(in)COMPLETE BO2 DVAR/CONFIG GUIDE FOR EDITING
This Page contains information about bo2 commands, as well as a full command list.
Commands, or dvars, can be executed using external consoles or using the ingame console (plutoniom & redacted only)
http://twitter.com/gmzorz

INDEX:

	Full Dvar list
	Frequently used Dvars
	Type info
	Template config
	Greenscreen commands
	Extending dvars
	Greenscreening players (Using Herolighting)
	Greenscreening players (Using Lockpvs)
	Greenscreening players (Using a Greenscreen map, Coming soon)
	Greenscreening the sky
	Depth mattes and fog

CONTRIBUTED TO THIS PAGE:

	Gmzorz
	Azsry
	Amyst
	AverageBrick
	Airyz
	Matrix


Frequently used Dvars
-------------

DVAR NAME					TYPE		DEFAULT			RECOMMEND	DESCRIPTION
											(for editing)

cg_chatTime					DWORD		12000			0		Display time (in ms) that a chat message is visible
cg_chatHeight					DWORD		4			0		Amount of chatlines to display
cg_drawCrosshair				BOOL		1			0		Displays crosshair
cg_useColorControl				BOOL		0			-		Enables use of the cg_color dvars. these won't work if colorControl is set to 0.
cg_colorHue					FLOAT1		-			-		Hue tweak
cg_colorSaturation				FLOAT1		-			-		Saturation tweak
cg_colorScale					DVAR8		- - - 			- - - 		Color tweak (RGB)
cg_colorTemp					FLOAT1		-			-		Color temperature tweak
cg_draw2D					BOOL		1			-		Display 2D screen elements
cg_drawGun					BOOL		1			1		Display Gun (viewmodel)
cg_fov 						FLOAT1		65			80		The field of view angle in degrees (overrides cg_fov_default?)
cg_fov_default					FLOAT1		65			80		The field of view angle in degrees (overrides cg_fov?)
cg_fovScale					FLOAT1		1			1.125		Scale applied to the field of view (Multiplier)
cg_gun_x					FLOAT1		0			0		Forward position of the viewmodel
cg_gun_y					FLOAT1		0			0		Right position of the viewmodel
cg_gun_z					FLOAT1		0			0		Up position of the viewmodel
cg_overheadIconSize				FLOAT1		0.7			0		The maximum size to show overhead icons like 'rank'
cg_overheadNamesSize				FLOAT1		0.5			0		The maximum size to show overhead names
cg_overheadRankSize				FLOAT1		0.5			0		The size to show rank text
cg_centertime					FLOAT1		5			0		Display time (in seconds) of the 'You Killed' hud element. Not sure if usable in bo2
con_gameMsgWindow0Filter			EXTERNAL	gamenotify obituary	-		Not tested, but this may get rid of the 'player joined' in the killfeed
con_gameMsgWindow0LineCount			DWORD		4			4		Used to remove the killfeed/deathnotices, Maximum number of lines visible at once in the killfeed
con_gameMsgWindow0MsgTime			FLOAT1		5			5		Used to remove the killfeed/deathnotices, On screen time (in seconds) for the killfeed
g_TeamColor_Axis				DVAR8		0.65 0.57 0.41 1 	- - - - 	Teamcolor of team 1
g_TeamColor_Allies				DVAR8		0.52 0.28 0.28 1  	- - - -		Teamcolor of team 2
phys_gravity					FLOAT1		-800			-800		Physics gravity in units/sec^2 (set to > 0 for floating bodies, higher number = floating faster, in vertical velocity)
phys_gravity_dir				FLOAT3		- - -			- - -		Sets the gravity direction
ragdoll_enable					BOOL		1			1		Turn on ragdoll death animations
ragdoll_max_life				DWORD		4500			-		Max lifetime of a ragdoll system in msec (used for floating bodies)
r_lightTweakSunLight 				FLOAT1		14 (?)			-		Sunlight strength
r_lightTweakSunColor				DVAR8		- - - -			-		Sun color (r_lightTweakSunLight has to be > 0 for this to work)
r_lightTweakSunDirection			FLOAT3		- - -			- - -		Sun direction in degrees (EG: -100 225 1)
r_skytransition					BOOL		0			0		Sky transition blend factor, used to flip the skybox upside down. 
r_sky_intensity_factor0				FLOAT1		- 			-		Brightness/Intensity of the skybox (0 = Darkest, 10 = Brightest)
r_sky_intensity_factor1				FLOAT1		-			-		Recommended: always putting this value to the same as factor0
r_skyColorTemp					FLOAT1		6500			-		Sky 'temperature', 4500 = blue-ish, 16000 = orange-ish (or the other way around, not sure)
r_dof_bias					FLOAT1		0.5 			-		Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_enable					BOOL		1 			-		Enable the depth of field effect (NOTE: IF USING DOF COMMANDS, PUT THIS TO 0) 	[1]
r_dof_tweak					BOOL		0			-		Use dvars to set the depth of field effect; overrides r_dof_enable
r_dofHDR					DVAR6		2			2		Depth of field quality, 0 = lowest, 2 = best
r_dof_viewModelEnd				FLOAT1		8			-		Depth of field viewmodel end distance, in inches (put to 0 if you dont want to blur the gun)
r_dof_nearBlur					FLOAT1		6 			-		Blur amount near the camera
r_dof_farBlur					FLOAT1		1.8			-		Blur amount far from the camera
r_dof_farStart					FLOAT1		1000			-		Depth of field far start distance, in inches
r_dof_farEnd					FLOAT1		7000			-		Depth of field far end distance, in inches
r_heroLightScale				FLOAT3		1 1 1			1 1 1		Used for greenscreening players. Custom Lighting on the 'heroes' (all players, weapons not included), for Greenscreen, check the 'extend dvars' guide below
r_modellimit					DWORD		1024			1024		Amount of models loaded from the corresponding d3dbsp.mapents file	[2]
r_dobjLimit					DWORD		512			512		0 removes all players/bodies. DOBJ means 'Dynamic Object', which refers to the player/viewmodels/vehicles, etc. 
r_skipPvs					BOOL		0			0		Skips the 'Potentially Visible Set' of visleaves.  
r_clearColor					DVAR8		0 0 0 0			0 0 0 0		Color to clear the screen to when clearing the frame buffer
r_clearColor2					DVAR8		0 0 0 0			0 0 0 0		Color to clear every second frame to (for use during development)
r_bloomTweaks					BOOL		0			0		Allows tweaking of the ingame 'bloom' effect. Set this to 1 when using greenscreen effects, or if you want a cleaner looking bo2 (imo)
r_bloomHiQuality				BOOL		-			1		Quality of the bloom (?). Not tested
r_znear						FLOAT1		4			-		Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_zfar						FLOAT1		0			-		Change the distance at which culling fog reaches 100% opacity; 0 is off
r_ssao						DVAR6		-			3_HBAO		Sets the AO method (can be set in the options menu, this dvar is not really needed)
r_ssaoScale					FLOAT1		-			-		Scale of the SSAO
r_ssaoRadius					FLOAT1		-			-		Radius of the SSAO
r_ssaoBias					FLOAT1		-			-		SSAO Bias, Less is sharper (?)
r_ssaoIntensity					FLOAT1		-			-		AO Intensity
r_aaalpha					FLOAT1		1			2		Determines the type of alpha blending used for antialiasing. 0 = OFF (best performance), 1 = DITHER (Default), 2 = BEST QUALITY (Supersampling)
r_aasamples					FLOAT1		2			16		Level of anti aliasing samples 
r_texFilterMipMode 				DVAR6		Unchanged		Force Trilinear	Forces all mipmaps to use a particular blend between levels (or disables mipping)
r_texFilterAnisoMin 				DWORD		1			16		Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterAnisoMax 				DWORD		4			16		Maximum anisotropy to use for texture filtering
r_autoLodScale					BOOL		1			0		Enable FPS-based auto LOD scale
r_lodBiasRigid					FLOAT1		0			-1000		Bias the level of detail distance for rigid models
r_lodBiasSkinned				FLOAT1		0			-1000		Bias the level of detail distance for skinned models 
r_lodScaleRigid					FLOAT1		4			1		Scale the level of detail distance for rigid models
r_lodScaleSkinned				FLOAT1		4			1		Scale the level of detail distance for skinned models
timescale					FLOAT1		1			-		This one's easy right? Scale time of each frame (0.1 = slowmotion, 2 = sped up)
waypointIconWidth				FLOAT1		36			0		Width of the waypoint icon
waypointIconHeight				FLOAT1		36			0		Height of the waypoint icon
waypointOffscreenPointerHeight			FLOAT1		12			0		Width of the offscreen pointer
waypointOffscreenPointerWidth			FLOAT1		25			0		Height of the offscreen pointer
hud_health_pulserate_critical			FLOAT1		0.5			0		The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured			FLOAT1		1			0		The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical			FLOAT1		0.33			0		The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured			FLOAT1		1			0		The health level at which to start the 'injured' pulse effect
hud_healthOverlay_phaseEnd_pulseDuration	DWORD		700			0		Time in milliseconds to fade out the health overlay after it is done flashing
hud_healthOverlay_phaseEnd_toAlpha		FLOAT1		0			0		Alpha multiplier to fade to before turning off the overlay (percentage of the pulse peak)
hud_healthOverlay_phaseOne_pulseDuration	DWORD		150			0		Pulse duration of the first health overlay phase
hud_healthOverlay_phaseOne_toAlphaAdd		FLOAT1		0.3			0		Alpha value to add to the first health overlay phase
hud_healthOverlay_phaseThree_pulseDuration 	DWORD		400			0		Time in milliseconds to fade the alpha to hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_toAlphaMultiplier	FLOAT1		0.6			0		Alpha multiplier for the third health overlay phase (percentage of the pulse peak)
hud_healthOverlay_phaseTwo_pulseDuration	DWORD		320			0		Time in milliseconds to fade the alpha to hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_toAlphaMultiplier	FLOAT1		0.7			0		Alpha multiplier for the second health overlay phase (percentage of the pulse peak)
hud_healthOverlay_pulseStart			FLOAT1		0.35			0		The percentage of full health at which the low-health warning overlay begins flashing
hud_healthOverlay_regenPauseTime		DWORD		8000			0		The time in milliseconds before the health regeneration kicks in
bg_weaponBobMax					FLOAT1		8			4		The maximum allowed weapon/viewmodel bob amplitude (i like to turn this down from time to time, could look more 'clean'		

[1] 	r_dof_enable may sound like you're enabling dof, but it's actually enabling the DEFAULT ingame dof, not letting you adjust the dof to your liking.
[2]	setting this to 0 will remove some objects from the map. this command may be used for chroma keying purposes on the sky. 
	If you wish to remove the sky and keep the other (noticable) objects, you need to find the right number, usually it will be between 20 and 100.
-------------


TYPE INFO
-------------
TYPE		IN CE			DESCRIPTION

FLOAT1:		Float			Precise number EG: 1, 2, 3, 3.5, 100, 101.25..
FLOAT3:		Float			Three FLOAT1 numbers that represent a position or angle. Mostly ranging from 0 to 360
DVAR6:		4 Byte			Simple numbers EG: 1, 2, 3, 4.. 
DVAR8:		Float			Four FLOAT1 numbers that represent a color code. R = Red, G = Green, B = Blue, A = Alpha. EG: 1 0 0 1 = Red color
DWORD:		4 Byte			Simple numbers, Commonly used for time-related Dvars
BOOL:		Byte			True or false, 1 = True, 0 = False. Or you could say 1 = ON and 0 = OFF
-------------


FULL TEMPLATE CONFIG (These are the basic dvars you need when you're starting a new config)





GREENSCREEN ON:

-------------
r_modellimit 0;
r_skipPvs 1;
r_clearColor 0 1 0 0;
r_clearColor2 0 1 0 0;
r_bloomTweaks 1;
r_bloomHiQuality 0;
r_znear 10000;
r_zfar 0.000001;
-------------

GREENSCREEN OFF:
-------------
r_modellimit 1024;
r_skipPvs 0;
r_clearColor 0 0 0 0;
r_clearColor2 0 0 0 0;
r_bloomTweaks 0;
r_bloomHiQuality 1;
r_znear 4;
r_zfar 0;
-------------


EXTENDING DVARS (getting past their limit)
-------------
Requires Cheat Engine and a working console 
http://cheatengine.org/, download button should be easy to find
Side note: CE=Cheat Engine

Dvars have a certain range. Take the cg_fov command, It has a range of 65-80. The game/console lets you enter any value between 65 and 80.
If you try to change your fov to 30, it simply won't work.
most consoles should have this patched, but only for cg_fov, and we want to know how to apply this to any dvar.

First off, open bo2 and CE, make sure you never use CE while in a match with more than 1 player (or use it ONLY in theater)
also note that closing CE is not enough if you want to play again. You have to close CE and then restart bo2 before you can safely play online.

Open the console, type in: cg_fov 75, and execute the command (or any other number between 65 and 80, just make sure you remember that number).
go to CE, press the red/green glowing button in the top left (in case you're confused, it's this button: 

In CE, You need to know the right value type before you can search for the FOV address. i added the types for each Dvar next to their name.
We can see that cg_fov is type FLOAT1. if we head over to the Type info section. we can see what type they correspond to in CE
in this case, FLOAT1 means that we have to set the value type to Float in CE
If you do not understand this step, you can also choose to just set the value type to all, but note that this slows down the scanning.
Next, go to the search box and write down the number you just entered for cg_fov (75), and press First Scan.

Once the first scan is done, go back to bo2 and execute the same command, but with a different value (i'm picking 68). 
Head over to CE and write down that same number in the search bar and press NEXT scan. A couple of addresses should be showing up on the left side.
If there's just a couple of static (green colored) addresses (less than 30), select all of them and press the red arrow in the right corner of the left side.
Now that they're added to the address list, you can try to edit each individual address until you've found the right one that controls the FOV
You can edit the addresses by clicking on them, and then pressing enter to enter a new value.
Eventually you will find the right address, and you'll be able to change it to any number (below 65 and above 80). Delete all the other addresses.
You can also right-click on the address and then choosing what to change. you can also change the description by hitting ctrl+enter (set the desc to cg_fov)
-------------


GREENSCREENING PLAYERS USING HEROLIGHTING
-------------
I recommend checking out the extending dvars guide before doing this

Now let's try the greenscreening method using r_heroLightScale.
This gets a little more tricky, as heroLightScale uses the FLOAT3 type. 
FLOAT3 are 3 individual float1 values, which means you're gonna have to find the 3 addresses that control the FLOAT3 Dvar

First off,
We can set r_heroLightScale to 1 0 0. which gives the player a red tone.
We can search for the value 1 in CE. Instead, we're going to set r_heroLightScale to 0.9 0 0***
(***Setting it to 0.9 will filter out the other addresses. the game consists of more 1s than 0.9s ;))

In CE, we're going to do the same as with the FOV. Enter 0.9 in the search box and press first scan (make sure you hit NEW SCAN before starting a new scan).
Next, go to bo2 and change r_heroLightScale to 0.3 0 0, then go to cheat engine and write down 0.3 and hit next scan. do this until you have < 30 static addresses left.
Add the static addresses to the address list and find the one that controls the R value of the Dvar (dont forget to give the address a description)

Now that you've found the R address of the dvar, you can do the same with G, B and A
This can be done easier! Just select the R address, hit ctrl+c and ctrl+v. 
A window will pop up. Write down the number 4 in the "adjust address by:" window and press Paste
it'll create a new address in the list, rename that description to G. This address controls the Green color of the dvar.
Do this again with the G address and name the next one B, do this again and name the last one A, simple as that.
the three FLOAT3 values are right next to each other in the game memory, once you find one of the values it's easy to find the others.

Now you'll be able to boost the heroLightScale up to any value. If you're annoyed by the glow thats surrounding the player, use r_bloomTweaks 1.
-------------


GREENSCREENING PLAYERS USING LOCKPVS
-------------
Requires a working console

Head over to Bo2, load a theater recording and go to the point in the timeline where you want the greenscreen to happen.
Move as close as you can to the player and execute the following set of Dvars:

r_zfar 1;
r_lockPvs 0;
r_modelLimit 0;
r_clearColor 0 1 0 1;
r_clearColor2 0 1 0 1;
r_bloomTweaks 1;

Next, find a position/camera view where you can only see the player, so that everything else is green.
After that, set r_lockPvs to 1.
This is where you can set your camera points.
If you wish to turn the greenscreen off, set r_zfar to 0, r_modellimit to 1024, and r_lockpvs to 0.
Want to remove the soldier when you're playing a regular cinematic? use r_dobjLimit 0 (default = 512).

Alternatively, you can watch this tutorial video by MSBH


GREENSCREENING THE SKY
-------------
To greenscreen the sky we need to make use of the modellimit dvar

r_modelLimit 0;
r_clearColor 0 1 0 1;
r_clearColor2 0 1 0 1;

These commands will do the trick. to turn the sky back to its original state, change r_modelLimit back to 1024
SIDE NOTE: If you set r_modelLimit to 0, some other objects may disappear from the map.
If you don't want this to happen, Play around with r_modelLimit, try r_modelLimit 10, maybe 20, 30 or even 40. depends on the map.  


FULL DVAR LIST
-------------
Dvar Legend
ai		Artificial Intellegence (Bots)
aim		Target and Hit Settings
bg		Basegame Settings
bot		Bot Settings
cg		Client Globals
cl		Client Settings
compass		Compass
com		Computer
con		Ingame console
demo		Theater Replay Settings
dynEnt		Dynamic entities and graphics settings
fs		File System
fx		Graphics Settings
g		Game settings
hud		Heads Up Display Settings
ik		Inverse Kinematics
loc		Language settings
m		Mouse settings
net		Network Settings
perk		Perk Settings
phys		Physics
player		Player Settings
ragdoll		Ragdoll Settings
r		Render settings
scr		Script
snd		Sound
sv		Server Settings
sys		System Settings
ui		User Interface
veh		vehicles
wind		Wind Settings


actionSlotsHide 
Hide the actionslots.
activeFriendsMaxBackoffLevel 
missing description
activeFriendsNumDayBuckets 
missing description
activeFriendsNumPlayBuckets 
missing description
activeFriendsRefreshDelay 
missing description
activeFriendsSecondsPerBucket 
missing description
<-  
  ai 
------------------------------------ 
ai_angularYawAccelRate 
yaw acceleration rate
ai_angularYawDecelFactor 
yaw deceleration factor (decel rate = factor * accel rate)
ai_angularYawEnabled 
turn on velocity based body rotation
ai_corpseCount 
Maximum number of AI corpses
ai_debugAnimDeltas 
Display animation delta debug information
ai_debugClaimedNodes 
Enable debugging information claimed status of nodes
ai_debugCoverEntityNum 
Display debug info for cover
ai_debugEntIndex 
Entity index of an entity to debug
ai_debugFindPath 
Display AI 'find path' debugging information
ai_debugFindPathDirect 
Display AI 'find direct path' debugging information
ai_debugFindPathLock 
Find path lock
ai_debugFindPathWidth 
Display paths with the given width
ai_debugMayMove 
Display debug information for AI 'may move' calculations
ai_debugMeleeAttackSpots 
Enable debugging information for melee attack spots
ai_debugThreatSelection 
Enable debugging information for threat selection
ai_disableSpawn 
Do not spawn AI
ai_eventDistBadPlace 
Distance used for AI event
ai_eventDistBullet 
ai_eventDistSilencedShot
ai_eventDistBulletRunning 
Distance used for AI event
ai_eventDistDeath 
Distance used for AI event
ai_eventDistExplosion 
Distance used for AI event
ai_eventDistFootstep 
Distance used for AI event
ai_eventDistFootstepLite 
Distance used for AI event
ai_eventDistGrenadePing 
Distance used for AI event
ai_eventDistGunShot 
Distance used for AI event
ai_eventDistNewEnemy 
Distance used for AI event
ai_eventDistPain 
Distance used for AI event
ai_eventDistProjImpact 
Distance used for AI event
ai_eventDistProjPing 
Distance used for AI event
ai_eventDistReact 
Distance used for AI event
ai_eventDistSilencedShot 
Distance used for AI event
ai_foliageSeeThroughDist 
Maximum distance AI ignore foliage for sight trace to targets
ai_friendlySuppression 
Whether AI fire will suppression teammates or not.
ai_friendlySuppressionDist 
Max distance at which AI suppress teammates
ai_maxAttackerCount 
Max number of AI's that will attack one player
ai_meleeDamage 
The amount of damage dealt by AI's melee attack
ai_meleeHeight 
The height of the AI's melee attack
ai_meleeRange 
The maximum range of the AI's melee attack
ai_meleeWidth 
The width of the AI's melee attack
ai_moveOrientMode 
Debug AI Orient Mode
ai_noDodge 
AI won't dodge to the side
ai_pathChokePointCost 
The distance AI would travel around to randomly avoid going through a choke point.
ai_pathMomentum 
Momentum factor for continuing motion in previous direction. 0 for no momentum carry over
ai_pathNegotiationOverlapCost 
The distance AI would travel around to avoid going to a negotiation being used. Multiplied by number of users of the negotiation
ai_pathRandomPercent 
Amount of random cost percent to add to each path node so AI always take slightly different routes
ai_playerFarAccuracy 
Accuracy for AI far away from the player
ai_playerFarRange 
Minimum range for AI to use 'far' accuracy
ai_playerNearAccuracy 
Accuracy for an AI near to a player
ai_playerNearRange 
Maximum range for AI to use 'near' accuracy
ai_showBadPlaces 
Display debug information for 'bad places
ai_ShowCanshootChecks 
Display debugging information for 'can shoot' checks
ai_showDodge 
Display debug information for AI dodging
ai_showFailedPaths 
Shows failed AStar searches that take longer than the dvar value in milliseconds.
ai_showNearestNode 
Show nodes closest to AI
ai_showNodeDrawType 
Change ai_showNodes to render double wide or flying nodes
ai_showNodes 
Show AI navigation node debug information
ai_showNodesDist 
Maximum distance from the camera at which AI nodes are shown
ai_showPathFindNodes 
Show nodes consider in latest path find
ai_showPaths 
Show AI navigation paths
ai_showPotentialThreatDir 
Display AI potential threat direction
ai_showVisData 
Display debug information for visibility data
ai_showVisDataDist 
Maximum distance for visibility data debugging information to be shown
ai_showVolume 
Draw the goal volume and fixed node safe volume for an AI
ai_slowdownMaxYawDiff 
max yaw diff used for slowdown cal
ai_slowdownMinRate 
anim rate at ai_slowdownMaxYawDiff
ai_slowdownMinYawDiff 
min yaw diff before slowdown kicks in
ai_slowdownRateBlendFactor 
percent of desired rate that goes into final rate
ai_threatUpdateInterval 
AI target threat update interval in milliseconds
ai_trim_path_zigzags 
enables/disables the goal nodes pickup logic
ai_turnRate 
turn rate for AI
ai_useBetterLookahead 
t5 lookahead improvements (not for MP - PETER)
ai_useFacingTranslation 
whether to use facing to determine direction of translation
ai_useLeanRunAnimations 
whether to use lean run animations instead of strafes
<-  
  aim 
------------------------------------ 
aim_accel_turnrate_debug 
Turn on debugging info for the acceleration
aim_accel_turnrate_enabled 
Enable/disable acceleration of the turnrates
aim_accel_turnrate_lerp 
The acceleration of the turnrates
aim_aimAssistRangeScale 
Scales the weapon's aim assist range
aim_alternate_lockon_deflection 
The amount of stick deflection for the lockon to activate
aim_alternate_lockon_pitch_strength 
The amount of aim assistance given by the target lock on (pitch)
aim_alternate_lockon_region_height 
The height of the auto aim region in virtual screen coordinates(0-480)
aim_alternate_lockon_region_width 
The width of the auto aim region in virtual screen coordinates(0-640)
aim_alternate_lockon_strength 
The amount of aim assistance given by the target lock on (yaw)
aim_assist_min_target_distance 
Aim assist will not work on targets beyond this distance
aim_assist_script_disable 
Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)
aim_autoAimRangeScale 
Scales the weapon's auto aim range
aim_autoaim_debug 
Turn on auto aim debugging
aim_autoaim_enabled 
Turn on auto aim
aim_autoaim_lerp 
The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height 
The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width 
The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autobayonet_range 
The range of the auto bayonet
aim_automelee_debug 
Turn on auto melee debugging
aim_automelee_enabled 
Turn on auto melee
aim_automelee_lerp 
The rate in degrees per second that the auto melee will converge to its target
aim_automelee_move_limit 
Speed at which player needs to be moving forward to activate the charge
aim_automelee_move_limit_angle 
The arccos of the angle which the player needs to be moving twords the target for the charge to happen
aim_automelee_move_limit_range 
The range above which the player needs to be moving forward above the limit value for the charge to work
aim_automelee_range 
The range of the auto melee
aim_automelee_region_height 
The height of the auto melee region in virtual screen coordinates (0 - 480)
aim_automelee_region_width 
The width of the auto melee region in virtual screen coordinates (0 - 640)
aim_input_graph_debug 
Debug the view input graphs
aim_input_graph_enabled 
Use graph for adjusting view input
aim_input_graph_index 
Which input graph to use
aim_linkto_autorecenter_delay 
The auto recenter delay used when the player is linked
aim_linkto_autorecenter_rate 
The auto recenter rate used when the player is linked
aim_lockon_debug 
Turn on debugging info for aim lock on
aim_lockon_deflection 
The amount of stick deflection for the lockon to activate
aim_lockon_enabled 
Aim lock on helps the player to stay on target
aim_lockon_pitch_strength 
The amount of aim assistance given by the target lock on (pitch)
aim_lockon_region_height 
The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width 
The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength 
The amount of aim assistance given by the target lock on (yaw)
aim_scale_view_axis 
Scale the influence of each input axis so that the major axis has more influence on the control
aim_slowdown_debug 
Turn on debugging info for aim slowdown
aim_slowdown_enabled 
Slowdown the turn rate when the cross hair passes over a target
aim_slowdown_pitch_scale 
The vertical aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads 
The vertical aim assist slowdown ratio when aiming down the sight
aim_slowdown_region_extended_height 
The screen height of the extended aim assist slowdown region
aim_slowdown_region_extended_width 
The screen width of the extended aim slowdown region
aim_slowdown_region_height 
The screen height of the aim assist slowdown region
aim_slowdown_region_width 
The screen width of the aim slowdown region
aim_slowdown_yaw_scale 
The horizontal aim assist slowdown ratio from the hip
aim_slowdown_yaw_scale_ads 
The horizontal aim assist slowdown ratio when aiming down the sight
aim_target_aim_tag_fast_update_interval 
How often the aim target tag is updated instead of pulled from cache inside of the fast zone.
aim_target_aim_tag_slow_update_interval 
How often the aim target tag is updated instead of pulled from cache inside of the fast zone.
aim_target_alternate_frustum_min_distance 
If target is inside this distance frustum culling is not applied.
aim_target_closest_first 
Target the closest AI based on 3d distance
aim_target_fixed_actor_size 
Use a fixed box for actors so you don't have to calculate the skel on the main thread
aim_target_frustum_expand_fast_updates 
The frustum expansion to determine if a target is in the fast interval tag update zone.Positive is inwards.
aim_target_frustum_min_distance 
If target is inside this distance frustum culling is not applied.
aim_target_ignore_team_checking 
Disable team checking so that aim assist works on everybody
aim_target_sentient_half_height 
The radius used to calculate frustum target center for a sentient(actor or player)
aim_target_sentient_radius 
The radius used to calculate target bounds for a sentient(actor or player)
aim_target_smp 
missing description
aim_turnrate_pitch 
The vertical turn rate for aim assist when firing from the hip
aim_turnrate_pitch_ads 
The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_yaw 
The horizontal turn rate for aim assist when firing from the hip
aim_turnrate_yaw_ads 
The horizontal turn rate for aim assist when aiming down the sight
aim_view_sensitivity_override 
override value for view sensitivity
airburstAdjustDistance 
Distance to append to airburst locked in distance.
allClientDvarsEnabled 
Allow host to set all client dvars
allEmblemsPurchased 
missing description
allEmblemsUnlocked 
missing description
allItemsPurchased 
Allows all items to be equiped in Create-a-Class
allItemsUnlocked 
Allows all items to be purchased in the Black Market
allowAllNAT 
tu13_recordContentAvailable
allowHost_matchesHostedRatio 
Required match completion/hosted ratio. 0 is off.
allowHost_matchesHostedStreak 
Required number of hosted completions in a row. 0 is off.
allowHost_matchesPlayedRatio 
Required match completion/played ratio. 0 is off.
allowHost_matchesPlayedStreak 
Required number of played completions in a row. 0 is off.
all_players_are_connected 
ui_drawSpinnerAfterMovie
ammoCounterHide 
Hide the Ammo Counter
attachment_exclusion_0 
missing description
attachment_exclusion_1 
missing description
attachment_exclusion_10 
missing description
attachment_exclusion_11 
missing description
attachment_exclusion_12 
missing description
attachment_exclusion_13 
missing description
attachment_exclusion_14 
missing description
attachment_exclusion_15 
missing description
attachment_exclusion_16 
missing description
attachment_exclusion_17 
missing description
attachment_exclusion_18 
missing description
attachment_exclusion_19 
missing description
attachment_exclusion_2 
missing description
attachment_exclusion_3 
missing description
attachment_exclusion_4 
missing description
attachment_exclusion_5 
missing description
attachment_exclusion_6 
missing description
attachment_exclusion_7 
missing description
attachment_exclusion_8 
missing description
attachment_exclusion_9 
missing description
bandwidth_retry_interval 
Interval at which Bandwidth test will be retried
band_12players 
12 player bandwidth req'd
band_18players 
18 player bandwidth req'd
band_2players 
2 player bandwidth req'd
band_4players 
4 player bandwidth req'd
band_6players 
8 player bandwidth req'd
band_8players 
band_6players
band_dedicated 
18 player bandwidth req'd
band_demosystem 
demo system bandwidth req'd
barebones_class_mode 
missing description
bcmp_ally_kill_probability 
missing description
bcmp_breathing_delay 
missing description
bcmp_breathing_probability 
missing description
bcmp_enemy_contact_delay 
missing description
bcmp_enemy_contact_level_delay 
missing description
bcmp_incoming_grenade_probability 
missing description
bcmp_killstreak_incoming_probability 
missing description
bcmp_kill_inform_probability 
missing description
bcmp_last_stand_delay 
missing description
bcmp_pain_delay 
missing description
bcmp_pain_small_probability 
missing description
bcmp_perk_call_probability 
missing description
bcmp_sniper_kill_probability 
missing description
bcmp_toss_grenade_probability 
missing description
bcmp_toss_trophy_probability 
missing description
bcmp_weapon_delay 
missing description
bcmp_weapon_fire_probability 
missing description
bcmp_weapon_fire_threat_probability 
missing description
bcmp_weapon_reload_probability 
missing description
<-  
  bg 
------------------------------------ 
bg_ads 
missing description
bg_aimSpreadMoveSpeedThreshold 
When player is moving faster than this speed the aim spread will increase
bg_aqs 
missing description
bg_aqsStyle 
missing description
bg_blendTimeOverride 
Force all player animations to have this blendtime
bg_bobMax 
The maximum allowed bob amplitude
bg_chargeShotAutoDischargeDelay 
If the weapon reaches the max bullet queue and is set to auto discharge it will discharge automatically after these many milliseconds.
bg_chargeShotAutoFireDelay 
If the weapon reaches the max bullet queue and is set to auto fire it will fire automatically after these many milliseconds.
bg_chargeShotCenterSpeedReductionPerBullet 
This value will be multiplied to the base center speed and subtracted from the base center speed for every extra bullet queued up.
bg_chargeShotDamageIncreasePerBullet 
This value will be multiplied to the base damage and added to the base damage for every extra bullet queued up. Final damage will be (base + n*(this value)*base) where n is the number of bullets queued up.
bg_chargeShotDischargeWhenQueueReachesMax 
Whether to discharge the charge shot weapon automatically when it reaches max bullet queue.
bg_chargeShotFireWhenQueueReachesMax 
Whether to fire the charge shot weapon automatically when it reaches max bullet queue.
bg_chargeShotMaxBulletQueueOnEMP 
Max bullets which can be queued if the player is EMPed.
bg_chargeShotMaxBulletsInQueue 
Maximum number of bullets that can be queued up in charge shot type weapons.
bg_chargeShotMaxViewKick 
The view kick will not go beyond this value no matter how many bullets are queued up.
bg_chargeShotMinCenterSpeed 
The recenter speed will never go below this value no matter how many bullets are queued up.
bg_chargeShotPenetrationMultiplier 
Multiplier for extra bullet penetration for charge shot weapons. This stacks additively with the bullet penetration perk.
bg_chargeShotQueueTime 
The time it takes in ms for the player to charge up one bullet in charge shot type weapons.
bg_chargeShotUseOneAmmoForMultipleBullets 
If set the ammo count will be reduced only by one even though multiple bullets are fired.
bg_chargeShotViewKickIncreasePerBullet 
This value will be multiplied to the base view kick and added to the base view kick for every extra bullet queued up.
bg_disableWeaponPlantingInWater 
Disables being able to plant mines in the water.
bg_fallDamageMaxHeight 
The height that a player will take maximum damage when falling
bg_fallDamageMinHeight 
The height that a player will start to take minimum damage if they fall
bg_foliagesnd_fastinterval 
The time between each foliage sound when moving quickly
bg_foliagesnd_maxspeed 
The speed that a player must be going to make maximum noise while moving through foliage
bg_foliagesnd_minspeed 
The speed that a player must be going to make minimum noise while moving through foliage
bg_foliagesnd_resetinterval 
The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_slowinterval 
The time between each foliage sound when moving slowly
bg_forceAnimOverrideTimerCheck 
Enables a change that may fix prone animation 'snaking
bg_forceDurationOverride 
Force all player animations to have this duration
bg_forceExplosiveBullets 
When set all bullet weapons will fire explosive rounds (Simulates Perk)
bg_gravity 
Gravity in inches per second per second
bg_gunXOffset 
This will offset where the bullets come out of the gun
bg_ladder_yawcap 
The maximum angle that a player can look around while on a ladderplayer_lean_rotate_crouch
bg_legYawCrouchTolerance 
The amount the player's leg yaw can differ from his torso before moving to match
bg_legYawProneTolerance 
The amount the player's leg yaw can differ from his torso before moving to match while prone
bg_legYawTolerance 
The amount the player's leg yaw can differ from his torso before moving to match
bg_lowGravity 
Low gravity for slow or floaty objects in inches per second per second
bg_maxGrenadeIndicatorSpeed 
Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_moonGravity 
Gravity on the moon in inches per second per second
bg_movingPlatformPitchScale 
The scale to apply to pitch from the moving platform that should be applied to the player's pitch
bg_plantInWaterDepth 
Min distance between the water surface and the ground where we can plant
bg_proneSwingSpeed 
The rate at which the player's legs swing around when turning and prone
bg_prone_yawcap 
The maximum angle that a player can look around quickly while prone
bg_shieldHitEncodeHeightVM 
The decoding range in height of a client's viewmodel shield.
bg_shieldHitEncodeHeightWorld 
The encoding range in height of a client's world shield. A hit in this range is encoded into one of 8 rows.
bg_shieldHitEncodeWidthVM 
The decoding range in width of a client's viewmodel shield.
bg_shieldHitEncodeWidthWorld 
The encoding range in width of a client's world shield. A hit in this range is encoded into one of 16 collumns.
bg_shock_animation 
Play the 3rd person animation during shellshock
bg_shock_lookControl 
Alter player control during shellshock
bg_shock_lookControl_fadeTime 
The time for the shellshock player control to fade in seconds
bg_shock_lookControl_maxpitchspeed 
Maximum pitch movement rate while shellshocked in degrees per second
bg_shock_lookControl_maxyawspeed 
Maximum yaw movement rate while shell shocked in degrees per second
bg_shock_lookControl_mousesensitivityscale 
Sensitivity scale to apply to a shellshocked player
bg_shock_movement 
Affect player's movement speed during shellshock
bg_shock_screenBlurBlendFadeTime 
he amount of time in seconds for the shellshock effect to fade
bg_shock_screenBlurBlendTime 
The amount of time in seconds for the shellshock effect to blend
bg_shock_screenFlashShotFadeTime 
In seconds how soon from the end of the effect to start blending out the screen grab layer
bg_shock_screenFlashWhiteFadeTime 
In seconds how soon from the end of the effect to start blending out the whiteout layer
bg_shock_screenType 
Shell shock screen effect type
bg_shock_sound 
Play shell shock sound
bg_shock_soundDryLevel 
Shell shock sound dry level
bg_shock_soundEnd 
Shellshock end sound alias
bg_shock_soundEndAbort 
Shellshock aborted end sound alias
bg_shock_soundFadeInTime 
Shell shock sound fade in time in seconds
bg_shock_soundFadeOutTime 
Shell shock sound fade out time in seconds
bg_shock_soundLoop 
Shellshock loop alias
bg_shock_soundLoopEndDelay 
Sound loop end offset time from the end of the shellshock in seconds
bg_shock_soundLoopFadeTime 
Shell shock sound loop fade time in seconds
bg_shock_soundLoopSilent 
The sound that gets blended with the shellshock loop alias
bg_shock_soundModEndDelay 
The delay from the end of the shell shock to the end of the sound
bg_shock_soundRoomType 
sound room
bg_shock_soundSnapshot 
sound snapshot
bg_shock_soundWetLevel 
Shell shock sound wet level
bg_shock_viewKickFadeTime 
The time for the shellshock kick effect to fade
bg_shock_viewKickPeriod 
The period of the shellshock view kick effect
bg_shock_viewKickRadius 
Shell shock kick radius
bg_shock_visionset_inTime 
Vision set in transition time (in seconds)
bg_shock_visionset_name 
Vision set that will be transitioned to when this shellshock play
bg_shock_visionset_outTime 
Vision set out transition time (in seconds)
bg_slopeFrames 
The number of frames to use to determine slope run animations
bg_swingSpeed 
The rate at which the player's legs swing around when strafing(multi-player only)
bg_teleportAlignTime 
How long to align the player body after teleporting/respawning
bg_vehicle_gravity 
Gravity applied to client predicted vehicles
bg_vehicle_ground_max_normal 
The z-value of the normal for ground surfaces that a vehicle cannot be on
bg_vehicle_ground_min_normal 
Minimum z-value of the normal of what is considered a drivable ground surface
bg_vehicle_max_body_pitch 
The maximum angle of the vehicle's body pitch
bg_vehicle_max_body_roll 
The maximum angle of the vehicle's body roll
bg_vehicle_max_pitch 
The maximum angle of the vehicle's pitch
bg_vehicle_max_roll 
The maximum angle of the vehicle's roll
bg_vehicle_overclip 
The amount to pull back from the clip plane when moving a vehicle across it
bg_vehicle_pitch_track 
The rate at which the vehicle's plane tracks the ground plane in pitch
bg_vehicle_roll_track 
The rate at which the vehicle's plane tracks the ground plane in roll
bg_vehicle_slide_min_normal 
Minimum z-value of the normal of the ground at which the vehicle begins to slide with gravity
bg_vehicle_sphere_bounds_offset_z 
Helicopter collision Z offset amount. Move to GDT alongside vehHelicopterBoundsRadius post ship.
bg_vehicle_stepsize 
The height of the step the vehicle makes when trying to move over obstacles
bg_vehicle_tangential_clip_max_scale 
The amount by which the current velocity is scaled when clamping tangential clip velocity.
bg_vehicle_tangential_clip_vel_scale 
The amount by which the tangential velocity is scaled when movement is clipped.
bg_vehicle_trace_offset 
The length up and down of the vehicle's capsule trace when finding the ground
bg_viewBobAmplitudeDtp 
The multiplier to apply to the player's speed to get the bob amplitude while diving to prone
bg_viewBobAmplitudeDucked 
The multiplier to apply to the player's speed to get the bob amplitude while ducking
bg_viewBobAmplitudeDuckedAds 
The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeProne 
The multiplier to apply to the player's speed to get the bob amplitude while prone
bg_viewBobAmplitudeRoll 
The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeSprinting 
The multiplier to apply to the player's speed to get the bob amplitude while sprinting
bg_viewBobAmplitudeStanding 
The multiplier to apply to the player's speed to get the bob amplitude while standing
bg_viewBobAmplitudeStandingAds 
The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobAmplitudeSwimming 
The multiplier to apply to the player's speed to get the bob amplitude while swimming
bg_viewKickMax 
The maximum view kick
bg_viewKickMin 
The minimum view kick
bg_viewKickRandom 
The random direction scale view kick
bg_viewKickScale 
The scale to apply to the damage done to caluclate damage view kick
bg_vsmode_hud 
Used to control diferences in vsmode hud.
bg_weaponBobAmplitudeBaseLaser 
The base speed-based weapon bob amplitude while holding a laser sight weapon
bg_weaponBobAmplitudeDtp 
The multiplier to apply to the player's speed to get the weapon bob amplitude while diving to prone
bg_weaponBobAmplitudeDucked 
The multiplier to apply to the player's speed to get the weapon bob amplitude while ducking
bg_weaponBobAmplitudeProne 
The multiplier to apply to the player's speed to get the weapon bob amplitude while prone
bg_weaponBobAmplitudeRiding 
The multiplier to apply to the vehicle's speed to get the weapon bob amplitude while riding
bg_weaponBobAmplitudeRoll 
The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeRollLaser 
The amplitude applied to the roll for weapon bobbing while holding a laser sight weapon
bg_weaponBobAmplitudeSprinting 
The multiplier to apply to the player's speed to get the weapon bob amplitude while sprinting
bg_weaponBobAmplitudeStanding 
The multiplier to apply to the player's speed to get the weapon bob amplitude while standing
bg_weaponBobAmplitudeSwimming 
The multiplier to apply to the player's speed to get the weapon bob amplitude while swimming
bg_weaponBobFrequencySwimming 
Controls the speed of the camera bob while swimming
bg_weaponBobHeavyWeaponScalar 
Scalar applied to bob angles for heavy weapons (minigun)
bg_weaponBobLag 
The lag that will be applied the weapon bob cycle
bg_weaponBobMax 
The maximum allowed weapon/viewmodel bob amplitude
bg_weaponOffscreenReloadScale 
The multiplier to apply to the offscreen reload time
<-  
  bot 
------------------------------------ 
bot_AllowGrenades 
Allow the bots to throw grenades
bot_CloseDistance 
Bot enemy close distance. Used for threat selection
bot_CrouchDistance 
If the path lookahead distance is less than this number the bot will crouch
bot_difficulty 
Difficulty level of the basic training bots
bot_enemies 
Number of enemies allowed in basic training
bot_Fov 
Bot field of view angle in degrees
bot_friends 
Number of friends allowed in basic training
bot_GoalRadius 
Bot goal radius
bot_MaxAdsTime 
The maximum amount of time in ms the bot will remain in ADS. Used to prevent repeatedly popping in and out of ads.
bot_MaxCrouchTime 
The maximum amount of time in ms the bot will hold his crouch stance
bot_MaxDeathTime 
The maximum amount of time in ms the bot will hold his position while his target is dead
bot_MaxFireTime 
When firing a non-automatic weapon the maximum amount of time the bot will delay before firing again. Used to simulate the time to depress and press the controller attack trigger.
bot_MaxGrenadeTime 
The maximum amount of time in ms the bot must lose sight of his enemy before throwing a grenade.
bot_MaxPitchTime 
The maximum amount of time in ms the bot will hold his current pitch on the target when engaged
bot_MaxReactionTime 
Bot maximum time to react when first seeing a target
bot_MaxStrafeTime 
Bot maximum time to strafe when engaged
bot_MeleeDist 
The range from the target from which the bot will press the melee button
bot_MinAdsTime 
The minimum amount of time in ms the bot will remain in ADS. Used to prevent repeatedly popping in and out of ads.
bot_MinCrouchTime 
The minimum amount of time in ms the bot will hold his crouch stance
bot_MinDeathTime 
The minimum amount of time in ms the bot will hold his position while his target is dead
bot_MinFireTime 
When firing a non-automatic weapon the minimum amount of time the bot will delay before firing again. Used to simulate the time to depress and press the controller attack trigger.
bot_MinGrenadeTime 
The minimum amount of time in ms the bot must lose sight of his enemy before throwing a grenade.
bot_MinPitchTime 
The minimum amount of time in ms the bot will hold his current pitch on the target when engaged
bot_MinReactionTime 
Bot minimum time to react when first seeing a target
bot_MinStrafeTime 
Bot minimum time to strafe when engaged
bot_PitchDown 
Bot pitch minimum (looking downward)
bot_PitchSpeed 
Bot pitch lerp speed
bot_PitchSpeedAds 
Bot pitch lerp speed used when engaging
bot_PitchUp 
Bot pitch maximum (looking upward)
bot_SprintDistance 
If the path lookahead distance is this number or greater the bot will sprint
bot_StrafeChance 
The percentage chance that the bot will strafe when engaged
bot_TargetLeadBias 
The number of server frames used to predict an entity's position. Used for bot aiming when firing.
bot_UseFriendNames 
Testclients will use names from the players' friends list
bot_YawSpeed 
Bot yaw rate for normal turning
bot_YawSpeedAds 
Bot yaw rate for slower (fine tuning) turning
bulletrange 
Defines the how far the bulllets will go.
bullet_penetrationEnabled 
Enable/Disable bullet penetration.
bullet_penetrationMinFxDist 
missing description
bullet_ricochetBaseChance 
The base chance a bullet has of ricocheting off of a riot shield.bullet_penetrationMinFxDist
cameraShakeRemoteHelo_Angles 
Remote helicopter gunner cam range to shake the view.
cameraShakeRemoteHelo_Freqs 
Remote helicopter gunner cam how fast to shake.
cameraShakeRemoteHelo_SpeedRange 
Remote helicopter gunner cam range of missile speed to scale the shaking.
cameraShakeRemoteMissile_Angles 
Remote missile-cam range to shake the view.
cameraShakeRemoteMissile_Freqs 
Remote missile-cam how fast to shake.
cameraShakeRemoteMissile_SpeedRange 
Remote missile-cam range of missile speed to scale the shaking.
<-  
  cg 
------------------------------------ 
cg_adsZScaleMax 
The scale factor for shrinky dinks
cg_airburstCameraRestriction 
Amount of movement of camera movement allowed before reseting laze.
cg_airburstLaseFlashTime 
Time that the distance numbers in the menus will flash green after lase is complete.
cg_airburstLaseTime 
Time required to lase a distance in seconds.
cg_airburstStrafeRestriction 
Amount of movement of strafe movement allowed before reseting laze.
cg_allow_mature 
Controls Mature Content selectability
cg_allPlayerNamesVisible 
When true all names are visible within visibility range.
cg_altDofTrace 
Use more precise trace for finding the DOF center of interest
cg_artilleryKillCamBackDist 
artillery kill camera -
cg_artilleryKillCamFov 
Artillery kill camera field of view.
cg_artilleryKillCamGroundBackDist 
artillery kill camera when stuck to ground -
cg_artilleryKillCamGroundUpDist 
artillery kill camera when stuck to ground -
cg_artilleryKillCamUpDist 
artillery kill camera -
cg_artilleryKillCamWallOutDist 
artillery kill camera when stuck to wall -
cg_artilleryKillCamWallSideDist 
artillery kill camera when stuck to wall -
cg_BallisticArc_BeginWidth 
Starting width of the arrow
cg_BallisticArc_DrawDelay 
Amount of time in ms before the arc starts to render
cg_BallisticArc_EndWidth 
Ending width of the arrow
cg_BallisticArc_ForceHitIndicator 
force the grenade arc indicator to indicate a hit condition
cg_BallisticArc_MaxBounces 
Stop rendering bounces at this item
cg_BallisticArc_MinBounces 
Start rendering bounces at this item
cg_BallisticArc_Offset 
Distance to offset the start of the arc from the true launch position
cg_cameraSpikeEnemyColor 
Color of enemies in the camera spike view
cg_cameraSpikeHighlightBrightness 
Brightness of player highlights in the camera spike view
cg_cameraVehicleExitTweenTime 
Time(secs) to tween from gunner/vehicle camera to normal player camera
cg_cameraWaterClip 
Min distance between camera and water surface. To prevent camera seeing water edge-on. Set to -1 to disable
cg_canSeeFriendlyFrustumExpand 
The frustum expansion to determine if a friendly is on screen. Positive is inwards.
cg_canSeeFriendlyFrustumMinDistance 
If target is inside this distance frustum culling is not applied.
cg_canSeeFriendlyFrustumUpdateInterval 
How often the head tag is updated for the overhead names
cg_centertime 
The time for a center printed message to fade
cg_chatHeight 
The font height of a chat message
cg_cinematicFullscreen 
Draw ingame cinematics full screen
cg_colorHue 
Color hue
cg_colorSaturation 
Color saturation
cg_colorScale 
color scale
cg_colorTemp 
color temp
cg_constantSizeHeadIcons 
Head icons are the same size regardless of distance from the player
cg_corpseHighlightFadeTime 
Time (in seconds) that corpse highlights fade out
cg_crosshairAlpha 
The alpha value of the crosshair
cg_crosshairAlphaMin 
The minimum alpha value of the crosshair when it fades in
cg_crosshairDynamic 
Crosshair is Dynamic
cg_crosshairEnemyColor 
The crosshair color when over an enemy
cg_cullBulletAngle 
Cull bullet trajectories that don't fall within this fov
cg_cullBullets 
Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
cg_cursorHints 
Draw cursor hints where -
cg_debugevents 
Output event debug information
cg_debugposition 
Output position debugging information
cg_debug_overlay_viewport 
Remove the sniper overlay so you can check that the scissor window is correct.
cg_destructibleKillCamCloseXYDist 
Destructible kill camera closest distance in front of the bomb.
cg_destructibleKillCamCloseZDist 
Destructible kill camera closest distance above the target.
cg_destructibleKillCamFarBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_destructibleKillCamFarBlurDist 
Destructible kill camera distance above the airplane.
cg_destructibleKillCamFarBlurStart 
Destructible kill camera distance above the airplane.
cg_destructibleKillCamFov 
Destructible kill camera field of view.
cg_destructibleKillCamNearBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_destructibleKillCamNearBlurEnd 
Destructible kill camera distance above the airplane.
cg_destructibleKillCamNearBlurStart 
Destructible kill camera distance above the airplane.
cg_destructibleKillCamRegularHeight 
If a destructible is above this height then just move the camera to above it
cg_destructibleKillCamZIncrease 
Height above origin for the destructibles
cg_development 
Indicates if we are in DEVELOPMENT (non-release ship builds)
cg_disableplayernames 
Disable player names
cg_dogKillCamDistFromEyes 
Dog kill camera -
cg_dogKillCamForwardDist 
Dog kill camera -
cg_dogKillCamFov 
Dog kill camera field of view.
cg_dogKillCamSideDist 
cg_dogKillCamUpDist
cg_dogKillCamUpDist 
Dog kill camera -
cg_dogKillMinDistFromTarget 
Dog kill camera -
cg_draw2D 
Draw 2D screen elements
cg_drawBigFPS 
Draws frames per second in large font and FPS curtains.
cg_drawBreathHint 
Draw a 'hold breath to steady' hint
cg_drawCrosshair 
Turn on weapon crosshair
cg_drawCrosshairNames 
Draw the name of an enemy under the crosshair
cg_drawCrosshairNamesPosX 
Virtual screen space position of the crosshair name
cg_drawCrosshairNamesPosY 
cg_drawCrosshairNamesPosX
cg_drawFPS 
Draw frames per second
cg_drawFPSOnly 
Draw only the FPS stats in the upper right
cg_drawFriendlyNames 
Whether to show friendly names in game
cg_drawGun 
Draw the view model
cg_drawHealth 
Draw health bar
cg_drawHoldBreathHint 
Turn on hold breath hint string for the sniper rifles
cg_drawlagometer 
Draw lagometer
cg_drawMaterial 
Draw debugging information for materials
cg_drawMaterialImageName 
Do not use (set by cg_drawMaterialImageNum code)
cg_drawMaterialImageNum 
Use up/down on the dpad to select an image when cg_drawMaterial is enabled. Press right for more info on that image.
cg_drawModelAxis 
Draw debugging axis for a bone of the model under the crosshair
cg_drawpaused 
Draw paused screen
cg_drawShellshock 
Draw shellshock & flashbang screen effects.
cg_drawTalk 
Controls which icons CG_TALKER ownerdraw draws
cg_drawThroughWalls 
Whether to draw friendly names through walls or not
cg_droneKillCamBackDist 
Drone kill camera -
cg_droneKillCamUpDist 
Drone kill camera -
cg_dumpAnims 
Output animation info for the given entity id
cg_enableHelicopterNoCullLodOut 
When true objects do not get LOD'ed out when in the helicopter
cg_enemyNameFadeIn 
Time in milliseconds to fade in enemy names
cg_enemyNameFadeOut 
Time in milliseconds to fade out enemy names
cg_explosiveKillCamBackDist 
Explosive kill camera -
cg_explosiveKillCamGroundBackDist 
Explosive kill camera when stuck to ground -
cg_explosiveKillCamGroundUpDist 
Explosive kill camera when stuck to ground -
cg_explosiveKillCamStopDecelDist 
Rocket and Grenade Launcher kill camera -
cg_explosiveKillCamStopDist 
Rocket and Grenade Launcher kill camera -
cg_explosiveKillCamUpDist 
Explosive kill camera -
cg_explosiveKillCamWallOutDist 
Explosive kill camera when stuck to wall -
cg_explosiveKillCamWallSideDist 
Explosive kill camera when stuck to wall -
cg_fakefireWizbyChance 
The probability that a fake fire shot plays a wizby to local players round
cg_firstPersonTracerChance 
The probability that a bullet is a tracer round for your bullets
cg_fixupSmodelCullDists 
Fixup the static models' cull distance - the calculation in the Linker doesn't treat the smodel scale the same as in runtime
cg_flareVisionSetFadeDuration 
Duration of fade back to normal vision set when you look away from the flare
cg_footprints 
Draw footprint decals and effects
cg_footprintsDebug 
Debug footprint drawing code (0 means no debugging)
cg_footprintsDistortWater 
Distort water on footprint (0 means no distortion)
cg_footsteps 
Play footstep sounds
cg_forceInfrared 
Force using infrared
cg_fov 
The field of view angle in degrees
cg_fovExtraCam 
The field of view angle in degrees for the extra cam
cg_fovMin 
The minimum possible field of view
cg_fovScale 
Scale applied to the field of view
cg_fov_default 
User default field of view angle in degrees
cg_fov_default_thirdperson 
User default 3rd person field of view angle in degrees
cg_friendlyNameFadeIn 
Time in milliseconds to fade in friendly names
cg_friendlyNameFadeOut 
Time in milliseconds to fade out friendly names
cg_fuelHudVersion 
Determines what version of the hud to show
cg_gun_move_f 
Weapon movement forward due to player movement
cg_gun_move_minspeed 
The minimum weapon movement rate
cg_gun_move_r 
Weapon movement right due to player movement
cg_gun_move_rate 
The base weapon movement rate
cg_gun_move_u 
Weapon movement up due to player movement
cg_gun_ofs_f 
Forward weapon offset when prone/ducked
cg_gun_ofs_r 
Right weapon offset when prone/ducked
cg_gun_ofs_u 
Up weapon offset when prone/ducked
cg_gun_rot_minspeed 
The minimum weapon rotation speed
cg_gun_rot_p 
Pitch gun rotation with movement
cg_gun_rot_r 
Gun roll rotation with movement
cg_gun_rot_rate 
The base weapon rotation rate
cg_gun_rot_y 
Yaw gun rotation with movement
cg_gun_x 
x position of the viewmodel
cg_gun_y 
y position of the viewmodel
cg_gun_z 
z position of the viewmodel
cg_headIconMinScreenRadius 
The minumum radius of a head icon on the screen
cg_heliKillCamFarBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_heliKillCamFarBlurDist 
Helicopter kill camera distance above the helicopter.
cg_heliKillCamFarBlurStart 
Helicopter kill camera distance above the helicopter.
cg_heliKillCamFov 
Helicopter kill camera field of view.
cg_heliKillCamNearBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_heliKillCamNearBlurEnd 
Helicopter kill camera distance above the helicopter.
cg_heliKillCamNearBlurStart 
Helicopter kill camera distance above the helicopter.
cg_hudGrenadeIconHeight 
The height of the grenade indicator icon
cg_hudGrenadeIconMaxRangeFlash 
The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag 
The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset 
The offset from the center of the screen for a grenade icon
cg_hudGrenadeIconWidth 
The width of the grenade indicator icon
cg_hudGrenadePointerHeight 
The height of the grenade indicator pointer
cg_hudGrenadePointerPivot 
The pivot point of th grenade indicator pointer
cg_hudGrenadePointerWidth 
The width of the grenade indicator pointer
cg_hudLegacyStereo3DScale 
missing description
cg_hudMapBorderWidth 
The size of the full map's border filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight 
The size of the friendly icon on the full map
cg_hudMapFriendlyWidth 
The size of the friendly icon on the full map
cg_hudMapPlayerHeight 
The size of the player's icon on the full map
cg_hudMapPlayerWidth 
The size of the player's icon on the full map
cg_hudMapRadarLineThickness 
Thickness relative to the map width of the radar texture that sweeps across the full screen map
cg_infraredBlur 
Blur amount on the infrared
cg_infraredBlurTime 
Time [in millisecs] that the infrared blur lasts.
cg_InfraredFadeoutTime 
Time [in millisecs] it takes to corpses to fadeout.
cg_infraredFriendlies 
Friendlies in infrared -
cg_infraredUseDefaultMaterial 
Use the default white material when no thermal material is available in infrared
cg_killcamdebug 
missing description
cg_laserSightMaxDistance 
Maximum distance a laser sight dot is drawn.
cg_lastSpectatorSelectedThirdPerson 
Saves last spectator view selected
cg_maxPlayerHighlightTargetSize 
Max size of player target highlights.
cg_microwaveTurretKillCamBackOffset 
Move the killcam to the back of the microwave turret by this much.
cg_microwaveTurretKillCamFov 
Airstrike kill camera field of view.
cg_microwaveTurretKillCamHeightIncrease 
Killcam distance above the microwave turret.
cg_minCullBulletDist 
Don't cull bullet trajectories that are within this distance to you.
cg_missile_FOV 
DEFAULT MISSILE FOV
cg_opticAttachmentViewmodelSwitch 
Zoom factor to switch Optic 1 ADS viewmodel
cg_overheadIconSize 
The maximum size to show overhead icons like rank
cg_overheadNamesFarDist 
The far distance at which name sizes are scaled by cg_overheadNamesFarScale
cg_overheadNamesFarScale 
The amount to scale overhead name sizes at cg_overheadNamesFarDist
cg_overheadNamesGlow 
Glow color for overhead names
cg_overheadNamesMaxDist 
The maximum distance for showing friendly player names
cg_overheadNamesNearDist 
The near distance at which names are full size
cg_overheadNamesSize 
The maximum size to show overhead names
cg_overheadNamesTagUpdateInterval 
How often the friendly visibility head tag is updated for the on screen frustum check
cg_overheadRankSize 
The size to show rank text
cg_playerFrustumHalfHeight 
The radius used to calculate frustum target center for a player. Used for fast 'is on screen' tests
cg_playerHighlightBlinkTime 
The speed (in ms) at which the player highlights blink.
cg_playerHighlightBrightness 
Brightness of highlights.
cg_playerHighlightEnemyColor 
Color of enemy player highlights.
cg_playerHighlightMinFade 
The minimum fade for player highlight blinking.
cg_playerHighlightTargetSize 
Size of player target highlights.
cg_proneFeetCollisionHull 
Enables the use of the extra physics collision hulls on the feet while prone.
cg_rangeFinderActiveColor 
Color for the reticle and display digits on the range finder attachment when an enemy is spotted.
cg_rangeFinderActiveHeight 
Height of the center area of the screen for which the rangefinder will display diamonds around enemies.
cg_rangeFinderActiveWidth 
Width of the center area of the screen for which the rangefinder will display diamonds around enemies.
cg_rangeFinderDefaultColor 
Default color for the reticle and display digits on the range finder attachment.
cg_rangeFinderDiamondIndicator 
Draw diamond shaped indicators in the rangefinder (otherwise draw brackets around the player's bounding box)
cg_rangeFinderDiamondSize 
Size of the diamond indicator in the rangefinder.
cg_rangeFinderMinEnemySpottingDist 
The distance in feet(world units/12)beyond which the rangeFinder would not change color when an enemy is spotted. -1 means there is no distance limit.
cg_rangeFinderPlayerTargetSize 
Size of player target highlights for the rangefinder.
cg_retrieveHintTime 
Time in milliseconds between the landing of a retrievable object and the start of the pulse shader to hint that the object is retrievable
cg_retrieveHintTimeStuck 
Time in milliseconds between the retrievable object being stuck in an entity and the start of the pulse shader to hint that the object is retrievable
cg_rocketKillCamBackDist 
Rocket kill camera -
cg_rocketKillCamUpDist 
Rocket kill camera -
cg_scoreboardMyColor 
The local player's font color when shown in scoreboard
cg_ScoresPing_BgColor 
Background color of ping
cg_ScoresPing_HighColor 
Color for high ping
cg_ScoresPing_LowColor 
Color for low ping
cg_ScoresPing_MedColor 
Color for medium ping
cg_scriptedKillCamCloseXYDist 
Scripted kill camera closest distance in front of the bomb.
cg_scriptedKillCamCloseZDist 
Scripted kill camera closest distance above the target.
cg_scriptedKillCamFarBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_scriptedKillCamFarBlurDist 
Scripted kill camera distance above the airplane.
cg_scriptedKillCamFarBlurStart 
Scripted kill camera distance above the airplane.
cg_scriptedKillCamFov 
Scripted kill camera field of view.
cg_scriptedKillCamNearBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_scriptedKillCamNearBlurEnd 
Scripted kill camera distance above the airplane.
cg_scriptedKillCamNearBlurStart 
Scripted kill camera distance above the airplane.
cg_showZombieControls 
Show the zombie controller layout
cg_sonarAttachmentBlur 
Blur amount on the characters in the sonar attachment (MM Wave)
cg_sonarAttachmentCounterColorMultiplier 
Multiplier to 'Player_Color_Multiplier' to reduce player visibility when having immunemms perk
cg_sonarAttachmentCounterMaxSpeed 
Same as cg_sonarAttachmentMaxSpeed but for players with immunemms perk
cg_sonarAttachmentDistanceFactor 
A factor that makes closer players disappear in higher speeds than farther ones in the sonar attachment (MM Wave)
cg_sonarAttachmentEmpFade 
Time it takes the sonar attachment (MM Wave) when player is hit by EMP
cg_sonarAttachmentFadeFriendlies 
Fade out the friendlies when they move in the sonar attachment (MM Wave).
cg_sonarAttachmentHideFriendlies 
Hide friendlies in the sonar attachment (MM Wave).
cg_sonarAttachmentMaxDist 
Maximum distance that players are visible in the sonar attachment (MM Wave)
cg_sonarAttachmentMaxSpeed 
Minimum speed [units/frame] that will make the player disappear in the sonar attachment (MM Wave)
cg_sonarAttachmentPulseInterval 
Time between the pulses in the sonar attachment (MM Wave)
cg_sonarAttachmentPulseTime 
Amount of time it takes the pulse to travel to max distance in the sonar attachment (MM Wave)
cg_sonarAttachmentSpeedDelay 
Amount of time the players movement distance is accumulated while using the sonar attachment (MM Wave) - smaller values will shorten the transition times
cg_sonarAttachmentSpeedTimeRatio 
Amount of fade out a player will get when moving at max speed in the sonar attachment (MM Wave)
cg_sonarAttachmentZmTurnedFadeTime 
Amount of time a turned human is faded in after the grace period
cg_sonarAttachmentZmTurnedGraceTime 
Amount of time a turned human isn't visible to other zombies
cg_streamLowDetailCamos 
Force the low mips of camo material to always be loaded.
cg_subtitleWidthStandard 
The width of the subtitles in non wide-screen
cg_subtitleWidthWidescreen 
The width of the subtitles in wide-screen
cg_thirdPerson 
Use third person view
cg_thirdPersonAngle 
The angle of the camera from the player in third person view
cg_thirdPersonFocusDist 
The distance infront of the player to aim the 3rd person camera at
cg_thirdPersonMode 
How the camera behaves in third person
cg_thirdPersonRange 
The range of the camera from the player in third person view
cg_timedDamageDuration 
Sets the time to display a damage friendly indicator
cg_treadmarks 
Draw treadmark decals and effects
cg_turretBipodOffset 
Offset bipod mount position on gun by this distance
cg_turretKillCamBackOffset 
Move the camera to the Back of the turret by this much.
cg_turretKillCamCloseXYDist 
Airstrike kill camera closest distance in front of the bomb.
cg_turretKillCamCloseZDist 
Airstrike kill camera closest distance above the target.
cg_turretKillCamFarBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_turretKillCamFarBlurDist 
Airstrike kill camera distance above the airplane.
cg_turretKillCamFarBlurStart 
Airstrike kill camera distance above the airplane.
cg_turretKillCamFov 
Airstrike kill camera field of view.
cg_turretKillCamHeightIncrease 
Airstrike kill camera distance above the airplane.
cg_turretKillCamNearBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
cg_turretKillCamNearBlurEnd 
Airstrike kill camera distance above the airplane.
cg_turretKillCamNearBlurStart 
Airstrike kill camera distance above the airplane.
cg_turretKillCamSideOffset 
Move the camera to the side of the turret by this much.
cg_ufo_scaler 
The speed at which ufo camera moves
cg_useColorControl 
Enable global color control
cg_useSafeSpectatorCam 
When enabled use the last known valid player position for the spectator cam instead of following the player entity.
cg_useWeaponBasedVariableZoom 
Use weapon based variable zoom instead of player based.
cg_useWeaponSwitchReloadCancel 
Allow weapon switch to cancel reload
cg_use_colored_smoke 
Allow the use of colored smoke grenades
cg_usingClientScripts 
True if client scripts are enabled.
cg_usNewEventQueueScheme 
Rewinds to last EV_ENT_SPAWNED_SENTINEL when ent is new if true - otherwise just sets lastEvent to currentEvent.
cg_VelocityArrow_MaxSegmentLength 
The maximum length of a segment
cg_VelocityArrow_MinSegmentLength 
The minimum length of a segment
cg_VelocityArrow_RateOfChange 
The minimum rate of change required to force a segment split
cg_viewUseAltDOF 
missing description
cg_viewVehicleInfluenceGunner 
The influence on the view from being a vehicle gunner
cg_viewVehicleInfluenceGunnerFiring 
The influence on the view from being a vehicle gunner while firing
cg_viewZSmoothingMax 
Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin 
Threshhold for the minimum smoothing distance it must move to smooth
cg_viewZSmoothingTime 
Amount of time to spread the smoothing over
cg_visionSetLerpMaxDecreasePerFrame 
cg_visionSetLerpMaxIncreasePerFrame
cg_visionSetLerpMaxIncreasePerFrame 
Maximum jump of customlerp between 2 frames used for smoothing for flare visionset
cg_watersheeting 
Enables/disables the watersheeting fullscreen effect
cg_weaponHeat 
Force the heat of all weapon (for infrared)
cg_weaponHintsCoD1Style 
Draw weapon hints in CoD1 style -
cg_weaponSimulateFireAnims 
missing description
challengeResponseResendBackoffInterval 
missing description
challengeResponseResendInterval 
missing description
checkEmblemForRank 
missing description
clancard_clanid 
Clan id for the clancard to be displayed.
classVersionNumber 
Version number for the class loadouts
ClickToContinue 
nextarena
<-  
  cl 
------------------------------------ 
cl_connectionAttempts 
Maximum number of connection attempts before aborting
cl_connectTimeout 
Timeout time in seconds while connecting to a server
cl_deathMessageWidth 
Pixel width of the obituary area
cl_freelook 
Enable looking with mouse
cl_ingame 
True if the game is active
cl_leanCountMin 
Keep stats of lean use
cl_maxppf 
Maximum servers to ping per frame in server browser
cl_migrationPingTime 
how many seconds between client pings. used to determine hosting suitability.
cl_motdString 
Message of the day
cl_mouseAccel 
Mouse acceleration
cl_network_warning 
missing description
cl_nodelta 
The server does not send snapshot deltas
cl_paused 
Pause the game
cl_splitscreenGamestateHack 
If true non-primary local clients wait until the primary local client has parsed the gamestate. See DT#93624
cl_timeout 
Seconds with no received packets until a timeout occurs
cl_voice 
Use voice communications
<-  
  compass 
------------------------------------ 
compass 
Display Compass
compassClampIcons 
If true friendlies and enemy pings clamp to the edge of the radar. If false they disappear off the edge.
compassEnableColorBlindPlayerIcons 
Checks if we should draw the player arrows in color blind colors.shoutcastHighlightedClient
compassEnemyFootstepEnabled 
Enables enemies showing on the compass because of moving rapidly nearby.
compassEnemyFootstepMaxRange 
The maximum distance at which an enemy may appear on the compass due to 'footsteps
compassEnemyFootstepMaxZ 
The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps
compassEnemyFootstepMinSpeed 
The minimum speed an enemy must be moving to appear on the compass due to 'footsteps
compassForcePlayerIcon 
Forces the player to always show as compassping_player on the compass.
compassGridAlign 
Position of letter and number in grid.
compassGridCols 
Grid column count.
compassGridEnabled 
Enables compass grid.
compassGridRows 
Grid row count.
compassLocalRadarRadius 
Maximum radius of the local radar
compassLocalRadarUpdateTime 
Time between local radar updates
compassMaxRange 
The maximum range from the player in world space that objects will be shown on the compass
compassMinRadius 
The minimum radius from the center of the compass that objects will appear.
compassMinRange 
The minimum range from the player in world space that objects will appear on the compass
compassObjectiveDetailDist 
When an objective is closer than this distance (in meters) the icon will not be drawn on the tickertape.
compassObjectiveHeight 
compassObjectiveWidth
compassObjectiveMaxHeight 
The maximum height that an objective is considered to be on this level
compassObjectiveMinDistRange 
The distance that objective transition effects play over centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight 
The minimum height that an objective is considered to be on this level
compassObjectiveNearbyDist 
When an objective is closer than this distance (in meters) an 'Objective Nearby' type of indicator is shown.
compassObjectiveWidth 
The size of the objective on the compass
compassRadarLineThickness 
Thickness relative to the compass size of the radar texture that sweeps across the map
compassRadarPingFadeTime 
How long an enemy is visible on the compass after it is detected by radar
compassRadarUpdateFastTime 
Time between radar updates for fast update killstreak
compassRadarUpdateTime 
Time between radar updates
compassSatellitePingFadeTime 
How long an enemy is visible on the compass after it is detected by Satellite
compassSatelliteScanTime 
Time taken for Satellite t scans
compassSatelliteStaticImageFadeTime 
How long the static image is visible on the compass after it is detected by Satellite
compassShowEnemies 
Enables enemies showing on the compass.
compassSoundPingFadeTime 
The time in seconds for the sound overlay on the compass to fade
compassStaticImageUpdateTime 
Time between static image updates
<-  
  com 
------------------------------------ 
com_desiredMenu 
Target menu to navigate to when possible
com_freemoveScale 
Scale how fast you move in com_freemove mode
com_introPlayed 
Intro movie has been played
com_maxclients 
g_gametype
com_maxfps 
Cap frames per second
com_recommendedSet 
missing description
com_statmon 
Draw stats monitor
com_timescale 
Scale time of each frame
com_voip_resume_time 
Time at which voip can resume
consoleGame 
True if running on a console
<-  
  con 
------------------------------------ 
con_gameMsgWindow0FadeInTime 
missing description
con_gameMsgWindow0FadeOutTime 
missing description
con_gameMsgWindow0Filter 
missing description
con_gameMsgWindow0LineCount 
missing description
con_gameMsgWindow0MsgTime 
missing description
con_gameMsgWindow0ScrollTime 
missing description
con_gameMsgWindow0SplitscreenScale 
missing description
con_gameMsgWindow1FadeInTime 
missing description
con_gameMsgWindow1FadeOutTime 
missing description
con_gameMsgWindow1Filter 
missing description
con_gameMsgWindow1LineCount 
missing description
con_gameMsgWindow1MsgTime 
missing description
con_gameMsgWindow1ScrollTime 
missing description
con_gameMsgWindow1SplitscreenScale 
missing description
con_gameMsgWindow2FadeInTime 
missing description
con_gameMsgWindow2FadeOutTime 
missing description
con_gameMsgWindow2Filter 
missing description
con_gameMsgWindow2LineCount 
missing description
con_gameMsgWindow2MsgTime 
missing description
con_gameMsgWindow2ScrollTime 
missing description
con_gameMsgWindow2SplitscreenScale 
missing description
con_gameMsgWindow3FadeInTime 
missing description
con_gameMsgWindow3FadeOutTime 
missing description
con_gameMsgWindow3Filter 
missing description
con_gameMsgWindow3LineCount 
missing description
con_gameMsgWindow3MsgTime 
missing description
con_gameMsgWindow3ScrollTime 
missing description
con_gameMsgWindow3SplitscreenScale 
missing description
con_typewriterColorBase 
Base color of typewritten objective text.
counterDownloadInterval 
Number of minutes before all the global counters are downloaded
counterUploadInterval 
Number of minutes before all the global counters are uploaded
createfx 
demoname
creditsScrollScale 
credits scroll speed
customGameMode 
0 for no custom game mode 1 if built in 2 if user created custom game mode.
custom_killstreak_1 
missing description
custom_killstreak_1_kills 
missing description
custom_killstreak_2 
missing description
custom_killstreak_2_kills 
missing description
custom_killstreak_3 
missing description
custom_killstreak_3_kills 
missing description
custom_perks_allow_pro 
missing description
debugRenderCollisionDistance 
Distance to render debug brushes and patches
debugRenderMask 
Mask for collision rendering
debug_protocol 
scr_numLives
debug_show_viewpos 
quit_on_error
dedicated 
missing description
<-  
  demo 
------------------------------------ 
demoname 
ClickToContinue
demoRenderDuration 
Max duration in seconds of a clip that can be rendered.
demo_bookmarkEventThresholdTime 
The time duration for which we want to show the bookmark event image in the demo timeline.
demo_bytesPerSecondMax 
Max amount of bytes to send per second before throttling.
demo_bytesPerSecondMin 
Min amount of bytes to send per second before throttling.
demo_client 
Current viewing player
demo_dollycamHighlightThreshholdDistance 
Maximum distance between the marker point and the current camera for it to be treated as highlighted.
demo_dollycamMarkerInformationFarDist 
The far distance at which dolly cam marker text sizes stop scaling down
demo_dollycamMarkerInformationFarScale 
The amount to scale overhead dolly cam marker text sizes at demo_dollycamMarkerInformationFarDist
demo_dollycamMarkerInformationNearDist 
The near distance at which dolly cam marker text is full size
demo_dollycamMarkerInformationThreshholdDistance 
Maximum distance between the marker point and the current camera for its information to be drawn.
demo_dollycamMarkerTimeScaleMode 
The timescale mode of the selected marker. Used by the menus for tweaking.
demo_dollycamMarkerTimeScaleValue 
The timescale value of the selected marker. Used by the menus for tweaking.
demo_dollycamTrackWidth 
The width of the dollycam track.
demo_downloadStreamDataBlockThrottleTime 
The maximum amount of time (in msec) we can wait before triggering the download of the next data block.
demo_downloadStreamMaxRetryAttemps 
The maximum number of retry attempts before we mark the downloadstream as failed..
demo_downloadStreamRetryWaitTime 
The maximum amount of time (in msec) we will have to wait before we retry the download.
demo_downloadStreamThrottleTime 
The maximum amount of time (in msec) we can starve the download stream callback.
demo_enableClipRecordEvent 
Enables recording of events for clips.
demo_enabled 
Used to turn the system on/off.
demo_enableDollyCam 
Used to turn the dollycam on/off.
demo_enableSvBandwidthLimitThrottle 
Used to enable the server bandwidth based throttling system.
demo_errormessage 
Most recent demo error's message.
demo_errortitle 
Most recent demo error's title.
demo_extraNetworkProfileData 
Enables recording extra profile data into demo snapshots.
demo_filesizeLimit 
The maximum filesize (in MB) of the demos which we support.
demo_freeCameraLockOnHighlightThreshholdDistance 
Maximum distance between the entity and the current camera for it to be treated as highlighted.
demo_freeCameraLockOnOrbitRadius 
Radius of the lockon orbit.
demo_freeCameraShowLockableObjectsAlways 
Used to decide whether we want to display a highlight for a lockable object.
demo_highlightReelGameResultFilter 
Demo highlight reel round outcome filter.
demo_highlightReelMinimumStarsFilter 
Minimum stars used for the filtering of events in the highlight.
demo_highlightReelNumberOfSegments 
Demo Highlight Reel number of segments
demo_highlightReelPlayerFilter 
Demo Highlight Reel player filter control
demo_highlightReelStylesFilter 
Demo Highlight Reel styles filter control
demo_highlightReelTransitionFilter 
Demo Highlight Reel transition filter control
demo_inGameThrottleBandwitdhPercent 
Bandwidth percent to be released when we are not going to throttle inside the game.
demo_inLobbyThrottleBandwitdhPercent 
Bandwidth percent to be released when we are not going to throttle in the lobby.
demo_keyframerate 
Used to specify the rate(in sec) at which we generate a keyframe during playback.
demo_matchRecordEventOnPlaylists 
Bit Mask of playlist IDs on which to do a recordEvent upon match completion.
demo_maxTimeScale 
The maximum timescale rate we will support.
demo_packetsPerSecondMax 
Max amount of packets to send per second before throttling.
demo_packetsPerSecondMin 
Min amount of packets to send per second before throttling.
demo_pause 
demo_timeline_bookmark
demo_pauseOnNextSnapshot 
Used to jump to the next snapshot during network analysis.
demo_recordingrate 
Used to tweak the rate(in msec) at which we write a super snapshot
demo_recordPrivateMatch 
Used to turn the private match recording on/off.
demo_recordStaticEntityPositions 
Experimentation with evaluating the trajectory of entities and writing them as a static position as opposed to letting the client to evaluate.
demo_refreshDollyCamFxEveryFrame 
Used to toggle the refreshing of the dollycam marker every frame.demo_enableDollyCam
demo_save_smp 
Used to toggle threaded save for the demo system.
demo_selectedSegmentIndex 
Used in the Manage Segments UI. This will be used to know which segment index we have selected.
demo_streamingAdjustmentFactor 
The adjustment factor for howScrewedAreWe in the streaming.
demo_streamingSendSocketBuffSizeForOtherUploads 
The send socket buffer size which will be used for other uploads
demo_streamingSendSocketBuffSizeForRecording 
The send socket buffer size which will be used for recording
demo_streamUploadKeepAliveFrequency 
Specifies the frequency that we send the keep alive on the upload connection if we are otherwise starved for data to send (0 means not in use) used mainly to account for zombiemode pause.
demo_svBandwidthLimitThrottleMaxBytesPercent 
The percentage of the max. bandwidth per frame within which we want to apply the throttle.
demo_svBandwidthLimitThrottleTimeout 
The maximum amount of time (in msec) we can starve the write to stream callback due to the server hitting the maximum bandwidth limit per frame.
demo_useCinematicsBuffer 
Used cinematics buffer for downloading demo files on the PS3
developer 
Turn on Development systems
developer_script 
Enable developer script comments
disableAllTheEliteThings 
Disable all the things related to Elite
disableHost_matchesHostedRatio 
Required match hosted completion/failure ratio. 0 is off.
disableHost_matchesHostedStreak 
disableHost_matchesPlayedRatio
disableHost_matchesPlayedRatio 
Required match played completion/failure ratio. 0 is off.
disableHost_matchesPlayedStreak 
disableHost_matchesHostedStreak
disableLookAtEntityLogic 
Disables the Player_UpdateLookAtEntity logic (expensive)
disable_rope 
Disables the rope system
disable_vcs 
Disables VCS
disable_vcs_viewmodel 
Disables VCS viewmodel in the VCS UI menu
disconnected_ctrls 
String representing the disconnected controllers
dlc0 
missing description
dlc0dd 
missing description
dlc0dd_sale 
missing description
dlc0_sale 
missing description
dlc1 
missing description
dlc1_sale 
missing description
dlc2 
missing description
dlc2_sale 
missing description
dlc3 
missing description
dlc3_sale 
missing description
dlc4 
missing description
dlc4_sale 
missing description
dlc5 
missing description
dlc5_sale 
missing description
dlczm0 
missing description
dlczm0_sale 
missing description
dog_MeleeDamage 
Controls the damage done when dogs attack.
dog_turn180_angle 
If the dog needs to turn at this angle or greater he'll execute the 180-degree turn animation
dog_turn90_angle 
If the dog needs to turn at this angle or greater he'll execute the 90-degree turn animation
dog_turn_min_goal_dist 
If the dog is at this distance or less to it's goal it wont execute any turn animations
door_breach_weapondrop 
Turn on/off the waepon drop/rise for during door breach
doublescreen 
Command line option to enable double screen
doublesided_raycasts 
turn on double sided ray casts
doubleXPcheckDLCOwnership 
missing description
dtp 
Turn on/off the dive to prone functionality
dtp_exhaustion_window 
dtp_fall_damage_max_height
dtp_fall_damage_max_height 
If the player dives to prone from more than this dvar value he will receive kill damage
dtp_fall_damage_min_height 
If the player dive to prone from less than this dvar value he will not receive any kill damage
dtp_max_apex_duration 
Determines the max time in milliseconds the dtp will spend at the apex of the jump
dtp_max_slide_addition 
Additional slide time should the player land on a mantle-able surface
dtp_max_slide_duration 
Determines the max time the slide portion of the dtp move will take
dtp_min_speed 
Minimum player speed required to start a DTP or sustain a DTP
dtp_new_trajectory 
Use new dive to prone trajectory
dtp_new_trajectory_multiplier 
New dive to prone trajectory modifier
dtp_post_move_pause 
Duration of the post move pause
dtp_startup_delay 
Determines how long the player has to sprint before the dtp move can trigger
dwConsideredConnectedTime 
missing description
dwContentServerUnregisterSG 
missing description
dwDisconnectBackoffRetries 
missing description
dwDisconnectBackoffTime 
missing description
dwEXM 
missing description
dwFileFetchTryIntervalBase 
Delay in seconds after file fetch fails to the next retry. Exponential growth each retry.
dwFileFetchTryIntervalMax 
Max delay in seconds between file fetch tries.
dwFileFetchTryMaxAttempts 
Max retry attempts before stopping altogether.
dwStreamingSendSocketBuffSize 
The maximum socket streaming packet for the HTTP transactions. Used in dwFileShareWriteFile()
dwVerboseQosLogging 
missing description
dw_active 
Pumps Live_Frame() (and hence DW) if true
dw_connectafterlogin 
Whether to connect the user after login.
dw_defaultDTLSAssociationTimeout 
dw_connectafterlogin
dw_dupe_key 
True if key-in-use message from Demonware
dw_logging_frequency 
missing description
dw_logging_level_chance 
missing description
dw_party_active 
Pumps Party_Frame (and hence DW lobby) if true
dw_popup 
Online services popup
<-  
  dynEnt 
------------------------------------ 
dynEntPieces_angularVelocity 
Initial breakable pieces angular velocity
dynEntPieces_impactForce 
Force applied when breakable is destroyed
dynEntPieces_velocity 
Initial breakable pieces velocity
dynEnt_bulletForce 
Force applied from bullet hit
dynEnt_damageRadiusScale 
Scale applied to radius for radius damage
dynEnt_explodeForce 
Force applied from explosion hit
dynEnt_explodeMaxEnts 
The maximum number of dynents that can be awakened by one explosion
dynEnt_explodeMinForce 
Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale 
Scale of the random offset from the center of mass for explosion forces.
dynEnt_explodeUpbias 
Upward bias applied to force directions from explosion hits
dynEnt_shouldCullEntitiesForSplitscreen 
Cull alternating entities in splitscreen
dynEnt_spawnedLimit 
The max number of extra dynents (not placed on Radiant spawned from script or destructibles)
eliteCacImport 
missing description
emblemImageUpload 
Toggles emblemImage upload
enableERegErrorRecording 
Record all Elite Reg errors to recordEvent
enableJapaneseElite 
Enable Elite for Japanese
enableUCDErrorRecording 
Record all UCD errors to recordEvent
enable_global_wind 
enable wind effect
enable_grass_wind 
enable grass wind effect
enable_moving_paths 
enable moving paths
enable_new_prone_check 
enable new prone check
excellentPing 
Anything less than this is consider excellent
exp_softclip 
soft clip value
fbAccountIDVerification 
missing description
fbAppID 
missing description
fbEnabled 
FB Enabled
fbErrorBackoff 
missing description
fbMaxRetries 
missing description
fbRegisterWithDW 
missing description
fixedtime 
Use a fixed time rate for each frame
fixedtime_float 
fixedtime
fixNegativeLosses 
Fix negative losses in combat record
flareDisableEffects 
nightVisionDisableEffects
footstep_sounds_cutoff 
Footstep sounds distance cuttoff
friction 
bounch
FriendXuidToJoinOnBoot 
missing description
fshCustomGameName 
Name of the game downloaded into the custom game lobby
fshElite 
Premium fileshare experience for all users when set.
fshEnableRender 
Turn on or off the ability to render clips.
fshFileDebug 
Show file IDs instead of file names in CODTV
fshRecentsXUID 
Override recent games to come from this player instead
fshRenderSuccessURL 
https -
fshRenderWriteTimeout 
DW http upload thread timeout to prevent an upload freeze
fshSearchTaskDelay 
Gap in milliseconds between file share search tasks.
fshStaffXuid 
2535285330711699
fshSummaryDelay 
Delay between summary tasks. Tweak to ensure no BD_TOO_MANY_TASKS.
fshThrottleEnabled 
Whether the dcache upload throttling is enabled.
fshThrottleKBytesPerSec 
Dcache upload throttle limit in K Bytes per second.
<-  
  fs 
------------------------------------ 
fs_basegame 
Base game name
fs_basepath 
Base game path
fs_cdpath 
CD path
fs_copyfiles 
Copy all used files to another location
fs_debug 
Output debugging information for the file system
fs_game 
Game data directory. Must be '' or a sub directory of 'mods/'.
fs_homepath 
Game home path
fs_ignoreLocalized 
Ignore localized files
fs_restrict 
Restrict file access for demos etc.
fs_usedevdir 
Use development directories.
fs_userDocuments 
user documents path(screenshots).
fs_usermapdir 
Usermap data directory.
fxfrustumCutoff 
missing description
<-  
  fx 
------------------------------------ 
fx_count 
Debug effects count
fx_debugBolt 
Debug effects bolt
fx_draw 
missing description
fx_drawClouds 
Toggles the drawing of particle clouds
fx_draw_weapon_tags 
Render weapon tag axis
fx_enable 
Toggles all effects processing
fx_freeze 
Freeze effects
fx_marks_draw 
Toggles whether decals are rendered
fx_marks_range 
marks will be made only within this range to camera
fx_mark_profile 
with '1' being the first.)
fx_occlusion_max_player_count 
Maximium number of local clients that FX is drawing sprite with occlusion test.)
fx_occlusion_query_profile 
with '1' being the first.)
fx_priority_debug 
with '1' being the first.)
fx_priority_enable 
Turn on priority
fx_profile 
with '1' being the first.)
fx_show_names_range 
shows names of effects within this range
fx_use_ground_entity 
entity ground entity is used to modify frameAtSpawn
fx_visMinTraceDist 
Minimum visibility trace size
gamedate 
May 5 2014
gamename 
Call of Duty®
geographicalMatchmakingOverride 
Geographical Matchmaking Override -
glassDamageMultiplier 
missing description
goodPing 
Anything less thant this is considered decent
gpad_buttonsConfig 
missing description
gpad_button_deadzone 
missing description
gpad_button_lstick_deflect_max 
missing description
gpad_button_rstick_deflect_max 
missing description
gpad_debug 
missing description
gpad_enabled 
missing description
gpad_sticksConfig 
missing description
gpad_stick_deadzone_max 
missing description
gpad_stick_deadzone_min 
missing description
gpad_stick_pressed 
missing description
gpad_stick_pressed_hysteresis 
missing description
grenadeBounceRestitutionMax 
Cap to keep code from increasing bounce restitution too high.
grenadeBumpFreq 
How likely (per server frame) a bump will occur
grenadeBumpMag 
Size of bumps (as a fraction of the grenade's current speed)
grenadeBumpMax 
Maximum upward speed of a bump (inches/sec)
grenadeCurveMax 
Largest rolling curvature (will be random between +/- this value)grenadeWobbleSideDamp
grenadeFrictionHigh 
The amount of friction (0 to 1) for fast-moving grenades
grenadeFrictionLow 
The amount of friction (0 to 1) for slower/rolling grenades
grenadeFrictionMaxThresh 
The speed threshold that determines whether to use grenadeFrictionLow/High
grenadeRestThreshold 
The speed threshold below which grenades will come to rest
grenadeRollingEnabled 
Enables the new 'rolling' grenade behavior
grenadeWobbleFreq 
Wobble cycles per inch of rolling distance (approx)
grenadeWobbleFwdMag 
The forward rolling speed will oscillate +/- this amount
grenadeWobbleSideDamp 
The rate at which the amount of side-to-side wobbling decreases as overall grenade speed increases
grenadeWobbleSideMag 
The distance to wobble left and right
grenade_indicators_enabled 
Enables grenade indicators
groupDownloadInterval 
Minimum interval to wait before getting new group counts
groupUploadInterval 
Minimum interval to wait before setting new group counts
gts_validation_enabled 
Enables gametype settings validation in online modes
gumpgumpgumpgump_name3 
missing description
gumpgumpgump_name3 
missing description
gumpgump_name3 
missing description
gump_name3 
missing description
gunXPGroups 
missing description
<-  
  g 
------------------------------------ 
g_actorAndVehicleAntilag 
Enable singleplayer/co-op antilag
g_actorAndVehicleAntilagDebug 
Render singleplayer/co-op antilag debugging info
g_ai 
Enable AI
g_aiEventDump 
Print AI events happening for this entity
g_allowVote 
Enable voting on this server
g_avoidEnabled 
Disable the vehicle avoidance
g_banIPs 
IP addresses to ban from playing
g_broadcastLocalSound 
Broadcast local sound commands to spectators
g_compassShowEnemies 
Whether enemies are visible on the compass at all times
g_connectpaths 
Connect paths
g_customTeamName_Allies 
User assigned allied team name
g_customTeamName_Axis 
User assigned axis team name
g_customTeamName_Three 
User assigned three team name
g_debugBullets 
Show debug information for bullets
g_debugDamage 
Show debug information for damage
g_debugLocDamage 
Turn on debugging information for locational damage (2 = show results of bullet trace pose only)
g_debugLocDamageEntity 
Write animation commands debug info for this entity
g_debugLocHit 
Display locational damage info for an entity when the entity is hit
g_debugLocHitTime 
Time duration of g_debugLocHit lines
g_disableEliteButton 
disables main lobby elite button
g_disableEliteEmblemUploads 
disables Elite emblem uploads
g_disableEliteRegistrationPopup 
disables Elite registration popup
g_disablePostMatchEvents 
missing description
g_dumpAnims 
Animation debugging info for the given character number
g_dumpAnimsCommands 
g_dumpAnims
g_entinfo 
Display entity information
g_entinfo_AItext 
Type of text information for AI entinfo
g_entinfo_maxdist 
Maximum distance of an entity from the camera at which to show entity information
g_entinfo_scale 
Scale of the entity information text
g_entinfo_type 
Type of entities to display information
g_erroronpathsnotconnected 
Errors out during load if paths are not connected.
g_FactionName_Allies 
missing description
g_FactionName_Axis 
missing description
g_fogColorReadOnly 
Fog color that was set in the most recent call to 'setexpfog'
g_fogHalfDistReadOnly 
Fog start distance that was set in the most recent call to 'setexpfog'
g_fogStartDistReadOnly 
Fog start distance that was set in the most recent call to 'setexpfog'
g_friendlyfireDist 
Maximum range for disabling fire at a friendly
g_friendlyNameDist 
Maximum range for seeing a friendly's name
g_gameEnded 
missing description
g_gametype 
sv_hostname
g_ignoreVisData 
Do not generate or save the vis data on the nodes
g_knockback 
Maximum knockback
g_loadScripts 
Disable scripts from loading
g_log 
games_mp.log
g_logSync 
Enable synchronous logging
g_logTimeStampInSeconds 
Enable logging with time stamps in seconds since UTC 1/1/1970
g_mantleBlockTimeBuffer 
Time that the client think is delayed after mantling
g_maxDroppedWeapons 
Maximum number of dropped weapons
g_maxElapsedTime_Before_ERegPopup 
max elapsed time before ERegPopup
g_maxERegPopupsShown 
max # of ERegPopups possible
g_minElapsedTime_Before_ERegPopup 
min elapsed time before ERegPopup
g_minElapsedTime_Before_RefreshUCDAccountStatus 
min elapsed time before refreshing UCDAccountStatus
g_minGrenadeDamageSpeed 
Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)
g_minNumLogins_Before_ERegPopup 
num logins before ERegPopup
g_motd 
The message of the day
g_no_script_spam 
Turn off script debugging info
g_password 
Password
g_pmeUploadDelay 
missing description
g_quadrotorFlyHeight 
Default fly height of the quadrotors
g_redCrosshairs 
Whether red crosshairs are enabled
g_removeRedundantLinks 
Remove redundant links from path graph
g_ScoresColor_Allies 
Allies team color on scoreboard
g_ScoresColor_Axis 
Axis team color on scoreboard
g_ScoresColor_EnemyTeam 
Enemy team color on scoreboard
g_ScoresColor_Free 
Free Team color on scoreboard
g_ScoresColor_MyTeam 
Player team color on scoreboard
g_ScoresColor_Spectator 
Spectator team color on scoreboard
g_spawnai 
Enable AI spawning
g_speed 
Player speed
g_synchronousClients 
Client is synchronized to the server - allows smooth demos
g_TeamColor_Allies 
Allies team color
g_TeamColor_Axis 
Axis team color
g_TeamColor_EnemyTeam 
Enemy team color
g_TeamColor_EnemyTeamAlt 
Enemy team color
g_TeamColor_Free 
Free Team color
g_TeamColor_MyTeam 
Player team color
g_TeamColor_MyTeamAlt 
Player team color
g_TeamColor_Party 
Party color
g_TeamColor_Spectator 
Spectator team color
g_TeamIcon_Allies 
hader name for the allied scores banner
g_TeamIcon_Axis 
Shader name for the axis scores banner
g_TeamIcon_Free 
Shader name for the scores of players with no team
g_TeamIcon_Spectator 
Shader name for the scores of players who are spectators
g_TeamName_Allies 
Allied team name
g_TeamName_Axis 
Axis team name
g_TeamName_Three 
Three team name
g_turretBipodOffset 
Offset bipod mount position on gun by this distance
g_turretServerPitchMax 
Limit turret pitch range on server (visual only)
g_turretServerPitchMin 
Limit turret pitch range on server (visual only)
g_useholdspawndelay 
Time in milliseconds that the player is unable to 'use'
g_vehicleDebug 
Turn on debug information for vehicles
g_vehicleDrawPath 
Turn on debug information for vehicle paths
g_vehicleDrawSplines 
Draws the vehicles splines
g_vehiclePlaneCurveTime 
Time between start and end nodes for curves [used in AI planes on curves]
hatch_mantle_fwd 
hatch_mantle_fwd
hatch_mantle_up 
hatch_mantle_up
hiDef 
True if the game video is running in high-def.
highlightedPlayerName 
Currently highlighted player name.
hostdelegate_sendwaitms 
ms to wait between hostdelegate sends
hudElemPausedBrightness 
Brightness of the hudelems when the game is paused.
<-  
  hud 
------------------------------------ 
hud_fade_stance 
The time for the stance to fade in seconds
hud_healthOverlay_phaseEnd_fromAlpha 
Starting alpha of the final health overlay phase
hud_healthOverlay_phaseEnd_pulseDuration 
Time in milliseconds to fade out the health overlay after it is done flashing
hud_healthOverlay_phaseEnd_toAlpha 
Alpha multiplier to fade to before turning off the overlay (percentage of the pulse peak)
hud_healthOverlay_phaseOne_pulseDuration 
Pulse duration of the first health overlay phase
hud_healthOverlay_phaseOne_toAlphaAdd 
Alpha value to add to the first health overlay phase
hud_healthOverlay_phaseThree_pulseDuration 
Time in milliseconds to fade the alpha to hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_toAlphaMultiplier 
Alpha multiplier for the third health overlay phase (percentage of the pulse peak)
hud_healthOverlay_phaseTwo_pulseDuration 
Time in milliseconds to fade the alpha to hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_toAlphaMultiplier 
Alpha multiplier for the second health overlay phase (percentage of the pulse peak)
hud_healthOverlay_pulseStart 
The percentage of full health at which the low-health warning overlay begins flashing
hud_healthOverlay_pulseStop 
The percentage of full health above which the health overlay fades out
hud_healthOverlay_regenPauseTime 
The time in milliseconds before the health regeneration kicks in
hud_health_pulserate_critical 
The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured 
The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical 
The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured 
The health level at which to start the 'injured' pulse effect
<-  
  ik 
------------------------------------ 
ik_ai_hand_get_data 
Turn this on to print current hand bone data to the consol
ik_ai_hand_offset_vec 
Offset vector for hand tuning
ik_ai_hand_rotation_vec 
Rotation vector for hand tuning
ik_ai_hand_tuning 
Turn on/off AI hand IK tuning. 1 = Use anim flag. 2 = Force on for all anims. 3 = Force on and apply devgui offsets.
ik_ai_pool_size 
Determines how many AI are allowed to use IK systems at once.
ik_ai_range_max 
Determines the range within which the AI are allowed to use IK systems
ik_debug 
Set to one of the IK debug values in ik_types.h
ik_dvar_ai_aim_tracking_rate 
Determines the speed at which the AI tracks the aim target (lower is faster)
ik_dvar_lookatentity_eyes_scale 
Values less than 1.0 will reduce the amount that the eyes 'lock' onto their target
ik_dvar_lookatentity_notorso 
No torso deformation in lookatentity transforms
ik_dvar_lookatentity_tracking_rate 
Determines the speed at which the head tracks the looking angle (lower is faster)
ik_dvar_lookatpos_eyes_scale 
Values less than 1.0 will reduce the amount that the eyes 'lock' onto their target
ik_dvar_lookatpos_notorso 
No torso deformation in lookatpos transforms
ik_dvar_lookatpos_tracking_rate 
Determines the speed at which the head tracks the looking angle (lower is faster)
ik_enable 
Turn on/off IK
ik_enable_ai_hand 
Turn on/off AI hand IK
ik_enable_ai_terrain 
Turn on/off AI terrain IK (0 = OFF 1 = Heros 2 = ALL)
ik_enable_player_hand 
Turn on/off player hand IK
ik_enable_player_terrain 
Turn on/off player terrain IK
ik_foot_test 
Turn on/off IK foot test
ik_hand_test 
Turn on/off IK hand test
ik_left_hand_lerp_test 
Turn on/off left-hand lerp test
ik_lookatentity_head_scale 
Adjust the amount of rotation that is applied during head/eye tracking
ik_lookatpos_head_scale 
Adjust the amount of rotation that is applied during head/eye tracking
ik_paranoid_matrix_checks 
Turn on/off THOROUGH matrix validity checks
ik_pelvis_test 
Turn on/off IK pelvis test
ik_pitch_limit_max 
Pitch angle at which headtracking is entirely constrained
ik_pitch_limit_thresh 
Pitch angle at which headtracking starts to be constrained
ik_right_hand_lerp_test 
Turn on/off right-hand lerp test
ik_roll_limit_max 
Roll angle at which headtracking is entirely constrained
ik_roll_limit_thresh 
Roll angle at which headtracking starts to be constrained
ik_yaw_limit_max 
Yaw angle at which headtracking is entirely constrained
ik_yaw_limit_thresh 
Yaw angle at which headtracking starts to be constrained
ingameStoreRefreshTime 
missing description
input_viewSensitivity 
missing description
inviteText 
Text to display for the game invite
invite_waitPeriod 
time in msec you have to wait between sending invites to the same friend
in_mouse 
missing description
item_exclusion_0 
missing description
item_exclusion_1 
missing description
item_exclusion_10 
missing description
item_exclusion_11 
missing description
item_exclusion_12 
missing description
item_exclusion_13 
missing description
item_exclusion_14 
missing description
item_exclusion_15 
missing description
item_exclusion_16 
missing description
item_exclusion_17 
missing description
item_exclusion_18 
missing description
item_exclusion_19 
missing description
item_exclusion_2 
missing description
item_exclusion_3 
missing description
item_exclusion_4 
missing description
item_exclusion_5 
missing description
item_exclusion_6 
missing description
item_exclusion_7 
missing description
item_exclusion_8 
missing description
item_exclusion_9 
missing description
jump_height 
The maximum height of a player's jump
jump_ladderPushVel 
The velocity of a jump off of a ladder
jump_slowdownEnable 
Slow player movement after jumping
jump_spreadAdd 
The amount of spread scale to add as a side effect of jumping
jump_stepSize 
The maximum step up to the top of a jump arc
killOnlyTrailFX 
Kill only trail FX on host migration
lagometer_pos 
lagometer position
lanChallengeResponse 
missing description
language 
missing description
laserAlpha 
Laser Beam Alpha.
laserDebug 
Enables the display of various debug info.
laserEndOffset 
How far from the point of collision the end of the beam is.
laserFadeADS 
Whether to draw the light emitted from a laser (not the laser itself)
laserFlarePct 
Percentage laser widens over distance from viewer.
laserFlarePct_alt 
Percentage laser widens over distance from viewer.
laserLightBeginOffset 
How far from the true beginning of the beam the light at the beginning is.
laserLightBodyTweak 
Amount to add to length of beam for light when laser hits a body (for hitboxes).
laserLightEndOffset 
How far from the true end of the beam the light at the end is.
laserLightRadius 
The radius of the light at the far end of a laser beam
laserLightRadius_alt 
The radius of the light at the far end of a laser beam
laserLightRangePlayer 
The maximum range of the player's laser light (is less than laserRangePlayer then not used)
laserLightWithoutNightvision 
Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
laserRadius 
The size (radius) of a laser beam
laserRadius_alt 
The size (radius) of a laser beam
laserRange 
The maximum range of a laser beam
laserRangePlayer 
The maximum range of the player's laser beam
laserRange_alt 
The maximum range of a laser beam
lbTaskDelay 
LB task throttle delay
leagueLoserBonus 
League Loser Bonus XP
leagueWinnerBonus 
League Winner Bonus XP
league_defaultPlaylistID 
The default playlist to select if the player has never played leagues before
league_forcePreSeason 
Force all leagues to preseason mode.
league_friendsRefetchTime 
Time in minutes before refetching league friends data.
league_leaderboardRefetchTime 
Time in milliseconds before refetching league leaderboard data for a given team and a subdivision.
league_teamLeagueInfoRefetchTime 
Time in milliseconds before refetching team league and subdivision info.
livestreamcontrollerneeded 
missing description
liveVideoURLEnv 
missing description
liveVideoURLExpiration 
missing description
liveVideoURLParam 
missing description
liveVideoURLSalt 
missing description
liveVideoURLServer 
missing description
liveVoteErrorBackoff 
Backoff time if a vote history page task fails
liveVoteTaskDelay 
Delay between consequent vote history page tasks
live_checkGamerTagDelay 
missing description
live_checkGamerTagInterval 
missing description
live_readPublisherStorageLocally 
Read publisher storage locally instead of from the Xbox Live server
live_service 
missing description
live_startmatchDeadline 
Deadline in seconds before we kick everyone to find a better session
live_statscaching 
If true will cache statchanged msgs from server and apply atomically
live_steamid 
missing description
live_useActiveFriends 
missing description
live_useFacebook 
missing description
live_useYouTube 
Use YouTube
<-  
  loc 
------------------------------------ 
loc_forceEnglish 
Force english localized strings
loc_language 
Language
loc_warnings 
Enable localization warnings
loc_warningsAsErrors 
Throw an error for any unlocalized string
logfile 
Write to log file - 0 = disabled 1 = async file write 2 = Sync every write
log_append 
Open log file in append mode
long_blocking_call 
Enable SCR_DrawPleaseWait dialog
lowAmmoWarningColor1 
Color 1 of 2 to oscilate between
lowAmmoWarningColor2 
Color 2 of 2 to oscilate between
lowAmmoWarningNoAmmoColor1 
Like lowAmmoWarningColor1 but when no ammo.
lowAmmoWarningNoAmmoColor2 
lowAmmoWarningColor2 but when no ammo.
lowAmmoWarningNoReloadColor1 
Like lowAmmoWarningColor1 but when no ammo to reload with.
lowAmmoWarningNoReloadColor2 
lowAmmoWarningColor2 but when no ammo to reload with.
ls_demoauthor 
missing description
ls_demoduration 
missing description
ls_demotitle 
missing description
ls_gametype 
missing description
ls_maplocation 
missing description
ls_mapname 
missing description
ls_status 
missing description
lui_checksum_enabled 
Enables LUI checksums
lui_error_report 
Enable LUI error reporting
lui_error_report_delay 
Number of ms to wait for error report to send before restarting the EXE
lui_timescale 
Scale time of each frame of LUI animation
mantle_adjustment_tu 
Enable the mantle adjustments for the cylindrical player collision
mantle_check_angle 
The minimum angle from the player to a mantle surface to allow a mantle
mantle_check_glass_extra_range 
The extra distance to test if glass is
mantle_check_radius 
The player radius to test against while mantling
mantle_check_range 
The minimum distance from a player to a mantle surface to allow a mantle
mantle_check_range_mp 
The minimum distance from a player to a mantle surface to allow a mantle
mantle_debug 
Show debug information for mantling
mantle_enable 
Enable player mantling
mantle_view_yawcap 
The angle at which to restrict a sideways turn while mantling
mantle_weapon_anim_height 
If the player is mantling at this height or higher the mantle animation will play.
mantle_weapon_height 
If the player is mantling at this height or lower his weapon will remain equipped.
mapcrc 
crc of the map file
mapname 
Current map name
matchmaking_debug 
Enable matchmaking debugging information
maxLossesValue 
Max value for losses in combat record
maxMetPlayerListCount 
This dvar is used to changes the size of the met player list.
maxNumAvatarOffers 
missing description
maxNumThemeOffers 
missing description
maxreservedslots 
missing description
maxStatsBackupInterval 
Maximum number of days before performing stats backup to Demonware User Storage
melee_debug 
Turn on debug lines for melee traces
metPlayerListCleanupInterval 
This dvar is used to make sure that recent met player list does not contain friends in it.
metPlayerListUpdateInterval 
Time in milliseconds since update recent met player list.
metPlayerListUploadInterval 
This dvar is used to make sure that recent met player list get updates only when it changes.
migration_blocksperframe 
Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
migration_forceHost 
force a particular client index to be host.
migration_limit 
maximum number of migrations within migration_timeBetween dvar
migration_minclientcount 
Minimum real client count below which the host will not migrate.
migration_msgtimeout 
timeout time in ms of migration messages
migration_soak 
Soak test the migration. Migrate every migrationTimeBetween milliseconds
migration_timeBetween 
milliseconds between migration_limit dvar's value of migrations.
minDelayForOtherPlayerStatsFetch 
Delay in milliseconds to refetch the stats of a player.
miniscoreboardhide 
missing description
missileDroneAccelClimb 
Rocket acceleration when climbing.
missileDroneAccelDescend 
Rocket acceleration when descending towards target.
missileDroneClimbAngleDirect 
In direct-fire mode the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileDroneClimbAngleTop 
In top-fire mode the minimum angle between the rocket and targetuntil the rocket stops climbing.
missileDroneClimbCeilingDirect 
In direct-fire mode how high the missile needs to reach before it decends
missileDroneClimbCeilingTop 
In top-fire mode how high the missile needs to reach before it decends
missileDroneClimbHeightDirect 
In direct-fire mode how far above the target the rocket will aim for when climbing
missileDroneClimbHeightTop 
In top-fire mode how far above the target the rocket will aim for when climbing
missileDroneClimbMaxDist 
If the Rocket exceeds this distance it will change from ascend mode to descend mode.
missileDroneClimbToOwner 
missing description
missileDroneDistanceAvoidance 
In impact avoidance mode how far to check for impacts
missileDroneDistanceAvoidanceSec 
In impact avoidance mode
missileDroneDistSqTargetAvoidanceDisabled 
In impact avoidance mode the max seconds to look ahead is for when the missile is traveling at low speeds
missileDroneflattenRollRatio 
When the projectile is flying straight reduce the roll angle by this ratio every server frame
missileDroneSpeedLimitClimb 
Rocket's speed limit when climbing.
missileDroneSpeedLimitDescend 
Rocket's speed limit when descending towards target.
missileDroneTurnDecel 
Used to reduce the speed of the missile to decrease turn radius
missileDroneTurnMaxRate 
When turning at this DPS the maximum roll to be applied to the projectile
missileDroneTurnMaxRoll 
When turning the maximum roll to be applied to the projectile
missileDroneTurnMaxRollChange 
When turning the maximum roll to be applied to the projectile per server frame
missileDroneTurnRateAscent 
In decent mode how sharp the rocket can turn in angles/sec.
missileDroneTurnRateAvoidance 
In impact avoidance mode how sharp the rocket can turn in angles/sec.
missileDroneTurnRateDecent 
In ascent mode how sharp the rocket can turn in angles/sec.
missileDroneTurnRateSmallAdjustments 
When the projectile is only slightly off of its target angles use this angles/sec
missileHellfireMaxSlope 
This limits how steeply the hellfire missile can turn upward when climbing
missileHellfireUpAccel 
The rate at which the hellfire missile curves upward
missileJavAccelClimb 
Rocket acceleration when climbing.
missileJavAccelDescend 
Rocket acceleration when descending towards target.
missileJavClimbAngleDirect 
In direct-fire mode the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileJavClimbAngleTop 
In top-fire mode the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileJavClimbCeilingDirect 
In direct-fire mode how high the missile needs to reach before it descends.
missileJavClimbCeilingTop 
In top-fire mode how high the missile needs to reach before it descends.
missileJavClimbHeightDirect 
In direct-fire mode how far above the target the rocket will aim for when climbing.
missileJavClimbHeightTop 
In top-fire mode how far above the target the rocket will aim for when climbing.
missileJavClimbToOwner 
missing description
missileJavSpeedLimitClimb 
Rocket's speed limit when climbing.
missileJavSpeedLimitDescend 
Rocket's speed limit when descending towards target.
missileJavTurnDecel 
missing description
missileJavTurnRateDirect 
In direct-fire mode how sharp the rocket can turn in angles/sec.
missileJavTurnRateTop 
In top-fire mode how sharp the rocket can turn in angles/sec.
missileMolotovBlobNum 
The number of fire blobs a molotov should spawn on impact these count against the server entities.
missileMolotovBlobTime 
The life time of a molotov fire blob in seconds.
missilePlantableSize 
Size of the bounding box used for plantable equipment collision.
missileTVGuidedBoost 
The multiplier that the TV guided missile recieves while boosting.
missileTVGuidedBoostSpeedDown 
Speed decrease factor to return from full boost.
missileTVGuidedBoostSpeedUp 
Speed increase factor to get to full boost.
missileTVGuidedFlatteningRollAccel 
Roll acceleration when the missile is flattening out after a turn.
missileTVGuidedMaxRollAngle 
Max roll the missile will have when turning.
missileTVGuidedMPSpecific 
MP specific Guided Missile functionality
missileTVGuidedStickDeadzone 
defines the dead zone for stick movement (stick values range from -128..127
missileTVGuidedTurningRollAccel 
Roll acceleration when the missile is turning.
missileTVGuidedTurnRate 
max turn rate of a tv guided missile (multiplied by the stick deflection [0-1])
missileWaterMaxDepth 
If a missile explodes deeper under water than this they explosion effect/sound will not play.
missingCommandWillError 
When true a missing command or config file will cause an ERR_DROP.
mortarStrikesLeft 
Mortar locations not positioned yet
motdDelay 
Delay after which the MOTD is shown again.
<-  
  m 
------------------------------------ 
m_filter 
Allow mouse movement smoothing
m_forward 
Forward speed in units per second
m_pitch 
Default pitch
m_side 
Sideways motion in units per second
m_yaw 
Default yaw
<-  
  net 
------------------------------------ 
net_broadcast_port 
Broadcast Network port
net_emu_client 
Client network emulation info string
net_emu_jitter 
Emulated network latency jitter in ms
net_emu_latency 
Emulated network latency in ms
net_emu_packet_loss 
Emulated network %% packet loss
net_emu_server 
Server network emulation info string
net_ip 
Network IP Address
net_noudp 
Disable UDP
net_port 
Network port
net_socksEnabled 
Enable network sockets
net_socksPassword 
Network socket password
net_socksPort 
Network socket port
net_socksServer 
Network socket server
net_socksUsername 
Network socket username
nextarena 
missing description
nextmap 
Next map to play
nightVisionDisableEffects 
nightVisionPowerOnTime
nightVisionFadeInOutTime 
How long the fade to/from black lasts when putting on or removing night vision goggles.
nightVisionPowerOnTime 
How long the black-to-nightvision fade lasts when turning on the goggles.
onlinegame 
Current game is an online game with stats custom classes unlocks
overrideNVGModelWithKnife 
When true nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
partyChatDisallowed 
missing description
partyChatDisconnectTimer 
missing description
partyend_reason 
missing description
partyMigrate_debugEnabled 
Print debug info on reliable migrate on screen
partyMigrate_disabled 
Set to true to disable party migration
partymigrate_HostWaitMS 
ms to send hostannounce packets before sending partystates
partyMigrate_maxBWPackets 
number of bw test packets to send when we have the token
partymigrate_MaxPacketWaitTime 
ms to wait for test packet responses after last packet is sent
partymigrate_MinScoreDiff 
minimum score nominee must differ by before rank will change
partyMigrate_NomineeRecalcInterval 
ms to wait between recalculating migration nominees
partymigrate_NomineeWaitMS 
ms to wait for each nominee to send us a partystate
partyMigrate_TestInterval 
base ms to wait between test rounds see partymigrate_TestIntervalJitter
party_allowguests 
Whether or not guests are allowed in the playlist
party_autoteams 
Enables/Disables auto team functionality
party_challengeResponseGraceTime 
ms to give clients to respond to challenge instant message
party_challengeResponseInterval 
ms between sending challenge responses to the server
party_chooseLowestPingSlot 
When true matchmaking will prioritize slots with the lowest pingparty_keepPartyAliveWhileMatchmaking
party_clientTimeout 
After not hearing from the host for this amount of time the client will timeout of the party
party_connectTimeout 
Connect timeout
party_connectToOthers 
If false we will just start our own lobby rather than connect to another lobby even if others exist
party_connect_dedicated 
connect to dedicated servers
party_considerStreamingForHostMigration 
party_requestMigrateDuringAutoStartIfStreaming
party_debugShowSkill 
Show players skill rating instead of clan tag in lobby lists
party_dedicatedMergeMinPlayers 
Minimum number of players before we attempt a dedicated server merge
party_dedicatedOnly 
only allow dedicated servers to host
party_disableLockin 
disable the league UI lockin
party_disconnectPlayerOnJoinFailed 
Whether to disconnect players when the fail to join
party_disconnectPlayerOnRemoval 
Whether to disconnect players upon removal by the host
party_editingsettings 
True if the host is editing game settings
party_firstSubpartyIndex 
Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
party_forceMemberUpdateOnVoiceConnectivityBits 
Whether to force a party member update on receiving voice connectivity bits (even if they are unchanged)
party_forceMigrateAfterRound 
When true we trigger a request for host migration after every game.
party_forceMigrateOnMatchStartRegression 
When true we request a host migration when the match starting conditions regress (usually when a player leaves).
party_gamesize 
Current maximum game size
party_gameStartTimerLength 
Time in seconds before a game start once enough party members are ready
party_gameStartTimerLengthPrivate 
Time in seconds before a game start once enough party members are ready
party_gametype 
Current gametype
party_hostname 
The name of the host player
party_iamhost 
True if selected player is you and if you are the host. Only valid when used with party feeders.
party_isPreviousMapVoted 
If previous map won the voting
party_joinInProgressAllowed 
The party can be joined in the middle of a game
party_keepPartyAliveWhileMatchmaking 
party lobby will be sent heartbeat packets while matchmaking
party_kickplayerquestion 
String to store the question about kicking the selected player
party_leagueValidityGrace 
Grace period before kicking members for being in invalid teams
party_linearMapCycle 
We will cycle through the maps linearly if this is true.
party_linearMapCycleRandom 
We will cycle through the maps linearly if this is true but picks a random start map.
party_lobbyExtensionTime 
Extension time (in seconds) for the lobby min time during streaming.
party_localTeamTest 
When true a local team test is being carried out so real xuids will be absent.
party_mapname 
Current map name
party_mappacks 
The string for the current combination of map packs in use
party_matchedPlayerCount 
Number of matched players before revealing their true names
party_maxChangeListDiff 
Max diff in changelists between client and host before showing warning in UI
party_maxDesperateMigrationTime 
Maximum time before a host migration has failed due to lack of consensus
party_maxlocalplayers 
Maximum number of players in a party
party_maxlocalplayers_leaguematch 
Maximum number of local players in a league lobby
party_maxlocalplayers_local_splitscreen 
Maximum number of local players in a local splitscreen lobby
party_maxlocalplayers_mainlobby 
Maximum number of local players in the main lobby.
party_maxlocalplayers_playermatch 
Maximum number of players in a party
party_maxlocalplayers_privatematch 
Maximum number of players in a party
party_maxlocalplayers_systemlink 
Maximum number of local players in a systemlink lobby
party_maxlocalplayers_theater 
Maximum number of players in a party
party_maxlocalplayers_wagermatch 
Maximum number of players in a party
party_maxMigrationTime 
Maximum time before a host migration has failed
party_maxplayers 
Maximum number of players in a party
party_maxplayers_leaguematch 
Maximum number of players in a league lobby
party_maxplayers_local_splitscreen 
Maximum number of players in a local splitscreen lobby
party_maxplayers_partylobby 
Maximum number of players in a party
party_maxplayers_playermatch 
Maximum number of players in a party
party_maxplayers_privatematch 
Maximum number of players in a party
party_maxplayers_systemlink 
Maximum number of players in a systemlink lobby
party_maxplayers_theater 
Maximum number of players in a party
party_maxplayers_wagermatch 
Maximum number of players in a party
party_maxplayers_wagerpartylobby 
Maximum number of players in a party
party_membersMissingMapPack 
Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_mergingEnabled 
Whether the lobby host for look for sessions to merge with
party_mergingJitter 
Upper bound on jitter to apply to merging sessinon search in milliseconds
party_minLobbyTime 
Minimum time (in seconds) for a lobby to be open before auto starting a match
party_minplayers 
Minimum number of players in a party
party_minResumeMs 
Time in ms before accepting another 'go' message after quitting a game
party_neverJoinRecent 
If true recent games are never joined during session searches
party_playerCount 
Number of players currently in that party/lobby.
party_playervisible 
Whether selected player in party is showing true info or not. Only valid when used with party feeders.
party_pregameStartTimerLength 
Time in seconds before showing and starting the game start timer
party_pregameStartTimerLengthPrivate 
Time in seconds before showing and starting the game start timer
party_readyAllowOnlyLocalPlayers 
Allow the player to start a party match with only local players.
party_readyButtonVisible 
The party ready button is visible in the UI
party_readyPercentRequired 
The fraction of the waiting players who need to be ready for a party to start
party_reconnectToClientOnTimeout 
Whether to attempt reconnection to clients after timeout
party_reconnectToHostOnTimeout 
Whether to attempt reconnection to host after timeout
party_requestMigrateDuringAutoStartIfStreaming 
When true will consider the factor of whether the host is streaming or not when nominating for host migration
party_restartMatchmakingTimer 
Minimum time (in seconds) for a lobby to be open before auto matchmaking
party_searchInterval 
Interval in milliseconds between session searches for lobby merging
party_sequentialPreviousMapVotingAllowed 
If sequential previous map voting is allowed
party_simulateLongQoS 
simulate a real QoS which takes around 30 seconds
party_skillAllowancePerSecond 
The amount we increase the allowed skill difference by each second that we are searching
party_skillBaseDifferenceAllowance 
The minimum skill difference we will allow when joining a league lobby
party_subSearchInterval 
Interval in milliseconds between session searches for subparty lobby merging
party_teamSwitchDelay 
The time in seconds that team switchs are delayed until applied.
party_theaterTimeoutWhenLoaded 
After not hearing from the host for this amount of time the client will timeout of the theater
party_theaterTimeoutWhenLoading 
After not hearing from the host for this amount of time the client will timeout of the theater when the film is loading
party_vetoButtonVisible 
The party veto button is visible in the UI
party_vetoDelayTime 
Delay time in seconds for a successful map vote to execute
party_vetoPassed 
Did the veto pass?
party_vetoPercentRequired 
The fraction of the waiting players who need to veto for a map to be skipped
password 
password
pclive_updateFriends 
Determine whether to send PC friends to content server.
pc_newversionavailable 
True if new version available for download
penetrationCount 
Maximum number of private clients allowed on the server
penetrationCount_allies 
Maximum number for TEAM_ALLIES
penetrationCount_axis 
Maximum number for TEAM_AXIS
<-  
  perk 
------------------------------------ 
perk_armorPiercing 
Percent bullet damage is increased for helicopters spy planes and turrets.
perk_armorVest 
missing description
perk_blackbirdShowsGpsJammer 
Set to true if the blackbird should show players with 'specialty_gpsjammer
perk_bulletDamage 
missing description
perk_bulletPenetrationMultiplier 
Multiplier for extra bullet penetration
perk_damageKickReduction 
The percentage decrease of view kick flinch when the player takes damage
perk_deathStreakCountRequired 
Number of deaths required to obtain a deathstreak.
perk_delayExplosiveTime 
Time in seconds to delay a proximity explosive
perk_disarmExplosiveTime 
Time in seconds to disarm a proximity explosive
perk_dogsAttackGhost 
Set to true if the dogs should attack players with 'specialty_nottargetedbyai
perk_explosiveDamage 
missing description
perk_extraBreath 
Number of extra seconds a player can hold his breath
perk_fastLadderClimbMultiplier 
Multiplier for ladder climbing speed.
perk_fireproof 
Percent to reduce flame damage done to the player.
perk_flakJacket 
Percent of explosive damage done that will apply to player.
perk_flakJacket_hardcore 
Percent of explosive damage done that will apply to player in hardcore.
perk_gpsjammer_alpha 
The alpha of the player material on the minimap when being protected
perk_gpsjammer_fade_time 
The time ( in MSec ) for the player indicator to fade when being protected
perk_gpsjammer_graceperiods 
Number of time period a player can be below the required velocity before removing protection.
perk_gpsjammer_min_distance 
Minimum distance a player must have moved in a time period for gpsjammer to protect them from UAV sweeps. If 0 player will always be protected from UAV sweeps with this specialty.
perk_gpsjammer_min_speed 
Minimum speed a player must be moving for gpsjammer to protect them from UAV sweeps. Based on player speed used in g_speed (I believe this is units/sec). If 0 player will always be protected from UAV sweeps with this specialty.
perk_gpsjammer_time_period 
Time period inbetween checks in MSec. Please use multiples of 50 msec as that is the period of server script
perk_grenadeDeath 
Name of the grenade weapon to drop
perk_grenadeTossBackTimer 
Minimum timer for a grenade. If the time left is less than this it will be bumped up. Tossback Perk
perk_healthRegenMultiplier 
Multiplier to the time which the player starts to regenerate health after damage
perk_interactSpeedMultiplier 
Multiplier for increasing use timers.
perk_killstreakDeathPenaltyMultiplier 
Multiplies the amount of death penalty received by the player
perk_killstreakMomentumMultiplier 
Multiplies the amount of momentum received by the player
perk_killstreakReduction 
Reduced number of kills required to obtain a killstreak.
perk_mantleReduction 
The percentage decrease of mantle up time
perk_marksmanEnemyNameFadeIn 
Time in milliseconds to fade in enemy names for the marksman perk.
perk_marksmanEnemyNameFadeOut 
Time in milliseconds to fade out enemy names for the marksman perk.
perk_nottargetedbyai_graceperiod 
Time after which the player drops below min_gpsjammer_speed that they are still protected from ai support targetting. 0-10000 int (in milliseconds) 0 default.
perk_nottargetedbyai_min_speed 
Minimum speed a player must be moving for nottargetedbyai to protect them from AI controlled killstreaks. If 0 player will always be protected from AI controlled killstreaks with this specialty.perk_gpsjammer_fade_time
perk_scavenger_clip_multiplier 
On every scavenger pick up give the player scavenger_clip_multiplier clips of ammo for every weapon they are carrying - where a 'clip' equals the ammo count in the weapon's GDT entry 'clipSize'. 0-10 float 2 default. Support rounding to an integer bullet count when a float is used.
perk_scavenger_lethal_proc 
On every (scavenger_lethal_proc) scavenger pickups the player receives +1 lethal. I.e. if this were 3 the player would need to pick up 3 scavenger bags to refill 1 frag grenade.
perk_scavenger_tactical_proc 
- On every (scavenger_tactical_proc) scavenger pickups the player receives +1 tactical. 0-10 int 2 default.
perk_shellShockReduction 
The percentage decrease of shellshock time
perk_speedMultiplier 
Player speed multiplier
perk_sprintMultiplier 
Multiplier for player_sprinttime
perk_sprintRecoveryMultiplier 
Percent of sprint recovery time to use.
perk_throwbackInnerRadius 
The radius to a live grenade player must be within initially to do a throwback with the toss back perk on
perk_weapAdsMultiplier 
Percentage of weapon ADS rate to use
perk_weapEquipmentUseMultiplier 
Percentage of equipment use rate to use
perk_weapMeleeMultiplier 
Percentage of weapon melee recovery rate to use
perk_weapRateMultiplier 
Percentage of weapon firing rate to use
perk_weapReloadMultiplier 
Percentage of weapon reload time to use
perk_weapSpreadMultiplier 
Percentage of weapon spread to use
perk_weapSwitchMultiplier 
Percentage of weapon switching rate to use
perk_weapTossMultiplier 
Percentage of grenade toss rate to use
<-  
  phys 
------------------------------------ 
phys_buoyancy 
Used to turn on/off buoyancy
phys_buoyancyDistanceCutoff 
Objects that are too far will sink.
phys_buoyancyFloatHeightOffset 
Adjust the height that buoyant physics objects float
phys_disableEntsAndDynEntsCollision 
Disable rigid body collision with dyn ents and regular entities as an optimization. Vehicles do not apply.
phys_gravity 
Physics gravity in units/sec
phys_gravity_dir 
Sets the gravity direction.
phys_impact_distance_cutoff 
Disable effects that are further than distance_cutoff value. Uses the distance /in inches/ to the closes active player.
phys_impact_fx 
Enable/Disable the physics impact effects.
phys_impact_intensity_limit 
Lower limit for the intensity of the impact sounds that the engine triggers.
phys_maxFloatTime 
Maximum time objects can float (in ms)
phys_piecesSpawnDistanceCutoff 
Determine how far we can spawn destructible pieces.
phys_ragdoll_buoyancy 
Used to turn on/off the buoyancy for he ragdolls
phys_vehicleDamageFroceScale 
Physics vehicle damamge force scale.
phys_vehicleGravityMultiplier 
Physics gravity multiplier for vehicles.
phys_vehicleWheelEntityCollision 
Enable to turn on vehicle wheel entity collision.
pickupPrints 
Print a message to the game window when picking up ammo etc.
<-  
  player 
------------------------------------ 
playerPushAmount 
If this value is set the player will get pushed away from AIs by the amount specified.
player_adsExitDelay 
Delay before exiting aim down sight
player_animRunThreshhold 
The speed at which the player will animate as though they are running
player_animWalkThreshhold 
The speed at which the player will animate as though they are walking
player_backSpeedScale 
The scale applied to the player speed when moving backwards
player_bayonetLaunchDebugging 
Simulates bayonet charge without requiring an enemy to do so.
player_bayonetLaunchProof 
Adds extra code to check for bayonet launching preventing related exploits.
player_bayonetLaunchZCap 
Max Z velocity during bayonet charge.
player_bayonetRange 
The maximum range of the player's bayonet attack
player_bayonetTargetDist 
The distance to the enemy the player's will stop charging
player_breath_fire_delay 
The amount of time subtracted from the player remaining breath time when a weapon is fired
player_breath_gasp_lerp 
The interpolation rate for the target waver amplitude when gasping
player_breath_gasp_scale 
Scale value to apply to the target waver during a gasp
player_breath_gasp_time 
The amount of time a player will gasp once they can breath again
player_breath_hold_lerp 
The interpolation rate for the target waver amplitude when holding breath
player_breath_hold_time 
The maximum time a player can hold his breath
player_breath_snd_delay 
The delay before playing the breathe in sound
player_breath_snd_lerp 
The interpolation rate for the player hold breath sound
player_clipSizeMultiplier 
Changes the clip size of weapons with more than one bullet in their clip.
player_debugHealth 
Turn on debugging info for player health
player_disableWeaponsOnVehicle 
Disable weapons while riding a vehicle
player_dmgtimer_flinchTime 
Maximum time to play flinch animations
player_dmgtimer_maxTime 
The maximum time that the player is slowed due to damage
player_dmgtimer_minScale 
The minimum scale value to slow the player by when damaged
player_dmgtimer_stumbleTime 
Maximum time to play stumble animations
player_dmgtimer_timePerPoint 
The time in milliseconds that the player is slowed down per point of damage
player_enableShuffleAnims 
Whether players should play shuffle anims at low speeds
player_enduranceSpeedScale 
The scale applied to the player speed when they have endurance perk
player_footstepsThreshhold 
The minimum speed at which the player makes loud footstep noises
player_forceRedCrosshair 
Force the player's crosshair to turn red
player_knockbackMoveThreshhold 
The speed threshold before a player is considered to be running forwards after applying knockback
player_lastStandBleedoutTime 
The time taken by the player to completely bleedout when in last stand (pro version).
player_lastStandBleedoutTimeNoRevive 
The time taken by the player to completely bleedout when in last stand (non-pro version).
player_lastStandHealthOverlayTime 
The time at the end of last stand to apply health (red) overlay
player_lean_rotate 
Amount to rotate the player 3rd person model when leaning(x -
player_lean_rotate_crouch 
missing description
player_lean_shift 
Amount to shift the player 3rd person model when leaning(x -
player_lean_shift_crouch 
Amount to shift the player 3rd person model when crouch leaning(x -
player_lookAtEntityAllowChildren 
Allow's look at entity to detect children during locational trace
player_meleeCalcSpeedFromTarget 
Whether to calculate speed and friction based on melee target rather than constant aim assist distance
player_meleeChargeFriction 
Friction used during melee charge
player_meleeChargeMaxSpeed 
Max speed to clamp when doing a charge melee
player_meleeHeight 
The height of the player's melee attack
player_meleeInterruptFrac 
Scaler allowing melee interrupt
player_meleeRange 
The maximum range of the player's melee attack
player_meleeWidth 
The width of the player's melee attack
player_MGUseRadius 
The radius within which a player can mount a machine gun
player_moveThreshhold 
The speed at which the player is considered to be moving for the purposes of
player_move_factor_on_torso 
The contribution movement direction has on player torso direction(multi-player only)
player_name 
Player name
player_revivePlayerListCycleTime 
The time for cycling through the list of players who are in last stand.
player_reviveTriggerRadius 
The radius for the hint string and revive radius
player_runbkThreshhold 
The speed threshold before a player is considered to be running backwards
player_runThreshhold 
The speed threshold before a player is considered to be running forwards
player_scopeExitOnDamage 
Exit the scope if the player takes damage
player_sliding_friction 
Controls the friction during slide.
player_sliding_velocity_cap 
Velocity threshold for the player slide.
player_sliding_wishspeed 
Controls how fast the player will slide.
player_slopeAnimAngle 
Angle at which the player will start animating differently when going up or down slopes
player_spectateSpeedScale 
The scale applied to the player speed when spectating
player_sprintCameraBob 
The speed the camera bobs while you sprint
player_sprintForwardMinimum 
The minimum forward deflection required to maintain a sprint
player_sprintMinTime 
The minimum sprint time needed in order to start sprinting
player_sprintRechargePause 
The length of time the meter will pause before starting to recharge after a player sprints
player_sprintSpeedScale 
The scale applied to the player speed when sprinting
player_sprintStrafeSpeedScale 
The speed at which you can strafe while sprinting
player_sprintThreshhold 
The speed threshhold before a player is considered to be sprinting
player_sprintTime 
The base length of time a player can sprint
player_sprintUnlimited 
Whether players can sprint forever or not
player_standingViewHeight 
The height of the camera for the player when standing
player_strafeAnimCosAngle 
Cosine of the angle which player starts using strafe animations
player_strafeSpeedScale 
The scale applied to the player speed when strafing
player_sustainAmmo 
Firing weapon will not decrease clip ammo.
player_swimDamage 
Damage the player will take each interval while out of breath in deep water.
player_swimDamagerInterval 
Interval in which damage will be dealt while out of breath under water.
player_swimTime 
Set the max time the player can swim underwater before taking damage.
player_throwbackInnerRadius 
The radius to a live grenade player must be within initially to do a throwback
player_throwbackOuterRadius 
The radius player is allow to throwback a grenade once the player has been in the inner radius
player_throwbackOuterRadius_zm 
The radius player is allow to throwback a grenade once the player has been in the inner radius zm
player_turnAnims 
Use animations to turn a player's model in multiplayer
player_useRadius 
The radius within which a player can use things
player_useRadius_zm 
The radius within which a player can use things in zombiemode
player_viewLockEnt 
Set an entity that the player view will be locked too.
player_viewRateScale 
Player view rate scale modifier when player doesn't have a weapon.
player_view_pitch_down 
Maximum angle that the player can look down
player_view_pitch_up 
Maximum angle that the player can look up
player_waterSpeedScale 
Water movement speed scalar. The larger the value the faster the movement.
player_zombieSpeedScale 
The scale applied to the player speed when they are a walking or running player zombie
playlist_allowdevmaps 
Allow maps that aren't in the map/presence table to be selected
playlist_enabled 
Setting state to CA_LOADING in CL_DownloadsComplete
playlist_entry 
The current server playlist entry.
playlist_excludeGametype 
missing description
playlist_excludeGametypeMap 
missing description
playlist_excludeMap 
The current server playlist entry.
playlist_next 
The server playlist for next map rotation
popInLetterFXTime 
Time it takes for a letter to pop in.
probation_league_enabled 
Probation enabled
probation_league_forgiveCount 
How many violations to forgive when probation is given
probation_league_kickcalar 
How much each kick is factored into the probation
probation_league_matchHistoryWindow 
How many games are evaluated to determin probation.
probation_league_probationThreshold 
How many violations puts the player over the limit.
probation_league_probationTime 
Time the player gets punished in minutes.
probation_league_quitScalar 
How much each quit is factored into the probation
probation_league_timeoutScalar 
How much each timeout is factored into the probation
probation_league_warningThreshold 
How many violations causes the player to get warned.
probation_public_enabled 
Probation enabled
probation_public_forgiveCount 
How many violations to forgive when probation is given
probation_public_kickScalar 
How much each kick is factored into the probation
probation_public_matchHistoryWindow 
How many games are evaluated to determin probation.
probation_public_probationThreshold 
How many violations puts the player over the limit.
probation_public_probationTime 
Time the player gets punished in minutes.
probation_public_quitScalar 
How much each quit is factored into the probation
probation_public_timeoutScalar 
How much each timeout is factored into the probation
probation_public_warningThreshold 
How many violations causes the player to get warned.
probation_version 
missing description
profileDirtyInterval 
missing description
prone_bipod_enable 
Enable bipods whilst prone
protocol 
Client sending new DoubleXPMask. old XP Mask -
qosMaxAllowedPing 
QoS max allowed ping
qosPreferredPing 
QoS preferred ping
qqtech_ar_interval 
missing description
qqtech_ol_lb_r_MaxInterval 
missing description
qqtech_ol_lb_r_MinInterval 
missing description
qqtech_ol_MaxIndex 
missing description
qqtech_ol_MaxInterval 
missing description
qqtech_ol_MinInterval 
missing description
qqtech_ss_lb_r_MaxInterval 
missing description
qqtech_ss_lb_r_MinInterval 
missing description
qqtech_ss_MaxInitialInterval 
missing description
qqtech_ss_MaxInterval 
missing description
qqtech_ss_MinInitialInterval 
missing description
qqtech_ss_MinInterval 
missing description
quit_on_error 
missing description
radius_damage_debug 
Turn on debug lines for radius damage traces
<-  
  ragdoll 
------------------------------------ 
ragdoll_baselerp_time 
Default time ragdoll baselerp bones take to reach the base pose
ragdoll_bullet_force 
Bullet force applied to ragdolls
ragdoll_bullet_upbias 
Upward bias applied to ragdoll bullet effects
ragdoll_debug 
Draw ragdoll debug info (bitflags)
ragdoll_enable 
Turn on ragdoll death animations
ragdoll_explode_force 
Explosive force applied to ragdolls
ragdoll_explode_upbias 
Upwards bias applied to ragdoll explosion effects
ragdoll_fps 
Ragdoll update frames per second
ragdoll_jitter_scale 
Scale up or down the effect of physics jitter on ragdolls
ragdoll_jointlerp_time 
Default time taken to lerp down ragdoll joint friction
ragdoll_max_life 
Max lifetime of a ragdoll system in msec
ragdoll_reactivation_cutoff 
Ragdoll reactivation distance cutoff
ragdoll_rotvel_scale 
Ragdoll rotational velocity estimate scale
ragdoll_self_collision_scale 
Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
rate 
Player's preferred baud rate
rcon_password 
Password for the rcon command
recordPointsSpent 
Record spending through eventRecordBin
redactionDisplayTime 
Time that it should be displayed for.
redactionFadeDuration 
Fade duration time.
redactionStartStrokeTime 
Time before the stroke starts.
redactionStrokeTime 
Time it takes to complete the redaction stroke.
reliableResendTime 
Amount of time (in ms) to wait before resending an unack'd reliable message
reliableTimeoutTime 
Amount of time (in ms) to wait before timing out a client for not ack'ing a message
reportUserInterval 
The interval in minutes you wait before getting another vote on this console as long as the console is turned on.
restore_gump_name 
missing description
revive_time_taken 
The time it takes to revive a player in last stand.
riotshield_assist_time 
Time in seconds to receive assist points from the death of a player who's damage has been blocked by a riotshield
riotshield_bullet_damage_scale 
Value to scale bullet damage to deployed riotshield.
riotshield_damage_score_max 
The amount of damage blocked before score awarded is nerfed.
riotshield_damage_score_threshold 
The amount of damage blocked with the riotshield to receive a score bonus.
riotshield_deployed_health 
Deployed riotshield health.
riotshield_deploy_limit_radius 
Min distance deployed riotshields must be from each other.
riotshield_deploy_pitch_max 
Max surface pitch angle to allow riotshield deployment
riotshield_deploy_roll_max 
Max surface roll angle to allow riotshield deployment
riotshield_deploy_zdiff_max 
Max height difference allowed between plant surface and player origin
riotshield_destroyed_cleanup_time 
Time (in seconds) destroyed riotshield model persists before disappearing
riotshield_explosive_damage_scale 
Value to scale explosive damage to deployed riotshield..
riotshield_melee_damage_scale 
Value to scale melee damage to deployed riotshield.
riotshield_projectile_damage_scale 
Value to scale projectile damage to deployed riotshield.
<-  
  r 
------------------------------------ 
r_aaSamples 
Anti-aliasing sample count; 1 disables anti-aliasing
r_aaSamplesMax 
Maximum number of samples supported for anti-aliasing.
r_alphaMap 
Override all alpha maps
r_anaglyphFX_enable 
Enable red/green Anaglyph 3DS
r_aspectRatio 
Screen aspect ratio. Most widescreen monitors are 16 -
r_aspectRatioWindow 
Screen aspect ratio.
r_autoLodScale 
Enable FPS-based auto LOD scale
r_autopriority 
Automatically set the priority of the windows process when the game is minimized
r_blinkCullNone 
Blink materials with cull none.
r_blinkLayers 
Blink materials with specific number of layers.
r_blinkLitQuasiOpaque 
Blink Lit Transparencies with Depth write (Foliage Blend etc).
r_blinkTrans 
Blink All Transparencies.
r_bloomHiQuality 
bloom quality
r_bloomTweaks 
enbale bloom tweaks
r_blur 
Dev tweak to blur the screen
r_brightness 
Brightness adjustment
r_brushLimit 
Maximum number of brushes drawn simultaneously
r_clearColor 
Color to clear the screen to when clearing the frame buffer
r_clearColor2 
Color to clear every second frame to (for use during development)
r_clipCodec 
Codec used when rendering clips.
r_clipFPS 
Render clip FPS.
r_clipSize 
Render clip size.
r_cmdbuf_worker 
Process command buffer in a separate thread
r_colorMap 
Override all color maps
r_contrast 
Contrast adjustment
r_convergence 
Change 3D convergence
r_cubicUpsampleParam 
Cubic Upsample Parameter
r_currentMonitor 
Index of the current full screen monitor.
r_customMode 
Special resolution mode for the remote debugger
r_debugMetalStorm 
shows extra MetalStorm info
r_debugPerformance 
Enable performance debug shader
r_debugShader 
Enable normal map debug shader
r_debugShowCoronas 
shows location of coronas
r_debugShowDynamicLights 
shows location of dynamic lights
r_debugShowPrimaryLights 
shows location of primary lights
r_defaultMode 
Default resolution mode
r_desaturation 
Desaturation adjustment
r_disableGenericFilter 
Stops the Generic Filters running
r_dlightLimit 
Maximum number of dynamic lights drawn simultaneously
r_dobjLimit 
Maximum number of DObjs drawn simultaneously
r_dofHDR 
dof mode 0 = legacy 1 = hdr low 2 = hdr hi
r_dof_bias 
Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_enable 
Enable the depth of field effect
r_dof_farBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
r_dof_farEnd 
Depth of field far end distance in inches
r_dof_farStart 
Depth of field far start distance in inches
r_dof_nearBlur 
Sets the radius of the gaussian blur used by depth of field in pixels at 640x480
r_dof_nearEnd 
Depth of field near end distance in inches
r_dof_nearStart 
Depth of field near start distance in inches
r_dof_showdebug 
displays DOF parameter debug
r_dof_tweak 
Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_viewModelEnd 
Depth of field viewmodel end distance in inches
r_dof_viewModelStart 
Depth of field viewmodel start distance in inches
r_dpvs_useCellForceInvisibleBits 
turns on/off the script-driven cell vis bits
r_drawDebugFogParams 
enables the fog debug display
r_drawLightmapDrawlists 
disable drawing of the LIGHTMAP drawlists
r_drawLitDrawlists 
disable drawing of the LIT drawlists
r_drawWater 
Enable water rendering
r_dualPlayActive 
Set ingame when Split Screen is active
r_dualPlayEnable 
DualPlay on/off toggle
r_dualPlayTestCount 
Enable testing of backend framebuffer double counting
r_enableCubicUpsample 
Enable Cubic Upsample
r_enableFlashlight 
Enable Player Flashlight.
r_enableOccluders 
Enable occluders
r_enablePlayerShadow 
Enable First Person Player Shadow.
r_exposureTweak 
enable the exposure dvar tweak
r_exposureValue 
exposure ev stops
r_extracam_custom_aspectratio 
custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
r_extracam_lod_scale 
Scales an objects distance from the extracam for LOD calculation
r_filmLut 
Film LUT Index.
r_filmTweakBrightness 
Tweak dev var; film color brightness
r_filmTweakDesaturation 
Tweak dev var; Desaturation applied after all 3D drawing
r_filmTweakEnable 
Tweak dev var; enable film color effects
r_filmTweakInvert 
Tweak dev var; enable inverted video
r_filmTweakLut 
Tweak Film LUT Index.
r_filmUseTweaks 
Overide film effects with tweak dvar values
r_finalShiftX 
rgb channel shift x
r_finalShiftY 
rgb channel shift y
r_flameFX_distortionScaleFactor 
Distortion uv scales (Default to 1)
r_flameFX_fadeDuration 
Sets fade duration in seconds
r_flameFX_FPS 
fire frames per sec
r_flameFX_magnitude 
Distortion magnitude
r_flameScaler 
Flame Scaler
r_flame_allowed 
Allow flame effect.
r_flashLightBobAmount 
Flashlight Movement Amount.
r_flashLightBobRate 
Flashlight Movement Rate.
r_flashLightBrightness 
Brightness scale for flash light.
r_flashLightColor 
Flashlight Color.
r_flashLightEndRadius 
Radius of the circle at the end of the flash light in inches.
r_flashLightFlickerAmount 
Flashlight Flicker Amount.
r_flashLightFlickerRate 
Flashlight Flicker Rate (Times per second).
r_flashLightFovInnerFraction 
Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
r_flashLightOffset 
Relative position of the Flashlight.
r_flashLightRange 
Distance of the flash light in inches.
r_flashLightShadows 
Enable shadows for flash light.
r_flashLightSpecularScale 
Flashlight Specular Scale.
r_flashLightStartRadius 
Radius of the circle at the start of the flash light in inches.
r_fog 
Set to 0 to disable fog
r_fogBaseDist 
start distance
r_fogBaseHeight 
start height
r_fogColor 
Color of fog
r_fogHalfDist 
distance at which fog is 50%
r_fogHalfHeight 
height at which fog is 50%
r_fogOpacity 
Fog opacity
r_fogSunColor 
sun color
r_fogSunInner 
sun angle start
r_fogSunOpacity 
sun opacity
r_fogSunOuter 
sun angle end
r_fogSunPitch 
sun pitch
r_fogSunYaw 
sun yaw
r_fogTweak 
enable dvar tweaks
r_fog_disable 
Disables fog
r_fontResolution 
Console font resolution setting. The value is 720 or 1080.
r_forceCameraHdg 
Force camera to heading.
r_forceCameraNode 
Force camera to pathnode position.
r_forceCamerarecord 
Turn on/off force camera record Mode.
r_forceLod 
Force all level of detail to this level
r_fullbright 
Toggles rendering without lighting
r_fullPrepass 
Enable full prepass.
r_fullscreen 
Game window mode (window fullscreen fullscreen window)
r_fxaa 
fxaa
r_genericSceneVector0 
Generic Scene Vector 0
r_genericSceneVector1 
Generic Scene Vector 1
r_genericSceneVector2 
Generic Scene Vector 2
r_genericSceneVector3 
Generic Scene Vector 3
r_genericSceneVector_debug 
Enable the generic scene vector debug
r_glossMap 
Replace all gloss maps
r_grassEnable 
Diables grass movement
r_grassWindForceEnable 
Enables wind gusts that affect dynFoliage grass
r_heroLighting 
Enable hero-only lighting
r_heroLightScale 
hero diffuse light scale
r_highLodDist 
Distance for high level of detail
r_ignorehwgamma 
Ignore hardware gamma
r_lightConflicts 
Shows conflicts between primary lights
r_lightGridContrast 
Adjust the contrast of light color from the light grid
r_lightGridEnableTweaks 
Enable tweaks of the light color from the light grid
r_lightGridIntensity 
Adjust the intensity of light color from the light grid
r_lightMapFilterDisable 
Disable filtering on lightmaps
r_lightmapOnlyBspSurfs 
Enable lightmap_only_surfs tech for BSP draw surfaces
r_lightmapOnlyEntSurfs 
Enable lightmap_only_surfs tech for scene ent draw surfaces
r_lightmapOnlySModelSurfs 
Enable lightmap_only_surfs tech for static model draw surfaces
r_lightMapSecondary 
Replace secondary lightmaps with varying intensities
r_lightTweakAmbient 
Ambient light strength
r_lightTweakAmbientColor 
Light ambient color
r_lightTweakSunColor 
Sun color
r_lightTweakSunDiffuseColor 
Sun diffuse color
r_lightTweakSunDirection 
Sun direction in degrees
r_lightTweakSunLight 
Sunlight strength
r_loadForRenderer 
Set to false to disable dx allocations (for dedicated server mode)
r_loadingScreen 
True if the game is playing a loading movie
r_lockPvs 
Request to lock the viewpoint used for determining what is visible to the current position and direction
r_lockPvsInCode 
Indicates if pvslock is currently on in code. Only code should modified this dvar
r_lodBiasRigid 
Bias the level of detail distance for rigid models (negative increases detail)
r_lodBiasSkinned 
Bias the level of detail distance for skinned models (negative increases detail)
r_lodScaleRigid 
Scale the level of detail distance for rigid models (larger reduces detail)
r_lodScaleSkinned 
Scale the level of detail distance for skinned models (larger reduces detail)
r_lowestLodDist 
Distance for lowest level of detail
r_lowLodDist 
Distance for low level of detail
r_materialXYZ 
material color checker XYZ d65 coords
r_mediumLodDist 
Distance for medium level of detail
r_missile_cam_debug_display 
Show missile camera debug overlay
r_mode 
r_mode1 
missing description
r_modelLimit 
Maximum number of models drawn simultaneously
r_modelVertColor 
Set to 0 to replace all model vertex colors with white when loaded
r_monitor 
Index of the monitor to use in a multi monitor system; 0 picks automatically.
r_monitorCount 
Number of monitors connected.
r_multiGpu 
Optimize for multiple GPUs (if present)
r_multi_extracam_debug 
-1 is disable
r_noipak 
do not load/stream images from ipak(pc only)
r_norefresh 
Skips all rendering. Useful for benchmarking.
r_normalMap 
Lerp all normal maps to a flat normal map
r_num_viewports 
number of viewports to expect to render
r_occlusionMap 
Replace all occlusion maps
r_open_automate 
Enable Nvidia Open Automate testing
r_outdoorAwayBias 
Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorDownBias 
Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorFeather 
Outdoor z-feathering value
r_picmip 
Picmip level of color maps. If r_picmip_manual is 0 this is read-only.
r_picmip_bump 
Picmip level of normal maps. If r_picmip_manual is 0 this is read-only.
r_picmip_manual 
If 0 picmip is set automatically. If 1 picmip is set based on the other r_picmip dvars.
r_picmip_spec 
Picmip level of specular maps. If r_picmip_manual is 0 this is read-only.
r_poisonFX_blurMax 
blur max
r_poisonFX_blurMin 
blur min
r_poisonFX_debug_enable 
Enable the poison effect
r_poisonFX_dvisionX 
amount of double vision x
r_poisonFX_pulse 
pulse rate for distortion
r_portalMinRecurseDepth 
Ignore r_portalMinClipArea for portals with fewer than this many parent portals.
r_portalWalkLimit 
Stop portal recursion after this many iterations. Useful for debugging portal errors.
r_previousFullscreen 
Prevous fullscreen mode (fullscreen fullscreen window)
r_primaryLightTweakDiffuseStrength 
Tweak the diffuse intensity for primary lights
r_primaryLightTweakSpecularStrength 
Tweak the specular intensity for primary lights
r_primaryLightUseTweaks 
Use primary light intensity tweaks
r_qrcode_debug_display 
missing description
r_qrcode_debug_display_size 
missing description
r_remotescreen_renderlastframe 
toggles if remote screen update draws the last frame
r_resampleScene 
Upscale the frame buffer with sharpen filter and color correction.
r_resolution 
Console Resolution setting.
r_reviveFX_debug 
Enable the revive effect debug
r_reviveFX_edgeAmount 
edge effect amount
r_reviveFX_edgeColorTemp 
edge color temp
r_reviveFX_edgeContrast 
edge contrast adjust RGB
r_reviveFX_edgeMaskAdjust 
edge mask expansion contraction
r_reviveFX_edgeOffset 
edge tv style brightness adjust RGB
r_reviveFX_edgeSaturation 
edge saturation
r_reviveFX_edgeScale 
edge scale (tint) adjust RGB
r_rimIntensity 
Rim intensity for character skin/cloth
r_rimIntensity_debug 
Enable the rim intensity debug
r_scaleViewport 
Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
r_seethru_decal_enable 
Toggles see-through impact holes
r_shaderDebugA 
Shader Debug A
r_shaderDebugB 
Shader Debug B
r_shaderDebugC 
Shader Debug C
r_shaderWarming 
missing description
r_shader_constant_set_debug_range 
How far to draw scs debug view
r_shader_constant_set_enable 
enables shader constant sets
r_showForcedInvisibleCells 
Only draw cells that are forced to be off.
r_showLightGrid 
Show light grid debugging information
r_showLightingOrigins 
Show lighting origins for models
r_showMissingLightGrid 
Use rainbow colors for entities that are outside the light grid
r_showOutdoorVolumeDebug 
Toggles the display of particle outdoor volume debug
r_showPenetration 
Shows materials tagged with 'nopenetrate
r_showReflectionProbeSelection 
Show reflection probe selection
r_showSunDirectionDebug 
Toggles the display of sun direction debug
r_singleCell 
Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.
r_skinnedCacheOverflowLodMaxScale 
Maximum LOD scale when skinned vertex cache is overflowed
r_skinnedCacheOverflowLodScaleDecay 
Amount of time it takes the LOD scale to settle back to 1.0f after it overflowed
r_skipPvs 
Skipt the determination of what is in the potentially visible set (disables most drawing)
r_skyColorTemp 
Sky box color temp.
r_skyRotation 
Sky rotation angle.
r_skyTransition 
Sky transition blend factor.
r_sky_intensity_angle0 
angle0 of sky intensity
r_sky_intensity_angle1 
angle1 of sky intensity
r_sky_intensity_factor0 
angle0 of sky intensity
r_sky_intensity_factor1 
angle1 of sky intensity
r_sky_intensity_showDebugDisplay 
Enables sky intensity debugging display
r_smp_worker 
Process renderer front end in a separate thread
r_smp_worker_thread0 
missing description
r_smp_worker_thread1 
missing description
r_smp_worker_thread2 
missing description
r_smp_worker_threads 
Number of worker threads
r_sortBackToFront 
Sort transparent models back to front.
r_sortDrawSurfsBsp 
Sort BSP draw surfaces.
r_sortDrawSurfsStaticModel 
Sort static model draw surfaces.
r_specularMap 
Replace all specular maps
r_spotLightEntityShadows 
Enable entity shadows for spot lights.
r_spotLightShadows 
Enable shadows for spot lights.
r_spotLightSModelShadows 
Enable static model shadows for spot lights.
r_ssao 
Enable SSAO.
r_ssaoBias 
SSAO bias.
r_ssaoDebug 
SSAO debug.
r_ssaoIntensity 
SSAO intensity.
r_ssaoRadius 
SSAO radius.
r_ssaoScale 
SSAO scale.
r_stencilDepthHack 
missing description
r_stereo3DAvailable 
3D Mode available
r_stereo3DEyeSeparation 
3D eye separation
r_stereo3DEyeSeparationScaler 
3D eye separation scaler (adjustment to separation used from scripts)
r_stereo3DMode 
3D Rendering mode
r_stereo3DOn 
3D on off toggle
r_stereoFocusDepth 
3D eye focus depth
r_stereoGunShift 
3D gun shift
r_stereoTurretShift 
3D turret shift
r_stream 
missing description
r_streamClear 
missing description
r_streamFakeLagMsec 
missing description
r_streamFreezeState 
missing description
r_streamHiddenPush 
missing description
r_streamLowDetail 
missing description
r_streamPaint 
missing description
r_streamProfile 
missing description
r_streamShowList 
missing description
r_streamSize 
missing description
r_sunblind_fadein 
time in seconds to fade blind from 0% to 100%
r_sunblind_fadeout 
time in seconds to fade blind from 100% to 0%
r_sunblind_max_angle 
angle from sun in degrees inside which blinding is max
r_sunblind_max_darken 
0-1 fraction for how black the world is at max blind
r_sunblind_min_angle 
angle from sun in degrees outside which blinding is 0
r_sunFlareTint 
Sun Flare Sprite Color Tint
r_sunflare_fadein 
time in seconds to fade alpha from 0% to 100%
r_sunflare_fadeout 
time in seconds to fade alpha from 100% to 0%
r_sunflare_max_alpha 
0-1 vertex color and alpha of sun at max effect
r_sunflare_max_angle 
angle from sun in degrees inside which effect is max
r_sunflare_max_size 
largest size of flare effect in pixels at 640x480
r_sunflare_min_angle 
angle from sun in degrees outside which effect is 0
r_sunflare_min_size 
smallest size of flare effect in pixels at 640x480
r_sunflare_shader 
name for flare effect; can be any material
r_sunglare_fadein 
time in seconds to fade glare from 0% to 100%
r_sunglare_fadeout 
time in seconds to fade glare from 100% to 0%
r_sunglare_max_angle 
angle from sun in degrees inside which glare is minimum
r_sunglare_max_lighten 
0-1 fraction for how white the world is at max glare
r_sunglare_min_angle 
angle from sun in degrees inside which glare is minimum
r_sunsprite_shader 
Position in degrees of the sun effect
r_sunsprite_size 
diameter in pixels at 640x480 and 80 fov
r_sun_from_dvars 
Set sun flare values from dvars rather than the level
r_sun_fx_position 
Position in degrees of the sun effect
r_superflare_drawlist 
supreflare drawlist selection.
r_swrk_override_characterCharredAmount 
overrides the __characterCharredAmount Shaderworks tweak
r_swrk_override_characterDissolveColor 
overrides the __characterDissolveColor Shaderworks tweak
r_swrk_override_wetness 
Overrides the character wetness.
r_tension_enable 
Toggles tension
r_texFilterAnisoMax 
Maximum anisotropy to use for texture filtering
r_texFilterAnisoMin 
mouseSensitivity
r_texFilterDisable 
Disables all texture filtering (uses nearest only.)
r_texFilterMipBias 
Change the mipmap bias
r_texFilterMipMode 
Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_texFilterQuality 
Texture filtering quality.
r_textureMode 
missing description
r_txaa 
Enable TXAA.
r_txaaDepth1 
TXAA depth1
r_txaaDepth2 
TXAA depth2
r_txaaMode 
TXAA mode.
r_txaaMotion1 
TXAA motion1
r_txaaMotion2 
TXAA motion2
r_txaaSupported 
True if TXAA is supported.
r_ui3d_debug_display 
Show UI3D debug overlay
r_ui3d_h 
ui3d texture window height
r_ui3d_use_debug_values 
Use UI debug values
r_ui3d_w 
ui3d texture window width
r_ui3d_x 
ui3d texture window x
r_ui3d_y 
ui3d texture window y
r_useDelayQueue 
missing description
r_vc_compile 
r_remotescreen_renderlastframe
r_verifyStencilInUse 
missing description
r_viewportBackingColor 
Color to clear the frame buffer with before compositing viewportsr_clearColor2
r_vsync 
Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_vsyncThreshold 
Specify threshold percentage for allowed vsync 'tearing
r_warmShaders 
Set to true to warm pixel shaders next frame
r_waterFogTest 
Enable Water Fog Test.
r_waterSheetingFX_allowed 
Enable the water sheeting effect
r_waterSheetingFX_distortionScaleFactor 
Distortion uv scales (Default to 1)
r_waterSheetingFX_enable 
Enable the water sheeting effect
r_waterSheetingFX_magnitude 
Distortion magnitude
r_waterSheetingFX_radius 
Tweak dev var; Glow radius in pixels at 640x480
r_watersim_enabled 
missing description
r_waterWaveAmplitude 
water wave amplitude
r_waterWaveAngle 
water wave angle
r_waterWaveBase 
water base height
r_waterWavePhase 
water wave phase
r_waterWaveSpeed 
water wave speed
r_waterWaveSteepness 
water wave steepness
r_waterWaveWavelength 
water wave wavelength
r_zbufferDebug 
debug zbuffer display
r_zbufferDebugRange 
debug zbufffer max display range
r_zebrastripe 
Material intensity threshold 1 = Diffuse Black 2 = Macbeth Black 3 = 18% Average Grey
r_zfar 
Change the distance at which culling fog reaches 100% opacity; 0 is off
r_znear 
Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_zombieDisableEarthEffect 
Disable Earth Effect
r_zombieDisableSlideEffect 
Disable Slide Effect
r_zombieNameAllowDevList 
Allow zombie name to be from dev list
r_zombieNameAllowFriendsList 
Allow zombie name to be from friends list
safeArea_horizontal 
missing description
safeArea_vertical 
missing description
saved_gameskill 
missing description
<-  
  scr 
------------------------------------ 
scr_ai_tank_no_timeout 
missing description
scr_allies 
missing description
scr_allow_killstreak_building 
missing description
scr_attack_dog_count_zm 
missing description
scr_attack_dog_health_zm 
missing description
scr_attack_dog_kills_zm 
missing description
scr_attack_dog_max_at_once_zm 
missing description
scr_attack_dog_time_zm 
missing description
scr_axis 
missing description
scr_codpointsmatchscale 
missing description
scr_codpointsperchallenge 
missing description
scr_codpointsxpscale 
missing description
scr_custom_score_assist 
missing description
scr_deleteexplosivesonspawn 
missing description
scr_disableChallenges 
missing description
scr_disableSetDStat 
missing description
scr_disableStatTracking 
missing description
scr_disable_air_death_ragdoll 
missing description
scr_disable_cac 
missing description
scr_disable_weapondrop 
missing description
scr_drawfriend 
missing description
scr_dynamic_source_loading 
Load and then free source when reporting errors. If false keep source loaded.
scr_fog_baseheight 
missing description
scr_fog_blue 
missing description
scr_fog_exp_halfheight 
missing description
scr_fog_exp_halfplane 
missing description
scr_fog_green 
missing description
scr_fog_nearplane 
missing description
scr_fog_red 
missing description
scr_game_arcadescoring 
missing description
scr_game_bulletdamage 
missing description
scr_game_difficulty 
missing description
scr_game_medalsenabled 
missing description
scr_game_pinups 
missing description
scr_game_rankenabled 
missing description
scr_gunxpscale 
missing description
scr_hardcore 
missing description
scr_hardpoint_allowauto_turret 
missing description
scr_hardpoint_allowcounteruav 
missing description
scr_hardpoint_allowdogs 
missing description
scr_hardpoint_allowhelicopter_comlink 
missing description
scr_hardpoint_allowradar 
missing description
scr_hardpoint_allowradardirection 
missing description
scr_hardpoint_allowrcbomb 
missing description
scr_hardpoint_allowuav 
missing description
scr_HeldKillstreak_Penalty 
missing description
scr_helicopterTurretMaxAngle 
missing description
scr_heli_armor 
missing description
scr_heli_armored_maxhealth 
missing description
scr_heli_armor_bulletdamage 
missing description
scr_heli_attract_range 
missing description
scr_heli_attract_strength 
missing description
scr_heli_debug 
missing description
scr_heli_debug_crash 
missing description
scr_heli_dest_wait 
missing description
scr_heli_guard_debug 
missing description
scr_heli_guard_no_timeout 
missing description
scr_heli_health_degrade 
missing description
scr_heli_loopmax 
missing description
scr_heli_maxhealth 
missing description
scr_heli_missile_friendlycare 
missing description
scr_heli_missile_max 
missing description
scr_heli_missile_range 
missing description
scr_heli_missile_regen_time 
missing description
scr_heli_missile_reload_time 
missing description
scr_heli_missile_rof 
missing description
scr_heli_missile_target_cone 
missing description
scr_heli_missile_valid_target_cone 
missing description
scr_heli_protect_pos_time 
missing description
scr_heli_protect_radius 
missing description
scr_heli_protect_time 
missing description
scr_heli_targeting_delay 
missing description
scr_heli_target_recognition 
missing description
scr_heli_target_spawnprotection 
missing description
scr_heli_turretClipSize 
missing description
scr_heli_turretReloadTime 
missing description
scr_heli_turret_angle_tan 
missing description
scr_heli_turret_spinup_delay 
missing description
scr_heli_turret_target_cone 
missing description
scr_heli_visual_range 
missing description
scr_heli_warning_distance 
missing description
scr_hostmigrationtest 
missing description
scr_killcam 
missing description
scr_mapsize 
missing description
scr_max_rank 
missing description
scr_min_prestige 
missing description
scr_missile_swarm_lifetime 
missing description
scr_motd 
missing description
scr_numLives 
missing description
scr_oldschool 
missing description
scr_player_allowrevive 
missing description
scr_player_sprinttime 
missing description
scr_proximityGrenadeActivationTime 
missing description
scr_proximityGrenadeDamageRadius 
missing description
scr_proximityGrenadeDetectionRadius 
missing description
scr_proximityGrenadeDOTDamageAmount 
missing description
scr_proximityGrenadeDOTDamageAmountHardcore 
missing description
scr_proximityGrenadeDOTDamageInstances 
missing description
scr_proximityGrenadeDOTDamageTime 
missing description
scr_proximityGrenadeEffectDebug 
missing description
scr_proximityGrenadeGracePeriod 
missing description
scr_proximityGrenadeMaxInstances 
missing description
scr_qrdrone_no_timeout 
missing description
scr_rampagebonusscale 
missing description
scr_rankXpCap 
missing description
scr_rcbomb_car_size 
missing description
scr_rcbomb_notimeout 
missing description
scr_remote_mortar_lifetime 
missing description
scr_RequiredMapAspectratio 
missing description
scr_scorestreaks 
missing description
scr_scorestreaks_maxstacking 
missing description
scr_script_based_influencer_system 
missing description
scr_selecting_location 
missing description
scr_showperksonspawn 
missing description
scr_sideBetTimer 
missing description
scr_spawn_aitank_influencer_radius 
missing description
scr_spawn_aitank_influencer_score 
missing description
scr_spawn_aitank_influencer_score_curve 
missing description
scr_spawn_artillery_influencer_radius 
missing description
scr_spawn_artillery_influencer_score 
missing description
scr_spawn_artillery_influencer_score_curve 
missing description
scr_spawn_auto_turret_influencer_radius 
missing description
scr_spawn_auto_turret_influencer_score 
missing description
scr_spawn_auto_turret_influencer_score_curve 
missing description
scr_spawn_claymore_influencer_radius 
missing description
scr_spawn_claymore_influencer_score 
missing description
scr_spawn_claymore_influencer_score_curve 
missing description
scr_spawn_dead_friend_influencer_count 
missing description
scr_spawn_dead_friend_influencer_radius 
missing description
scr_spawn_dead_friend_influencer_score 
missing description
scr_spawn_dead_friend_influencer_score_curve 
missing description
scr_spawn_dead_friend_influencer_timeout_seconds 
missing description
scr_spawn_dog_influencer_radius 
missing description
scr_spawn_dog_influencer_score 
missing description
scr_spawn_dog_influencer_score_curve 
missing description
scr_spawn_enemyavoiddist 
missing description
scr_spawn_enemyavoidweight 
missing description
scr_spawn_enemy_influencer_radius 
missing description
scr_spawn_enemy_influencer_score 
missing description
scr_spawn_enemy_influencer_score_curve 
missing description
scr_spawn_enemy_spawned_influencer_radius 
missing description
scr_spawn_enemy_spawned_influencer_score 
missing description
scr_spawn_enemy_spawned_influencer_score_curve 
missing description
scr_spawn_force_unified 
missing description
scr_spawn_friend_weak_influencer_radius 
missing description
scr_spawn_friend_weak_influencer_score 
missing description
scr_spawn_friend_weak_influencer_score_curve 
missing description
scr_spawn_grenade_endpoint_influencer_radius 
missing description
scr_spawn_grenade_endpoint_influencer_score 
missing description
scr_spawn_grenade_endpoint_influencer_score_curve 
missing description
scr_spawn_grenade_influencer_radius 
missing description
scr_spawn_grenade_influencer_score 
missing description
scr_spawn_grenade_influencer_score_curve 
missing description
scr_spawn_helicopter_influencer_length 
missing description
scr_spawn_helicopter_influencer_radius 
missing description
scr_spawn_helicopter_influencer_score 
missing description
scr_spawn_helicopter_influencer_score_curve 
missing description
scr_spawn_napalm_influencer_radius 
missing description
scr_spawn_napalm_influencer_score 
missing description
scr_spawn_napalm_influencer_score_curve 
missing description
scr_spawn_objective_facing_bonus 
missing description
scr_spawn_pegasus_influencer_radius 
missing description
scr_spawn_pegasus_influencer_score 
missing description
scr_spawn_pegasus_influencer_score_curve 
missing description
scr_spawn_qrdrone_cylinder_influencer_length 
missing description
scr_spawn_qrdrone_cylinder_influencer_radius 
missing description
scr_spawn_qrdrone_cylinder_influencer_score 
missing description
scr_spawn_qrdrone_cylinder_influencer_score_curve 
missing description
scr_spawn_qrdrone_influencer_radius 
missing description
scr_spawn_qrdrone_influencer_score 
missing description
scr_spawn_qrdrone_influencer_score_curve 
missing description
scr_spawn_randomness_range 
missing description
scr_spawn_rcbomb_influencer_radius 
missing description
scr_spawn_rcbomb_influencer_score 
missing description
scr_spawn_rcbomb_influencer_score_curve 
missing description
scr_spawn_tvmissile_influencer_length 
missing description
scr_spawn_tvmissile_influencer_radius 
missing description
scr_spawn_tvmissile_influencer_score 
missing description
scr_spawn_tvmissile_influencer_score_curve 
missing description
scr_spawn_vehicle_influencer_lead_seconds 
missing description
scr_spawn_vehicle_influencer_score 
missing description
scr_spawn_vehicle_influencer_score_curve 
missing description
scr_tdm_friendlyFireDelayTime 
missing description
scr_teambalance 
missing description
scr_team_fftype 
Friendly fire status
scr_team_teamkillerplaylistbanpenalty 
missing description
scr_team_teamkillerplaylistbanquantum 
missing description
scr_timeplayedcap 
missing description
scr_turret_no_timeout 
missing description
scr_vehicle_damage_scalar 
missing description
scr_veh_alive_cleanuptimemax 
missing description
scr_veh_alive_cleanuptimemin 
missing description
scr_veh_cleanupabandoned 
missing description
scr_veh_cleanupdebugprint 
missing description
scr_veh_cleanupdrifted 
missing description
scr_veh_cleanupmaxspeedmph 
missing description
scr_veh_cleanupmindistancefeet 
missing description
scr_veh_cleanuptime_dmgfactor_deadtread 
missing description
scr_veh_cleanuptime_dmgfactor_max 
missing description
scr_veh_cleanuptime_dmgfactor_min 
missing description
scr_veh_cleanuptime_dmgfraction_curve_begin 
missing description
scr_veh_cleanuptime_dmgfraction_curve_end 
missing description
scr_veh_dead_cleanuptimemax 
missing description
scr_veh_dead_cleanuptimemin 
missing description
scr_veh_disableoverturndamage 
missing description
scr_veh_disablerespawn 
missing description
scr_veh_disappear_maxpreventdistancefeet 
missing description
scr_veh_disappear_maxpreventvisibilityfeet 
missing description
scr_veh_disappear_maxwaittime 
missing description
scr_veh_driversarehidden 
missing description
scr_veh_driversareinvulnerable 
missing description
scr_veh_explode_on_cleanup 
missing description
scr_veh_explosion_doradiusdamage 
missing description
scr_veh_explosion_husk_forcepointvariance 
missing description
scr_veh_explosion_husk_horzvelocityvariance 
missing description
scr_veh_explosion_husk_vertvelocitymax 
missing description
scr_veh_explosion_husk_vertvelocitymin 
missing description
scr_veh_explosion_maxdamage 
missing description
scr_veh_explosion_mindamage 
missing description
scr_veh_explosion_radius 
missing description
scr_veh_explosion_spawnfx 
missing description
scr_veh_health_jeep 
missing description
scr_veh_health_tank 
missing description
scr_veh_ondeath_createhusk 
missing description
scr_veh_ondeath_usevehicleashusk 
missing description
scr_veh_respawnafterhuskcleanup 
missing description
scr_veh_respawntimemax 
missing description
scr_veh_respawntimemin 
missing description
scr_veh_respawnwait_iterationwaitseconds 
missing description
scr_veh_respawnwait_maxiterations 
missing description
scr_veh_waittillstoppedandmindist_maxtime 
missing description
scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet 
missing description
scr_wagerBet 
missing description
scr_wagerPool 
missing description
scr_wagerSideBet 
missing description
scr_wagerTier 
missing description
scr_wager_defaultScore 
missing description
scr_wager_firstPayout 
missing description
scr_wager_firstPlayer 
missing description
scr_wager_secondPayout 
missing description
scr_wager_secondPlayer 
missing description
scr_wager_thirdPayout 
missing description
scr_wager_thirdPlayer 
missing description
scr_weaponobject_coneangle 
missing description
scr_weaponobject_graceperiod 
missing description
scr_weaponobject_mindist 
missing description
scr_weaponobject_radius 
missing description
scr_weapon_allowbetty 
missing description
scr_weapon_allowc4 
missing description
scr_weapon_allowflash 
missing description
scr_weapon_allowfrags 
missing description
scr_weapon_allowmines 
missing description
scr_weapon_allowrpgs 
missing description
scr_weapon_allowsatchel 
missing description
scr_weapon_allowsmoke 
missing description
scr_writeConfigStrings 
Special script mode for writing config string files
scr_xpscale 
missing description
scr_xpzmscale 
missing description
sd_can_switch_device 
Allow Switching sound device
sd_xa2_device_guid 
prefered audio device
sd_xa2_device_name 
Available Sound devices
sd_xa2_num_devices 
Number of xaudio2 devices
searchSessionGeo1Weight 
searchSessionSkillWeight
searchSessionGeo2Weight 
searchSessionGeo1Weight
searchSessionGeo3Weight 
searchSessionGeo2Weight
searchSessionGeo4Weight 
searchSessionGeo3Weight
searchSessionIsEmpty 
Geographical loc latitude weight for weighted distance matchmaking queries
searchSessionNextTaskDelay 
The delay after the task succeeds that we excute the next find sessions
searchSessionSkillWeight 
searchSessionMapPackFlags
seasonpass 
missing description
seasonpass_sale 
missing description
selectedFriendIndex 
Currently selected friend index.
selectedFriendName 
The name of the currently selected friend.
selectedGroupIndex 
Currently selected group index
selectedMenuItemIndex 
Current selected event index.
selectedPlayerXuid 
Currently selected player xuid.
sensitivity 
missing description
sessionSearchMaxAttempts 
Number of search retries before giving up.
sessionTaskFailDebug 
Debug taskmanager 2 task failures.
session_nonblocking 
Non-blocking Session code
shieldBlastDamageProtection_120 
How much protection a shield has against an explosion. 0.0 is none 1.0 is full. For explosions within a 120-degree arc of the shield.
shieldBlastDamageProtection_180 
How much protection a shield has against an explosion. 0.0 is none 1.0 is full. For explosions within a 180-degree arc of the shield.
shieldBlastDamageProtection_30 
How much protection a shield has against an explosion. 0.0 is none 1.0 is full. For explosions within a 30-degree arc of the shield.
shieldBlastDamageProtection_60 
How much protection a shield has against an explosion. 0.0 is none 1.0 is full. For explosions within a 60-degree arc of the shield.
shieldDeployShakeDuration 
Viewmodel shake duration for riotshield deploy.
shieldDeployShakeScale 
Viewmodel shake scale for riotshield deploy.
shieldImpactBulletShakeDuration 
Viewmodel shake duration for bullet impacts.
shieldImpactBulletShakeScale 
Viewmodel shake scale for bullet impacts.
shieldImpactExplosionHighShakeDuration 
Viewmodel shake duration for strong splash damage.
shieldImpactExplosionHighShakeScale 
Viewmodel shake scale for strong splash damage.
shieldImpactExplosionLowShakeDuration 
Viewmodel shake duration for weak splash damage.
shieldImpactExplosionLowShakeScale 
Viewmodel shake scale for weak splash damage.
shieldImpactExplosionThreshold 
Pre-shield splash damage that is above this will be 'strong.
shieldImpactMissileShakeDuration 
Viewmodel shake duration for direct missile impacts.
shieldImpactMissileShakeScale 
Viewmodel shake scale for direct missile impacts.
shieldPlayerBulletProtectionDegrees 
Bullets fired at a riotshield-bearing player will be blocked if they are within this many degrees of the player's forward direction. Higher value means wider protection.
shortversion 
Short game version
shoutcastHighlightedClient 
Shoutcaster's currently highlighted clientNum.
shoutcastSelectedClient 
Shoutcaster's currently selected clientNum.
showMapErrors 
missing description
showVisionSetDebugInfo 
Enables visionset debug info
sidebet_made 
missing description
sjc_version 
missing description
skill_scoreBeta 
Beta value for score based skill calculation
skill_teamBeta 
Beta value for team based skill calculation
smpDraw2D 
missing description
smpUpdatePlayerNames 
missing description
sm_enable 
Enable shadow mapping
sm_fastSunShadow 
Fast sun shadow
sm_maxLights 
Limits how many primary lights can have shadow maps
sm_polygonOffsetBias 
Shadow map offset bias
sm_polygonOffsetScale 
Shadow map offset scale
sm_spotEnable 
Enable spot shadow mapping from script
sm_spotQuality 
Spot shadow quality
sm_spotShadowFadeTime 
How many seconds it takes for a primary light shadow map to fade in or out
sm_spotShadowLargeRadiusScale 
Radius scaler for large spot shadow switch over
sm_strictCull 
Strict shadow map cull
sm_sunAlwaysCastsShadow 
forces sun to always do shadow mapping from script
sm_sunEnable 
Enable sun shadow mapping from script
sm_sunQuality 
Sun shadow quality
sm_sunSampleSizeNear 
Shadow sample size
sm_sunShadowCenter 
Sun shadow center 0 0 0 means don't override
sm_sunShadowScale 
Sun shadow scale optimization
sm_sunShadowSmall 
force quarter resolution sun shadow map
sm_sunShadowSmallEnable 
use quarter resolution sun shadow map
<-  
  snd 
------------------------------------ 
snd_autoSim 
turn on client side simulation of automatic gun sounds
snd_autosim_window 
autosim window masking
snd_boat_current_rpm 
scalar value for boat engine
snd_boat_engine_off 
value for boat engine low/idle
snd_boat_lerp_rpm 
scalar value for boat rpm
snd_boat_pitch_high_max 
boat pitch high max
snd_boat_pitch_high_min 
boat pitch high min
snd_boat_pitch_idle_max 
boat pitch idle max
snd_boat_pitch_idle_min 
boat pitch idle min
snd_boat_pitch_low_max 
boat pitch low max
snd_boat_pitch_low_min 
boat pitch low min
snd_boat_pitch_med_max 
boat pitch med max
snd_boat_pitch_med_min 
boat pitch med min
snd_boat_rpm_high_fin_end 
rpm point where engine_high fade in begins
snd_boat_rpm_high_start 
rpm point where engine_high start
snd_boat_rpm_idle_end 
rpm point where engine_idle ends
snd_boat_rpm_idle_fout_start 
rpm point where engine_idle begins to fade out
snd_boat_rpm_low_end 
rpm point where engine_low ends
snd_boat_rpm_low_fin_end 
rpm point where engine_low fade in ends
snd_boat_rpm_low_fout_start 
rpm point where engine_low fade out begins
snd_boat_rpm_low_start 
rpm point where engine_low start
snd_boat_rpm_med_end 
rpm point where engine_medium ends
snd_boat_rpm_med_fin_end 
rpm point where engine_med fade in ends
snd_boat_rpm_med_fout_start 
rpm point where engine_med fade out begins
snd_boat_rpm_med_start 
rpm point where engine_medium start
snd_boat_rpm_scalar 
scalar value for boat rpm
snd_boat_using_lerp_rpm 
scalar value for boat rpm
snd_boat_water_fast_min 
boat water fast min
snd_boat_water_idle_max 
boat water idle max
snd_boat_water_pitch_max 
boat water pitch max
snd_boat_water_slow_max 
boat water slow max
snd_boat_water_slow_min 
boat water slow min
snd_draw3D 
Draw the position and info of world sounds
snd_drawInfo 
Draw debugging information for sounds
snd_drawSort 
Sort debugging information for sounds
snd_futz 
futz
snd_jetgun_loop_start 
spin time elapse until loop sound starts playing
snd_jetgun_pitch_end 
pitch where the loop ends
snd_jetgun_pitch_start 
pitch where the loop starts
snd_losOcclusion 
occlusion based off of LOS
snd_max_ram_voice 
max ram voice count
snd_max_stream_voice 
max stream voice count
snd_minigun_loop_start 
spin time elapse until loop sound starts playing
snd_minigun_pitch_end 
pitch where the loop ends
snd_minigun_pitch_start 
pitch where the loop starts
snd_ps3_vol_occlusion_attenuation_dry 
maximum dry volume occlusion attenuation for PS3
snd_ps3_vol_occlusion_attenuation_wet 
maximum wet volume occlusion attenuation for PS3
snd_speakerConfiguration 
Speaker configuration
snd_throttle_reduce_vol 
ammount to reduce engine vol
snd_throttle_time_held_down 
how long (ms) throttle is held before engine vol begins to decrease
snd_trace_master 
trace master dsp
snd_trace_reverb 
trace reverb dsp
snd_trace_voice 
trace voice dsp
spawnsystem_allow_culling 
Enables the culling of dangerous and low scoring points
spawnsystem_allow_non_team_spawns 
Enables the usage of non-team spawns when all team spawns are blocked
spawnsystem_badspawn_aggression_delay 
Report aggression to others that a player deals within this MS of spawning in
spawnsystem_badspawn_damage_delay 
Report damage that occurs to a player within this MS of spawning in
spawnsystem_badspawn_force_record 
Immediately after each client spawn submit a corresponding badspawn report
spawnsystem_danger_time 
When found to be dangerous (enemy LOS or telefrag) disable the point for this duration
spawnsystem_debug 
Debug and rendering for the spawn system
spawnsystem_debug_archive 
Sets the spawn system archive mode
spawnsystem_debug_best_points 
Render best spawn point information
spawnsystem_debug_influencers 
Use colors to differentiate influencer types
spawnsystem_debug_influencer_pulse 
Influencers pulsate when enabled
spawnsystem_debug_influencer_types 
Render spawn influencer information
spawnsystem_debug_liveedit 
Do it live edit now
spawnsystem_debug_player 
Name of player to show debug info for
spawnsystem_debug_points 
Render spawn point boxes. 2 = no depth test
spawnsystem_debug_point_weights 
Render spawn point information
spawnsystem_debug_showclients 
Render archived clients
spawnsystem_debug_sideswitched 
Switch to 'sideswitched' mode
spawnsystem_debug_team 
Team to show debug info for
spawnsystem_debug_visibility 
Render spawn point visibility checking
spawnsystem_debug_visibility_time 
Length of time to render the visibility check
spawnsystem_demo_enable_parsing 
Enables the usage of spawn debugging information embedded in the demo recordings
spawnsystem_demo_max_written 
Limit for how many bytes we are allowed to write to the demo filespawnsystem_allow_non_team_spawns
spawnsystem_enemy_influencer_stacking 
Combine all enemy player influencers
spawnsystem_enemy_spawned_influencer_stacking 
Combine all enemy spawned influencers
spawnsystem_friend_influencer_stacking 
Combine all friendly player influencers
spawnsystem_old_vis_mask 
Switches back to old spawn vis mask without nosight
spawnsystem_score_cull_min_points 
Make sure we always have at least this many points left after score culling
spawnsystem_score_cull_percent 
Percentage of total spawn points that can be disabled due to low score at any time
spawnsystem_score_cull_time_max 
Max time that any particular point can stay disabled due to low score
spawnsystem_score_cull_time_min 
Min time that any particular point can stay disabled due to low score
spawnsystem_sight_check_max_distance 
Max distance for the line of sight check
spawnsystem_sight_height_offset 
Adjust Z for LOS test by this value
spawnsystem_weapon_influencer_min_length 
Minimum lenght the line of sight check will drop the distance to
spawnsystem_weapon_influencer_push_through 
Extend the line of sight distance this much after check
spawnsystem_weapon_influencer_sight_check 
Do a line of sight check on the weapon influencer
spawnsystem_weapon_influencer_update_interval 
How often to update the sight check in milliseconds
splitscreen 
Current game is a splitscreen game
splitscreen_lobbyPlayerCount 
Splitscreen lobby player count string.
splitscreen_partyPlayerCount 
Splitscreen lobby party player count string.
splitscreen_playerCount 
The number of players in a splitscreen game
spmode 
Current game is a sp game
statsLocationFatal 
If true a zombie stats error will cause the game to end if false a warning is printed to the console and the game continues
stats_version_check 
Reset stats if version numbers do not match
stat_version 
Stats version number
stopspeed 
The player deceleration
storeMapPackMaskToStats 
Store the installed Map-Pack Masks in the persistent stats
<-  
  sv 
------------------------------------ 
sv_allowAnonymous 
Allow anonymous access
sv_assistWorkers 
Enable server worker thread assist when idle
sv_authenticating 
Names of all referenced Fast Files
sv_bitfieldTracking 
send blackbox notifies when bitfields data exceeeds thresholds
sv_cheats 
Enable cheats on the server
sv_clientFpsLimit 
Limit clients FPS
sv_clientside 
Used to toggle systems in script on and off on the server.
sv_clientSideBullets 
If true clients will synthesize tracers and bullet impacts
sv_clientSideVehicles 
If true vehicles will be predicted on the client reducing response time
sv_connectTimeout 
seconds without any message when a client is loading
sv_disableClientConsole 
Disallow remote clients from accessing the console
sv_dwlsgerror 
Demonware LSG error
sv_earlyEndSnapshots 
missing description
sv_endGameIfISuck 
End the match if most of the players are lagged out
sv_expensive_bullet_time 
MS threshold for reporting expensive bullet fire events to blackbox.
sv_externalEventLoop 
Allow the event loop to run outside of the server frame
sv_FakeRemoteClient 
If true script func numremoteclients() always returns at least 1.fxfrustumCutoff
sv_fakeServerLoad 
Artificially load the server by this time in MS
sv_fakeServerLoadRand 
Additional server load to add randomly each frame
sv_FFCheckSums 
Fast File server checksums
sv_FFNames 
Names of Fast Files used by the server
sv_floodprotect 
Prevent malicious lagging by flooding the server with commands. Is the number of client commands the server will process per 800ms. 0 means no flood protection.
sv_forceunranked 
missing description
sv_hostname 
Host name of the server
sv_iwdNames 
Names of IWD files used by the server
sv_iwds 
IWD server checksums
sv_keywords 
Server keywords
sv_mapRotation 
List of maps for the server to play
sv_mapRotationCurrent 
Current map in the map rotation
sv_maxclients 
The maximum number of clients that can connect to a server
sv_maxPing 
Maximum ping allowed on the server
sv_minPing 
Minimum ping allowed on the server
sv_networkRateSolution 
Select different types of solutions for network rate / client movement issues.
sv_network_fps 
Number of times per second the server checks for net messages
sv_network_warning 
missing description
sv_noname 
Player name assigned to players that fail name validation
sv_paused 
Pause the server
sv_playlistFetchInterval 
Interval in seconds between playlist fetches
sv_precacheSnapshotsSmp 
missing description
sv_privateClients 
Maximum number of private clients allowed on the server
sv_privateClientsForClients 
The # of private clients (we send this to clients)
sv_privatePassword 
password for the privateClient slots
sv_pure 
Cannot use modified IWD files
sv_reconnectlimit 
minimum seconds between connect messages
sv_referencedFFCheckSums 
Checksum of all referenced Fast Files
sv_referencedFFNames 
Names of all referenced Fast Files
sv_referencedIwdNames 
Names of all referenced IWD files
sv_referencedIwds 
Checksum of all referenced IWD files
sv_running 
Server is running
sv_timeout 
seconds without any message
sv_voice 
Use server side voice communications
sv_voiceQuality 
Voice quality
sv_writeConfigStrings 
Write out the config string file
sv_zombietime 
seconds to sync messages after disconnect
systemlink 
Current game is a system link game
<-  
  sys 
------------------------------------ 
sys_configSum 
missing description
sys_configureGHz 
missing description
sys_cpuGHz 
missing description
sys_cpuName 
missing description
sys_gpu 
missing description
sys_sysMB 
missing description
teamsplitter_verbose 
Verbose debug output while splitting teams if true.
terriblePing 
Just awful limit of playability
TestIntervalJitter 
ms jitter between test rounds
throwback_enabled 
Enables throwbacks
tickerHeaderWidth 
The width of the ticker header text used to align the the ticker message.
timescale 
Scale time of each frame
tree_bend 
bend amount of tree trunk
tree_frequency 
frequency of tree bend oscillation
tree_random 
random addition to bend amount of tree trunk
tu2_delayComErrorForPlaylistRules 
Use a delayed com_error when erroring for playlist rules
tu2_partyCheckRulesAlways 
Check party eligibility every time we run playlist rules
tu2_partyCheckRulesOnSetup 
Check party eligibility every time we setup the playlist
tu2_stopPartyForPlaylistRules 
Stop the party when erroring for playlist rules
turretplacement_traceOffset 
The amount to offset the trace start used in turret placement.
turretplacement_useTraceOffset 
Use the offset in turret placement
turretPlayerAvoidScale 
Auto turrets will try to avoid the player. They will not choose a target that is within a cone around the player. The diameter of the cone is the player's height so the cone is smaller the farther the player is from the turret. Use this dvar to scale the cone size.
turret_KillstreakTargetTime 
Time in milliseconds that a TOW turret will stay locked on a target before verifying line of sight
turret_placement_trace_maxs 
maxs of the bound used for the placement trace
turret_placement_trace_mins 
mins of the bound used for the placement trace
turret_SentryTargetTime 
Time in milliseconds that a sentry turret will stay locked on a target before verifying line of sight
turret_TargetLeadBias 
The number of server frames used to predict an entity's position. Used for turret aiming when firing.
tu_reenumerateContentOnSignout 
missing description
typeWriterCod7LetterFXTime 
Time it takes for a letter to come in.
<-  
  ui 
------------------------------------ 
ui_allowvote 
missing description
ui_allow_classchange 
Whether the UI should allow changing class
ui_allow_controlschange 
missing description
ui_allow_teamchange 
missing description
ui_ammo_stock_width 
Width of the ammo stock shown on the right.
ui_animSpeedScale 
Scales the UI animation speed.
ui_autoContinue 
Automatically 'click to continue' after loading a level
ui_bigFont 
Big font scale
ui_borderLowLightScale 
Scales the border color for the lowlight color on certain UI borders
ui_browserFriendlyfire 
missing description
ui_browserHardcore 
missing description
ui_browserKillcam 
missing description
ui_browserMod 
missing description
ui_browserShowDedicated 
missing description
ui_browserShowEmpty 
missing description
ui_browserShowFull 
missing description
ui_browserShowPassword 
missing description
ui_browserShowPure 
missing description
ui_choice_noaction 
missing description
ui_combatCurrScrollBarPos 
missing description
ui_currentMap 
Current map index
ui_currentNetMap 
missing description
ui_customModeDesc 
Description for the custom game mode.
ui_customModeEditDesc 
Description for the custom game mode while editing.
ui_customModeEditName 
Name to give the currently edited custom game mode when editing is complete
ui_customModeName 
Custom game mode name
ui_custom_name 
missing description
ui_deadquote 
missing description
ui_dedicated 
missing description
ui_demoname 
Current selected demo name
ui_detailedMM 
Show detailed matchmaking info in the UI
ui_display_aar 
true if returning from a level and need to display aar
ui_drawOldUI 
Draw the old UI
ui_drawSpinnerAfterMovie 
creditsScrollScale
ui_email_address 
Email address
ui_errorMessage 
Most recent error message
ui_errorMessageDebug 
Most recent debug error message
ui_errorTitle 
Title of the most recent error message
ui_ethernetLinkActive 
true if a network connection is available(and active)
ui_extraBigFont 
missing description
ui_favoriteAddress 
missing description
ui_favoriteName 
missing description
ui_favorite_message 
missing description
ui_friendlyfire 
missing description
ui_friendMessage 
missing description
ui_friendNameNew 
missing description
ui_friendPendingSelectedInd 
missing description
ui_friendSelectedInd 
missing description
ui_friendsListOpen 
True when viewing Friends List.
ui_fxFontColor 
Color of font face
ui_fxFontGlowColor 
Color of the font glow
ui_fxFontOutlineColor 
Color of the outline
ui_fxFontShadowColor 
Color of the shadow
ui_gametype 
Current game type
ui_gametype_text 
missing description
ui_generic_status_bar 
missing description
ui_guncycle 
missing description
ui_gv_reloadSpeedModifier 
missing description
ui_heatMapColor 
Heat Map Blob Color
ui_heatMapColorForPlayer 
Heat Map Blob Color for player deaths only
ui_hideLeaderboards 
Hide leaderboard buttons in the UI
ui_hideminimap 
map toggle
ui_hostname 
missing description
ui_hud_hardcore 
Whether the HUD should be suppressed for hardcore mode
ui_hud_obituaries 
missing description
ui_hud_showobjicons 
missing description
ui_hud_visible 
Whether the 2D HUD should be displayed or not.
ui_ignoreMousePos 
Whether there are multiple text entries in the menu.
ui_inGameStoreVisible 
Dvar to on/off ingamestore button on the main menu.
ui_inviteScreen 
missing description
ui_inviteSelectedInd 
missing description
ui_isClanMember 
True when member belongs to clan
ui_joinGametype 
missing description
ui_keyboardtitle 
missing description
ui_keyboard_dvar_edit 
missing description
ui_keyboard_dvar_new 
missing description
ui_language 
missing description
ui_languagechanged 
missing description
ui_lastServerRefresh_0 
missing description
ui_lastServerRefresh_1 
missing description
ui_lastServerRefresh_2 
missing description
ui_lastServerRefresh_3 
missing description
ui_lastServerRefresh_4 
missing description
ui_levelEra 
Int for the year/era of the current level. Default is 2020.
ui_listboxIndex 
Current position in a listbox. Used to position associated drop down menu.
ui_load_index 
missing description
ui_lobbypopup 
missing description
ui_mapCount 
Number of maps the player has
ui_mapname 
Current map name
ui_mapPackChanged 
missing description
ui_menuLvlNotify 
If set send code notification to script; default off
ui_motd 
missing description
ui_MOTDScrollRate 
The rate at which UI_SCROLLING_MOTD_MESSAGE ownerdraw scrolls the text.
ui_mousePitch 
missing description
ui_mpTheaterEnabled 
missing description
ui_mpWagerMatchEnabled 
missing description
ui_multiplayer 
True if the game is multiplayer
ui_netGametypeName 
missing description
ui_netSource 
The network source where -
ui_options_open 
missing description
ui_partyFull 
True if the current party is full.
ui_party_download_bar_color 
Color of the party download progress bar.
ui_party_download_bar_height 
Height of each download progress bar.
ui_playercardOpen 
True when in game gamercard is open.
ui_playerListOpen 
True when viewing recent met player List.
ui_playlistPopulationRefreshTime 
The number of seconds before the playlist population heatmap is refreshed.
ui_preview 
missing description
ui_preview_map 
missing description
ui_prevTextEntryBox 
Index of the previous text entry box.
ui_readingSaveDevice 
Whether or not the reading save device menu is open.
ui_right_ammo_width 
Width of the ammo shown on the right.
ui_safearea 
missing description
ui_scorelimit 
missing description
ui_scrollBarWidth 
controls scroll bar width used by scrolling custom element
ui_scrollByRow 
scroll the custom element by a number of rows
ui_scrollEmptySpaceHeightPercentage 
controls empty space height percentage for scroll bar used by scrolling custom element
ui_scrollFontScale 
controls font scale for scrolling custom element
ui_scrollMinUpdateInterval 
controls scrolling custom element min update time interval (ms)
ui_scrollMOTDDelay 
The delay before the UI_SCROLLING_MOTD_MESSAGE ownerdraw begins scrolling the text.
ui_scrollMOTDYOffset 
The y offset of the text scrolled using the UI_SCROLLING_MOTD_MESSAGE ownerdraw.
ui_scrollMOTDYOffsetResetDelay 
The delay after the UI_SCROLLING_MOTD_MESSAGE ownerdraw finishes scrolling the text
ui_scrollSpeed 
controls scrolling speed for custom scrolling renderer foudn in lui custom element
ui_scrollTextDelay 
The delay before the UI_SCROLLING_LONG_MESSAGE ownerdraw begins scrolling the text.
ui_scrollTextScrollRate 
The rate at which UI_SCROLLING_LONG_MESSAGE ownerdraw scrolls the text.
ui_scrollTextYOffset 
The y offset of the text scrolled using the UI_SCROLLING_LONG_MESSAGE ownerdraw.
ui_scrollTextYOffsetResetDelay 
The delay after the UI_SCROLLING_LONG_MESSAGE ownerdraw finishes scrolling the text
ui_serverBrowserMenu 
missing description
ui_serverinfomessage 
missing description
ui_serverinfomessagehostname 
missing description
ui_serverStatusTimeOut 
Time in milliseconds before a server status request times out
ui_showBryceMagic 
Whether to display the COD Elite button in the MP main menu.
ui_showDLCMaps 
Whether to display the DLC maps.
ui_showmap 
missing description
ui_smallFont 
Small font scale
ui_specops 
whether or not to use special specops only hud elements
ui_splitscreen 
missing description
ui_storeButtonPressed 
Dvar set when we press the store button.
ui_storeOfferCountNotZero 
missing description
ui_text_endreason 
missing description
ui_timelimit 
missing description
ui_useCustomClassInfo 
missing description
ui_weapon_tiers 
missing description
ui_xboxLiveCountNotZero 
missing description
ui_xboxLivePartyListOpen 
missing description
unsubscriptionCooloffTimer 
This dvar is used to set the cool of time for unsubscribing the xuids of the recent met playerlist.
updateInfoLastFetchTime 
missing description
updateInGameStoreAvatarsLastFetchTime 
missing description
updateInGameStoreMapPacksLastFetchTime 
missing description
updateInGameStoreThemesLastFetchTime 
missing description
useMapPreloading 
missing description
username 
missing description
useSvMapPreloading 
missing description
using_original 
Whether user has only original maps.
vcs_timelimit 
Sets the timelimit for the VCS easter egg
vcs_WindowState 
indicates the display state of the vcs system 0=not displayed 1=windowed 2=fullscreen
vc_FBM 
Leonardo
vc_FGM 
Leonardo
vc_FSM 
Leonardo
vc_HMB 
Leonardo
vc_HMG 
Leonardo
vc_HMR 
Leonardo
vc_LIB 
Leonardo
vc_LIG 
Leonardo
vc_LIW 
Leonardo
vc_LOB 
Leonardo
vc_LOW 
Leonardo
vc_LUT 
Lut index
vc_MMB 
Leonardo
vc_MMG 
Leonardo
vc_MMR 
Leonardo
vc_RE 
Leonardo
vc_RGBH 
Leonardo
vc_RGBL 
Leonardo
vc_RS 
Leonardo
vc_SMB 
Leonardo
vc_SMG 
Leonardo
vc_SMR 
Leonardo
vc_SNAP 
hdr snapshot
vc_YH 
Leonardo
vc_YL 
Leonardo
<-  
  veh 
------------------------------------ 
vehanim_debug 
Show debug information for vehicle anims
vehanim_enable 
Enable player vehicle anims
vehGunnerSplashDamage 
Percentage of projectile and grenade splash damage that vehicle gunners take.
vehHelicopterboundMapHeight 
Helicopter Bounding height.
vehHelicopterboundMapLowerRightX 
Helicopter Bounding box.
vehHelicopterboundMapLowerRightY 
Helicopter Bounding box.
vehHelicopterboundMapUpperLeftX 
Helicopter Bounding box.
vehHelicopterboundMapUpperLeftY 
Helicopter Bounding box.
vehHelicopterboundsOn 
Heli bounds on/off.
vehHelicopterDefaultPitch 
Set the default pitch of the helicopter.
vehHelicopterFreeLook 
Allow free look with left trigger.
vehHelicopterHoverSpeedThreshold 
The speed below which the player helicopter begins to jitter the tilt for hovering
vehHelicopterInvertUpDown 
Invert the altitude control on the player helicopter.
vehHelicopterLookaheadTime 
How far ahead (in seconds) the player helicopter looks ahead to avoid hard collisions. (Like driving down the highway you should keep 2 seconds distance between you and the vehicle in front of you)
vehHelicopterMaxHeightLockOffset 
The maximum the helicopter can move above the height mesh.
vehHelicopterMinHeightLockOffset 
The maximum the helicopter can move below the height mesh.
vehHelicopterPathTransitionTime 
How quickly the helicopter transitions from driving path to locked path.
vehHelicopterRightStickDeadzone 
Dead-zone for the axes of the right thumbstick. This helps to better control the two axes separately.
vehHelicopterRotDecel 
Set the rotational deceleration or dampening for the helicopter.
vehHelicopterScaleMovement 
Scales down the smaller of the left stick axes.
vehHelicopterSoftCollisions 
Player helicopters have soft collisions (slow down before they collide).
vehHelicopterStrafeDeadzone 
Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling).
vehHelicopterTiltFromViewangles 
The amount of tilt caused by the current velocity
vehHelicopterYawAltitudeControls 
Determines how to control yaw and altitude
vehHelicopterYawOnLeftStick 
The yaw speed created by the left stick when pushing the stick diagonally (e.g. moving forward and strafing slightly).
vehicleMouseExtraTurnSpeed 
Increase assist for turn angle for nitrous vehicles when not using a gamepad.
vehicle_collision_prediction_time 
How far ahead of the vehicle it should predict to do collision damage.
vehicle_damage_bouncing_betty 
Bouncing betty damage for vehicles.
vehicle_damage_bullet 
Bullet damage for vehicles.
vehicle_damage_grenade 
Grenade damage for vehicles.
vehicle_damage_max_shielding 
Percent of core damage that armor can shield.
vehicle_damage_projectile 
Projectile damage for vehicles.
vehicle_damage_satchel_charge 
Satchel charge damage for vehicles.
vehicle_damage_sticky_grenade 
Sticky grenade damage for vehicles.
vehicle_damage_zone_front 
Front zone damage for vehicles.
vehicle_damage_zone_rear 
Rear zone damage for vehicles.
vehicle_damage_zone_side 
Side zone damage for vehicles.
vehicle_damage_zone_under 
Bottom zone damage for vehicles.
vehicle_destructible_damage_bouncing_betty 
Bouncing betty damage for destructible armor on vehicles.
vehicle_destructible_damage_bouncing_betty_radius 
Radius for bouncing betty damage for destructible armor on vehicles.
vehicle_destructible_damage_grenade 
Grenade damage for destructible armor on vehicles.
vehicle_destructible_damage_grenade_radius 
Radius for grenade damage for destructible armor on vehicles.
vehicle_destructible_damage_projectile_radius 
Radius for projectile damage for destructible armor on vehicles.
vehicle_destructible_damage_satchel_charge 
Satchel charge damage for destructible armor on vehicles.
vehicle_destructible_damage_satchel_charge_radius 
Radius for satchel charge damage for destructible armor on vehicles.
vehicle_destructible_damage_sticky_grenade 
Sticky grenade damage for destructible armor on vehicles.
vehicle_destructible_damage_sticky_grenade_radius 
Radius for sticky grenade damage for destructible armor on vehicles.
vehicle_piece_damagesfx_threshold 
Minimum amount of damage for which a destructible piece damageSound SFX will be played.
vehicle_push_during_mantle 
Enable player mantling
vehicle_riding 
Turning this on enables players to walk around on top of vehiclesvehCameraTurretOffsetADS
vehicle_selfCollision 
Enabled the vehicle to shoot itself with it's own turret.
vehicle_sounds_cutoff 
Use to turn of the vehicle sounds if the distance between the camera and the vehicle is more than this value
vehicle_switch_seat_delay 
Delay before player can switch seats again.
vehicle_useRadius 
The radius within which a player can enter a vehicle
vehLocationalVehicleSeatEntry 
Assigns the player seat based on the entry location NOT first in first available position
vehLockTurretToPlayerView 
Locks the turret angles to the player angles and sets the players rotation speed to the turrets rotRate
vehNPCThrottleMultiplier 
Speed of vehicle mul this = throttle percentage.
vehPlaneAssistedFlying 
This is set when the plane is using assisted flying.
vehPlaneConventionalFlight 
Setting this will make the plane fly ctol only. Default is ctol/vtol combo.
vehPlaneFakeLiftForce 
Fake lift force on aircraft. Adds extra pitch when non-horizontal.
vehPlaneGravityForce 
Gravity force on aircraft.
vehPlaneLiftForce 
Lift force on aircraft.
vehPlaneLowSpeed 
Min speed.
vehPlanePitchAccel 
vehPlaneRollAccel
vehPlanePlayerAvoidance 
Enable/Disable player building avoidance.
vehPlaneRollAccel 
Adjustable rotation scaler.
vehPlaneRollDeadZone 
Roll input dead zone. Percentage of stick movement to ignore for roll.
vehPlaneSpeedControl 
Setting this will give the player speed control.
vehPlaneTurnAssistDecayRate 
The rate at which the yaw and pitch input from the mouse are kept between frames. Used when the flying assisted.
vehPlaneYawFromRollScale 
Adjustable rotation scaler.
vehPlaneYawSpeed 
Adjustable rotation scaler.
version 
Game version
vid_xpos 
Game window horizontal position
vid_ypos 
game window vertical position
visionstore_glowTweakBloomCutoff 
missing description
visionstore_glowTweakBloomDesaturation 
missing description
visionstore_glowTweakBloomIntensity0 
missing description
visionstore_glowTweakBloomIntensity1 
missing description
visionstore_glowTweakEnable 
missing description
visionstore_glowTweakRadius0 
missing description
visionstore_glowTweakRadius1 
missing description
visionstore_glowTweakSkyBleedIntensity0 
missing description
visionstore_glowTweakSkyBleedIntensity1 
missing description
WADTimestampUpdateInterval 
Time in milliseconds since the last WAD timestamp is retrieved
waitForInitial 
missing description
waitForStreamer 
missing description
waitOnStatsTimeout 
Time in seconds to wait for stats to be fetched while dev mapping.
war_a 
missing description
war_b 
missing description
war_c 
missing description
war_d 
missing description
war_e 
missing description
war_sb 
missing description
waterbrush_entity 
CM_GetWaterHeight function will test against this enitty. Can be used on brushmodels to move the water level
waypointDistFade 
Distance to start fading waypoints when the player is ADS
waypointDistScaleRangeMax 
Distance from player that icon distance scaling ends.
waypointDistScaleRangeMin 
Distance from player that icon distance scaling starts.
waypointDistScaleSmallest 
Smallest scale that the distance effect uses.
waypointIconHeight 
Height of the offscreen pointer.
waypointIconWidth 
Width of the offscreen pointer.
waypointOffscreenCornerRadius 
Size of the rounded corners.
waypointOffscreenDistanceThresholdAlpha 
Distance from the threshold over which offscreen objective icons lerp their alpha.
waypointOffscreenPadBottom 
waypointOffscreenPadTop
waypointOffscreenPadLeft 
Offset from the edge.
waypointOffscreenPadRight 
waypointOffscreenPadLeft
waypointOffscreenPadTop 
waypointOffscreenPadRight
waypointOffscreenPointerDistance 
Distance from the center of the offscreen objective icon to the center its arrow.
waypointOffscreenPointerHeight 
waypointOffscreenPointerWidth
waypointOffscreenPointerWidth 
waypointIconHeight
waypointOffscreenRoundedCorners 
Off-screen icons take rounded corners when true. 90-degree corners when false.
waypointOffscreenScaleLength 
How far the offscreen icon scale travels from full to smallest scale.
waypointOffscreenScaleSmallest 
Smallest scale that the offscreen effect uses.
waypointPlayerOffsetCrouch 
For waypoints pointing to players how high to offset off of their origin when they are crouching.
waypointPlayerOffsetProne 
For waypoints pointing to players how high to offset off of their origin when they are prone.
waypointPlayerOffsetRevive 
For waypoints pointing to players how high to offset off of their origin when they are in last stand.
waypointPlayerOffsetStand 
For waypoints pointing to players how high to offset off of their origin when they are standing.
waypointSplitscreenScale 
Scale applied to waypoint icons in splitscreen views.
waypointTimeFade 
Time in ms to fade waypoints the player is ADS
waypointTweakY 
missing description
webmDwReadDelay 
missing description
webmDwReadTimeout 
missing description
webmDwWriteDelay 
missing description
webmDwWriteTimeout 
missing description
webm_bitrate 
missing description
webm_drop_thresh 
missing description
webm_encAllowCamera 
missing description
webm_encEliteRequired 
missing description
webm_encIdentityVerificationRequired 
missing description
webm_encStatus 
missing description
webm_encStreamEnabled 
missing description
webm_encUiEnabled 
missing description
webm_encUiEnabledCustom 
missing description
webm_encUiEnabledPublic 
missing description
webm_highactivitythreshold 
missing description
webm_hq_bandwidth 
missing description
webm_httpAuthLogin 
missing description
webm_httpAuthMode 
missing description
webm_httpAuthPass 
missing description
webm_httpAuthToken 
missing description
webm_httpUploadUrl 
missing description
webm_kf_interval 
missing description
webm_lag 
missing description
webm_lq_bandwidth 
missing description
webm_mode 
missing description
webm_profile 
missing description
webm_q_max 
missing description
webm_q_min 
missing description
webm_realtime_ms 
missing description
webm_render_bitrate 
missing description
webm_render_fps 
missing description
webm_render_q_max 
missing description
webm_render_q_min 
missing description
webm_render_realtime_ms 
missing description
webm_render_uv_step 
missing description
webm_render_vpx_divider 
missing description
webm_target_fps 
missing description
webm_usersStreaming 
missing description
webm_usersWaitingToStream 
missing description
webm_vol_game 
missing description
webm_vol_headset 
missing description
welcome_shown 
missing description
wideScreen 
True if the game video is running in 16x9 aspect false if 4x3.
wiiuIkEnabled 
Turn on/off WiiU IK
<-  
  wind 
------------------------------------ 
wind_debug_display 
shows wind debug display
wind_global_hi_altitude 
altitude of global hi-level wind
wind_global_low_altitude 
altitude of global low-level wind
wind_global_low_strength_percent 
strength of global low-level wind expressed as a percentage of wind_global_vector
wind_global_vector 
global wind force in units/sec. This is also the hi-level wind
wind_grass_gustinterval 
global wind force gust interval
wind_grass_gust_distance 
max distance at which to place gusts
wind_grass_gust_radius 
size of global wind gust effector
wind_grass_gust_speed 
speed multiplier for gusts
wind_grass_gust_strength 
percentage to bump the wind in a gust
wind_grass_scale 
global wind force scaler
wind_grass_tension 
global wind grass tension (stiffness)
wind_leaf_scale 
global wind grass tension (stiffness)
winvoice_loopback 
Echo microphone input locally
winvoice_mic_mute 
Mute the microphone
winvoice_mic_reclevel 
Microphone recording level
winvoice_mic_scaler 
Microphone scaler value
winvoice_save_voice 
Write voice data to a file
xblive_allmappacks 
Set to true if the player has all the content packs available
xblive_anymappacks 
Set to true if the player has any content packs
xblive_clanListChanged 
Clan list gets updated
xblive_clanmatch 
Current game is a clan match
xblive_contenterror 
missing description
xblive_ec_firstupdatems 
MS to wait before deciding to early out qos
xblive_ec_lastupdatems 
MS since last update required to early out qos
xblive_ec_maxprobewait 
Max MS for matchmaking QoS.
xblive_ec_minpercent 
Minimum percentage of probe results required before early outing qos
xblive_ec_minprobes 
Minimum probe results required before early outing qos
xblive_enablePadsForMarketplace 
missing description
xblive_friendsPresenceChanged 
missing description
xblive_livePresenceChanged 
missing description
xblive_loggedin 
User is logged into online service
xblive_mappacks 
0 = original maps only 1 = new maps only 2 = both original and new
xblive_matchEndingSoon 
True if the match is ending soon
xblive_missingmap 
missing description
xblive_privatematch 
Current game is a private match
xblive_qos_bps_in_game 
missing description
xblive_qos_bps_in_lobby 
missing description
xblive_qos_lookup_bps 
missing description
xblive_qos_lookup_numprobes 
missing description
xblive_qos_max_responses 
missing description
xblive_qos_reset_interval 
missing description
xblive_rankedmatch 
Current game is a ranked match
xblive_searchresults 
missing description
xblive_showmarketplace 
true if the player doesn't have all the map packs
xblive_theater 
Current game is a theater mode
xblive_wagermatch 
Current game is a wager match
xenonGame 
True if running on XBox 360
xenon_getTitleXnAddrTimeSecs 
missing description
xenon_maxVoicePacketsPerSec 
Max voice packets per second a client will send
xenon_maxVoicePacketsPerSecForServer 
Max voice packets per second the server will send
xenon_sysUIActive 
missing description
xPGroups 
missing description
YouTube_apiUrl 
missing description
YouTube_category 
missing description
YouTube_ErrorRecordEvent 
missing description
YouTube_highRefreshRate 
missing description
YouTube_listing 
missing description
YouTube_liveStreamLeague 
missing description
YouTube_lowRefreshRate 
missing description
YouTube_maxViewersForHighRefresh 
missing description
YouTube_minViewersForHighRefresh 
missing description
YouTube_minViewersToStartStream 
missing description
YouTube_minViewersToStream 
missing description
YouTube_miscRefreshRate 
missing description
YouTube_slateImageUrl 
missing description
YouTube_slateText 
missing description
YouTube_stateChange 
missing description
YouTube_timeToRecoverFromLowStreamViewers 
missing description
YouTube_verifyUrl 
missing description
ytForcePrivate 
Force youtube clip uploads to be private
zero_stats_check 
Check for zeroed out stats from Demonware
zombiemode_path_minz_bias 
Bias to prevent missing valid cells below the origin
zombie_devguis 
missing description