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TNO CVar Catalog Other
Generated by
tools/build_cvar_wiki.pyfrom the engine's own cvar registry. Edits made here are overwritten by the next run.
1668 cvars of Wolfenstein: The New Order — engine, sound, network, input, UI and the rest. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNO cvar catalogue, which explains how to set a cvar in this game and where the data comes from.
Status: cheat = wiped at startup when set with +name value, set it with +toggle name value value instead; normal = +name value works; saved = not a cheat and kept in wolfConfig.cfg; init-only = command line only; read-only = cannot be set.
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 |
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 |
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 |
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 |
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 |
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 |
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 | — | — |
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) |
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 |
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 |
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. |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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) |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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. |
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 | — | — |
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 ). |
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 |
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 |
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 |
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 |
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 |
English Wiki generated from the measured research notes in docs/. Evidence grades and uncertainty are preserved intentionally.
- WolfSDK Loader · DE
- WolfSDK Studio · DE
- FAQ · DE
- Mod format · DE
- Modding Guide
- Modding Surface
- CVar Catalog
- CVar Validation (old scrape)
- Texture Database
- Developer Mode
- Dev Menu
- Custom-Map Status