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TNO CVar Catalog Other

LopeKinz edited this page Oct 2, 2026 · 1 revision

TNO Cvars: Other

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

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