showPortals bool 0 cheat — show sound portals
s_showReverb bool 0 cheat — show the reverb parameters
s_showSounds int 0 saved — draw sound information on the hud. negative = a specific emitter
s_showSoundsFilter string (empty) cheat — filter s_showSounds data by name based on this string
s_showSoundsFreeze int 0 saved — freeze the showSound output while 1
s_showStartSound int 0 cheat — print debug information about sound starting
s_showStopSound bool 0 cheat — print debug information about sound stopping
s_showVoices bool 0 cheat — Draw voice info on the hud
s_singleEmitter int 0 cheat — mute all sounds but this emitter
s_singleEntity int 0 cheat — mute all sounds but the ones from this entity
s_skipHardwareSets bool 0 cheat — Do all calculation, but skip XA2 calls
s_skipHDR bool 0 cheat — Show HDR sound values
s_snapTrace bool 0 cheat — —
s_soundGroupFilter 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_startSoundFilter string (empty) cheat — substring shader name filter for s_showStartSound
s_streamBufferSizeK int 64 init-only — Size (in kb) of the temporary streaming buffers
s_tinnitusFalloff float 10 cheat — Tinnitus Falloff rate in dB per second
s_tinnitusReset float 1 cheat — Perceived dB level when tinnitus resets and can be triggered again
s_tinnitusStart float 12 cheat — Perceived dB level when tinnitus starts to kick in
s_tracerDistance float 128 cheat — The minimum distance a bullet has to go past the player for a tracer to be played
s_turretDebugMuzzle bool 0 cheat — makes the weapon statics always fire
s_useCompression bool 1 init-only — Use compressed sound files
s_useDistanceLowPass bool 1 cheat — —
s_useFiniteSpeedOfSound bool 1 cheat — allow the use of fake speed of sound to schedule sounds that use SSF_FINITE_SPEED_OF_SOUND
s_useOcclusion bool 1 cheat — —
s_useSoundOcclusionJobs int 1 cheat 0 … 1 —
s_useSoundThread bool 1 cheat — Enable the sound thread
s_voiceVolume_dB float 0 saved — voice volume in dB
s_volume_dB float 0 cheat — volume in dB

savegame_

12 cvars.

Name Type Default Status Range Description
saveGame_allowOlderVersions int 0 cheat — allows loading of savegames from previous versions of the game
saveGame_checksum bool 1 cheat — data integrity check
saveGame_enable bool 1 cheat — are savegames enabled
savegame_error int 0 cheat — Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error
saveGame_fakeSlowSaveLoad float 0 cheat — wait for x extra seconds in the save to simulate a slow save/load
savegame_levelTransitionTimeoutMs int 30000 cheat — (ms) timeout value for nextMap testing
savegame_maxSlots int 16 cheat — maximum GUI slots available
savegame_minRequiredStorage int -1 cheat — minimum bytes required to start a new game
saveGame_minSaveTime int 1000 cheat — min time the save icon can appear TRC/TCR compatible
savegame_saveTimeoutMs int 60000 cheat — (ms) timeout value for save testing
saveGame_verbose bool 0 saved — debug spam
savegame_winInduceDelay 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_devspawninventory 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_forcePlayerRespawn 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_giveSPInventoryOnBuild bool 0 cheat — if true the jobmanager will give the list of possible single player items.
si_jobDebugName_Error bool 0 cheat — if set and we don't find the requested si_jobDebugName error instead of warn
si_layer string (empty) saved — —
si_layerDeactive string (empty) saved — —
si_loadAllJobsOnBuild bool 0 cheat — if true the jobmanager will load all possible jobs on a build game.
si_map string (empty) saved — —
si_mapNameOverride string (empty) cheat — Override map used for mp games.
si_minRespawnDelay float 5 cheat — Minimum respawn delay after player death in MP game
si_multiPlayerTestWeapons bool 0 saved — when true starts with with devmap equipment
si_nextlayeractive string (empty) cheat — game play layers to use with map the map command
si_nextlayerdeactive string (empty) cheat — game play layers to use with map the map command
si_oneFlagCTF bool 0 cheat — If swap teams is enabled and is CTF, it will do one flag
si_scoreLimit int 0 cheat — Score limit
si_spawnspot string player_start cheat — name of the spawn spot to use with the map command
si_splitscreen int 0 cheat — force splitscreen
si_stopWatch bool 0 cheat — If swap teams is enabled, do stopwatch as well
si_swapTeams bool 0 cheat — Swap teams and do two rounds
si_teamCount int 2 cheat — How many teams, 0 for FFA
si_timeLimit float 0 cheat — Time limit

spl_

35 cvars.

Name Type Default Status Range Description
spl_debug bool 0 cheat — Show debug path
spl_disablePathing bool 0 cheat — Disables vehicle AI pathing.
spl_gen_showNodes bool 0 cheat — Prints each node a spline is associated with.
spl_gen_updateTracker bool 1 cheat — Spline tracker is updated between recalcs.
spl_graph bool 0 cheat — Draw spline graph
spl_pathStepSize float 300 cheat — Spline point step size (smaller = more detail)
spl_pos bool 0 cheat — Set spline position (for path debugging)
spl_qn_addDistToStep bool 0 cheat — add the distance to the closest spline to the spline step
spl_qn_debug bool 0 cheat — Debug the quest navigation splines
spl_qn_graph bool 0 cheat — Draw spline graph
spl_qn_pathbonus float 0.5 cheat — bonus for being within the bounds of the spline
spl_qn_pathVectorStep_Long float 1500 cheat — Long Dist from start to get forward vector
spl_qn_pathVectorStep_Long_Max float 3500 cheat — Long Dist from start to get forward vector
spl_qn_pathVectorStep_Medium float 500 cheat — Medium Dist from start to get forward vector
spl_qn_pathVectorStep_Medium_Max float 750 cheat — Medium Dist from start to get forward vector
spl_qn_pathVectorStep_Override float 1500 cheat — Over ride Dist from start to get forward vector
spl_qn_pathVectorStep_Short float 200 cheat — Short Dist from start to get forward vector
spl_qn_pathVectorStep_Short_Max float 300 cheat — Short Dist from start to get forward vector
spl_qn_pathVectorStep_Should_Override int 0 cheat — <= 0 no override, 1 short override, 2 medium override, 3 long override, >= 4 cvar override
spl_qn_pathVectorStep_VeryLong float 5000 cheat — Long Dist from start to get forward vector
spl_qn_pathVectorStep_VeryLong_Max float 7500 cheat — Long Dist from start to get forward vector
spl_qn_searchMult float 2 cheat — scales spline width by this value -- used as search distance
spl_qn_showAllPaths float 0 cheat — Display all quest nav splines
spl_qn_showPathBounds bool 0 cheat — Show spline bounds
spl_qn_timer bool 0 cheat — Show spline timing
spl_qn_zpenelty float 1.0 cheat — additional penalty for z differences
spl_showAllPaths float 0 cheat — Display all vehicle ai paths
spl_showFurthestPositionSamples bool 0 cheat — Draw furthest pos sample info
spl_showPathBounds bool 0 cheat — Show spline bounds
spl_testClosestDist bool 0 cheat — Testing closest dist to spline calculation.
spl_timer bool 0 cheat — Show spline timing
spl_updateTracker_distance int 5 cheat — Distance at which spline position will be totally recalculated (rather than simply adjusted).
spl_updateTracker_rateMS int 16 cheat — Min MS between update (assumes 60hz)
spl_useBuildGameList bool 0 cheat — Uses navSplineList_BuildGame (for testing)
spl_waypoints bool 0 cheat — Show spline waypoints

swf_

58 cvars.

Name Type Default Status Range Description
swf_combatSubtitleRange float 1024.0 cheat — distance a which combat subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior).
swf_connectionNumber string 01 cheat — Test
swf_customGameReturn bool 0 cheat — was custom game selected if so return to custom game when returning to game lobby
swf_debug 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_debugDeferredDelay bool 0 cheat — set to output deferred delay debug info
swf_debugInvoke int 0 cheat — debug swf functions being called from game.
swf_debugMouse bool 0 cheat — enables additional debugging information about mouse activity (hovers)
swf_deferredDelayMsec int 125 cheat — set to delay the main menu activation to free up purged hud images beforehand
swf_enableSnapOnPixel bool 0 cheat — snap to pixel
swf_fadeInDelay int 200 cheat — The time it should take for the hud to fade in after the screen has faded in, MS
swf_fadeInDuration int 500 cheat — The duration of the fade in hud is rendered after swf_fadeInDuration + swf_fadeInDelay, MS
swf_forceAlpha float 0 cheat 0 … 1 force an alpha value on all elements, useful to show invisible animating elements
swf_ignoreVisible string 0 cheat — forces all elements to render, ignoring the visible flag
swf_imageCompressor int 0 cheat — 1 = extremely slow high quality compressor
swf_inventoryShowUndefined bool 0 cheat — shows all undefined items in inventory when set
swf_invFadeTime float 400.0 cheat — test gui model location
swf_invFadeWait int 375 cheat — test gui model location
swf_loadBinary int 1 cheat — used to set whether to load binary swf from generated
swf_loadScreenAlternate int 0 cheat — alternate loadscreen to use
swf_loadScreenText int -1 cheat — alternate loadscreentext to use
swf_mp_shell string mpshell cheat — GUI to load for the multiplayer shell
swf_mpHandsOnMenus bool 0 cheat — is this a hands on build for mp demos
swf_optionScrollSpeed int 55 cheat — used to adjust scroll speed of options
swf_platformOverride int -1 cheat — used to force which buttons are displayed for testing UI 0 - X360, 1 - PS3, 2 - PC, 3 - XONE, 4 PS4
swf_playMenuSounds int 1 cheat — Do we want to play menu sounds 1 Yes 0 No
swf_purgeUnusedImages bool 1 cheat — purge atlas images when a swf is not being rendered
swf_radialtestinnerx float 10.0 cheat — Dist to inner circle X
swf_radialtestinnery float 10.0 cheat — Dist to inner circle Y
swf_safeFrame float 0.025 saved 0 … 0.175 space between UI elements and screen edge
swf_scopeZoomDistance float 32768.0 cheat — distance check for scope UIs
swf_shell string shell cheat — The SWF to use for the main shell
swf_showDLCOption bool 1 cheat — If this is set to 1 the DLC menu will show instead of the DEV menu
swf_showVideoBenchmarkOption bool 1 cheat — Whether to show the BENCHMARK option in the video settings menu
swf_skipFilesNotMatching string (empty) cheat — skips rendering any SWFs that don't match this string
swf_skipRender bool 0 cheat — skips attempting to render any SWF
swf_skipRenderMask bool 0 cheat — skip rendering masks
swf_skipRenderText bool 0 cheat — skips attempting to render any SWF editTexts
swf_skipTooltipIcons bool 0 cheat — skips attempting to replace tooltips in SWF editText
swf_stopat float 0 cheat — stop at a specific frame
swf_subtitleEarlyTrans int 3500 cheat — early time out to switch the line
swf_subtitleExtraTime int 3500 cheat — time after subtitles vo is complete
swf_subtitleLengthGuess int 10000 cheat — early time out to switch the line
swf_subtitlePause int 3000 cheat — number of seconds before a pause is considered
swf_subtitleRange float 500.0 cheat — distance a which subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior).
swf_textHorizontalScrollSpeedScalar float 25.0 cheat — Scale the duration with
swf_textMaxInputLength int 104 cheat — max number of characters that can go into the input line
swf_textParagraphInc float 1.3 cheat — scroll speed for text
swf_textParagraphSpeed int 15 cheat — scroll speed for text
swf_textRndLetterDelay int 100 cheat — scroll speed for text
swf_textRndLetterSpeed int 8 cheat — scroll speed for text
swf_textScrollSpeed int 80 cheat — scroll speed for text
swf_timescale float 1 cheat — timescale for swf files
swf_tweakSafeAreaHeight float 0.1 saved 0 … 0.2 How much we push the element from their positions into the screen
swf_tweakSafeAreaWidth float 0.1 saved 0 … 0.2 How much we push the element from their positions into the screen
swf_tweakSafeFrame 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_updateKeyBindings bool 0 cheat — used to force an update on the key binding menu
swf_useSubtitles int -1 cheat — set to override the profile setting
swf_waitForCredits 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_cpustring string detect init-only — —
sys_debugGameInstall bool 0 init-only — if 1, allow streaming install from non-retail build
sys_installToHDD int 1 init-only — if 1, allow streaming install to HDD
sys_lang string english normal english / french / italian / german / spanish / russian / polish / japanese —
sys_langJapanese 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_langMask int 768 cheat — bitmask to disable languages. Order: english (LSB), french, italian, german, spanish, russian, polish, czech, japanese (MSB)
sys_langSingle int 0 cheat — if not -1, select single language (works most of the time)
sys_localization bool 0 normal — if 1, strings and vo can live outside a retail package
sys_minidumpBigDump bool 0 cheat — Include all rw pages (creates BIG (several GIB) but better dumps).
sys_minidumpEnable bool 1 init-only — Disable minidumps.
sys_minidumpLocation string \\mgfiles01\builds\crashdumps\tungsten saved — Where to store crashdumps when they occur.
sys_region string (empty) normal — ww, jp, de, eu, na
sys_showInstallProgress int 0 cheat — if 1, show install progress
sys_streamingInstallDebugMapNotInstalled string (empty) cheat — pretend map isn't installed
sys_streamingInstallFirstChunkIdThatNeedInitialInFastStorage int 6 cheat — The lowest chunkId that need initial in fast storage.

third_

17 cvars.

Name Type Default Status Range Description
third_angle float 78 cheat — —
third_disable bool 0 cheat — —
third_disablering bool 0 cheat — —
third_downtime int 2000 cheat — —
third_drawDebugText bool 0 cheat — —
third_height float -15 cheat — —
third_maxDistance float 4000 cheat — —
third_renderArrowDistance float 140 cheat — —
third_safeRadius float 75 cheat — —
third_scale float 0.75 cheat — —
third_scale_arrow float 0.9 cheat — —
third_textLineOffset float -3.5 cheat — —
third_textOffset float 5 cheat — —
third_textScale float 0.15 cheat — —
third_uptime int 250 cheat — —
third_useRenderModel bool 1 cheat — —
third_yellowtored bool 1 cheat — —

tm_

18 cvars.

Name Type Default Status Range Description
tm_blendInTime int 100 cheat — the time (in milliseconds) that animations played on a test model will take to blend in
tm_joint string (empty) cheat — name of joint to display the model-space location of
tm_jointTime int 1 cheat — amount of time in millseconds that joint positions will remain visible
tm_maxLoops int -1 cheat — number of loops to play after tm_loop is executed. -1 means loop forever.
tm_modifyRenderModel bool 1 cheat — 0 = modify the physics origin / axis, 1 = modify the render model origin / axis
tm_onGround 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_pitchOffset float 0 cheat — extra offset to apply around pitch axis
tm_pitchRate float 0 cheat — rate to rotate model around pitch ( in degrees per second ).
tm_removeCurrentOnSpawn bool 1 cheat — 1 = remove last test model when a new one is spawned, 0 = don't remove.
tm_rollOffset float 0 cheat — extra offset to apply around roll axis
tm_rollRate float 0 cheat — rate to rotate model around roll ( in degrees per second ).
tm_showDeltas 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_showOrigin int 0 cheat — 0 = don't show origin position and rotation 1 = show origin position and rotation 2 = trace origin position and rotation
tm_showOriginFudge int 1 cheat — 0 = don't show origin position and rotation 1 = draw origin locations where the delta was fudged for frameset boundaries
tm_useDeferredPosition bool 1 cheat — 1 = render the model with most recent origin
tm_useQuats bool 1 cheat — 1 = use quaternion version of ApplyOriginDeltas
tm_yawOffset float 0 cheat — extra offset to apply around yaw axis
tm_yawRate float 0 cheat — rate to rotate model around yaw ( in degrees per second ).

v_

47 cvars.

Name Type Default Status Range Description
v_airControlDelay int 1487 cheat — The time in milliseconds required to reach full air control
v_airControlLowerThreshold float 0.15 cheat — Lower limit on air control percentage
v_airControlUpperThreshold float 0.9 cheat — Upper limit on air control percentage
v_boostSlide bool 0 cheat — On - Holding the slide button also turns on boost
v_boostVelocityStabilize float 0.9 cheat — Boost velocity stabilization scale
v_clientArmor_debug bool 0 cheat — Debug client armor spawning
v_compress float -1 cheat — Vehicle spring compress (-1 for default)
v_compressiontime float 100.0 cheat — vehicle compression dust time
v_damping float -1 cheat — Vehicle spring damping (-1 for default)
v_dusttime float 0.0 cheat — vehicle dust time
v_handbrake_cam_lerp float 50.0 cheat — How long it takes the handbrake to get out of the system
v_handbrake_cam_lerp_enable bool 0 cheat — Should the camera use the handbrake lerping system
v_handbrake_cam_lerp_min_mult float 0.3 cheat — —
v_handbrake_cam_lerp_power float 1.0 cheat — Power to which the lerp value is applied to lateral wheel friction
v_handbrake_gripin_lerp float 500.0 cheat — How long it takes the handbrake to get out of the system
v_handbrake_gripin_lerp_enable bool 0 cheat — Should the camera use the handbrake lerping system
v_handbrake_gripin_lerp_power float 1.0 cheat — Power to which the lerp value is applied to lateral wheel friction
v_handbrake_gripout_lerp float 500.0 cheat — How long it takes the handbrake to get out of the system
v_handbrake_gripout_lerp_enable bool 0 cheat — Should the camera use the handbrake lerping system
v_handbrake_gripout_lerp_power float 0.5 cheat — Power to which the lerp value is applied to lateral wheel friction
v_handbrake_skid_lerp float 2000.0 cheat — How long it takes the handbrake to get out of the system for skidroll adjustment
v_handbrake_skid_lerp_enable bool 1 cheat — Should the handbrake affect skidroll use the handbrake lerping system
v_handbrake_skid_lerp_power float 2.0 cheat — Power to which the lerp value is applied to skidroll
v_jumpActiveTime int 500 cheat — Time spent firing a jump in MS (used for air turning)
v_jumpSlide bool 0 cheat — On - Holding the jump button causes powersliding
v_maxTurnSpeed float 0.0 cheat — Max turn speed override for debugging.
v_mouseFreeLook bool 1 cheat — Enable free look on the mouse
v_mpQuickUseOnSelect bool 0 cheat — In multiplayer, quickuse selection will use the item - not just select it
v_pitchStabilization float -1.0 cheat — Roll damping, to stabilize car over bumpy terrain.
v_pitchWarbleAir float 0.5 saved — Pitch shift when in the air
v_pitchWarbleMax float 1 saved — Maximum pitch shift in semitones (may be negative)
v_pitchWarbleMin float 0 saved — Minimum pitch shift in semitones (may be negative)
v_pitchWarbleRPM float 0.77 saved — RPM value when the pitch warbling starts (0-1)
v_pitchWarbleTime float 666 saved — Length of a single warble in milliseconds
v_printAirControlDelay bool 0 cheat — Print air control debug text to the console
v_rollStabilization float -1.0 cheat — Roll damping, to stabilize car over bumpy terrain.
v_simpleCameraMode int 2 cheat — Simplified camera path: 0 = disabled, 1 = mp only, 2 = mp/sp
v_skidRoll float -1.0 cheat — Add some fun rolling into turns.
v_spinoutAngle float 3.0 cheat — how far the spinout should go
v_steerControl int 1 cheat — Enables/Disables steer control
v_steerControlBoostRate float 3.8 cheat — Steer control turn rate when boosting
v_steerControlClamp float 1.0 cheat — —
v_steerControlInfluence float -1.0 cheat — (ignored when -1) Steer control influence on car (default in vehicleProps: .55f)
v_steerControlRate float 6.0 cheat — Steer control turn rate
v_steerControlTargetSpeed float 300 cheat — Speed at which turn control has most influence
v_testRolloverPitch float 0.0 cheat — Test roll over code on pitch axis
v_testRolloverRoll float 0.0 cheat — Test roll over code on roll axis

veh_

34 cvars.

Name Type Default Status Range Description
veh_clientOverrideTime int 200 cheat — —
veh_damage_fx_level1_start float 0.85 cheat — —
veh_damage_fx_level1_start_mp float 0.85 cheat — —
veh_damage_fx_level2_start float 0.65 cheat — —
veh_damage_fx_level2_start_mp float 0.65 cheat — —
veh_damage_fx_level3_start float 0.45 cheat — —
veh_damage_fx_level3_start_mp float 0.45 cheat — —
veh_damage_fx_level4_start float 0.25 cheat — —
veh_damage_fx_level4_start_mp float 0.33 cheat — —
veh_debug_print bool 0 cheat — —
veh_eval bool 1 cheat — —
veh_hitControlDelay float 10 cheat — —
veh_ignoreCollide bool 0 cheat — —
veh_impulseScaleMP float 1.3 cheat — —
veh_maxAngSpeedMP float 20.0 cheat — —
veh_maxRemoteSimulateAngSpeed float 15.0 cheat — —
veh_maxRemoteSimulateSpeed float 2400.0 cheat — —
veh_maxSpeedMP float 2200.0 cheat — —
veh_mpSkidRumbleHighDur int 200 cheat — high rumble duration of the tire skid in multiplayer
veh_mpSkidRumbleHighScalar float 0.1 cheat — high rumble scalar of the tire skid in multiplayer
veh_mpSkidRumbleLowDur int 100 cheat — low rumble duration of the tire skid in multiplayer
veh_mpSkidRumbleLowScalar float 0.05 cheat — low rumble scalar of the tire skid in multiplayer
veh_remoteSimulationAngThreshold float 2.0 cheat — Max angular distance before remote simulation kicks
veh_remoteSimulationAngThresholdWithNoInfluence float 8.0 cheat — Max angular distance before remote simulation kicks in scaled by influence
veh_remoteSimulationThreshold float 10.0 cheat — Max distance before remote simulation kicks
veh_remoteSimulationThresholdWithNoInfluence float 300.0 cheat — Max distance before remote simulation kicks in scaled by influence
veh_simulateRemoteVehicles bool 1 cheat — —
veh_spawn_distance float 250 cheat — player never loses god mode
veh_spawn_height float 50 cheat — player never loses god mode
veh_useReliableHitMsgs bool 0 cheat — —
veh_visual_dust_scale_min float 10 cheat — velocity above which dust particles start to appear
veh_volume_brake_whine float 1 cheat — 0-1 scale
veh_volume_shift_down float 1 cheat — 0-1 scale
veh_volume_shift_up float 1 cheat — 0-1 scale

vehicle_

223 cvars.

Name Type Default Status Range Description
vehicle_af_debug bool 0 cheat — shows ALIGN_TO joint info
vehicle_aiThrowChance int 20 cheat — Change of throwing an AI struck by the player vehicle back toward the camera
vehicle_always_special_death bool 0 cheat — always make vehicle deaths use the special death logic
vehicle_angularDebrisKnob int 70 cheat — turn this up or down to adjust angular vehicle debris velocity
vehicle_angularScale float -1 cheat — Angular force added to vehicle due to player control
vehicle_angularScale_air float -1 cheat — Angular force added to vehicle (in air) due to player control
vehicle_baseFOV float 90 cheat — FOV when not boosting
vehicle_birdsView float 0 cheat — control vehicle from birds-eye-view
vehicle_birdsViewDistance float 1700 cheat — birds-eye distance
vehicle_blurDuration int 400 cheat — —
vehicle_blurMaxScale float 0.9 cheat — greater this is, the more separation/replication you see
vehicle_blurOffset float 250.0 cheat — position in front of car to center blur
vehicle_blurRampDown float 0.1 cheat — —
vehicle_blurRampUp float 0.75 cheat — —
vehicle_blurValue float 0.4 cheat — general strength
vehicle_boost_fov_delay int 1000 cheat — delay (ms) before fov effect starts
vehicle_boostChargeAmount float 0.02 cheat — amount to recharge per vehicle_boostIncrementalRecharge
vehicle_boostDelay float 8 cheat — recharge delay
vehicle_boostDrain bool 0 cheat — drain the boost all at once
vehicle_boostDuration float 2.0 cheat — boost duration in seconds
vehicle_boostFOV float 125 cheat — FOV ( max ) when boosting
vehicle_boostFOVrampDown float .01 cheat — FOV ramp down from end
vehicle_boostFOVrampUp float .03 cheat — FOV ramp up from start
vehicle_boostIncrementalRecharge float .1 cheat — how often to apply vehicle_boostChargeAmount in seconds
vehicle_boostMaxRange float 400 cheat — Max camera range when boosting
vehicle_boostMinLevel float .19 cheat — minimum boost power required to start a new boost ( as a percentage )
vehicle_boostMinRange float 175 cheat — Min camera range when boosting
vehicle_boostMPH float 10 cheat — MPH ( max ) to add when boosting
vehicle_boostPower float 800000 cheat — boost force power 100000 is very little, 1000000 is a LOT
vehicle_boostRecharge float 0.5 cheat — boost recharge in seconds
vehicle_boostTorqueMultiplier float 1 cheat — boost torque multiplier
vehicle_boostUpgrade int 0 cheat 0 … 3 force boost upgrade level, 1 - 3
vehicle_boostUseRatio bool 0 cheat — use the current boost power as a ratio of the vehicle_boostPower
vehicle_breakableFadeOut float 5.0 cheat — time ( in seconds ) for the breakable to hide after a car is destroyed.
vehicle_cam bool 0 cheat — Enable vehicle camera.
vehicle_cam_breath_ang float 5.0 cheat — —
vehicle_cam_breath_enable bool 1 cheat — —
vehicle_cam_breath_lerp float 0.0035 cheat — —
vehicle_cam_breath_max_freq int 800 cheat — —
vehicle_cam_breath_min_freq int 300 cheat — —
vehicle_cam_fwd float 0 cheat — Forward offset for vehicle camera.
vehicle_cam_new bool 1 cheat — experimental camera impl
vehicle_cam_next bool 0 cheat — Cycle to next vehicle to follow.
vehicle_cam_next_tag bool 0 cheat — Cycle to next vehicle camera tag.
vehicle_cam_pitch float 0 cheat — Pitch offset for vehicle camera.
vehicle_cam_prev bool 0 cheat — Cycle to prev vehicle to follow.
vehicle_cam_prev_tag bool 0 cheat — Cycle to prev vehicle camera tag.
vehicle_cam_printOfs bool 0 cheat — Prints all tag name / offsets to console
vehicle_cam_resetOfs bool 0 cheat — Resets all cam offsets to 0
vehicle_cam_rt float 0 cheat — Right offset for vehicle camera.
vehicle_cam_tag string front_bumper cheat — Name of active camera tag.
vehicle_cam_up float 0 cheat — Up offset for vehicle camera.
vehicle_cam_yaw float 0 cheat — Yaw offset for vehicle camera.
vehicle_clientImpactDmg_MaxDmg float 50.0 cheat — Scale client side damage fx prediction (fudge value)
vehicle_clientImpactDmg_MaxVel float 3000.0 cheat — Scale client side damage fx prediction (fudge value)
vehicle_clientImpactDmg_MinDmg float 10.0 cheat — Scale client side damage fx prediction (fudge value)
vehicle_clientImpactDmg_MinVel float 300.0 cheat — Scale client side damage fx prediction (fudge value)
vehicle_compressionPitchMax float -1.0 cheat — max compression to adjust pitch .. [ 0.0 -- 1.0 and >= vehicle_compressionPitchMin ]
vehicle_compressionPitchMaxScale float -1.0 cheat — pitch scale at max compression .. [ 1.0 -- >1.0 ]
vehicle_compressionPitchMin float -1.0 cheat — min compression to adjust pitch .. [ 0.0 -- 1.0 and <= vehicle_compressionPitchMax ]
vehicle_compressionPitchMinScale float 1.0 cheat — pitch scale at min compression .. [ 0.0 -- <-1.0 ]
vehicle_contactMoveableForce float 4000 cheat — minimum force to apply to moveables to avoid getting stuck
vehicle_damage_player bool 1 cheat — If playe rcan be damaged inside vehicles or not
vehicle_damageCollision bool 0 cheat — add damage when colliding against stuff
vehicle_damageGiven_frac float 1 cheat — based on force of collision
vehicle_damageScale_aiSandwich float 1.25 cheat — Damage scaled by this amount when AI is taking damage on both left/right sides
vehicle_damageScale_base float 160 cheat — applied to base damageScale. base damage scale = ( mph/80 ) * Square( cos( impactAngle ) )
vehicle_damageScale_normalLanding float 0 cheat — applied to damage when colliding with ground on wheels (reduces damage)
vehicle_damageScale_normalLanding_angle float 30 cheat — angle that determines a 'normal' landing (minimal damage) on the ground
vehicle_damagescale_overturned_ai float 12 cheat — damage scale for player's vehicle that's upside down
vehicle_damagescale_overturned_angle float 80 cheat — angle that determines when vehicle has overturned
vehicle_damagescale_overturned_player float 4 cheat — damage scale for player's vehicle that's upside down
vehicle_damageScale_player float 0.1 cheat — scale applied to all damage done to the player's vehicle
vehicle_damageScale_playerBoostCollision float 1.1 cheat — Additional damage applied to 'other' vehicle when boosting during collision.
vehicle_damageScale_playerHitsAi float 2 cheat — Additional damage applied to ai vehicle by player vehicle during collision.
vehicle_damageScale_violentRoll_ai float 6 cheat — damage applied to violent rolls (ai driver)
vehicle_damageScale_violentRoll_player float 1 cheat — damage applied to violent rolls (player driver)
vehicle_damageTaken_frac float .5 cheat — base on force of collision
vehicle_death_impulse float 1300 cheat — scale for impulse death
vehicle_debugSurfaceSounds bool 0 cheat — debug surface sounds
vehicle_DMG bool 0 cheat — show damage values in console
vehicle_driverview_test bool 1 cheat — Use experimental driver view
vehicle_effectPercentOfTopSpeed float 0.8 cheat — percent of top speed before certain vehicle effects take place, addition FOV, etc.
vehicle_emp_brakeForce float 0 cheat — Override the braking force when applying EMP
vehicle_emp_handbrake bool 1 cheat — Force the handbrake upon EMP
vehicle_emp_mode 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_enableAllUpgrades string 0 cheat — all upgrades available in garage
vehicle_enhanceStickControl bool 1 cheat — Adds linear / angular velocity based on controller stick.
vehicle_exhaust_velocityscale float 0.0 cheat — amount the smoke system speed is scaled by for particle system
vehicle_exitSpotZofs float 25.0 cheat — Vertical offset added (per attempt) when trying to find a safe exit position.
vehicle_extra_headon_impulse bool 1 cheat — enable extra rear impulse when near head on collision detected
vehicle_extra_headon_impulse_debug bool 0 cheat — —
vehicle_extra_headon_impulse_mult float 0.1 cheat — impulse multiplier, impulse is based on colliding momentum and this
vehicle_extra_headon_impulse_mult_rc float 0.05 cheat — impulse multiplier, impulse is based on colliding momentum and this
vehicle_extra_headon_impulse_offset float 150 cheat — distance from the origin the impulse is applied
vehicle_extra_headon_impulse_offset_rc float 15 cheat — distance from the origin the impulse is applied
vehicle_extraCollision bool 1 cheat — adds an extra impulse to vehicle-to-vehicle collisions
vehicle_follow string any cheat — Name of vehicle to follow.
vehicle_forceEntryAngle float 80 cheat — Max angle from force entry tag
vehicle_forceEntryDebug bool 0 cheat — Show debug info
vehicle_forceEntryDist float 112 cheat — Max dist from force entry tag
vehicle_fps_stickAngle_maxPitch float 5 cheat — Max pitch allowed during fps view
vehicle_fps_stickAngle_maxYaw float 10 cheat — Max yaw allowed during fps view
vehicle_fps_stickAngle_minPitch float -12 cheat — Min pitch allowed during fps view
vehicle_fps_stickAngle_minYaw float -10 cheat — Min yaw allowed during fps view
vehicle_fps_stickAngle_scaleAgainstMax bool 1 cheat — Scale max/min stick movement against max/min yaw/pitch
vehicle_fps_view_lerp_time float 100 cheat — ms to lerp the fps view over
vehicle_fpsDriver bool 1 cheat — Driver view is FPS
vehicle_fx_engineSmokeThreshold float 0.35 cheat — percentage of max health when engine smoke is visible
vehicle_ghostFadeMax float 1 cheat — ghost fade max value
vehicle_ghostFadeMin float 0.1 cheat — ghost fade min value
vehicle_ghostHighlight int 5 cheat — ghost highlight enum 0 - 4
vehicle_ghostRespawnEffect int 2 cheat — type of respawn effect
vehicle_ghostTime float 0 cheat — force player vehicle to become ghosted for the time (in secs) entered
vehicle_god int 0 cheat — 1 = player vehicle takes no damage. 2 = all vehicles take no damage.
vehicle_headBobDebug bool 0 cheat — —
vehicle_headBobEnable bool 1 cheat — —
vehicle_headBobLerpSpeed float 0.15 cheat — —
vehicle_health_debug bool 0 cheat — shows physics debug info
vehicle_ignoreCollisionForceSpeed float 30 cheat — Speed in MPH where to ignore collision impulses from obstacles
vehicle_ignoreCollisionVelocity float 650 cheat — Minimum velocity for a vehicle to ignore a collision with a specific object type
vehicle_infiniteBoost bool 0 cheat — do not remove boost charge if true
vehicle_jump_angle float 90 cheat — forward to jump impulse angle. 90 for vertical jump
vehicle_jumpButton_verticalImpulse float 750 cheat — jump button vertical impulse
vehicle_lerp_range bool 1 cheat — Adjust range by min / max defined in camera.
vehicle_linearDebrisKnob int 150 cheat — turn this up or down to adjust linear vehicle debris velocity
vehicle_mannedWeaponTransitionTime int 500 cheat — —
vehicle_massiveCollisionForce float 150000 cheat — Force considered massive
vehicle_maxBaseFOV float 115 cheat — max FOV when not boosting, reaches this at maxspeed
vehicle_maxCgLocation float 0 cheat — dynamic cg.z location, for atv
vehicle_maxGear int 99 cheat — limit max gear
vehicle_maximumHeadPositionDelta float 100.0 cheat — —
vehicle_maxZoomFOV float 40 cheat — max zoom FOV
vehicle_mp_defOrigin bool 0 cheat — experimental camera impl
vehicle_occupant_disable_all bool 0 cheat — Prevents all vehicle occupants from spawning. Does not delete them if alreayd spawned!
vehicle_occupant_disable_anim bool 0 cheat — Prevents all vehicle occupants from spawning. Does not delete them if alreayd spawned!
vehicle_online_boostExtenderCooldown int 6000 cheat — multiplayer: cooldown of boost extender in MS
vehicle_online_damageScale_base float 40 cheat — applied to base damageScale. base damage scale = ( mph/80 ) * Square( cos( impactAngle ) ) (ONLINE VERSION)
vehicle_online_damageScale_friendlyCollision float 0.20 cheat — Damage scale applied to 'other' vehicle during collision with friendly vehicle. (ONLINE VERSION)
vehicle_online_damagescale_overturned_player float 1 cheat — damage scale for player's vehicle that's upside down (ONLINE VERSION)
vehicle_online_damageScale_playerBoostCollision float 2 cheat — Additional damage applied to 'other' vehicle when boosting during collision. (ONLINE VERSION)
vehicle_online_environment_dmg bool 0 cheat — Enable damage vs environment
vehicle_online_mph_damage float 11 cheat — —
vehicle_online_mph_dmg_lowerBound float 35.0 cheat — —
vehicle_online_mph_dmg_upperBound float 80.0 cheat — —
vehicle_online_nextCollisionTime int 750 cheat — —
vehicle_online_skipServerPhysicsCB bool 1 cheat — Don't call idVehicle_Car::Contact/idVehicle_Car::Collide on the server as to be consistent with the clients
vehicle_passengerFOV float 90 cheat — fov for vehicle passenger view
vehicle_phys_debug bool 0 cheat — shows physics debug info
vehicle_pitPower float 2.0 cheat — power applied to pit maneuver
vehicle_playerCanEnter bool 0 cheat — When 1, player can enter any vehicle
vehicle_playerNoDie bool 0 cheat — Player and vehicle doesn't die when out of health.
vehicle_playerTransferInv bool 0 cheat — Items are transferred between vehicle & player
vehicle_playNonCombatMusic bool 0 cheat — If true we play music when in the car in the wasteland when not in combat
vehicle_rcbombforce float 500 cheat — rcbomb explosion force scale
vehicle_rcLerp float 0.05 cheat — —
vehicle_remoteRange float 0 cheat — Distance you're able to control remote vehicles.
vehicle_remoteStaticRange float 0 cheat — Distance at end of remoteRange that static interferes with control.
vehicle_removeOccupantModel bool 1 cheat — Removes occupant model when exiting vehicle.
vehicle_reverseBoost float 2 cheat — reverse boost multiplier
vehicle_reverseBoostTriggerTime int 250 cheat — time between trigger actions to activate reverse boost
vehicle_reverseLateralScale float 1.5 cheat — lateral friction scaled by this amount when reversing
vehicle_reverseLongitudinalScale float 2.5 cheat — longitudinal friction scaled by this amount when reversing
vehicle_reverseTorqueMultiplier float 2.0 cheat — boost torque multiplier
vehicle_seatTransitionTime int 500 cheat — transition from driver view to gunner view
vehicle_show bool 1 cheat — show the vehicle
vehicle_showCameraTrace bool 0 cheat — —
vehicle_showCompressionPitch bool 0 cheat — show compression pitch values in console
vehicle_showDamageDecals int 0 cheat — Draw damage decal bounds
vehicle_showDamageValues int 0 cheat — show damage values in console 1=only player vehicle, 2=any vehicle
vehicle_showExhaust bool 1 cheat — —
vehicle_showHealthStatsOnSpawn int 0 cheat — Show health stats / weapon damage when spawned. 1=Human friendly, 2=comma delimited (name @ start), 3=comma delimited (name @ end)
vehicle_showSpeed bool 0 cheat — Show vehicle speed info.
vehicle_showWheels bool 0 cheat — Debug render wheel trace models
vehicle_sound_skipBody bool 0 cheat — Don't play vehicle engine sounds
vehicle_soundImpactForce bool 0 cheat — shows sound impact values
vehicle_special_death_chance float 0.3 cheat — always make vehicle deaths use the special death logic
vehicle_special_death_chance_mp float 0.0 cheat — always make vehicle deaths use the special death logic
vehicle_special_death_minMS int 500 cheat — always make vehicle deaths use the special death logic
vehicle_stickControl bool 1 normal — Test vehicle driving with just the stick.
vehicle_stuckLateralForce float 1.3 cheat — If the vehicle is stuck, this is a factor in generating a lateral impulse used on the pushing car
vehicle_stuckUpForce 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_swerveForce float 2500 cheat — Swerve testing...
vehicle_throwAttached_disable bool 0 cheat — —
vehicle_throwBodyForceScale float 0.15 cheat — Length of time throw camera will play for
vehicle_throwBodyMaxAngularVel float 30 cheat — this * PI radians per second
vehicle_throwCameraTime float 5.0 cheat — Length of time throw camera will play for
vehicle_throwDelta float 500 cheat — Change of velocity that will cause the player to be thrown.
vehicle_throwScale float 0.33 cheat — Velocity scale transferred to ragdoll thrown.
vehicle_throwUpMin float 700 cheat — Min upwards velocity for ragdoll thrown.
vehicle_throwVelocity float 2300 cheat — Velocity at which a collision will throw the player.
vehicle_tireWobbleTest float -1 cheat — Tire wobble testing ( -1 = disabled, 1 = max damage )
vehicle_towerImpulseMagnitude float 80 cheat — Magnitude of impulse to apply from vehicles to towers
vehicle_traceView bool 1 cheat — Trace for obstructions between vehicle and camera
vehicle_trailMaxDist float 1000 cheat — —
vehicle_transferPlayerAmmo bool 1 cheat — Transfer player ammo to vehicle.
vehicle_useCompressionPitch bool 1 cheat — allow suspension compression to adjust engine pitch
vehicle_velocityScale float -1 cheat — Velocity force added to vehicle due to player control
vehicle_velocityScale_air float -1 cheat — Velocity force added to vehicle (in air) due to player control
vehicle_view_height float 0 cheat — Amount added to view height
vehicle_view_lat float 0 cheat — Amount added to view translation
vehicle_view_pitch float 0 cheat — Amount added to view pitch
vehicle_view_range float 0 cheat — Amount added to view range
vehicle_view_yaw float 0 cheat — Amount added to view yaw
vehicle_violent_boundsscale float .1 cheat — scale of bounds
vehicle_violent_roll float 5 cheat — angular velocity that determines a violent roll
vehicle_weapon_anim_debug bool 0 cheat — Show weapon anims played
vehicle_weapon_debug bool 0 cheat — Show weapon target .. alignment
vehicle_weapon_lag float 1 cheat — Vehicle weapon lag
vehicle_weapon_rollDelay bool 0 cheat — delay firing until roll reaches max speed
vehicle_whiplash_angvel_exp int 2 cheat — scale angvel_min_frac this many times to produce exponential arc
vehicle_whiplash_angvel_high float 6 cheat — high end of angular velocity frac
vehicle_whiplash_angvel_max_ang float 25 cheat — max angle when angular velocity frac == 1
vehicle_whiplash_angvel_min_frac float .25 cheat — angular velocity frac less than this is ignored
vehicle_whiplash_exp int 2 cheat — scale min_frac this many times to produce exponential arc
vehicle_whiplash_max_ang float 25 cheat — max angle when velocity frac == 1
vehicle_whiplash_min_frac float .2 cheat — velocity frac less than this is ignored
vehicle_wview_alag float 0 cheat — Weapon view axis lag
vehicle_wview_fwd float 0 cheat — Fwd distance from weapon origin
vehicle_wview_lag float 0 cheat — Weapon view origin lag
vehicle_wview_lag_clamp float 0 cheat — Weapon view origin lag - clamp distance
vehicle_wview_rt float 0 cheat — Rt distance from weapon origin
vehicle_wview_up float 0 cheat — Up distance from weapon origin

win_

14 cvars.

Name Type Default Status Range Description
win_allowAltTab bool 0 cheat — allow Alt-Tab when fullscreen
win_allowMultipleInstances string 0 cheat — set on command line to allow multiple instances at the same time
win_consoleVisibility int 1 cheat — 0 = hidden, 1 = normal, 2 = minimized
win_crashDmp_enable bool 0 saved — enable crash dumps in the windows exception handler
win_crashDmp_path string (empty) saved — Override path to save windows crash minidmps. If empty, save to save path. Must include ending \
win_floatExceptions bool 0 cheat — enable floating point exceptions
win_notaskkeys int 0 cheat — disable windows task keys
win_pauseOnAltTab bool 1 cheat — pause game on alt-tab
win_silentCrash bool 0 saved — crash without showing the Windows crash dialog
win_terminateOnCrash bool 0 cheat — immediate terminate process on crash
win_viewlog int 0 cheat — —
win_viewLogInHeadLess bool 1 cheat — force log window in headless mode
win_xpos int 3 saved — horizontal position of window
win_ypos int 22 saved — vertical position of window

Smaller prefixes

288 cvars.

Name Type Default Status Range Description
achievements_awardEnabled bool 1 cheat — should achievements be awarded
achievements_timeUpdateInterval int 1000 cheat — (ms) default value for how long we wait before updating the in game stat achievement
achievements_Verbose bool 0 cheat — debug spam for achievements
actor_allowLootingInCoop bool 0 cheat — if true, looting corpses is allowed in coop.
actor_allowWeaponDropInCoop bool 0 cheat — if true, Actors are allowed to drop their weapons on death in coop.
actor_debugFailedDrop bool 0 cheat — 1 to draw volumes for failed actor drops
aftershock_angle float 60 cheat — the angle of the impulse against the horizontal plane
aftershock_impulse_max float 4000000 cheat — max impulse strength for aftershock
aftershock_impulse_min float 3000000 cheat — min impulse strength for aftershock (at the radius's edge)
aftershock_offset float 40 cheat — how far from the center of mass of the car should the impulse be applied (for flipping effect)
aftershock_radius float 800 cheat — affected radius
aftershock_skipPredict bool 1 cheat — skip prediction of the aftershock
aigui int 0 cheat — 0 = no AI debug GUI, 1-9 = debug page
aigui_keyboardUse int 2 cheat — 0 = no keys, 1 = arrow keys, 2 = arrows and NumPad
aigui_scale float 0.25 cheat — scale for AI GUI text
aigui_show int 0 cheat — 0 = no AI debug GUI, 1 = minimal AI debug GUI, 2 = full AI debug GUI
aigui_titleSafe float 0.0 cheat — title safe ratio region
aitest_freezeTracker bool 0 cheat — for testing ai rotation trackers
animatedSimple_debugLevel int 0 cheat — how much debug info should be shown for animated simples. 1 = draw tracker lines
animatedSimple_debugStates bool 0 cheat — if state transitions for as's should be printed
animatedSimple_oceanBindSampleDistance float 50 cheat — —
animatedSimple_oceanMotionFilter float 0.1 cheat — —
animatedVehicle_bodyRollspringK float 100 cheat — spring constant for body roll spring
animatedVehicle_bodyRollYawScale float 100 cheat — tweaks for bodyroll scale
animatedVehicle_sidewaysSpringK float 30 cheat — spring constant for sideways position spring
animatedVehicle_steeringScale float 10 cheat — steering angle tweaks
animationGui_alpha float 0.6 cheat — alpha for AnimatedFace guis
animationGui_font string arial_black cheat — font for AnimatedFace GUI text
animationGui_scale float 0.2 cheat — scale for Animation GUI text
animationGui_show int 0 cheat — 0 = off, 1 = animTree GUI active, 2 = userchannels GUI active, 3 = userchannels + animTree GUI active
animationGui_textAlpha float 1.75 cheat — alpha for text in AnimatedFace guis
animweb_debugEventHandler bool 0 cheat — 1 = show debug info for he animweb event handler
animweb_skipWritingSubWebAnims string (empty) cheat — semi-colon delimited list of subwebs that won't have their anims saved.
armor_test bool 0 cheat — vehicle dust time
bgl_debug int 0 cheat — Set to 1 for console spew
bindset int 0 normal 0 … 7 value of current bind set
bo_useInvalidateRangePBO bool 0 normal — —
bo_useUnsynchronizedPBO bool 0 normal — use unsynchronized PBO updates on the PC
bo_useUseInvalidateRangeFlag bool 0 cheat — —
bot_alwaysLoad bool 0 cheat — If true - always allow bots in any game mode
bot_minClients 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_damping float 0.002 cheat — velocity damping in buoyancy
cas_allowPayloadMigration bool 1 saved — Allow remote payloads to migrate to the local depot in a background thread.
cas_debug int 0 cheat — debug level
cas_localDepot string generated/cas2 saved — local drive / path for content addressable storage cache
cas_localPath string generated/cas saved — local drive / path for content addressable storage cache
cas_migrateFiles bool 1 cheat — background copy remote files locally
cas_remoteDepot string (empty) init-only — local drive / path for content addressable storage cache
cas_remotePath string //megatexture/megatextures/cas saved — netowrk path for content addressable storage
cas_reserveGigs float 4 saved — try to leave this many gigs free on the local cas drive
checkViolatedConstraints bool 0 cheat — —
cine_cam_debug bool 0 cheat — debug cinematic camera
cine_cameraAccel float 0.10 cheat — what percentage of the duration to accel and decel
cine_captureFrames bool 0 cheat — set to 1 to capture the cinematic frames to jpgs/tgas
cine_ignoreCameraOffsets bool 0 cheat — ignore the entity offsets for vehicle camera tags ( useful for setting up cameras)
clientGame_ImpactDist float 16 cheat — the distance that must be in between impact effects
cloth_explosionScale float 5.0 cheat — strength of weapon traces
cloth_playerCollisionSize float 25.0 cheat — size of player's collision with flags
cloth_weaponPower float 1.0 cheat — strength of weapon traces
cloth_windStrength float 300.0 cheat — strength of cloth response to wind
clothsim_useJobs int 1 cheat 0 … 3 0 = off, 1 = threaded, 2 = SPURS, 3 = SPURS emulation
con_drawVersion int 0 cheat 0 … 2 0 = 0ff, 1 = draw build version, 2 = draw build version and mapinfo
con_drawVersionOpaque bool 0 cheat — 0 draw drawVersion with opacity background, 2 = draw with solid background
con_fontSize float 10 saved — Use con_fontName at this many pixels wide per char
con_logThreadSpeeds bool 0 cheat — log the thread speeds for offline graphing
con_noPrint bool 1 normal — print on the console but not onscreen when console is pulled up
con_notifyTime float 3 cheat — time messages are displayed onscreen when console is pulled up
con_speed float 3 cheat — speed at which the console moves up and down
cone_lerpRate float 0.1 cheat — —
cone_limit float 0.785398163397 cheat — —
cone_segmentLen float 6.4 cheat — —
coop_dmgRumbleDurHigh int 100 cheat — Rumble high duration when taking damage in coop
coop_dmgRumbleDurLow int 50 cheat — Rumble high duration when taking damage in coop
coop_dmgRumbleScalarHigh float 0.5 cheat — Rumble high scalar when taking damage in coop
coop_dmgRumbleScalarLow float 0.3 cheat — Rumble high scalar when taking damage in coop
counterBlockTime int 1500 cheat — time AIs counter is blocked.
crosshair_UseDeferredTrace bool 1 cheat — —
deathcam_focusLerpRate float 0.0025 cheat — how quickly the focal position goes to the target
deathcam_goalLerpRate float 0.002 cheat — how quickly the camera position moves towards it's goal position
debug_channelWeight int -1 cheat — enable Animator_ChannelWeight debug info for the specified entity number
debug_weaponTrace bool 0 cheat — —
debugDeferredWorldRefresh bool 0 cheat — Toggle a box around the AI's head which indicates the results of his refresh update.
decl_mergeGenericMaterials bool 1 init-only — set to 0 to not merge generic materials on model load
demo_disableCapture bool 1 cheat — Set to 1 to disable capturing via 'func/demo/capture' objects.
demo_e3presentation bool 0 cheat — Set for E3 2013 presentation
demo_overrideLoadingScreen 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_saveClearLevel1 int 1000 cheat — Time required to show short message
dialog_saveClearLevel2 int 3000 cheat — Time required to show long message
dialog_useNewSaveIndicator int 1 cheat — —
discSwapper_currentDisc int 1 normal — for simulation purposes, which disc is in the drive
discSwapper_deleteSwapFile bool 1 normal — should we delete the swap file after reading it? used for testing PS3 details in the XMB
discSwapper_enable bool 0 normal — disc swap enabled
discSwapper_enableSimulator bool 0 normal — simulator for disc swap testing on the PC
discSwapper_sleep int 3000 normal — sleep amount for simulation
discSwapper_testTokenization string ~!@#$%^&*()_+{}|:<>?,.;'[]\- cheat — sample base64 string used by discSwapper_testTokenization
discSwapper_verbose bool 0 cheat — debug spam for disc swapper
dof_debug bool 0 cheat — Override weapons dof with debug values
dof_dofFarAmount float 0.0 cheat — —
dof_dofFarBegin float 0.0 cheat — —
dof_dofFocusBegin float 0.0 cheat — —
dof_dofFocusEnd float 0.0 cheat — —
dof_dofNearAmount float 0.0 cheat — —
dof_dofNearEnd float 0.0 cheat — —
dof_dofSkyAmount float 0.0 cheat — —
droneAnimator_angleSpringK float 30 cheat — spring constant for angles
droneAnimator_droneAnimator_MaxAcc float 100 cheat — max units per frame per frame speed change
droneAnimator_thrusterAngleMovescale float 0.6 cheat — Move scale
droneAnimator_thrusterAngleSpringK float 300 cheat — spring constant for angles
droneAnimator_thrusterAngleTurnscale float 0.1 cheat — Turn scale
droneAnimator_thrusterPropSpeedSpringK float 300 cheat — spring constant for prop speed
entityEmitter_CheckCollisions bool 1 cheat — Check collisions on emitted entites?
entityEmitter_FovScaleSpeed float 1 cheat — Speed at which the fov transitions up to 1.0
entityEmitter_PushAwayFactor float -0.005 cheat — Push entities away from surfaces they collide with, proportionally to their speed in the direction of the surface normal
entityEmitter_RunPhysics bool 1 cheat — Run physics on the emitted entities
feature_aq bool 0 init-only — —
feature_hq bool 1 init-only — —
feature_lowgore bool 0 init-only — —
fpe_hotwireSuccessFrames int 60 cheat — How many frames do you have to hold the success state for it to complete
fx_positionFilterCoeff float 0.9 cheat — Positional LP filtering coefficient
fx_rotationFilterCoeff float 0.8 cheat — Rotational LP filtering coefficient
fx_skipRangeCheck bool 0 cheat — —
fx_verbose bool 0 cheat — print verbose warnings for fx
gamedate string Jun 18 2014 read-only — —
hmd_pixelAspect float 0.5 cheat — —
hmd_use bool 0 cheat — If true use oculus input
hotWire_pcPitchScale float 4.0 cheat — Scale mouse input to hand input
hotWire_pcYawScale float 4.0 cheat — Scale mouse input to hand input
hotWire_poseSpringK float 300 cheat — spring constant for pose blend spring
ignoreSaveGameToDisc 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_debug bool 0 cheat — show IK debug lines
ik_enable bool 1 cheat — enable IK
ik_enableSmoothing bool 1 cheat — enable IK smoothing
importingVoiceOversForCombatChatter bool 0 cheat — if true we're importing voiceovers for combat chatter which uses a different string setup
job_alwaysShow bool 0 cheat — if true always keep a job note up
job_interuptVO bool 1 cheat — we can interupt the job VO early
job_interuptVOTime int 1500 cheat — how many ms do we let the ai talk before we can interupt
job_timeToShowBashInfoGui int 10 cheat — how long in seconds to show the gui info
jobDebug_JobNoteWarnings bool 0 cheat — print out messages for job note warnings
jobDebug_PrintChanges bool 0 cheat — print out messages when jobs are told to change state
jobDebug_PrintStatus bool 0 cheat — print out messages when jobs actually change state
jobDebug_ShowHidden bool 0 cheat — show hidden jobs in the job list
jobs_longJobMicroSec int 10000 cheat — print a warning for jobs that take more than this number of microseconds
jobs_numThreads int 2 normal 0 … 32 number of threads used to crunch through jobs
jobs_prioritize bool 1 normal — prioritize job lists
jobs_useHeavyLocks int 0 normal — —
jobUtil_defaultVolume float 0.01 cheat — volume to set if none in spreadsheet
jobUtil_maxDist float 3072.0 cheat — maxdist to set if none in spreadsheet
jobUtil_minDist float 512.0 cheat — mindist to set if none in spreadsheet
jobUtil_usedefaultValues bool 0 cheat — if true use the cvars to overrite already set values
key_deviceBindOverride int -1 cheat -1 … 3 if > -1 will use that device to exec bind commmands on
lang_maskLocalizedStrings 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_showFailures bool 0 cheat — show LCP solver failures
ledge_debugRender bool 0 cheat — If ledge debug drawing should be on (need map restart, draws once)
ledge_playerWidth float 26.0 cheat — How bit the player is on the ledge
loadscreen_rotatetime float 5000.0 cheat — how much time it should take to achieve one rotation ms
lob_freeSlotsOverride int -1 cheat — Specifies how many free slots their are in your lobby
lobby_FinalCountdownSec int 3 cheat — —
lobby_ForceStart int 0 cheat — —
lobby_IntermissionSecMax int 20 cheat — —
lobby_IntermissionSecMin int 20 cheat — —
lobby_MinPlayersToStartCoundown int 3 cheat — —
lobby_MinPlayersToStartCoundownCoop int 1 cheat — —
lobby_MinPlayersToStartGame int 3 cheat — —
lobby_MinPlayersToStartGameCoop int 1 cheat — —
lockPick_pcYawScale float 2.0 cheat — Scale mouse input to hand input
logFile string 1 cheat 0 … 2 1 = buffer log, 2 = flush after each print
logFileName string qconsole.log cheat — name of log file, if empty, qconsole.log will be used
m_menu_sensitivity float 0.35 cheat — mouse menu sensitivity used because using the same unscaled mouse view sensitivity is way to high
m_pitch float 0.022 saved — mouse pitch scale
m_sensitivity float 5 saved — mouse view sensitivity
m_showMouseRate bool 0 cheat — shows mouse movement
m_smooth int 1 saved 1 … 8 number of samples blended for mouse viewing
m_vehicleMouseControl bool 0 cheat — use the mouse to control the camera when in a vehicle in multiplayer
m_yaw float 0.022 saved — mouse yaw scale
managedChannelAnimator_animBlendInMS int 150 cheat — Default blend in duration
managedChannelAnimator_animBlendOutMS int 250 cheat — Default blend out duration
managedChannelAnimator_animIsDoneFrames int 2 cheat — Default number of frames to look ahead to test whether an animation is 'done'
mem_findStalePointers bool 0 cheat — Run the heap pointer checking before resetMapHeap
mem_guardMapHeap bool 0 cheat — Don't destroy map heaps on exit, guard them instead (64 bit build required)
mem_phyMemBlockSizeM int 167 init-only — Size (in MB) of the physical memory block
mem_printAllocsOnMapHeapDestroy bool 0 cheat — Print out any unfreed allocations on map heap destroy
mem_UseTwoDiffusePools bool 1 init-only — Use two diffuse pools for the wastelands
menu_debug int 0 cheat — show additional menu debug info. 0 = off, 1 = warnings, 2 = additional info
menu_debugEnigma bool 0 cheat — debug enigma calculations
menu_disableActionRepeater bool 0 cheat — whether to turn off repeat actions (useful for when debugging)
menu_forceDiskSwapOnce bool 0 cheat — force the next disk swap check to be required
met_logNet bool 1 cheat — Logs network metrics
metrics_intervalTime int 1000 cheat — The amount of time between metric snapshots in milliseconds.
mg60Turret_SpringK float 500 cheat — spring constant for blend spring controlling blend to and from left-right/up-down anims
mm_savedDevMenuDecl string (empty) saved — saved job debug name
mm_savedDevMenuIndex int 0 saved — saved debug job state.
mmf_debug bool 0 cheat — print during operation
modelEditor_entityDef string player saved — Default entity def to use for footstep sounds and other defaults
mt_genPageCompression string HDP cheat none / DXT / DCT / HDP / JXR Compression method for generated pages.
mt_genVmtrCompression string HDP cheat none / DXT / DCT / HDP / JXR Compression method for generated Vmtrs.
mt_sizeOverride int 0 cheat — Override the default landscape resolution, specified in kiloTexels
mtp_readOnly bool 0 cheat — If set then MTP will fail write requests
mtp_server string 10.4.20.180 cheat — IP Address of the MTP server
mtp_writeSize string 1400 cheat — per write size for mtp writes to server
oceanAtlasSize_x int 15 cheat — —
oceanAtlasSize_y int 12 cheat — —
pc_currentDisc int 1 init-only — test new pc monolithic layout, 1, 2, 3
planeTurret_SpringK float 300 cheat — spring constant for blend spring controlling blend to and from left-right/up-down anims
playerControlledFaust_modelDepthHack float 0.1 cheat — model depth hack for hands/faust
playerMetrics_Verbose bool 0 cheat — —
plog_itemThreshold float 0 cheat — only shows individual items that exceed this threshold
plog_mode int 0 cheat — global performance log mode, 0 = list, 1 = call graph
plog_sortMode int 0 cheat — sort mode (0 = normal, 1 = sort by time)
plog_threshold float 0 cheat — only shows the global log if the total time exceeds this threshold
popupDialog_debug bool 0 saved — display debug spam
pp_disablePush bool 0 cheat — Disable presentable pusher on clients
presentable_ai_serialize_render_parms bool 0 cheat — Serialize renderparm
presentable_breakable_debug bool 0 cheat — —
presentable_breakable_disablePredict bool 0 cheat — —
profile_pretendFileIsMissing bool 0 cheat — act as if no profile file was found on first load (to simulate no profile)
profile_securityCheck bool 0 cheat — checks to make sure we are on a valid map before we save stats to profile or update achievements
profile_unlockAllProgress bool 0 init-only — Set to 1 to unlock all progress
profile_verbose bool 0 cheat — Turns on debug spam for profiles
projectile_InFlightControlGravityScale float 20.0 cheat — —
projectile_InFlightControlGravityScaleDelay int 6 cheat — —
pt_debug int 0 cheat — 1 = show ponytail debug info
pt_modifyJoints bool 1 cheat — 1 = allow ponytails to modify joints using anim mods
rb_showActive bool 0 cheat — show rigid bodies that are not at rest
rb_showBodies bool 0 cheat — show rigid bodies
rb_showInertia bool 0 cheat — show the inertia tensor of each rigid body
rb_showMass bool 0 cheat — show the mass of each rigid body
rb_showTimings bool 0 cheat — show rigid body cpu usage
rb_showVelocity bool 0 cheat — show the velocity of each rigid body
reg_excludeList string (empty) saved — optional file for specifying list of tests/paths to skip, which override reg_includeList
reg_includeList string (empty) saved — optional file for specifying list of tests/paths to run
report_userName string Unknown saved — User name to use for reports for any OS that does not provide one
sc_maxVerbosity int 1 cheat — 0 = errors only, 1 = minimal output, 2 = maximum verbosity from perforce api commands
sc_serverAddress string perforce:1666 cheat — address used to access perforce server
script_scriptEventsPath string (empty) init-only — If set, tells engine to load script_events.script from specified location
script_suppressPrints bool 0 saved — suppress script tty prints
skipLoadingVideoAutomatically 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_debug bool 0 cheat — Show SMTP messages.
smtp_domain string machinegames.com cheat — Email domain for smtp server
smtp_sendAttachments bool 1 saved — sends attachments on emails, for viewnotes
spectator_cam_distance float 512 cheat — Spectator camera distance from the target.
spectator_cam_height float 192 cheat — Spectator camera height above the target.
stats_refreshTimer int 60000 cheat — How many millisecond between stats refresh
sub_debug bool 0 cheat — —
takedownID 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
takedownWindoMaxTime int 500 cheat — max time the takedownwindow is open. -1 will ignore the window all together
takedownWindowDebug bool 0 cheat — gives clear hints of when the takedownwindow starts and ends
testBase64Str string user/shawn/level_transition_b cheat — sample base64 string used by testBase64
testImageScale float 0.5 cheat — Test image scale.
testWebBlendAngle float 0 cheat — blenangle val
testWebBlendBack float 0 cheat — blenback val
testWebBlendRight float 0 cheat — blenright val
throwCamera_fadeDelay int 250 cheat — —
timescale float 1 cheat 0.1 … 10 scales the time
tungsten_lootPoke bool 0 cheat — Should we poke dead people when we loot them.
tw_fovScale float 0.7 saved — sets the scale for the test weapon's field of view
tw_offsetX float 0 saved — sets the x axis offset for the test weapon
tw_offsetY float 0 saved — sets the y axis offset for the test weapon
tw_offsetZ float 0 saved — sets the z axis offset for the test weapon
tw_pitch float 0 saved — sets the pitch for the test weapon
tw_roll float 0 saved — sets the roll for the test weapon
tw_yaw float 0 saved — sets the yaw for the test weapon
ucmd_useSensitivityTable bool 0 cheat — if true will use the sensitivity table set up in the editor
vc_max_pitch float 45.0 cheat — Max pitch deflection when using camera stick
vc_maxpitch float 70 cheat — Maximum camera pitch
vc_minpitch float -45 cheat — Minimum camera pitch
vc_recoverrate float 0.1 cheat — Max Rate to recover normal camera tracking
vc_wildpitch float 6 cheat — Min pitch delta before out of control
vc_wildroll float 6 cheat — Min roll delta before out of control
vc_wildyaw float 10 cheat — Min yaw delta before out of control
vehicleReverseMPH float 50 cheat — MPH ( max ) to subtract when boosting in reverse
vis_checkLRU bool 0 cheat — check that the lru has the right number of elements in it
vis_dumpCoverInfo 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_showCoverNum int -1 cheat — show vis for given aas cover num only
vis_showGrid bool 0 cheat — draw the deferred vis grid to the screen
vis_showInfo bool 0 cheat — show deferred vis cache info
vis_showPlayerCoverLineChecks bool 0 cheat — —
vis_skipQueries bool 0 cheat — skip deferred vis cache collision queries
vo_extraVisemeDuration float 0 cheat — extra duration to add to visemes
vo_genSimpleVisemes bool 1 cheat — 1 = use simple, one peak visemes, 0 = use visemes that store a weight per-frame
vo_lipsyncToolPath string cmdlinesync.exe saved — locatoin of tje lip sync command line tool
vo_localizeLangs string french,german,italian,spanish,japanese cheat — Which languages should be localized, other language will use english
vo_mergeVisemes bool 1 cheat — 1 = merge overlapping visemes of the same type
vo_showFrames int 0 cheat — 1 = show frame numbers for GetEvents()
warn_perforatedMaterials bool 0 saved — Warn when parsing materials is perforated flag differs between old detection and actual flag
zip_verbosity bool 0 cheat — 1 = verbose logging when building zip files