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TNC CVar Catalog Gameplay

LopeKinz edited this page Oct 2, 2026 · 1 revision

TNC Cvars: Gameplay

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

804 cvars of Wolfenstein II: The New Colossus — player, movement, AI, weapons, camera and HUD. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNC cvar catalogue, which explains how to set a cvar in this game and where the data comes from.

Exposed = accepted by the retail console and +name value launch arguments; every other cvar needs the resourceExec route.

aa_

10 cvars.

Name Type Default Exposed Description
aa_DESIGN_AdhesionContributionPctMax float 0.0 no Max Adhesion Contribution Percentage (Value must be in 0..1 range)
aa_DESIGN_AdhesionContributionPctMaxZoom float 0.0 no Max Adhesion Contribution Percentage while in Zoom (Value must be in 0..1 range)
aa_DESIGN_AdhesionOptimalRadius float 0.0 no Optimal Distance for adhesion to take an effect
aa_DESIGN_FrictionMultiplierMax float 0.0 no Maximum Friction Scalar - Value must be in 0..1 and larger than corresponding min value
aa_DESIGN_FrictionMultiplierMaxZoom float 0.0 no Maximum Friction Scalar while in Zoom - Value must be in 0..1 and larger than corresponding min value
aa_DESIGN_FrictionMultiplierMin float 0.0 no Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value
aa_DESIGN_FrictionMultiplierMinZoom float 0.0 no Minimum Friction Scalar while in Zoom - Value must be in 0..1 and smaller than corresponding max value
aa_DESIGN_FrictionOptimalRadius float 0.0 no Optimal Distance for Friction to take an effect
aa_targetAdhesionPlayerLookSpeedThreshold float 0.1 no Angular Speed Threshold in degrees/sec that determines how fast the player needs to look around before adhesion is allowed to kick in
aa_targetAdhesionPlayerSpeedThreshold float 10.0 no Speed Threshold that determines how fast the player needs to move before adhesion is allowed to kick in

ai_

42 cvars.

Name Type Default Exposed Description
ai_combatThresholdDebug float 0.0 no be able to specify in seconds how long the idle timeout threshold is in seconds, overrides the set one in ai if not 0
ai_combatTimeoutDebug float 0.0 no be able to specify in seconds how long the idle timeout is in seconds, overrides the set one in ai if not 0
ai_damageScale float 1.0 no forced ai damage scale
ai_debugAreaVisibility int 0 no lifetime for area visibility display
ai_debugAreaVisibility_Detail int 0 no lifetime for area visibility display, detailed traces
ai_debugVisibility int 0 no draw visibility queries
ai_droppedProjectilePlayerAvoidanceAngle float 30 no degrees around player dropped projectiles should avoid
ai_droppedProjectileSpeedMax float 800 no random interval applied to dropped projectiles speed
ai_droppedProjectileSpeedMin float 400 no random interval applied to dropped projectiles speed
ai_droppedProjectileZ float 0.5 no random interval applied to dropped projectiles z component
ai_flashIfLootable bool 0 no if true the ai flash when lootable like the props
ai_forceHealth float -1 no maximum health of all AI, -1 for no change
ai_interactionView_CorrectionDistance float 250 no if where we are and where we think we are supposed to be exceeds this distance, correct
ai_interactionView_Distance float 55 no how far away from the ai
ai_interactionView_FOV float 80 no fov of interaction view
ai_interactionView_keepPitch bool 1 no keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched.
ai_interactionView_OffsetToPlayer bool 1 no if true we just do between the ai and player, if false, offset in ai look dir.
ai_interactionView_PitchOffset float 15 no how far to offset the pitch of the camera we want when a job is offered
ai_interactionView_RollOffset float 0 no how far to offset the roll of the camera we want when a job is offered
ai_interactionView_xoffset float 0 no target offset x
ai_interactionView_YawOffset float -23 no how far to offset the yaw of the camera we want when a job is offered
ai_interactionView_yoffset float 0 no target offset y
ai_interactionView_zoffset float -5 no target offset z
ai_lootDelay float 1.25 no delay in seconds before dead AI can be looted
ai_maxTurnRate float 360 no maximum turn rate if turn rate is forced
ai_minTurnRate float 15 no minimum turn rate if turn rate is forced
ai_navdebugtraces bool 0 no Show traces and regions affected when the nav agents moves
ai_navdebugtracesrendertime float 0 no The amount of time in seconds that each trace will be rendered
ai_originSpringExtrapolate float 0.1 no amount to extrapolate velocity in origin springs (0.1 seems to work)
ai_perceptionRadiusOverride float -1 no > 0: overrides AI actor perception radius
ai_ragdollKillLimit int 1 no AI can only kill AI when less than this number of ragdolls are active or syncing
ai_rotationTrackerSwapTime_Parms float 1.0 no time to blend between rotation tracker instances when changing tracker parms
ai_rotationTrackerSwapTime_Tags float 0.3 no time to blend between rotation tracker instances when changing focus or orientation tags
ai_searchThresholdDebug float 0.0 no be able to specify in seconds how long the search timeout threshold is in seconds, overrides the set one in ai if not 0
ai_searchTimeoutDebug float 0.0 no be able to specify in seconds how long the search timeout is in seconds, overrides the set one in ai if not 0
ai_searchToStimDist float 512 no how far from a search stimulus AI will first search to that stimulus
ai_spawnTeleportFXBackoff float 0.8 no start teleport enter fx this far from spawn time
ai_stuckDistanceFraction float 0.9 no —
ai_useCombatSubtitles int 0 no set to = 1 to show combat subtitles
ai_visAreaNodesPerFrame int 32 no max number of vis nodes evaluated per frame
ai_visAreaTracesPerFrame int 64 no max number of vis area traces per frame
ai_visibilitySenseScale float 1 no scale of AI visual sensory input

anim_

14 cvars.

Name Type Default Exposed Description
anim_attemptRewrite bool 1 no attempt to rewrite source if out of date (disabled for cooker)
anim_debugEvents int 0 no 1 = show triggered events 2 = also show all events and skipped events 3 = also show event tracking info 4 = verbose spew
anim_debugEvents_Name string (empty) no optional animation to debug animevents for
anim_debugSpawnId int -2 no if set only show event debugging for the entity with this spawn id, -1 = show output for all webs
anim_drawPose int 0 no draw current animated pose
anim_forceCompression float -1 no If >= 0, force animation compression values to this
anim_fxDeclName string (empty) yes fxDecl to use when testing in the model editor
anim_generatorNumThreads int 0 no Num threads to use for anim generation (0 = generated inline)
anim_meshKitMethod bool 0 no —
anim_outputParentMismatchwarning bool 0 no If != 0, output parent mismatch warnings
anim_showJointTrace string (empty) no name of joint to show traces for, filtered by anim_debugSpawnId
anim_showJointTraceTime time_ms 5000 no number of milliseconds to show joint traces for
anim_skipAdditives int 0 no skip applying all additives on joints
anim_skipJointMods int 0 no skip applying all joint mods

g_

286 cvars.

Name Type Default Exposed Description
g_aiIncomingDamageScale_DIFFICULTY_EASY float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_HARD float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_MEINLEBEN float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_NIGHTMARE float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_NORMAL float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_VERYEASY float 1.0 no Difficulty Scaling
g_aiIncomingDamageScale_DIFFICULTY_VERYHARD float 1.0 no Difficulty Scaling
g_aiSpawnFilter string (empty) no if set to an entity name, only AI with the specified name will be spawned. Intended for debugging problem AI in isolation.
g_autoEquipNewWeapon bool 1 no When a new weapon is picked up, automatically equip it
g_automapExtendedZoom bool 0 no Makes it possible to extend zooming. normal = 0, extended = 1
g_automapForceFogOfWar int 0 no Force fog of war. 0= Normal behaviour. 1 = Opaque fog, 2= Transparent fog, 3= No fog.
g_automapMousePanFactor float 0.07 no When panning with the mouse, the raw difference in pixels is multiplied by this
g_automapSoundPanEpsilon float 0.1 no Epsilon value for playing pan sounds on the journal map (higher values make the sound stop earlier)
g_automapSoundZoomEpsilon float 0.1 no Epsilon value for playing zoom sounds on the journal map (higher values make the sound stop earlier)
g_badSpawnDamageDealtTime float 2.0 no After spawning, if player deals damage under this time. Send bad spawn event.
g_badSpawnDamageReceivedTime float 2.0 no After spawning, if player receives damage under this time. Send bad spawn event.
g_badSpawnDeathTime float 5.0 no After spawning, if player dies under this time. Send bad spawn event.
g_bloodEffects bool 1 yes show blood splats, sprays and gibs
g_bonuscheckprint bool 0 no Show information for the validation of the bonus node
g_breakableVaporizeMultiplier float 1 no Vaporize threshold multiplier. Higher value results in larger pieces vaporized
g_cacheMapFile bool 0 no Don't delete parsed map file from memory after loading it
g_cameraPlayerHack bool 0 no true = force player 0 for camera
g_checkForClientDeleteVerificationAmount int 100 no When first and last obj id awaiting deletion verification are this far apart, run a check (could just be 2 objects if the numbers are far apart.
g_clientDrop_debug bool 0 no if this should show the ribbon
g_clientDrop_Dist float 110 no if this should show the ribbon
g_clientFire_checkDeathDebug bool 0 no Debug messages about dead clients doing damage
g_clientFire_checkDeathMode int 2 no 0=Always allow hit msgs. Fairest (but still unfair) for HPB but results in more double deaths. 1=Server interpolated time; favors LPBs, less double kills. 2=Server absolute time. Highly favors LPBs, no double kills
g_clientFire_clientHitScanOnDeath bool 0 no If true, we will send a hitscan message even if the entity is already dead
g_commanderClearTimer int 500 no How long before we actually set inactive after death, etc.
g_commanderInactiveRemoveTimer int 2000 no How long we wait before considering the commander invalid
g_conveyorUseRendezvousForSpawn bool 1 no Should we used estimated rendezvous points when choosing a spawn point?
g_coop_revivePCT float 1.0 no PCT of health to revive to in coop (player to player)
g_damageHealthLimitHeavy float 0.25 no health level to start heartbeat
g_damageHealthLimitMedium float 0.5 no health level to start medium breathing
g_damageScale float 1 no scale final damage on player by this factor
g_debugAISpawnNodes bool 0 no 1 = debug AI spawn nodes
g_debugEBolt bool 0 no —
g_debugEventQueue int 0 no prints a message if event queue num exceeds this amount
g_debugFireManager bool 0 no show fire manager debug visualization
g_debugGore int 0 no 1 = output results to console, 2 = visualize results
g_debugLayerChanges bool 0 no shows info on layer changes
g_debugLines int 0 no 1 = show debug points as lines
g_debugMissions bool 0 no Give debug information when starting, failing, completing missions
g_debugPlayer int -1 no Player for debug commands like noclip. If -1, it will use the local player
g_debugPowerWeaponPickup bool 0 no 1 = Log state of spawning/dropping GBF pickups
g_debugRenderForceDepthTest bool 0 no if true, then debug render geometry will always depth test
g_debugSnapMapIssues int 0 no 1 = debug snapmap issues.
g_debugSpawnEntities bool 1 no List detailed spawn-entities info when spawning map.
g_debugSpawnLocations bool 0 no Print info for the fracked spawning
g_debugSphereTree int 0 no 0 dont render, 1 render text on nodes and spheres on leaf nodes, 2 spheres on all nodes, 3 show links
g_debugSyncEntity bool 0 no debug sync entities
g_debugWeaponDisplayDuration int 5000 no Duration to display weapon debug visuals
g_demoAmmo bool 0 no If true, will fully replenish all weapon ammo in inventory every time player picks up any ammo
g_demoDevMode bool 1 no demo mode used for main menu with a dev map list
g_demoHealth bool 0 no if set the player should never take enough damage to die
g_demoMode bool 0 no demo mode used for main menu
g_demoModeSingle bool 0 no only show a single item inside the demo starts
g_destructionCollisionQuality int 1 no Collision quality to use, higher number means more accurate (although slower)
g_destructionShapeMatchOBB float 0.85 no Collision shape will be attempted to be replaced with an OBB [ 0.0 = Always match, 1.0 = shape must be perfect match ] or -1.0 to disable
g_destructionSimplificationTolerance float 0.02 no Collision shapes will be generated using this simplification tolerance value, negative number disables this feature
g_destructionUseBoxShape bool 0 no Collision geometry will be replaced with shrinked AABBs that encapsulated the render-/collision-geometry depending on data availability.
g_destructionUseDynamic bool 0 no if true, dynamic fracture will generated neccesary information for run-time destruction.
g_destructionUsePreSlice bool 1 no If true, dynamic fracture geometry will be sliced up during generation to generate sub-pieces
g_disableParticleGeneratedBinaries bool 0 no If true; will not generate and read binary data for particles
g_disablePressButtonToFadeIn bool 0 no disable the map load fade in button
g_disablePropAttraction bool 0 no If true, prevents the attraction component from moving items closer to players that are within range
g_dominationPointMinTeamControl float 0.60 no A team controlling a control point that's underdispute needs to still have this much control (out of 1.0) for it to influence spawning
g_dragDamping float 0.5 no set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy)
g_dragEntity bool 0 no allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection bool 0 no draw the bounding box of the selected entity
g_drawDPSFromPlayer bool 0 no Draw the damage per second inflicted by the player
g_drawDPSFromPlayerHeight float 100 no How far above each entity's origin to draw the DPS text
g_drawDPSFromPlayerScale float 0.5 no How large to draw the DPS text
g_drawTVSafe bool 0 no draws a tv-save overlay on the HUD
g_droppableMaxRange float 40.0f no max droppable range before they disassemble
g_dumpActiveEntities bool 0 no Dump the names of the active entities to the console
g_dumpActors bool 0 no Dump the names of actors to the console
g_dumpSpawnedEntities bool 0 no Dump the names of spawned entities to the console
g_dynamicFractureCooldown float 3.0 no Time it takes for heat to completely disappear
g_dynamicFractureHeatStep float 0.0 no Amount of heat to apply every shot
g_dynamicFractureMinimumPieceVolume float -1.0 no Pieces smaller than this volume will be removed (disable by setting value to less than zero)
g_editEntityCloneDist float 128 yes how far from the camera the newly cloned entity is placed, default = 128
g_editEntityGridSize int 0 yes snap to grid for entity dragging, default = 0
g_editEntityMode int 0 no 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models 8 = fx 9 = entity properties
g_editEntityMouseDrag int 0 yes 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities
g_ejectShells bool 1 no eject shells
g_enableDamageRecording bool 0 no Enable recording of damage for DPS debugging
g_enableGameTimeScaling bool 1 no Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game
g_enableGlobalGlassType int 1 no 0 = Separate entities and models, 1 = Global glass entity with separate models (if possible), 2 = Global glass model (if possible).
g_EnableGore int 1 no 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all
g_entityPoolEnabled bool 1 no If set, entities will spawn through pooling.
g_EnvironmentDamageDebug bool 0 no used for debugging environmental damage
g_explodeOriginEnts bool 0 no spread out all entities at world origin
g_exportSimplifiedMeshes bool 0 no If true then simplified meshes will be exported to 'generated/cm_simp/'
g_fadeinaftermaploadlength int 1000 no —
g_fakePlayerSaveVersion int -1 no test with a save version and see how we manage it when read again
g_flamethrowerDebug int 0 no Show debug info for flamethrowers
g_flamethrowerUpdate bool 1 no Update flamethrower segments
g_fov int 90 yes camera field of view
g_freeCamSpeed float 0.015 no How fast the free cam moves
g_freezeTime bool 0 no 1 = stop all game time and go into free camera mode
g_fuelTrailDebug bool 0 no fuel trail debug rendering
g_goreClippingSpheres int -1 no Enables debug drawing for the gore index's gore clipping spheres.
g_goreDamageMultiplier float 1.0 no Increases the damage given to Limbs/Gore Pieces
g_goreDisintegrateDebug bool 0 no Debug for disintegration
g_goreEnableWoundsImplicitly bool 1 no Allows wounds to automaticaly enable, rather than waiting for pain reaction
g_goreSplatterDecalTime int 1000 no How long before another splatter decal can be spawned.
g_gravity float 9.82 no control the force of gravity on physics objects
g_havokClothTimeStepSmoothing float 10 no 0 = disabled, > 0 = low pass filter on time step
g_havokDeltaHintSteps int 5 no how many extra steps we hint havok that we might take next update
g_havokSimulationRate int 120 no Defines the rate havok physics will tick at (set at map start)
g_havokSyncOnSameFrame bool 0 no Sync Havok task on the same frame before render commit
g_havokUseJobs int 1 no 0 = off, 1 = use parallel jobs for havok
g_healthAndAmmoScale float -1 no scale all health and armor given to the player by prop health components by this value. if -1 use the tables from the game
g_heartBeatIntervals int 400 no time in MS to wait between player heartbeats
g_infiniteAmmo int 0 no 1 = infinite ammunition for all weapons (player, ai's, mounted turrets), 2 = infinite backpack ammo, but clips are depleted
g_infiniteEnergy bool 0 no Infinite Energy
g_infiniteThrowItems bool 0 no 1 = infinite throw items (grenades)
g_inhibitAI bool 0 no —
g_insideloadthrough bool 0 no —
g_IsProductionEntityPrintInfo bool 0 no print information on what IsProductionEntity removes and changes
g_kickAmplitude float 1 no scale how far a damage kick to the view angles moves
g_kickBarrelProjectileLift float 0.3f no The increase in height when kicking barrel
g_kickBarrelProjectileSpeed float 1500.0 no The initial speed of the projectile when barrel kicked.
g_kickTime float 1 no scale how long a damage kick to the view angles lasts
g_kisculeRuntimeTypeChecks bool 1 no If 1 then typechecking is enabled in kiscule for development executables, retail mode equals this set to 0
g_knockback int -1 no If -1, use knockback value from damage decl. If > -1, this cvar will override the damage decl's knockback value.
g_laserSightEmitterOffsetX float 0 no laser sight emitter x offset
g_laserSightEmitterOffsetY float 0 no laser sight emitter y offset
g_laserSightEmitterOffsetZ float 0 no laser sight emitter z offset
g_laserSightEmitterScaleX float 0.1 no laser sight emitter x scale
g_laserSightEmitterScaleY float 0.1 no laser sight emitter y scale
g_laserSightEmitterScaleZ float 0.1 no laser sight emitter z scale
g_levelUpRewards int 1 no How many hack modules to give players when they level up
g_loadAllLayers bool 0 no 1 = loads all entities in all layers
g_loadingPacifier bool 1 no Show loading Pacifier
g_loadThroughStartFirstLevelCmd string loadDevMenuOption devmenuoption/maps/game/wolf/c01/c01p1/c01p1_fergus_devstarts 0 1 no cmd to start loadthrough loop with
g_logReferencedDefs bool 0 no Print list of referenced decls
g_markerShowHintTime time_ms 1000 no Linger duration of marker through the world. After release.
g_maxEffectPhysicsBodies int 64 no Maximum number of active effect physics bodies
g_maxSpawnLocations float 150 no Approximate limit to generated spawn locations.
g_minLoadMapTimeMs int 0 no To test loading screen
g_mission_ret_spawnspot string player_start_1 no Return spawnspot if nothing is specified or we start directly from console use this
g_mission_ret_var_fergus string end/campaign_fergus no The returning variation fergus if we dont have one specified when starting from console or testmap
g_mission_ret_var_wyatt string end/campaign_wyatt no The returning variation wyatt if we dont have one specified when starting from console or testmap
g_missionObjectiveIndentation float 20.0 no Indentation for the objectives inside journal
g_nearDeathMax float 5 no Health at which near-death effects are at maximum intensity
g_nearDeathPeriod float 1.0 no Near death state pulse time
g_nodemissionsprint bool 0 no Show information for the mission check unlock, both active and completed.
g_noFadeIn bool 0 no —
g_onlineDebug bool 0 no Print online debug text.
g_parallelAnimation bool 1 no —
g_parallelAnimationControllers bool 0 no —
g_parallelFXUpdate bool 0 no —
g_parallelGuiThink bool 0 no —
g_parallelMaxThreads int 4 no Maximum of threads to use when running parallel game jobs
g_parallelPhysics bool 1 no —
g_parallelPostThink bool 1 no —
g_parallelPreThink bool 0 no —
g_parallelThink bool 0 no —
g_playerHealthAndArmorScale_DIFFICULTY_EASY float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_HARD float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_MEINLEBEN float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_NIGHTMARE float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_NORMAL float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_VERYEASY float 1.0 no Difficulty Scaling
g_playerHealthAndArmorScale_DIFFICULTY_VERYHARD float 1.0 no Difficulty Scaling
g_playerHealthRegenDelay float 3 no seconds we wait after last damage to give health back to player
g_playerHealthRegenSpeed float 5.75 no what speed the player health regenerates in. hp/s
g_playerIncomingDamageScale_DIFFICULTY_EASY float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_HARD float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_MEINLEBEN float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_NIGHTMARE float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_NORMAL float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_VERYEASY float 1.0 no Difficulty Scaling
g_playerIncomingDamageScale_DIFFICULTY_VERYHARD float 1.0 no Difficulty Scaling
g_playerShieldRegenDelay float 5 no seconds we wait after last damage to give shield back to player
g_playerShieldRegenInterval float 0.5 no once regenerating shield how often to increment
g_playerShieldRegenRate float 0 no once regenerating shield, how much we give per second
g_postSerializeReadUsesSpawnedList bool 1 no Whether PostSerializeRead calls all spawned entities or just those serialized this frame
g_predictHit bool 0 no If true, client will predict hits and do the hit flash beep
g_predictUseDamageDeclClientAuth bool 1 no If true, use the damage decl's hitClientAuthoritative functionality
g_projectileAdjustStart int 6 no the offset dir from the trace point
g_projectileClientAuthoritative bool 1 no If true, client will send reliables when his projectiles hit enemies.
g_projectileClientDontMove bool 0 no Debug projectiles
g_projectileDebug bool 0 no Debug projectiles
g_projectileDebugStuck bool 0 no Debug projectile getting stuck
g_projectileEMPstick float 35 no —
g_projectileImpactDistance float 1.0 no how far we should test to see what surf type the explosion would hit
g_projectileImpale bool 0 no to allow rockets to impale AI on contact
g_projectileRocketImpactDistance float 100.0 no how far we should test to see what surf type the rocket explosion would hit
g_projectileTraceSeek bool 0 no trace the seek behavior
g_prop2DebugMovement bool 0 no If true, prop will draw its movement radius when active, if tracking towards someone it will show an arrow
g_propDropPlayerVelMod float 1.0f no Percent of velocity from the player to be applied to the dropped prop
g_propDropVelocity float 250.0f no Velocity to apply to the prop in the dropping player's view direction
g_pvsLocationMemory string (empty) no used to store a position that will be checked against the players PVS. Set to 'current' to tag your current pos, or 'clear' to clear.
g_radiusDamageHitProjectiles bool 0 no if true radius damage can hit projectiles in the world causing them to explode
g_radiusDamageMultiplier float 1 no Damage multiplier to all RadiusDamage() calls.
g_radiusDamageRadiusMultiplier float 1 no Radius multiplier to all RadiusDamage() calls.
g_radiusDamageUseSimpleHitMsg bool 0 no if true radius damage will only send a single hit trace across the network
g_railDebugRender bool 0 no Debug rendering for idRailSpline
g_railSearchThreshold float 16 no Threshold used to determine when to stop searching for closeset point on a rail.
g_railSpeed float 0 no Speed to move when player is on a rail. (units / sec)
g_recordDamageSecs float 2 no How many seconds of damage should be recorded
g_reticleMode int 0 no How to draw the reticles. 0 - Full, 1 - Dot, 2 - hide
g_runCmdOnMapGameplay string (empty) no cmd to run (once) after map load when player is active, for smoke/soak tests
g_runCmdOnMapGameplayDelay int 180 no minimum delay in frames from level start for g_runCmdOnMapGameplay
g_runFrames int 0 no you can set g_runFrames while g_stopTime is set to have the game run that many frames, then stop again
g_sendAllReliables bool 0 no Should we record data about reliable game messages
g_sendEntityCountIntervalMS int 500 no How often to send entity counts to telemetry
g_setting_aim_assist int 1 no 0 = off, 1 = on, 2 = singleplayer only, 3 = multiplayer only, 4 = joystick only
g_setting_boss_health bool 1 no Show or hide the boss health
g_setting_compass bool 1 no Show or hide the compass
g_setting_gk_highlight bool 1 no show or hide the GK highlight
g_setting_hud_show bool 1 no Show or hide the hud
g_setting_hudNotifications bool 1 no show or hide the hud notifications
g_setting_interact_prompt bool 1 no show or hid the interact prompt
g_setting_objectiveMarkers bool 1 no show or hide the objective markers
g_setting_objectiveUpdate bool 1 no show or hide the objective updates
g_setting_photomode bool 0 no enable/disable photomode
g_setting_subtitles bool 0 no show or hide the subtitles
g_setting_tutorials bool 1 no show or hide the tutorials
g_showActiveEntities bool 0 no draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showAllPlayerInfo bool 0 no shows player information for All players.
g_showBoundsTimings int -1 no show bounds of all entities in specified logic group
g_showCollisionQueryFilter string (empty) no String filter for selecting which queries to visualize
g_showCollisionSurfacesDistance float 50 no Distance to trace when showing collision surfaces
g_showCrosshair bool 1 no if true we draw the crosshair
g_showCrosshairInfo int 0 no 1 = Show dist to entity we have our crosshair over. 2 = Show dist to whatever colliding surface we have our crosshair over. 3 = Same as 2, but skip everything but the world for the trace
g_showEditEntityDepthTested bool 0 no draws the debug bounds in edit mode with depth testing
g_showEditEntityInfo bool 0 no draws debug info when editing entities with g_editEntityMode > 0
g_showEditEntityLocalAxes bool 0 no draws the local axes of the selected entity instead of world axes
g_showEditLayerNames bool 0 no draws the layer names when g_editEntityMode is enabled
g_showEntityDeferred bool 0 no —
g_showEntityWarnings bool 0 no set to 1 to see entities that are incorrectly placed/configured/etc
g_showGameDeclHeapWarnings bool 0 no Issues warnings for game decls that are allocated on the global heap
g_showGuis bool 1 yes enables drawing of GUI elements other then HUD
g_showHavokClothFillOpacity float 0.3 no Fill color opacity
g_showHavokDistance float 3 no radius for drawing Havok physics geometry
g_showHud bool 1 yes enables drawing of HUD elements
g_showLightEntities bool 0 no includes light entities when editing sounds ( g_editEntityMode == 2 )
g_showNumActiveEntities bool 0 no If true it displays the number of currently active entities
g_showObjectGets int 0 no 1 - show classes of objects fetched, 2 - show names of entities fetch
g_showPlayerInfo bool 1 no enables drawing of Player Information elements in the HUD (e.g. name and health).
g_showPlayerShadow bool 1 yes enables shadow of player model
g_showPoiInfo bool 0 yes enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag).
g_showTimings int 0 no show entity timings
g_showWaterDebug int 0 no render water surface debug
g_showWindDebug int 0 no 1 = render wind debug, 2 = sound debug
g_skipAnimEventSounds bool 0 no skip anim event sounds
g_skipViewEffects bool 0 no skip damage and other view effects
g_skipWaterSim int 0 no skips water surface simulation
g_sleep float 0 no Testing tool to force longer game frames, use negative values to produce uneven sleeps
g_sortPhysicsList bool 1 no Sort the physics update list before to reduce spinning
g_SpawnablePropShotImpulse float 150 no impulse to apply when shot
g_spawnDebugLevel int 2 no Amount of detail to show when drawing system debugging information. 0 = only scores, 1 = locations, 2 = volumes, 3 = LoS checks
g_spawnDebugPauseBotsWhenSpawn bool 0 no If on, whenever the debug player respawns, pause all bots
g_spawnDebugRenderDuration int 999999 no How long debug spawn render lines stick around
g_spawnDebugShowSpawnNodes bool 0 no Show spawn point cylinders
g_spawnJitter float 0.0 no Amount of random variation in spawn location values.
g_spawnSkippedEntities bool 0 no 1 = spawn (and delete) the entites that are skipped during load (statics and decals)
g_spectatorAllowFrozenPlayerTargets bool 0 no allow spectating of frozen player targets
g_stopTime int 0 no 1 - stops all entity updating, but the player can still run around, 2 - stop all entity updating, including player uses free cam
g_swfFloatingTextScale int 100 no 0 = off, 100 = full size
g_tempProjectileTest bool 1 no if true we try the new system for detecting throwing through geometry
g_testFxName string (empty) no fx decl name used for the testFx command in absence of a name parameter
g_testMaterial string (empty) no name of material to draw over screen
g_testParticleName string (empty) no particle decl name used for the testParticle command in absence of a name parameter
g_timer int 0 no set to 1 to start timing, set back to 0 to stop timing and report the interval
g_trajectoryTimestep float 16 no time in milliseconds for each timestep during trajectory simulation
g_universalAmmoDirectToClip bool 1 no If true, universal ammo pickups will load directly into weapon clips, bypassing inventory.
g_useMPReferenceHUD bool 1 no Runs MP hud through reference path that skips as much SWF as possible
g_useMPReferenceHUD_Death bool 0 no Run death message reference
g_useSpawnInfluencers bool 0 no If on, use the new spawn influencers system.
g_viewNoteDevTrack int 0 no default viewnote devtrack setting
g_viewNotePriority int 2 no default viewnote priority setting
g_viewNoteRepeat int 0 no default viewnote repeatability setting
g_viewNoteType int 0 no default viewnote type setting
g_waterForceGenerate bool 0 no force water surfaces to regenerate
g_weaponAutoSwitchOnEmpty bool 1 no 0 - no auto switching, 1 - auto switch as soon as the weapon is empty
g_weaponSpreadScale float 1.0 no Global player weapon spread scale
g_wpnSelectBlockInput time_ms 180 no How many milliseconds after the actual selection we block the look stick
g_wpnSelectBlockSelection time_ms 96 no How many milliseconds we block the selection after the wheels change
g_wpnSelectShowDelay time_ms 200 no How many milliseconds before we show the actual wpn select, to ensure quick grenade is on press and wpn is hold.
g_wpnSelectThreshold float 0.6 yes How much need to be set for the wpn wheel actually starts selecting. val * (maxstick)
g_wpnwheel_debugtimer time_ms 0 no How long between prints of the wheel

hud_

86 cvars.

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

nav_

20 cvars.

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

player_

40 cvars.

Name Type Default Exposed Description
player_analyzeEnv bool 1 no If true the enviroment analyzer will run
player_analyzeenvdebug int 0 no Debug player environment analyzer, 1 = all, 2 = cover stuff, 3 = jumpover stuff, 4 = jumpover stuff jump only, 5 = weapon collision, 6 = lean camera collision detection, 7 = prone collision
player_analyzeEnvFreeLeanOnly bool 0 no disables sliding along walls while not being able to lean
player_damageFeedbackMinimum float 0.5f no —
player_damageFeedbackScale float 1.0 no —
player_damageFeedbackVerbose bool 0 no Print damage names
player_debugShake bool 0 no 1 = display debugging info for camera shakes
player_difficultyDamageScaleEasy float 0.25 no how much to scale incoming damage on easy if there is no easy damage table
player_difficultyDamageScaleHard float 0.75 no how much to scale incoming damage on hard if there is no hard damage table
player_difficultyDamageScaleMeinLeben float 1.25 no how much to scale incoming damage on nightmare if there is no nightmare damage table
player_difficultyDamageScaleNightmare float 1.25 no how much to scale incoming damage on nightmare if there is no nightmare damage table
player_difficultyDamageScaleNormal float 0.5 no how much to scale incoming damage on medium if there is no normal damage table
player_difficultyDamageScaleVeryHard float 1.0 no how much to scale incoming damage on hard if there is no hard damage table
player_focusboxfloor float -0.1f no How far below the ground the focus box should be
player_focusboxheight float 3.0f no How high the focus box should be from the ground
player_focusboxtest bool 1 no Focus floating icons for testing
player_focusboxwandererheight float 4.3f no How high the focus box should be from the ground when in wanderer
player_focusCausesRumble bool 0 no Toggles whether to rumble controller when hovering over a usable item
player_focusCrosshairEntityTime int 300 no Amount of time, in milliseconds, entity name will appear in crosshair after focus is lost.
player_focusCylinderOffset float 1.375f no How far in front of the player should the cylinder be?
player_focusCylinderRadiusX float 1.0f no RadiusX of the cylinder
player_focusCylinderRadiusY float 1.5f no RadiusY of the cylinder
player_focusDebug int 0 no 1 = Highlights focus entity in cyan. 2 = Highlights usable entity in orange 3 = Show use box vicinity
player_heavyDropTime time_ms 1000 no Linger duration of heavy weapon drop info for PL.
player_interactableRumbleDurHigh float 50 no Sets Controller rumble high magnitude on interactable
player_interactableRumbleDurLow float 75 no Sets Controller rumble high magnitude on interactable
player_interactableRumbleMagHigh float 0.5 no Sets Controller rumble high magnitude on interactable
player_interactableRumbleMagLow float 0.5 no Sets Controller rumble low magnitude on interactable
player_LootCheck float 1.0 no —
player_proneLookupAngle float 10.0 no Angle player must look below for auto look up to start
player_proneLookupSpeed float 150.0 no Speed for autolook up when entering prone
player_spikeDamageFeedbackScale float 4.0 no —
player_throwbackAngleSpeed float 400.0 no Grenade throw back auto look up speed
player_throwbackAutoLookupEndAngle float -10.0 no View angle auto look up code will end at
player_throwbackAutoLookupStartAngle float 10.0 no Angle player must look below for auto look up to start
player_updateFocus bool 1 no 1 to enable updating the player's focus icon
player_whiplash_friction_frac float .8 no frac speed that slows overall whiplash
player_whiplash_min_velocity_len float .01 no min velocity required to activate whiplash
player_whiplash_update_frac float 1 no update frac per frame (partial updates)
player_whiplash_velocity_frac float .1 no frac speed that whiplash cycles back and forth

pm_

88 cvars.

Name Type Default Exposed Description
pm_airaccelerate float 5.2 no how fast the player will accelerate in the air
pm_airfriction float 0.0 no friction when in the air
pm_allowFatalFallDamage bool 0 no if true - player CAN die from a fatal fall
pm_animCamAmount float 1.0 no use this amount of camera animation. later to be used as an option for motionsickness
pm_backSpeedRatio float 0.75 no ratio of player max backward speed to forward speed
pm_boxRepulsorScalar float 8.0 no How much to push the player when he's in the box
pm_breakSurfaceTimout time_ms 850 no block breaking the surface during this time
pm_bufferTimeForPlayerOriginInterpolation float 10.0f no How much of a buffer to add to the interpolation time range
pm_crouchaccelerate float 42.0 no how fast the player will accelerate when crouching
pm_crouchBackSpeedRatio float 0.85 no ratio of player max backward speed to forward speed while crouching
pm_crouchbasespeed float 1.75 no base speed the player can move while crouched
pm_crouchheight float 0.89 no height of player's bounding box while crouched
pm_crouchviewheight float 0.80 no height of player's view while crouched
pm_deadheight float 0.4 no height of player's bounding box while dead
pm_debugView bool 0 no if true will draw debug info for player view calculations
pm_disableFallDamage bool 0 no if true - player takes no damage from falls
pm_enableQuickTurn bool 1 yes enables quickturn system (saves this setting)
pm_extrapolator_deltaSmoothPerFrameMS time_ms 1 no Amount of time to remove/add per frame to smooth the fence post timing changes.
pm_extrapolator_fenceDecayPerFrame float 0.25 no Speed at which a fence will decay if it is an old position
pm_extrapolator_lookAheadMS int 64 no Amount of time to look ahead in the extrapolator.
pm_extrapolator_maxLookAheadMS int 128 no The amount of time to look ahead if we hear nothing from our partner.
pm_forceExplicitMotionX float 0 no x value of explicit motion to force
pm_forceExplicitMotionY float 0 no y value of explicit motion to force
pm_forceExplicitMotionZ float 0 no z value of explicit motion to force
pm_gradualSensitivityScaleTimeSec float 0.15 no Gradually gives the player look control over this time.
pm_gradualSyncViewReset int 0 no 0 - Off, 1 - only pitch 2 - yaw/pitch 3 - constant pitch resting
pm_gradualSyncViewResetTime int 200 no Gradually moves the player's view back to original angles.
pm_groundpoundvelocity float -2.0f no velocity if ground pound is performed
pm_ignoreSprintButton bool 0 no if true, the sprint button will be ignored as a requirement for sprinting
pm_jumpheight float 1.15 no approximate height the player can jump
pm_jumpHeightPanzerRide float 1.15 no approximate height the player can jump while in panzerride
pm_jumpheightWheelChair float 0.15 no approximate height the player can jump while in wheelchair
pm_knockDownPlayerAtKick float 200.0f no if knockback by damage is greater than this, the player will get knocked to the ground, entering ground combat
pm_lineardamping_free float 5.0 no linear damping on the havok body when free floating (air, swimming etc)
pm_lineardamping_grounded float 0.01 no linear damping on the havok body when connected with the ground
pm_maxviewpitch float 89 no amount player's view can look down
pm_minviewpitch float -89 no amount player's view can look up (negative values are up)
pm_noclipfriction float 12.0 no friction when in noclip
pm_noclipspeed float 10.0 no speed the player can move while in noclip
pm_normalheight float 1.79 no height of player's bounding box while standing
pm_normalViewHeight float 1.54 no height of player's view while standing
pm_proneActivationWindow time_ms 500 no hold crouch button for this amount of time to enter prone
pm_proneAngleEnter float 20.0f no View angle needed for auto prone enter
pm_proneAngleExit float -20.0f no View angle needed for auto prone exit
pm_proneccelerate float 33.0 no how fast the player will accelerate when prone
pm_proneheight float 0.29 no height of player's bounding box while in prone stance
pm_pronesprintspeed float 2.2 no speed the player can move while sprinting while prone
pm_radius float 0.395 no radius of player collision capsule
pm_rammbockactivationtime int 200 no ms after sprinting is started that rammbock will be activated
pm_rammbockDotChecker float -0.69 no value for valid collision check. -1 is a normal fully facing you, 1 is the direction you are running int
pm_remoteInputAvgDeltaCount int 10 no The amount of remote input time values that the time delta should be avg'd against
pm_runspeed float 5.2 no speed the player can move while running
pm_screenParticleOffset float 0.1 no forward offset when placing screen particles
pm_softSpringRepulsorVelMax float -30.0 no Maximum spring velocity for SoftSpring repulsors
pm_softSpringRepulsorVelMin float -5.0 no Minimum spring velocity for SoftSpring repulsors
pm_sprintaccelerate float 104.0 no how fast the player will accelerate when sprinting
pm_sprintBackSpeedRatio float 0.50 no ratio of player max sprint backward speed to forward speed for thruster sprint
pm_sprintChargeTime float 2000 no how many ms to fully recharge sprint
pm_sprintEnable bool 0 no enable thruster sprint instead of old sprint
pm_sprintMaxTime int 1500 no how many ms the player can sprint
pm_sprintslidefriction float 1.5 no friction when sprint sliding
pm_sprintSlideLowerSpeed float 4.0 no Sprint slide will stop at this speed
pm_sprintspeed float 9.0 no speed the player can move while sprinting
pm_sprintspeedUnarmed float 6.5 no speed the player can move while sprinting unarmed
pm_stepsize float 0.32 no maximum height the player can step up without jumping
pm_stopspeed float 2.0 no which speed we should really stop the player from moving
pm_strafeSpeedRatio float 0.85 no ratio of run speed player can strafe; 1.0 allows strafing at full run speed
pm_swimBaseSpeed float 1.5 no speed the player moves while swimming, no including boosts from the animations
pm_swimheight float 0.79 no height of player's bounding box while swimming
pm_togglesprint bool 0 yes if true will use the toggle sprint on PC
pm_torsoPitchClamp float 45.0 no max angle torso can turn from body forward around pitch axis
pm_useClampUserCmdInterpPercentage bool 1 no Disable for testing user commands that don't have a clamped percentage
pm_walkaccelerate float 52.0 no how fast the player will accelerate when walking
pm_walkfriction float 10.0 no friction when walking
pm_walkspeed float 2.8 no speed the player can move while walking
pm_walkthreshold float 68.0 no user command threshold where we transition from walking / sneaking to running.
pm_wandererActivationWindow time_ms 300 no how quick to doubletap jump to activate wanderer
pm_wandererheight float 4.09 no height of player's bounding box while standing
pm_wandererspeed float 3.6 no speed the player can move while in wanderer
pm_wanderersprintspeed float 4.5 no speed the player can move while in wanderer and sprinting
pm_wateraccelerate float 6.0 no how fast the player will accelerate when swimming
pm_waterfriction float 0.75 no friction when swimming
pm_wheelchairfriction float 1.5 no friction when in wheelchair
pm_wheelchairheight float 1.28 no height of player's bounding box while in wheelchair
pm_wheelChairprintspeed float 2.3 no speed the player moves while in wheelchair and sprinting, no including boosts from the animations
pm_wheelChairSpeed float 1.5 no speed the player moves while in wheelchair, no including boosts from the animations
pm_wheelChairStrafeSpeedRatio float 0.65 no ratio of run speed player can strafe while in wheelchair; 1.0 allows strafing at full run speed
pm_youngheight float 1.3 no height of young player's bounding box while standing

poi_

54 cvars.

Name Type Default Exposed Description
poi_allow3rdPersonEnemyNameplates bool 1 no —
poi_AlphaScale float 0.75 no Scale the alpha when the POI is behind another object
poi_AngularScale bool 1 no Toggle angular scale on POI hud objects
poi_ArtificialPOILimit int 25 no Although we allocate space for additional POIs past this, we will throw an error if we get this many POIs - so we can evaluate how many we actually need.
poi_borderScaleX float 0.75 no —
poi_borderScaleY float 0.75 no —
poi_borderSplitscreenScaleX float 0.59 no —
poi_borderSplitscreenScaleY float 0.6 no —
poi_borderSteps int 36 no Number of points generated on the border ellipse.
poi_borderStepsSplitscreen int 24 no Number of points generated on the border ellipse in splitscreen.
poi_BotBuddyIconHeightOffset float 175.0 no —
poi_Debug int 0 no —
poi_DebugGui_draw bool 0 no Enable the POI debug gui
poi_distanceTextRelativeScale float 0.9f no For poi distance text, this value scales that text relative to the other verb text
poi_drawPoints bool 0 no —
poi_EnemyPlayerNameScreenOffsetY float 10 no Offset above player's head for enemy player name
poi_focusPointOffset float 100.0 no Distance to offset the focus point for the POI vertically.
poi_focusPointSwfOffset float -0.2 no Focus pois start centered at (0.5,0.5), this will add to the vertical amount of the poi. Positive numbers will move it down.
poi_focusSmoothingRange float 32.0 no Distance to smooth the lerp of a POI going from focused to non-focused
poi_focusTransitionDuration int 250 no MS to focus/unfocus
poi_ForceOffscreen bool 0 no —
poi_GoalHeightOffset float 105.0f no —
poi_HeightScaling bool 1 no —
poi_IconSize float 64.0f no —
poi_IconSizeSplitscreen float 54.0f no —
poi_lastHitTimeout int 3000 no Time in milliseconds until enemy player nameplate stops rendering after being hit.
poi_PivotTest int 3 no —
poi_PlayerBaseOffset float 13 no —
poi_playerDownPulseRate float 0.015 no —
poi_PlayerNameScreenOffsetY float 40 no Offset above player's head for player name
poi_playerScaleMinimum float 0.5 no Percentage scale minimum for player POIs
poi_presentationVIPIconHeightOffset float 175.0 no —
poi_PVPEnemyNameMaxAlpha float 1 no Enemy names can't go beyond this alpha
poi_PVPEnemyNameMaxDeg float 5 no This angle or higher shows at full opacity
poi_PVPEnemyNameMinAlpha float 0 no Enemy names can't go below this alpha
poi_PVPEnemyNameMinDeg float 10 no This angle or lower is invisible
poi_PVPEnemyNamePlateDistanceThreshold float 750 no Distance at which to start fading enemy nameplates.
poi_PVPEnemyNamePlateFadeDistance float 128 no Distance to fading enemy nameplates.
poi_PVPEnemyPlayerNameplateOcclusion bool 1 no Toggle to use or ignore occlusion query data with POIs on player nameplates
poi_PVPNameplateStyle int 0 no 0 = off, 1 = old style, 2 = new style
poi_PVPShowEnemyPlayerNameplate bool 1 no Toggle displaying enemy nameplates in PVP
poi_PVPTeammateNameMaxAlpha float 1 no Teammate names can't go beyond this alpha
poi_PVPTeammateNameMaxDeg float 10 no This angle or higher shows at full opacity
poi_PVPTeammateNameMinAlpha float 0 no Teammate names can't go below this alpha
poi_PVPTeammateNameMinDeg float 35 no This angle or lower is invisible
poi_PVPTeammateNamePlateDistanceThreshold float 1280 no Distance at which to start fading teammate nameplates.
poi_PVPTeammateNamePlateFadeDistance float 256 no Distance to fading teammate nameplates.
poi_RayCast bool 1 no Toggle ray casting from viewer to POI entity position
poi_RayCastEpsilon float 0.01 no Allow for some amount of threshold on the raycast fraction
poi_roundedRectRadius float 0.1 no —
poi_roundedRectStepsPerQuad int 5 no —
poi_scaleMinimum float 0.75f no Percentage scale minimum for POI
poi_usePVPPlayerNames bool 1 no Use the new pvp poi player name code
poi_VerbScreenOffsetY float 4 no Offset above icon for verb text

springcam_

17 cvars.

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

view_

85 cvars.

Name Type Default Exposed Description
view_allowFullScreenFlash bool 0 no Allow a full-screen flash when health gets low
view_amountToFade int 2 no Amount to fade the full-screen damage tint
view_blur_max float 3 no view blur from damage
view_blur_min float 1.5 no view blur from damage
view_blurTime_max float 2.0 no view blur time from damage in seconds
view_blurTime_min float 0.35 no view blur time from damage in seconds
view_damage_maxScale float 0.5 no highest visual effect.
view_damage_minScale float 0.05 no lowest visual effect
view_damage_rescalePostClamp bool 1 no Rescales the damage scale after clamping between min and max
view_damageBlur bool 1 no show blur when taking damage
view_damageEffectRandomTextureFlip bool 1 no —
view_damageFeedbackMeleeOnly bool 0 no —
view_damageOverlayParmBaseCooldownRate float 0.05 no Base cooldown rate for overlay intensity
view_damageOverlayParmEffectiveMaxHeath float 100.0 no Value to use for MaxHealth in calculations
view_damageOverlayParmExtraCooldownForHealth float 0.7 no How much current health contributes to overlay cooldown
view_damageOverlayParmMaxIntensityClamp float 1.5 no The maximum value the overlay intensity can be
view_damageOverlayParmMinDamageToAffectOverlay float 1.0 no Smallest amount of damage that will increase overlay intensity
view_damageOverlayParmMinToAdd float 0.1 no Minimum amount to increase overlay intensity when damaged
view_damageOverlayParmScalarForCurrentHealth float 1.0 no How much current health contributes to increasing overlay intensity
view_damageOverlayParmScalarForDamage float 2.0 no How much to scale intensity increased from damage
view_damageOverlayUseAlternateVersion bool 0 no An alternate version of controlling the low-health overlay based on damage and health
view_damageRing3DEnabled bool 1 no If true, the 3D version of the threat indicator ring will be used
view_debugDMG bool 0 no Prints out damage debug information
view_dofBlendIn bool 1 no Blend in depth of field by changing bokeh disc radius instead of moving focus plane
view_dofReturnFarEnd float 0.0f no What value to return to when ending DoF
view_dofReturnFarStart float 0.0f no What value to return to when ending DoF
view_dofReturnNearEnd float 0.0f no What value to return to when ending DoF
view_dofReturnNearStart float 0.0f no What value to return to when ending DoF
view_doubleVision bool 1 no show double vision when taking damage
view_doubleVision_max float 0.05 no view double vision amount from damage
view_doubleVision_min float 0.02 no view double vision amount from damage
view_doubleVisionPeriod int 500 no how many ms for a full period
view_doubleVisionPeriodEffect float 0.025 no how big an effect the period has on the double vision
view_doubleVisionTime_max float 2.0 no view double vision amount from damage
view_doubleVisionTime_min float 0.25 no view double vision amount from damage
view_drawDMG bool 1 no Draws debug lines in the positions of damage feedback textures
view_healthPostProcessEnable bool 0 no Uses a post process effect for low health state tweaked via idDeclPlayerProps::damageFeedback_t::healthToStartFullScreenFlash
view_healthPostProcessRampDelta float 0.05f no How fast should we ramp to/from the low health/glory kill state
view_kickAmplitude_max float 2 no view kick amplitude from damage
view_kickAmplitude_min float 0.5 no view kick amplitude from damage
view_kickAmplitudeRotation_max float 2 no view kick rotation amplitude from explosive damage
view_kickAmplitudeRotation_min float 0.5 no view kick rotation amplitude from explosive damage
view_kickLerpOutElapsed float 0.3 no Ratio between lerping out and lerping back in for the kick
view_kickOffset bool 0 no Enables view kick offset
view_kickOffsetAmplitude_max float 5 no Offset distance from damage in game units. This distance will be used if you take an amount of damage equal to your maximum health.
view_kickOffsetAmplitude_min float 4 no Offset distance from damage in game units. This distance will be used if you take 1 damage.
view_kickOffsetTime_max float 0.3 no Offset time from damage in seconds. Offset will last this long if you take an amount of damage equal to your maximum health.
view_kickOffsetTime_min float 0.15 no Offset time from damage in seconds. Offset will last this long even if you take 1 damage.
view_kickTime_max float 0.300 no view kick time from damage in seconds
view_kickTime_min float 0.150 no view kick time from damage in seconds
view_kickUpFromFront bool 1 no If true, damage from your front will kick your view up. Otherwise, it will go down. (note: from the back it's the opposite)
view_maxDamageForFullDamageFeedback float 40.0f no —
view_maxTimeBetweenFullScreenFlashMS int 1250 no —
view_minTimeBetweenFullScreenFlashMS int 500 no —
view_mpViewKick bool 0 no MP view kick method
view_outerDamageAlternateDirectHitAngle float 15.0 no Damage vectors on unit circle within this angle will be shaded
view_outerDamageAlternateDirectHitAngleBleedOver float 15.0 no Maximum bleedover from direct hit angle
view_outerDamageAlternateOverlay bool 0 no If true, will use an alternate overlay specified in postprocess.mrpr
view_outerDamageMinimumBleedOverIntensity float 0.5 no Past what intensity should the bleed over angle be used.
view_scoreDebug bool 0 no debug points ...
view_scoreFade int 2500 no Fade time for score in milli
view_scoreFadeScale float 2.25 no How much the text should scale using the table lookup
view_scoreLineDelay float 0.15 no Delay between score lines in seconds
view_scoreMultiLineDelay float 0.175 no Delay before multiple lines starts showin in seconds
view_scoreScale float 0.4 no How much the score text should be scaled
view_scoreShadowOffset float 0.75 no How much the score text drop-shadow should be offseted
view_scoreTravel float 0.3 no Travel for score
view_screenCrackFadeTime float 1.0f no The time (in seconds) it takes for screen cracks to fade in/out.
view_screenCrackHeavyThreshold float 30 no The amount of health under which to consider the player critically damaged.
view_screenCrackLightThreshold float 75 no The amount of health under which to consider the player lightly damaged.
view_screenCrackMediumThreshold float 50 no The amount of health under which to consider the player somewhat damaged.
view_screenCracksEnabled bool 0 no Whether or not to enable screen cracks when players are damaged.
view_screenCracksFXEnabled bool 0 no Whether or not to start / stop FX events for various screen crack damage levels.
view_screenDamageBloodSplatterTime float 1.0f no The amount of time to leave blood splatters on screen before they fade out.
view_screenDamageEnabled bool 0 no Whether or not to enable screen damage effects (blood splatter, helmet cracks).
view_screenDamageFrontRadius float 0.3f no The half-angle (in radians) in front of the player at which damage will be considered to be coming from both the left and right for screen damage effect purposes.
view_screenDamageHeavyDamageThreshold float 25 no The amount of damage to consider heavy, for displaying blood splatter when damaged.
view_screenDamageMediumDamageThreshold float 10 no The amount of damage to consider medium, for displaying blood splatter when damaged.
view_showPlayerDamageViewEffect bool 1 no —
view_showWorldMarkers bool 1 no Show the interaction markers
view_skipDamageEffect bool 0 no skip the screen damage effects
view_skipDof bool 0 no Don't use the view DOF lerpers
view_skipOuterDamageEffect bool 0 no Skip outer edge damage effect
view_skipShakes bool 0 no If true, skip view shakes
view_skipSpikeDamageEffect bool 1 no Skip spike damage effect

Smaller prefixes

62 cvars.

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

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