(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/gmzorzINDEX:Full Dvar listFrequently used DvarsType infoTemplate configGreenscreen commandsExtending dvarsGreenscreening players (Using Herolighting)Greenscreening players (Using Lockpvs)Greenscreening players (Using a Greenscreen map, Coming soon)Greenscreening the skyDepth mattes and fogCONTRIBUTED TO THIS PAGE:GmzorzAzsryAmystAverageBrickAiryzMatrixFrequently used Dvars
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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.
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TYPE INFO
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TYPEIN CEDESCRIPTION
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
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FULL TEMPLATE CONFIG (These are the basic dvars you need when you're starting a new config)
GREENSCREEN ON:
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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;
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GREENSCREEN OFF:
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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;
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EXTENDING DVARS (getting past their limit)
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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)
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GREENSCREENING PLAYERS USING HEROLIGHTING
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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.
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GREENSCREENING PLAYERS USING LOCKPVS
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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
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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
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Dvar Legendai 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
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 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.
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
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()
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
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
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)
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.
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.