Yes!!
NO!!
all credits goes to: CraigChrist8239.
Could you fix that out for me? ^_^
Oh really?
There are 1337 threads here about console dvars/cvars lol.
for the guys who cba downloading the txt file:
(the few dvars marked with /kool/ are some that i found useful or interesting, don't bother bothering me)
Part 2:Code:aim_scale_view_axis Scale the influence of each input axis so that the major axis has more influence on the control 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 aim_lockon_deflection The amount of stick deflection for the lockon to activate aim_lockon_debug Turn on debugging info for aim lock on aim_lockon_enabled Aim lock on helps the player to stay on target 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_automelee_lerp The rate in degrees per second that the auto melee will converge to its target aim_automelee_debug Turn on auto melee debugging aim_automelee_enabled Turn on auto melee 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_autoaim_lerp The rate in degrees per second that the auto aim will converge to its target aim_autoaim_debug Turn on auto aim debugging aim_autoaim_enabled Turn on auto aim aim_slowdown_yaw_scale_ads The horizontal aim assist slowdown ratio when aiming down the sight aim_slowdown_yaw_scale The horizontal 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_pitch_scale The vertical aim assist slowdown ratio from the hip 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_debug Turn on debugging info for aim slowdown aim_slowdown_enabled Slowdown the turn rate when the cross hair passes over a target aim_accel_turnrate_lerp The acceleration of the turnrates aim_accel_turnrate_debug Turn on debugging info for the acceleration aim_accel_turnrate_enabled Enable/disable acceleration of the turnrates aim_turnrate_yaw_ads The horizontal turn rate 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_pitch_ads The turn rate up and down for aim assist when aiming down the sight aim_turnrate_pitch The vertical turn rate for aim assist when firing from the hip aim_input_graph_index Which input graph to use aim_input_graph_debug Debug the view input graphs aim_input_graph_enabled Use graph for adjusting view input aim_autoAimRangeScale Scales the weapon's auto aim range aim_aimAssistRangeScale Scales the weapon's aim assist range /**/ aim_target_sentient_radius The radius used to calculate target bounds for a sentient(actor or player) /**/ jump_spreadAdd The amount of spread scale to add as a side effect of jumping jump_ladderPushVel The velocity of a jump off of a ladder /kool/jump_slowdownEnable Slow player movement after jumping jump_stepSize The maximum step up to the top of a jump arc jump_height The maximum height of a player's jump /**/ mantle_max_vertical_end_velocity The maximum allowed vertical velocity when finishing a mantle mantle_view_yawcap The angle at which to restrict a sideways turn while mantling mantle_check_angle The minimum angle from the player to a mantle surface to allow a mantle 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_debug Show debug information for mantling mantle_enable Enable player mantling /**/ missileRemoteSteerYawRate Remote-controlled missile left/right steering speed. missileRemoteSteerPitchRate Remote-controlled missile up/down steering speed. missileRemoteSteerPitchRange Remote-controlled missile allowed up/down range. To keep players from steering missiles above the horizon. bg_shieldHitEncodeHeight The decoding range, in height, of a client's viewmodel shield. bg_shieldHitEncodeWidth The decoding range, in width, 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_shieldHitEncodeWidthWorld The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns. turret_adsTime Time (msec) to transition to ADS turret_adsEnabled Enable/Disable ADS on turrets useTagFlashSilenced When true, silenced weapons will use "tag_flash_silenced" instead of "tag_flash". bullet_penetration_enabled When false, disables bullet penetration completely. bullet_ricochetBaseChance The base chance a bullet has of ricocheting off of a riot shield. bullet_penetrationMinFxDist Min distance a penetrated bullet must travel before it'll trigger the effects bg_lowGravity Low gravity for slow or floaty objects, in inches per second per second g_gravity Gravity in inches per second per second player_burstFireCooldown Seconds after a burst fire before weapons can be fired again. /kool/player_meleeHeight The height of the player's melee attack /kool/player_meleeWidth The width of the player's melee attack /kool/player_meleeRange The maximum range of the player's mellee attack /**/ player_dmgtimer_flinchTime Maximum time to play flinch animations player_dmgtimer_stumbleTime Maximum time to play stumble animations player_dmgtimer_minScale The minimum scale value to slow the player by when damaged player_dmgtimer_maxTime The maximum time that the player is slowed due to damage player_dmgtimer_timePerPoint The time in milliseconds that the player is slowed down per point of damage player_turnAnims Use animations to turn a player's model in multiplayer player_lastStandCrawlSpeedScale The scale applied to the player speed when crawling in last stand. player_lastStandDebug Forces players into last stand for debugging purposes. player_sprintCameraBob The speed the camera bobs while you sprint player_sprintStrafeSpeedScale The speed at which you can strafe while sprinting player_sprintRechargePause The length of time the meter will pause before starting to recharge after a player sprints player_sprintMinTime The minimum sprint time needed in order to start sprinting player_sprintTime The base length of time a player can sprint player_sprintUnlimited Whether players can sprint forever or not player_sprintSpeedScale The scale applied to the player speed when sprinting player_sprintForwardMinimum The minimum forward deflection required to maintain a sprint player_spectateSpeedScale The scale applied to the player speed when spectating player_strafeAnimCosAngle Cosine of the angle which player starts using strafe animations player_backSpeedScale The scale applied to the player speed when moving backwards player_strafeSpeedScale The scale applied to the player speed when strafing player_footstepsThreshhold The minimum speed at which the player makes loud footstep noises player_moveThreshhold The speed at which the player is considered to be moving for the purposes of view model bob and multiplayer model movement player_sprintThreshhold The speed threshold before a player is considered to be sprinting 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 /kool/player_sustainAmmo Firing weapon will not decrease clip ammo. player_debugHealth Turn on debugging info for player health player_move_factor_on_torso The contribution movement direction has on player torso direction(multi-player only) player_adsExitDelay Delay before exiting aim down sight player_scopeExitOnDamage Exit the scope if the player takes damage 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_breath_gasp_lerp The interpolation rate for the target waver amplitude when gasping player_breath_hold_lerp The interpolation rate for the target waver amplitude when holding breath player_breath_gasp_scale Scale value to apply to the target waver during a gasp player_breath_fire_delay The amount of time subtracted from the player remaining breath time when a weapon is fired player_breath_gasp_time The amount of time a player will gasp once they can breath again player_breath_hold_time The maximum time a player can hold his breath bg_maxGrenadeIndicatorSpeed Maximum speed of grenade that will show up in indicator and can be thrown back. bg_aimSpreadMoveSpeedThreshold When player is moving faster than this speed, the aim spread will increase bg_bulletExplRadius The radius of the bullet splash damage, where the damage gradually falls off to 0. bg_bulletExplDmgFactor Weapon damage multiplier that will be applied at the center of the slash damage area. bg_forceExplosiveBullets When set, all bullet weapons will fire explosive rounds (Simulates Perk) bg_weaponBobLag The lag that will be applied the weapon bob cycle bg_weaponBobMax The maximum allowed weapon/viewmodel bob amplitude bg_weaponBobAmplitudeRoll The amplitude applied to the roll for weapon bobbing bg_weaponBobAmplitudeProne The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone bg_weaponBobAmplitudeDucked The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking bg_weaponBobAmplitudeStanding The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing bg_weaponBobAmplitudeSprinting The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting bg_weaponBobAmplitudeBase The base speed-based weapon bob amplitude bg_viewBobLag The lag that will be applied the view bob cycle bg_viewBobMax The maximum allowed bob amplitude bg_viewBobAmplitudeRoll The amplitude applied to the roll for view bobbing bg_viewBobAmplitudeProne The multiplier to apply to the player's speed to get the view bob amplitude while prone bg_viewBobAmplitudeDuckedAds The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS bg_viewBobAmplitudeDucked The multiplier to apply to the player's speed to get the view bob amplitude while ducking bg_viewBobAmplitudeStandingAds The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS bg_viewBobAmplitudeStanding The multiplier to apply to the player's speed to get the view bob amplitude while standing bg_viewBobAmplitudeSprinting The multiplier to apply to the player's speed to get the view bob amplitude while sprinting bg_viewBobAmplitudeBase The base speed-based view bob amplitude bg_legYawTolerance The amount the player's leg yaw can differ from his torso before moving ta match bg_swingSpeed The rate at which the player's legs swing around when strafing(multi-player only) stopspeed The player deceleration friction Player friction bg_softLandingMaxDamage The max amount of damage (as % of max health) if soft landing is in effect bg_softLandingMaxHeight The height that a player will start to take max damage if soft landing is in effect bg_softLandingMinHeight The height that a player will start to take minimum damage if soft landing is in effect 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_resetinterval The time interval before foliage sounds are reset after the player has stopped moving bg_foliagesnd_fastinterval The time between each foliage sound when moving quickly bg_foliagesnd_slowinterval The time between each foliage sound when moving slowly 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_prone_yawcap The maximum angle that a player can look around quickly while prone bg_ladder_yawcap The maximum angle that a player can look around while on a ladder player_lean_rotate_crouch_right Amount to rotate the player 3rd person model when crouch leaning right player_lean_rotate_crouch_left Amount to rotate the player 3rd person model when crouch leaning left player_lean_rotate_right Amount to rotate the player 3rd person model when leaning right player_lean_rotate_left Amount to rotate the player 3rd person model when leaning left player_lean_shift_crouch_right Amount to shift the player 3rd person model when crouch leaning right player_lean_shift_crouch_left Amount to shift the player 3rd person model when crouch leaning left player_lean_shift_right Amount to shift the player 3rd person model when leaning right player_lean_shift_left Amount to shift the player 3rd person model when leaning left player_view_pitch_down Maximum angle that the player can look down player_view_pitch_up Maximum angle that the player can look up camera_thirdPersonCrosshairOffset Amount to vertically offset the crosshair from the center when in third person mode camera_thirdPersonAdsTransScale Scale applied to ADS transition time when in third person mode camera_thirdPersonFovScale Scale applied to the field of view when in global third person view camera_thirdPersonOffsetTurretAds The ADS offset of the camera from the player when on a turret in global third person view camera_thirdPersonOffsetAds The ADS offset of the camera from the player in global third person view camera_thirdPersonOffset The offset of the camera from the player in global third person view camera_thirdPerson Use third person view globally bg_debugProne Show prone debug information bg_forceDualWield Force akimbo for all possible weapons bg_viewKickRandom The random direction scale view kick bg_viewKickMin The minimum view kick bg_viewKickMax The maximum view kick bg_viewKickScale The scale to apply to the damage done to calculate damage view kick /**/ perk_extendedMeleeRange The range of the auto melee with the extened perk perk_footstepVolumeEnemy perk_footstepVolumeAlly perk_footstepVolumePlayer perk_sprintRecoveryMultiplierVisual perk_sprintRecoveryMultiplierActual Percent of sprint recovery time to use. perk_fastSnipeScale Scales the recovery speed of the view kick when using a sniper. perk_quickDrawSpeedScale Scales the 'Hip to ADS' transition speed. perk_lightWeightViewBobScale Scale for first person view movement while lightweight. perk_extendedMagsPistolAmmo Number of extra bullets per clip for pistol weapons with the extended mags perk. perk_extendedMagsSpreadAmmo Number of extra bullets per clip for spread weapons with the extended mags perk. perk_extendedMagsSMGAmmo Number of extra bullets per clip for sub machine gun weapons with the extended mags perk. perk_extendedMagsMGAmmo Number of extra bullets per clip for machine gun weapons with the extended mags perk. perk_extendedMagsRifleAmmo Number of extra bullets per clip for rifle weapons with the extended mags perk. perk_diveGravityScale Scale for gravity while diving perk_diveViewRollResetSpeed Rate at which view rotates after the dive is finished perk_diveViewRollSpeed Rate at which view rotates perk_diveViewRollTarget Max angle to rotate view by when diving perk_diveDistanceCheck Length of required empty space to allow diving perk_diveVelocity Horizontal velocity when diving perk_sprintMultiplier Multiplier for player_sprinttime perk_parabolicIcon Eavesdrop icon to use when displaying eavesdropped voice chats perk_parabolicAngle Eavesdrop perk's effective FOV angle perk_parabolicRadius Eavesdrop perk's effective radius perk_grenadeDeath Name of the grenade weapon to drop perk_bulletPenetrationMultiplier Multiplier for extra bullet penetration perk_improvedExtraBreath Number of extra seconds a player can hold his breath on top of the base perk perk_extraBreath Number of extra seconds a player can hold his breath 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 /**/ /kool/lowAmmoWarningNoAmmoColor2 lowAmmoWarningColor2, but when no ammo. /kool/lowAmmoWarningNoAmmoColor1 Like lowAmmoWarningColor1, but when no ammo. lowAmmoWarningNoReloadColor2 lowAmmoWarningColor2, but when no ammo to reload with. lowAmmoWarningNoReloadColor1 Like lowAmmoWarningColor1, but when no ammo to reload with. lowAmmoWarningPulseMin Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0. lowAmmoWarningPulseMax Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0. lowAmmoWarningPulseFreq Frequency of the pulse (oscilation between the 2 colors) lowAmmoWarningColor2 Color 2 of 2 to oscilate between lowAmmoWarningColor1 Color 1 of 2 to oscilate between actionSlotsHide Hide the actionslots. ammoCounterHide Hide the Ammo Counter /**/ clientSideEffects Enable loading _fx.gsc files on the client cg_hudMapBorderWidth The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw cg_hudMapPlayerHeight cg_hudMapPlayerWidth The size of the player's icon on the full map cg_hudMapFriendlyHeight cg_hudMapFriendlyWidth The size of the friendly icon on the full map cg_hudMapRadarLineThickness Thickness, relative to the map width, of the radar texture that sweeps across the full screen map compassHellfireTargetSpot Hellfires on the compass show the spot that they're pointed at, instead of showing their own position. compassHideSansObjectivePointer Hide the compass, but leave the obective pointer visible. compassHideVehicles When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw. compassEnemyFootstepEnabled Enables enemies showing on the compass because of moving rapidly nearby. compassEnemyFootstepMinSpeed The minimum speed an enemy must be moving to 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' compassEnemyFootstepMaxRange The maximum distance at which an enemy may appear on the compass due to 'footsteps' compassObjectiveMaxHeight The maximum height that an objective is considered to be on this level compassObjectiveMinHeight The minimum height that an objective is considered to be on this level compassObjectiveDetailDist When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape. compassObjectiveMinDistRange The distance that objective transition effects play over, centered on compassObjectiveNearbyDist. compassObjectiveNearbyDist When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown. compassObjectiveIconHeight compassObjectiveIconWidth The size of the objective on the full map compassObjectiveDrawLines Draw horizontal and vertical lines to the active target, if it is within the minimap boundries compassObjectiveTextHeight Objective text height compassObjectiveTextScale Scale to apply to hud objectives compassObjectiveRingSize The maximum objective ring sige when a new objective appears on the compass compassObjectiveRingTime The amount of time between each ring when an objective appears compassObjectiveNumRings The number of rings when a new objective appears compassObjectiveMinAlpha The minimum alpha for an objective at the edge of the compass compassObjectiveMaxRange The maximum range at which an objective is visible on the compass compassObjectiveArrowRotateDist Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees compassObjectiveArrowOffset The offset of the objective arrow inward from the edge of the compass map compassObjectiveArrowHeight compassObjectiveArrowWidth The size of the objective arrow on the compass compassObjectiveHeight 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 compassFastRadarUpdateTime Time between radar updates for the fast radar mode compassRadarUpdateTime Time between radar updates for the normal radar mode /kool/csmod/compassRadarPingFadeTime How long an enemy is visible on the compass after it is detected by radar compassTickertapeStretch How far the tickertape should stretch from its center. compassRotation Style of compass compassECoordCutoff Left cutoff for the scrolling east-west coords compassCoords x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit) compassPlayerHeight compassPlayerWidth The size of the player's icon on the compass compassFriendlyHeight compassFriendlyWidth The size of the friendly icon on the compass compassClampIcons If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge. compassSoundPingFadeTime The time in seconds for the sound overlay on the compass to fade 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 compassMaxRange The maximum range from the player in world space that objects will be shown on the compass compassSize Scale the compass compass Display Compass Compass ownerdraw had width or height of 0 /**/ objectiveHide When enabled, objectives will not show. objectiveFadeTimeWaitOff Onscreen Objective Pointer - How long to wait before turning off, when appropriate. objectiveFadeTimeWaitOn Onscreen Objective Pointer - How long to wait before turning back on, when appropriate. objectiveFadeTimeGoingOff Onscreen Objective Pointer - How long to take to fade out. objectiveFadeTimeGoingOn Onscreen Objective Pointer - How long to take to fade back in. objectiveFadeTooClose Onscreen Objective Pointer - Will not fade back in if target ent is closer than this. objectiveFadeTooFar Onscreen Objective Pointer - Will not fade out if target ent is farther than this. objectiveTextOffsetY Onscreen Objective Pointer - Offset of the icon's text. objectiveFontSize Onscreen Objective Pointer - Fontsize of the icon's text. waypointPlayerOffsetStand For waypoints pointing to players, how high to offset off of their origin when they are standing. CraigChrist8239 Extractor of this list, this is here to prevent copypastas, lulz 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. hudElemPausedBrightness Brightness of the hudelems when the game is paused. waypointTweakY Scale applied to waypoint icons in splitscreen views. waypointSplitscreenScale waypointDistScaleSmallest Smallest scale that the distance effect uses. waypointDistScaleRangeMax Distance from player that icon distance scaling ends. waypointDistScaleRangeMin Distance from player that icon distance scaling starts. waypointOffscreenScaleSmallest Smallest scale that the offscreen effect uses. waypointOffscreenScaleLength How far the offscreen icon scale travels from full to smallest scale. waypointOffscreenCornerRadius Size of the rounded corners. waypointOffscreenRoundedCorners Off-screen icons take rounded corners when true. 90-degree corners when false. waypointOffscreenPadBottom waypointOffscreenPadTop waypointOffscreenPadRight waypointOffscreenPadLeft Offset from the edge. waypointOffscreenDistanceThresholdAlpha Distance from the threshold over which offscreen objective icons lerp their alpha. waypointOffscreenPointerDistance Distance from the center of the offscreen objective icon to the center its arrow. waypointOffscreenPointerHeight waypointOffscreenPointerWidth waypointIconHeight Height of the offscreen pointer. waypointIconWidth Width of the offscreen pointer. waypointDebugDraw laserDebug Enables the display of various debug info. laserFlarePct Percentage laser widens over distance from viewer. laserEndOffset How far from the point of collision the end of the beam is. laserLightEndOffset How far from the true end of the beam the light at the end is. laserLightBeginOffset How far from the true beginning of the beam the light at the beginning is. laserLightRadius The radius of the light at the far end of a laser beam laserLightBodyTweak Amount to add to length of beam for light when laser hits a body (for hitboxes) laserLightWithoutNightvision Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light. laserLight Whether to draw the light emitted from a laser (not the laser itself) laserRadius The size (radius) of a laser beam laserRangePlayer The maximum range of the player's laser beam laserRange The maximum range of a laser beam laserForceOn Force laser sights on in all possible places (for debug purposes). /**/ cg_weaponVisInterval Do weapon vis checks once per this many frames, per centity useRelativeTeamColors Whether to use relative team colors. cg_weapHitCullEnable When true, cull back facing weapon hit fx. cg_weapHitCullAngle Angle of cone within which to cull back facing weapon hit effects overrideNVGModelWithKnife When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles. cg_viewZSmoothingTime Amount of time to spread the smoothing over 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_invalidCmdHintBlinkInterval Blink rate of an invalid command hint cg_invalidCmdHintDuration Duration of an invalid command hint cg_blood Show Blood thermal_playerModel Model to draw for players when in thermal vision mode cg_flashbangNameFadeOut Time in milliseconds to fade out friendly names when flash banged cg_flashbangNameFadeIn Time in milliseconds to fade in friendly names after a flashbang cg_drawThroughWalls Whether to draw friendly names through walls or not cg_friendlyNameFadeOut Time in milliseconds to fade out friendly names cg_friendlyNameFadeIn Time in milliseconds to fade in friendly names cg_enemyNameFadeOut Time in milliseconds to fade out enemy names cg_enemyNameFadeIn Time in milliseconds to fade in enemy names cg_drawFriendlyNames Whether to show friendly names in game cg_overheadTitlesFont Font for overhead titles ( see menudefinition.h ) cg_overheadNamesFont Font for overhead names ( see menudefinition.h ) cg_overheadNamesGlow Glow color for overhead names cg_overheadTitleSize The size to show title text cg_overheadRankSize The size to show rank text cg_overheadIconSize The maximum size to show overhead icons like 'rank' cg_overheadNamesSize The maximum size to show overhead names cg_overheadNamesFarScale The amount to scale overhead name sizes at cg_overheadNamesFarDist cg_overheadNamesFarDist The far distance at which name sizes are scaled by cg_overheadNamesFarScale cg_overheadNamesNearDist The near distance at which names are full size cg_overheadNamesMaxDist The maximum distance for showing friendly player names cg_headIconMinScreenRadius The minumum radius of a head icon on the screen cg_constantSizeHeadIcons Head icons are the same size regardless of distance from the player cg_voiceIconSize Size of the 'voice' icon cg_connectionIconSize Size of the connection icon cg_scriptIconSize Size of Icons defined by script cg_killCamTurretLerpTime Time used to lerp to a killcam entity of the TURRET type. cg_killCamDefaultLerpTime Default time used to lerp between killcam entities. cg_youInKillCamSize Size of the 'you' Icon in the kill cam cg_descriptiveText Draw descriptive spectator messages cg_everyoneHearsEveryone If true, all players can all chat together, regardless of team or death cg_deadChatWithDead If true, dead players can all chat together, regardless of team cg_deadHearAllLiving If true, dead players can hear all living players talk cg_deadHearTeamLiving If true, dead players can hear living players on their team talk cg_deadChatWithTeam If true, dead players can talk to living players on their team cg_chatWithOtherTeams If true, players can talk to other players regardless of their teams cg_gameBoldMessageWidth The maximum character width of the bold game messages cg_gameMessageWidth The maximum character width of the game messages cg_subtitleWidthWidescreen The width of the subtitle on a wide-screen cg_subtitleWidthStandard The width of the subtitles on a non wide-screen cg_subtitleMinTime The minimum time that the subtitles are displayed on screen in seconds con_minicon Display the mini console on screen developer Enable development options cg_dobjdump Output dobj info for the given entity id cg_dumpAnims Output animation info for the given entity id cg_debug_overlay_viewport Remove the sniper overlay so you can check that the scissor window is correct. g_synchronousClients Client is synchronized to the server - allows smooth demos cg_drawpaused Draw paused screen cl_paused Pause the game cg_teamChatsOnly Allow chatting only on the same team cg_predictItemsDuration The amount of time to wait after an item pickup prediction to show the item again if it failed. cg_predictItems Turn on client side prediction for item pickup cg_chatHeight The font height of a chat message cg_chatTime The amount of time that a chat message is visible cg_thirdPersonSpectator Use third person view in spectator mode cg_thirdPersonMode How the camera behaves in third person cg_thirdPerson Use third person view cg_thirdPersonAngle The angle of the camera from the player in third person view cg_thirdPersonRange The range of the camera from the player in third person view tracer_stoppingPowerWidth The width of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor6 The 6th color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor5 The 5th color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor4 The 4th color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor3 The 3rd color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor2 The 2nd color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor1 The 1st color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerOverride When turned on, will apply an override to the tracer settings when the stopping power perk is active. tracer_debugDraw Draw debug lines where the tracers should be visible. tracer_explosiveWidth The width of a bullet tracer when using explosive bullets tracer_explosiveColor6 The 6th color of a bullet tracer when using explosive bullets tracer_explosiveColor5 The 5th color of a bullet tracer when using explosive bullets tracer_explosiveColor4 The 4th color of a bullet tracer when using explosive bullets tracer_explosiveColor3 The 3rd color of a bullet tracer when using explosive bullets tracer_explosiveColor2 The 2nd color of a bullet tracer when using explosive bullets tracer_explosiveColor1 The 1st color of a bullet tracer when using explosive bullets tracer_explosiveOverride When turned on, will apply an override to the tracer settings when shooting explosive bullets. tracer_firstPersonMaxWidth The maximum width our OWN tracers can be when looking through our ADS tracer_thermalWidthMult The multiplier applied to the base width when viewed in thermal vision cg_marks_ents_player_only Marks on entities from players' bullets only. cg_footsteps Play footstep sounds cg_showmiss Show prediction errors cg_nopredict Don't do client side prediction cg_errordecay Decay for predicted error cg_debugevents Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value. cg_debugposition Output position debugging information cg_centertime The time for a center printed message to fade cg_brass Weapons eject brass cg_crosshairEnemyColor The crosshair color when over an enemy cg_crosshairDynamic Crosshair is Dynamic cg_crosshairAlphaMin The minimum alpha value of the crosshair when it fades in cg_crosshairAlpha The alpha value of the crosshair cg_weaponCycleDelay The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast cg_splitscreenSpectatorScaleIncrease Scale value to apply to the spectator message in splitscreen cg_hudSplitscreenBannerScoreboardScale Scale value to apply to the splitscreen banner scoreboard cg_hudSplitscreenScoreboardScale Scale value to apply to the scoreboard in splitscreen cg_hudSplitscreenStanceScale Scale value to apply to the stance HUD element in splitscreen cg_hudSplitscreenCompassElementScale Scale value to apply to compass elements in splitscreen cg_hudSplitscreenCompassScale Scale value to apply to the compass in splitscreen cg_mapLocationSelectionCursorSpeed Speed of the cursor when selecting a location on the map cg_hudProneY Virtual screen y coordinate of the prone blocked message drawKillcamDataSize How big to draw the killcam data graph drawKillcamDataPos Where to draw the server killcam graph drawKillcamData Enable drawing server killcam data drawServerBandwidthPos Where to draw the server bandwidth graph drawServerBandwidth Enable drawing server bandwidth drawEntityCountSize How big to draw the entity count graph drawEntityCountPos Where to draw the entity count graph drawEntityCount Enable entity count drawing drawLagometer Enable the 'lagometer' cg_hudVotePosition Position of the HUD vote box cg_hudSayPosition Position of the HUD say box cg_hudChatIntermissionPosition Position of the HUD chat box during intermission cg_hudChatPosition Position of the HUD chat box cg_hudGrenadePointerPulseMin The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer cg_hudGrenadePointerPulseMax The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer cg_hudGrenadePointerPulseFreq The number of times per second that the grenade indicator flashes in Hertz cg_hudGrenadePointerPivot The pivot point of th grenade indicator pointer cg_hudGrenadePointerWidth The width of the grenade indicator pointer cg_hudGrenadePointerHeight The height of the grenade indicator pointer cg_hudGrenadeIconEnabledFlash Show the grenade indicator for flash grenades cg_hudGrenadeIconWidth The width of the grenade indicator icon cg_hudGrenadeIconHeight The height of the grenade indicator icon cg_hudGrenadeIconOffset The offset from the center of the screen for a grenade icon cg_hudGrenadeIconInScope Show the grenade indicator when aiming down the sight of a scoped weapon cg_hudGrenadeIconMaxHeight The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator 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_hudDamageIconInScope Draw damage icons when aiming down the sight of a scoped weapon cg_hudDamageIconTime The amount of time for the damage icon to stay on screen after damage is taken cg_hudDamageIconOffset The offset from the center of the damage icon cg_hudDamageIconHeight The height of the damage icon cg_hudDamageIconWidth The width of the damage icon cg_hudStanceHintPrints Draw helpful text to say how to change stances cg_hudStanceFlash The background color of the flash when the stance changes painReverbWetLevel Pain reverb wet level. painReverbDryLevel Pain reverb dry level. painReverbRoomType Pain reverb room type. /kool/painVisionLerpOutRate Rate at which pain vision effect lerps out /kool/painVisionTriggerHealth Health (0 to 1) that will trigger the pain vision effect cg_splatterTrackOntoScreen Show tracking on screen when on-screen guy shoots you. cg_splatterTrackFadeOutTime Ratio of time spent fading tracking indicator out cg_splatterTrackFullInTime Ratio of time spent with tracking indicator at full alpha cg_splatterTrackFadeInTime Ratio of time spent fading tracking indicator in cg_splatterTrackOuterRadius Distance from center (0 to 1) at which splatter tracking indicator is at full alpha cg_splatterTrackInnerRadius Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha cg_splatterTrackOuterAngle Angle from hit direction at which splatter tracking indicator is at zero alpha cg_splatterTrackInnerAngle Angle from hit direction at which splatter tracking indicator is at full alpha cg_splatterTrackAlpha Alpha to add for each splatter tracking indicator cg_splatterTrackIndependent Background portion of hit effect tracks independently of splatter portion. cg_splatterHitOntoScreen Show blood on screen when on-screen guy shoots you. cg_splatterHitFadeOutTime Ratio of time spent fading hit indicator out cg_splatterHitFullInTime Ratio of time spent with hit indicator at full alpha cg_splatterHitFadeInTime Ratio of time spent fading hit indicator in cg_splatterHitOuterRadius Distance from center (0 to 1) at which splatter hit indicator is at full alpha cg_splatterHitInnerRadius Distance from center (0 to 1) at which splatter hit indicator is at zero alpha cg_splatterHitOuterAngle Angle from hit direction at which splatter hit indicator is at zero alpha cg_splatterHitInnerAngle Angle from hit direction at which splatter hit indicator is at full alpha cg_splatterHitAlpha Alpha to add for each splatter hit indicator cg_drawSplatterTest Test out on-camera splatter effects. cg_drawSplatter Draw on-camera splatter effects. cg_drawDamageDirection Draw hit direction arrow. cg_drawDamageFlash Draw flash when hit. cg_drawShellshock Draw shellshock & flashbang screen effects. cg_drawCrosshairNamesPosY cg_drawCrosshairNamesPosX Virtual screen space position of the crosshair name cg_drawCrosshairNames Draw the name of an enemy under the crosshair cg_drawTurretCrosshair Draw a cross hair when using a turret cg_drawCrosshair Turn on weapon crosshair cg_drawSnapshot Draw debugging information for snapshots cg_drawMaterial Draw debugging information for materials cg_drawScriptUsage Draw debugging information for scripts snd_drawInfo Draw debugging information for sounds cg_debugInfoCornerOffset Offset from top-right corner, for cg_drawFPS, etc cg_drawFPSLabels Draw FPS Info Labels cg_drawViewpos Draw viewpos cg_drawFPS Draw frames per second cg_drawStatsSource Draw stats source cg_drawMantleHint Draw a 'press key to mantle' hint cg_drawBreathHint Draw a 'hold breath to steady' hint cg_drawHealth Draw health bar cg_draw2D Draw 2D screen elements cg_viewVehicleInfluence The influence on the view angles from being in a vehicle cg_fovMin The minimum possible field of view cg_fovScale Scale applied to the field of view cg_fov The field of view angle in degrees cg_hintFadeTime Time in milliseconds for the cursor hint to fade cg_weaponHintsCoD1Style Draw weapon hints in CoD1 style: with the weapon name, and with the icon below cg_cursorHints Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static imagecg_drawGun Draw the view model /**/ motionTrackerPingPitchAddPerEnemy The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this)) motionTrackerPingPitchNearby The pitch of the motion tracker sound for a nearby enemy motionTrackerPingPitchBase The pitch of the motion tracker sound for a distant enemy motionTrackerCenterY motionTrackerCenterX The fractional position of the player on the motion tracker motionTrackerPingSize The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale motionTrackerBlurDuration The motion blur duration for motion tracker dots motionTrackerSweepAngle The maximum angle from straight forward that the motion tracker detects enemies motionTrackerSweepSpeed The speed, in world units per second, of the motion tracker sweep motionTrackerSweepInterval The time between motion tracker sweeps motionTrackerRange The range, in world units, that the motion tracker displays motionTrackerPingFadeTime How long an enemy is visible on the motion tracker after being detected /**/ cg_drawTalk Controls which icons CG_TALKER ownerdraw draws cg_sprintMeterDisabledColor The color of the sprint meter when the sprint meter is disabled cg_sprintMeterEmptyColor The color of the sprint meter when the sprint meter is empty cg_sprintMeterFullColor The color of the sprint meter when the sprint meter is full hud_bloodOverlayLerpRate Rate at which blood overlay fades out hud_deathQuoteFadeTime The time for the death quote to fade 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 hud_fade_sprint The time for the sprint meter to fade in seconds hud_fade_offhand The time for the offhand weapons to fade in seconds hud_fade_stance The time for the stance to fade in seconds hud_fade_compass The time for the compass to fade in seconds hud_fade_healthbar The time for the health bar to fade in seconds hud_fade_ammodisplay The time for the ammo display to fade in seconds hud_fadeout_speed The speed that the HUD will fade at cg_scoreboard_externalmute_notice_duration Total duration of the score board mute notice, including fade time cg_scoreboard_externalmute_notice_fadeout Fade out time for the score board external mute notice cg_scoreboard_externalmute_notice_fadein Fade in time for the score board external mute notice cg_scoreboardPingGraph Whether to show graphical ping cg_scoreboardPingText Whether to show numeric ping value cg_scoreboardHeaderFontScale Scoreboard header font scale cg_scoreboardFont Scoreboard font enum ( see menudefinition.h ) cg_scoreboardRankFontScale Scale of rank font cg_scoreboardTextOffset Scoreboard text offset cg_scoreboardMyColor The local player's font color when shown in scoreboard cg_scoreboardHeight Height of the scoreboard cg_scoreboardWidth Width of the scoreboard cg_scoreboardPingHeight Height of the ping graph as a % of the scoreboard row height cg_scoreboardPingWidth Width of the ping graph as a % of the scoreboard cg_scoreboardItemHeight Item height of each item cg_scoreboardBannerHeight Banner height of the scoreboard cg_scoreboardScrollStep Scroll step amount for the scoreboard cg_ScoresPing_BgColor Background color of ping cg_ScoresPing_LowColor Color for low ping cg_ScoresPing_MedColor Color for medium ping cg_ScoresPing_HighColor Color for high ping cg_ScoresPing_Interval Number of milliseconds each bar represents cg_ScoresPing_MaxBars Number of bars to show in ping /**/ sv_privateClientsForClients sv_maxclients g_gametype g_hardcore sv_hostname /**/ g_scriptMainMenu hud_drawHud cg_objectiveText /**/ missileRemoteFOV Remote missile-cam, FOV to use. cameraShakeRemoteHelo_SpeedRange Remote helicopter gunner cam, range of missile speed to scale the shaking. cameraShakeRemoteHelo_Freqs Remote helicopter gunner cam, how fast to shake. cameraShakeRemoteHelo_Angles Remote helicopter gunner cam, range to shake the view. cameraShakeRemoteMissile_SpeedRange Remote missile-cam, range of missile speed to scale the shaking. cameraShakeRemoteMissile_Freqs Remote missile-cam, how fast to shake. cameraShakeRemoteMissile_Angles Remote missile-cam, range to shake the view. /**/ cg_waterSheeting_fadeDuration Sets fade duration in seconds cg_waterSheeting_lightTint Tweak dev var; film color light tint color cg_waterSheeting_darkTint Tweak dev var; film color dark tint color cg_waterSheeting_desaturation Tweak dev var; Desaturation applied after all 3D drawing cg_waterSheeting_brightness Tweak dev var; film color brightness cg_waterSheeting_contrast Tweak dev var; film color contrast cg_waterSheeting_radius Tweak dev var; Glow radius in pixels at 640x480 cg_waterSheeting_magnitude Distortion magnitude cg_waterSheeting_distortionScaleFactor Distortion uv scales (Default to 1) cg_waterSheeting_enable Enable the water sheeting effect cg_watersheeting Enables/disables the watersheeting fullscreen effect turret_adsFov FOV when using a turret in ADS turret_fov FOV when using a turret thermalBlurFactorNoScope Amount of blur to use when drawing blur that is NOT through a weapon's thermal scope. thermalBlurFactorScope Amount of blur to use when drawing blur through a weapon's thermal scope. radarjamSinCurve radarjamDistMax radarjamDistMin RemoteCameraSounds_WetLevel RemoteCameraSounds_DryLevel RemoteCameraSounds_RoomType cg_levelReverbWetLevel Level reverb wet level. cg_levelReverbDryLevel Level reverb dry level. cg_levelReverbRoomType Level reverb room type. cg_levelReverbEnabled Enables level reverb. cg_crosshairVerticalOffset Amount to vertically offset the crosshair from the center. cg_javelinKillCamLookLerpDist Javelin kill camera: distance over which to lerp to look at player during descent. A value of zero means don't lerp at all. cg_javelinKillCamDownDist Javelin kill camera: distance to follow during descent. cg_javelinKillCamUpDist Javelin kill camera: distance to follow during ascent. cg_javelinKillCamPassDist Javelin kill camera: distance away when passing. cg_javelinKillCamFov Javelin kill camera: fov cg_javelinKillCamPassTime Javelin kill camera: time in seconds to pass javelin on the way up cg_javelinKillCamCloseZDist Javelin kill camera: closest distance above the target. cg_turretKillCamFov Turret kill camera field of view. cg_turretKillCamBackDist Turret kill camera: distance of camera backwards from Turret. cg_turretKillCamUpDist Turret kill camera: distance of camera vertically from Turret. cg_explosiveKillCamStopDecelDist Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest cg_explosiveKillCamStopDist Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest cg_remoteMissileKillCamBackDist Remote missile kill camera: distance of camera backwards from rocket. cg_remoteMissileKillCamUpDist Remote missile kill camera: distance of camera vertically from rocket. cg_rocketKillCamBackDist Rocket kill camera: distance of camera backwards from rocket. cg_rocketKillCamUpDist Rocket kill camera: distance of camera vertically from rocket. cg_explosiveKillCamGroundBackDist Explosive kill camera when stuck to ground: distance of camera backwards from explosive. cg_explosiveKillCamGroundUpDist Explosive kill camera when stuck to ground: distance of camera vertically from explosive. cg_explosiveKillCamWallSideDist Explosive kill camera when stuck to wall: distance of camera along wall from explosive. cg_explosiveKillCamWallOutDist Explosive kill camera when stuck to wall: distance of camera out from wall. cg_explosiveKillCamBackDist Explosive kill camera: distance of camera backwards from explosive. cg_explosiveKillCamUpDist Explosive kill camera: distance of camera vertically from explosive. cg_airstrikeKillCamNearBlurEnd cg_airstrikeKillCamNearBlurStart cg_airstrikeKillCamFarBlurDist cg_airstrikeKillCamFarBlurStart Airstrike kill camera distance above the airplane. cg_airstrikeKillCamFarBlur cg_airstrikeKillCamNearBlur cg_airstrikeKillCamCloseZDist Airstrike kill camera closest distance above the target. cg_airstrikeKillCamCloseXYDist Airstrike kill camera closest distance in front of the bomb. cg_airstrikeKillCamFov Airstrike kill camera field of view. cg_heliKillCamNearBlurEnd cg_heliKillCamNearBlurStart cg_heliKillCamFarBlurDist cg_heliKillCamFarBlurStart Helicopter kill camera distance above the helicopter. cg_heliKillCamFarBlur cg_heliKillCamNearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 cg_heliKillCamFov Helicopter kill camera field of view. mp_paused If true ignore server time advancing. Handy for taking hi-res screen shots. /**/ r_primaryLightTweakSpecularStrength r_primaryLightTweakDiffuseStrength r_primaryLightUseTweaks r_filmDarkTint r_filmMediumTint r_filmLightTint r_filmInvert r_filmDesaturationDark r_filmDesaturation r_filmContrast r_filmBrightness r_filmEnable r_glowSkyBleedIntensity1 r_glowSkyBleedIntensity0 r_glowRadius1 r_glowRadius0 r_glowBloomIntensity1 r_glowBloomIntensity0 r_glowBloomDesaturation r_glowBloomCutoff r_glow nightVisionDisableEffects nightVisionPowerOnTime How long the black-to-nightvision fade lasts when turning on the goggles. nightVisionFadeInOutTime How long the fade to/from black lasts when putting on or removing night vision goggles. r_glowTweakBloomDesaturation r_glowTweakBloomCutoff r_glowTweakBloomIntensity1 r_glowTweakBloomIntensity0 r_glowTweakSkyBleedIntensity1 r_glowTweakSkyBleedIntensity0 r_glowTweakRadius1 r_glowTweakRadius0 r_glowTweakEnable /**/ r_filmTweakDarkTint r_filmTweakMediumTint r_filmTweakLightTint r_filmTweakInvert r_filmTweakDesaturationDark r_filmTweakDesaturation r_filmTweakBrightness r_filmTweakContrast r_filmTweakEnable /**/ FoFIconSpawnTimeFade Length of the Friend-or-Foe icons' fade-ins. FoFIconSpawnTimeDelay How long to wait, after spawning, before showing the Friend-or-Foe icon on a player. FoFIconMaxSize Maximum size a Friend-or-Foe icon should ever grow to. FoFIconMinSize Minimum size a Friend-or-Foe icon should ever shrink to. FoFIconScale Base scale of Friend-or-Foe icons. cg_cullBulletAngle Cull bullet trajectories that don't fall within this fov cg_minCullBulletDist Don't cull bullet trajectories that are within this distance to you. cg_cullBullets Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you viewModelDebugNotetracks Enable display of viewmodel notetrack debug info. viewModelHacks Enabled depth hack and remove viewmodel from shadows. cg_gun_z Up position of the viewmodel cg_gun_y Right position of the viewmodel cg_gun_x Forward position of the viewmodel shieldImpactExplosionThreshold Pre-shield splash damage that is above this will be 'strong'. 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. shieldImpactMissileShakeDuration Viewmodel shake duration for direct missile impacts. shieldImpactMissileShakeScale Viewmodel shake scale for direct missile impacts. shieldImpactBulletShakeDuration Viewmodel shake duration for bullet impacts. shieldImpactBulletShakeScale Viewmodel shake scale for bullet impacts. /**? hud_flash_period_offhand Offhand weapons flash period on changing weapon hud_flash_time_offhand Offhand weapons flash duration on changing weapon /**? ui_gametype ui_mapname com_errorMessage /**/ con_gameMsgWindow%dMsgTime On screen time for game messages in seconds in game message window con_gameMsgWindow%dLineCount Maximum number of lines of text visible at once in game message window con_gameMsgWindow%dScrollTime Time to scroll messages when the oldest message is removed in game message window con_gameMsgWindow%dFadeInTime Time to fade in new messages in game message window con_gameMsgWindow%dFadeOutTime Time to fade out old messages in game message window con_gameMsgWindow%dSplitscreenScale Scaling of game message window %d in splitscreen /**? cl_deathMessageWidth Pixel width of the obituary area con_matchPrefixOnly Only match the prefix when listing matching Dvars monkeytoy Restrict console access con_typewriterColorGlowCheckpoint con_typewriterColorGlowFailed con_typewriterColorGlowCompleted con_typewriterColorGlowUpdated Color of typewritten objective text. con_typewriterColorBase Base color of typewritten objective text. con_typewriterDecayDuration Time (in milliseconds) to spend disolving the line away. con_typewriterDecayStartTime Time (in milliseconds) to spend between the build and disolve phases. con_typewriterPrintSpeed Time (in milliseconds) to print each letter in the line. con_MiniConSplitscreenScale Splitscreen scale value for the mini console con_miniconlines Number of lines in the minicon message window con_minicontime Onscreen time for minicon messages in seconds con_errormessagetime Onscreen time for error messages in seconds con_outputWindowColor Color of the console output con_outputSliderColor Color of the console slider con_outputBarColor Color of the console output slider bar con_inputHintBoxColor Color of the console input hint box con_inputBoxColor Color of the console input box /**/ cl_nodelta The server does not send snapshot deltas cl_stanceHoldTime The time to hold the stance button before the player goes prone cl_analog_attack_threshold The threshold before firing /**/ iwnet_sessions Whether to give IWNet info about our session iwnet_searching Whether to use IW matchmaking motd nextdemo The next demo to play password snaps Snapshot rate rate Player's preferred network rate name cl_maxPing Maximum ping for the client cl_ingame True if the game is active cl_motdString Message of the day m_filter Allow mouse movement smoothing m_side Sideways motion in units per second m_forward Forward speed in units per second m_yaw Default yaw m_pitch Default pitch cl_bypassMouseInput Bypass UI mouse input and send directly to the game cl_serverStatusResendTime Time in milliseconds to resend a server status message r_inGameVideo Allow in game cinematics cl_showmouserate Print mouse rate debugging information to the console cl_freelook Enable looking with mouse cl_mouseAccel Mouse acceleration sensitivity Mouse sensitivity cl_packetdup Enable packet duplication cl_maxpackets Maximum number of packets sent per frame cl_dirSelConvergenceTime Time to converge to the new direction when selecting a direction on the map. cl_anglespeedkey Multiplier for max angle speed for game pad and keyboard cl_pitchspeed Max pitch speed in degrees for game pad cl_yawspeed Max yaw speed in degrees for game pad and keyboard activeAction Action to execute in first frame cl_freezeDemo cl_freezeDemo is used to lock a demo in place for single frame advances cl_showTimeDelta Enable debugging information for time delta cl_showSend Enable debugging information for sent commands cl_showServerCommands Enable debugging information for server commands cl_shownuments Show the number of entities cl_shownet Display network debugging information cl_connectionAttempts Maximum number of connection attempts before aborting cl_connectTimeout Timeout time in seconds while connecting to a server cl_timeout Seconds with no received packets until a timeout occurs cl_hudDrawsBehindUI Should the HUD draw when the UI is up? useonlinestats Whether to use online stats when in offline modes splitscreen Current game is a splitscreen game systemlink Current game is a system link game onlineunrankedgameandhost true only if this is an xbox live RANKED game AND we're the host, otherwise false onlinegameandhost true only if this is an xbox live game AND we're the host, otherwise false onlinegame Current game is an online game with stats, custom classes, unlocks playlist The playlist number cl_noprint Print nothing to the console /**/ party_currentSearchTier Current search tier we want when joining a game party_defaultSearchTier Default search tier we want when joining a game party_maxSearchTier Max possible search tier we want when joining a game party_msPerTier ms per search tier party_statusString Party Status (localized ) party_searchRandomDelay Time period over which the search timers will get randomly delayed. party_searchPauseTime Minimum amount of time to pause between searches party_searchResultsMin Minimum amount of time that has to pass before we'll search again for matches party_searchResultsLifetime Time at which we consider the search results stale lobby_partySearchWaitTime How long to wait for party members to join the lobby before we start searching for games party_hostmigration Whether to use host migration in lobbies party_reservedAnonymousSlotTime Time in milliseconds that anonymous slots will be reserved. party_membersMissingMapPack Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar party_maxPrivatePartyPlayers Max number of players allowed in a private party. party_firstSubpartyIndex Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging. party_selectedIndexChangedTime Time stamp in milliseconds when the selected index last changed. party_selectedIndex Current selected player index in the feeder. party_IAmSelected True if selected player is you. Only valid when used with party feeders. party_playervisible Whether selected player in party is showing true info or not. Only valid when used with party feeders. party_connectTimeout Connect timeout party_minLobbyTime Minimum time (in seconds) for a lobby to be open before auto starting a match party_maxTeamDiff Maximum difference allowed between teams before starting a match party_autoteams Enables/Disables auto team functionality party_matchedPlayerCount Number of matched players before revealing their true names party_teambased True if the current playlist is team based party_hostname The name of the host player party_partyPlayerCount Number of players currently in the party/lobby in party format (x players in y's party) party_lobbyPlayerCount Number of players currently in the party/lobby in lobby format (x/y players) party_kickplayerquestion String to store the question about kicking the selected player party_mapname Current map name party_gamesize Current maximum game size party_gametype Current gametype party_editingsettings True if the host is editing game settings party_host True if we are the host of the party party_debug Debug party functionality party_connectToOthers If false, we will just start our own lobby rather than connect to another lobby, even if others exist party_vetoDelayTime Delay time in seconds for a successful map vote to execute party_vetoPercentRequired The fraction of the waiting players who need to veto for a map to be skipped party_vetoPassed Did the veto pass? party_vetoStatus Veto progress (localized ) party_vetoButtonVisible The party veto button is visible in the UI party_timer Time until game begins in seconds, for UI display party_teamsVisible teams are visible in UI party_pregameStartTimerLength Time in seconds before showing and starting the game start timer party_gameStartTimerLength Time in seconds before a game start once enough party members are ready party_maxplayers Maximum number of players in a party party_minplayers Minimum number of players in a party /**/ cg_hudSplitscreenOffsetsUseScale Use splitscreen scaling for element offsets cg_hudLegacySplitscreenScale Screen scale for hud elements in splitscreen safeArea_adjusted_vertical User-adjustable vertical safe area as a fraction of the screen height safeArea_adjusted_horizontal User-adjustable horizontal safe area as a fraction of the screen width safeArea_vertical Vertical safe area as a fraction of the screen height safeArea_horizontal Horizontal safe area as a fraction of the screen width /**/ dynEnt_damageScale Scales damage applied to destructible dynents dynEnt_explodingBulletMaxEnts The maximum number of dynents that can be awakened by one explosive bullet dynEnt_explodingBulletMinForce Force below which dynents won't even bother waking up when hit by explosive bullets dynEnt_explodingBulletSpinScale Scale of the random offset from the center of mass for bullet explosion forces. dynEnt_explodingBulletUpbias Upward bias applied to force directions from bullet explosion hits dynEnt_explodingBulletForce Force applied from bullet 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_explodeForce Force applied from explosion hit dynEnt_bulletForce Force applied from bullet hit /**/ glass_debug Shows debug info for glass glass_shattered_scale The scale of the shattered glass material glass_physics_maxdist The maximum distance of a glass piece from the player to do physics glass_physics_chance The chance for a given shard of glass to use physics glass_trace_interval The length of time, in milliseconds, between glass piece traces glass_fringe_maxcoverage The maximum portion of the original piece of glass that is allowed to remain after the glass shatters glass_fringe_maxsize The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones glass_shard_maxsize The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones glass_max_shatter_fx_per_frame Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit. glass_max_pieces_per_frame Maximum number of pieces to create in one frame. This is a guideline and not a hard limit. glass_hinge_friction Friction used by moving glass pieces when joined like a hinge to a frame glass_fx_chance Chance to play an effect on a small piece of glass when it hits the ground glass_fall_gravity Gravity for falling pieces of glass glass_fall_delay Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio glass_fall_ratio Ratio of piece area to supporting edge length squared. Below the min, the piece never falls. glass_edge_angle Sets the range of angle deflections used by new glass pieces on a supported edge glass_angular_vel Sets the range of angular velocities used by new glass pieces glass_linear_vel Sets the range of linear velocities used by new glass pieces glass_break Toggle whether or not glass breaks when shot fx_drawClouds Toggles the drawing of particle clouds fx_mark_profile Turn on FX profiling for marks (specify which local client, with '1' being the first.) fx_profile Turn on FX profiling (specify which local client, with '1' being the first.) fx_profileFilter Only show effects with this as a substring in FX profile fx_profileSkip Skip the first n lines in FX profile (to see ones off bottom of screen) fx_profileSort Choose sort criteria for FX profiling fx_visMinTraceDist Minimum visibility trace size fx_count Debug effects count fx_debugBolt Debug effects bolt fx_freeze Freeze effects fx_marks_ents Toggles whether bullet hits leave marks on entities fx_marks_smodels Toggles whether bullet hits leave marks on static models fx_marks Toggles whether bullet hits leave marks fx_cull_elem_draw Culls effect elems for drawing fx_cull_elem_spawn Culls effect elems for spawning fx_draw Toggles drawing of effects after processing fx_enable Toggles all effects processing /**/ glass_radiusDamageMultiplier The amount to scale damage to glass from grenades and other explosions glass_meleeDamage The amount of damage melee attacks do to glass glass_damageToDestroy The amount of damage a piece of glass must take to be completely destroyed /kool/glass_damageToWeaken The amount of damage a piece of glass must take to look damaged /**/
Part 2:Code:/kool/g_kickHostIfIdle Kick the host if he's idle /kool/g_giveAll Give all weapons player_stunWhiteFlash If enabled, player's screens will flash white when they are stunned. 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_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_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. 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. scr_forcerankedmatch script force game online and ranked scr_game_allowkillcam script allow killcam scr_team_fftype script team friendly fire type g_mantleBlockTimeBuffer Time that the client think is delayed after mantling g_earthquakeEnable Enable camera shake g_radiusDamageMax The maximum radius damage radius for non-client and non-actor entities g_redCrosshairs Whether red crosshairs are enabled g_useholdspawndelay Time in milliseconds that the player is unable to 'use' after spawning g_useholdtime Time to hold the 'use' button to activate use g_minGrenadeDamageSpeed Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage) player_MGUseRadius The radius within which a player can mount a machine gun player_useRadius The radius within which a player can use things player_throwbackOuterRadius The radius player is allow to throwback a grenade once the player has been in the inner radius player_throwbackInnerRadius The radius to a live grenade player must be within initially to do a throwback g_friendlyNameDist Maximum range for seeing a friendly's name g_friendlyfireDist Maximum range for disabling fire at a friendly g_debugLocHitTime Time duration of g_debugLocHit lines g_debugLocHit Display locational damage info for an entity when the entity is hit g_debugLocDamage Display locational damage debug information for an entity g_no_script_spam Turn off script debugging info g_voteAbstainWeight How much an abstained vote counts as a 'no' vote g_oldVoting Use old voting method g_smoothClients Enable extrapolation between client states g_TeamTitleColor_Spectator Spectator team color for titles g_TeamTitleColor_EnemyTeam Enemy team color for titles g_TeamTitleColor_MyTeam Player team color for titles g_TeamColor_Free Free Team color g_TeamColor_Spectator Spectator team color /kool/g_TeamColor_MyParty Player team color when in the same party /kool/g_TeamColor_Axis Axis team color /kool/g_TeamColor_Allies Allies team color GAME_AXIS Axis team name GAME_ALLIES Allied team name /kool/g_ScoresColor_Axis Axis team color on scoreboard /kool/g_ScoresColor_Allies Allies team color on scoreboard g_ScoresColor_Free Free Team color on scoreboard g_ScoresColor_Spectator Spectator team color on scoreboard g_ScoresColor_EnemyTeam Enemy team color on scoreboard g_ScoresColor_MyParty Player team color on scoreboard when in the same party g_ScoresColor_MyTeam Player team color on scoreboard faction_128_arab_red Icon name for the axis scores banner when you're on allies. faction_128_usmc_red Icon name for the allied scores banner when you're on axis. faction_128_arab_blue Icon name for the axis scores banner when you're on axis. faction_128_usmc_blue Icon name for the allied scores banner when you're on allies. faction_128_arab Icon name for the axis scores banner faction_128_usmc Icon name for the allied scores banner g_voiceChatTalkingDuration Time after the last talk packet was received that the player is considered by the server to still be talking in milliseconds g_deadChat Allow dead players to chat with living players g_listEntity List the entities g_allowVote Enable voting on this server g_clonePlayerMaxVelocity Maximum velocity in each axis of a cloned player (for death animations) g_dropHorzSpeedRand Random component of the initial horizontal speed of a dropped item g_dropUpSpeedRand Random component of the initial vertical speed of a dropped item g_dropUpSpeedBase Base component of the initial vertical speed of a dropped item g_dropForwardSpeed Forward speed of a dropped item g_playerCollisionEjectSpeed Speed at which to push intersecting players away from each other g_motd The message of the day ufoHitsTriggers ufo/noclip will hit triggers when enabled /kool/g_inactivity Time delay before player is kicked for inactivity /kool/g_maxDroppedWeapons Maximum number of dropped weapons /kool/g_knockback Maximum knockback g_speed Player speed dedicated Dedicated server g_banIPs IP addresses to ban from playing g_password Password g_sunFogScaleReadOnly Distance scale in the sun fog direction that was set in the most recent call to "setexpfog" g_sunFogEndFadeAngleReadOnly Angle from the sun direction to end fade away from the sun fog color that was set in the most recent call to "setexpfog" g_sunFogBeginFadeAngleReadOnly Angle from the sun direction to start fade away from the sun fog color that was set in the most recent call to "setexpfog" g_sunFogDirReadOnly Sun fog direction that was set in the most recent call to "setexpfog" g_sunFogColorReadOnly Sun fog color that was set in the most recent call to "setexpfog" g_sunFogEnabledReadOnly Sun fog was enabled in the most recent call to "setexpfog" g_fogMaxOpacityReadOnly Fog max opacity that was set in the most recent call to "setexpfog" g_fogHalfDistReadOnly g_fogStartDistReadOnly Fog start distance that was set in the most recent call to "setexpfog" g_fogColorReadOnly Fog color that was set in the most recent call to "setexpfog" g_dobjdump DObj debugging info for the given character number g_dumpAnims Animation debugging info for the given character number pickupPrints Print a message to the game window when picking up ammo, etc. g_spawnDebug Turn on debug lines for spawning traces radius_damage_debug Turn on debug lines for radius damage traces melee_debug Turn on debug lines for melee traces g_entinfo_maxdist Maximum distance of an entity from the camera at which to show entity information g_entinfo Display entity information g_vehicleDebug Turn on debug information for vehicles g_vehicleDrawPath Turn on debug information for vehicle paths shieldDebug Show debug info for riot shields g_debugBullets Show debug information for bullets g_debugDamage Show debug information for damage g_logSync Enable synchronous logging g_log Log file name scr_%s_roundlimit script round limit scr_%s_scorelimit script score limit /**/ grenadeBounceRestitutionMax Cap to keep code from increasing bounce restitution too high. grenadeCurveMax Largest rolling curvature (will be random between +/- this value) 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 grenadeWobbleFwdMag The forward rolling speed will oscillate +/- this amount grenadeWobbleFreq Wobble cycles per inch of rolling distance (approx) grenadeBumpMax Maximum upward speed of a bump (inches/sec) grenadeBumpMag Size of bumps (as a fraction of the grenade's current speed) grenadeBumpFreq How likely (per server frame) a bump will occur grenadeFrictionMaxThresh The speed threshold that determines whether to use grenadeFrictionLow/High grenadeFrictionHigh The amount of friction (0 to 1) for fast-moving grenades grenadeFrictionLow The amount of friction (0 to 1) for slower/rolling grenades grenadeRollingEnabled Enables the new "rolling" grenade behavior grenadeRestThreshold The speed threshold below which grenades will come to rest missileMacross Swarmy goodness. missileExplosionLiftDistance Distance to lift the explosion off the surface for "big explosion" weapons missileRemoteSpeedDown Remote-controlled missile slowdown-factor. missileRemoteSpeedUp Remote-controlled missile speedup-factor. missileRemoteSpeedTargetRange Remote-controlled missile speeds. missileWaterMaxDepth If a missile explodes deeper under water than this, they explosion effect/sound will not play. missileJavDuds If true, javelins that impact before their booster ignites will not explode, they will play their dud effects instead. missileJavClimbToOwner missileJavTurnDecel missileJavSpeedLimitDescend Rocket's speed limit when descending towards target. missileJavSpeedLimitClimb Rocket's speed limit when climbing. missileJavAccelDescend Rocket acceleration when descending towards target. missileJavAccelClimb Rocket acceleration when climbing. missileJavTurnRateTop In top-fire mode, how sharp the rocket can turn, in angles/sec. missileJavTurnRateDirect In direct-fire mode, how sharp the rocket can turn, in angles/sec. missileJavClimbCeilingTop In top-fire mode, how high the missile needs to reach before it descends. missileJavClimbCeilingDirect In direct-fire mode, how high the missile needs to reach before it descends. missileJavClimbAngleTop In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs. missileJavClimbAngleDirect In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs. missileJavClimbHeightTop In top-fire mode, how far above the target the rocket will aim for when climbing. missileJavClimbHeightDirect In direct-fire mode, how far above the target the rocket will aim for when climbing. missileHellfireUpAccel The rate at which the hellfire missile curves upward missileHellfireMaxSlope This limits how steeply the hellfire missile can turn upward when climbing missileGlassShatterVel Velocity needed by a grenade or missile to shatter glass instead of bouncing off. missileDebugAttractors Draw the attractors and repulsors. Attractors are green, and repulsors are yellow. missileDebugText Print debug missile info to console. missileDebugDraw Draw guided missile trajectories. /**/ band_18players 18 player bandwidth req'd band_12players 12 player bandwidth req'd band_8players 8 player bandwidth req'd band_4players 4 player bandwidth req'd band_2players 2 player bandwidth req'd ezpatch Enable ez patch playlistFilename Playlist filename popupText Menu popup text widePopupText Menu popup uses wide text com_errorResolveCommand Command to run when they close the error box com_cinematicEndInWhite Set by script. True if cinematic ends with a white screen. wideScreen True if the game video is running in 16x9 aspect, false if 4x3. hiDef True if the game video is running in high-def. com_animCheck Check anim tree intro Intro movie should play com_filter_output Use console filters for filtering output. sv_running Server is running useSvMapPreloading Whether to start loading the map before starting the server useMapPreloading Whether to start loading the map before connecting to server sv_paused Pause the client/server com_maxFrameTime Time slows down if a frame takes longer than this many milliseconds fixedtime Use a fixed time rate for each frame timescale com_timescale Scale time of each frame com_statmon Draw stats monitor logfile Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write developer_script Enable developer script comments xenonGame True if running on XBox 360 consoleGame True if running on a console com_maxfps Cap frames per second /**/ migration_dvarErrors Whether to check for illegal script dvar changes. shortversion Short game version version Game version /**/ com_attractmodeduration Time when controller is unused before attract mode is enabled com_attractmode Run attract mode /**/ net_dumpprofile msg_hudelemspew Debug hudelem fields changing msg_dumpEnts Print snapshot entity info msg_printEntityNums Print entity numbers net_lanauthorize Authorise CD keys when using a LAN net_showprofile Show network profiling display net_profile Profile network performance packetDebug Enable packet debugging information showdrop Show dropped packets showpackets Show packets /**/ g_serverHunkUser Maximum amount of clients on the server sv_hugeSnapshotDelay How long to wait before building a new snapshot after a 'huge' snapshot is sent sv_hugeSnapshotSize Size of a snapshot to be considered 'huge' sv_clientArchive Have the clients archive data to save bandwidth on the server sv_network_fps Number of times per second the server checks for net messages sv_debugReliableCmds Enable debugging information for 'reliable' commands sv_debugRate Enable snapshot rate debugging info sv_mapRotationCurrent Current map in the map rotation sv_mapRotation List of maps for the server to play sv_kickBanTime Time in seconds for a player to be banned from the server after being kicked sv_showAverageBPS Show average bytes per second for net debugging sv_packet_info Enable packet info debugging information sv_allowedClan2 sv_allowedClan1 Allow this clan to join the server sv_padPackets add nop bytes to messages sv_reconnectlimit minimum seconds between connect messages sv_zombietime seconds to sync messages after disconnect sv_connectTimeout seconds without any message when a client is loading sv_timeout seconds without any message sv_floodProtect Prevent malicious lagging by flooding the server with commands sv_maxPing Maximum ping allowed on the server sv_minPing Minimum ping allowed on the server sv_maxRate Maximum bit rate sv_clientSideBullets If true, clients will synthesize tracers and bullet impacts CoD4Host Host name of the server badhost_debug Bad host debugging badhost_minPercentClientsUnhappyToSuck What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts badhost_minTotalClientsForHappyTest Minimum number of clients before it does the 'suck as host' test badhost_maxDoISuckFrames Max lagged frames need to end match badhost_endGameIfISuck End the match if most of the players are lagged out badhost_maxHappyPingTime Max ping that a player can have that we consider acceptable when calculating if the server is swamped sv_privateClients Maximum number of private clients allowed on the server /**/ testClients_watchKillcam Testclients will not press buttons during killcam. testClients_doCrouch Testclients will use the crouch button. testClients_doReload Testclients will use the reload button. testClients_doMove Testclients will use the movement. testClients_doAttack Testclients will use the attack button. /**/ migration_verboseBroadcastTime time in milliseconds between verbose migration state broadcasts migration_timeBetween milliseconds between migration_limit dvar's value of migrations. migration_limit maximum number of migrations within migration_timeBetween dvar's value in milliseconds. migration_msgtimeout timeout time in ms of migration messages migration_blocksperframe Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth. /**/ loc_warningsAsErrors Throw an error for any unlocalized string loc_warningsUI Enable localization warnings for UI loc_warnings Enable localization warnings loc_translate Enable translations loc_forceEnglish Force english localized strings loc_language Language /**/ ui_sliderSteps The number of steps for a slider itemdef ui_textScrollFadeTime Text scrolling takes this long (seconds) to fade out at the end before restarting ui_textScrollPauseEnd Text scrolling waits this long (seconds) at the end before restarting ui_textScrollPauseStart Text scrolling waits this long (seconds) before starting ui_textScrollSpeed Speed at which text scrolls vertically ui_allow_teamchange Whether the UI should allow changing team ui_allow_classchange Whether the UI should allow changing class ui_hud_hardcore Whether the HUD should be suppressed for hardcore mode ui_debugMode Draw ui debug info on the screen. ui_drawCrosshair Whether to draw crosshairs. ui_connectScreenTextGlowColor Glow color applied to the mode and map name strings on the connect screen. ui_cinematicsTimestamp Shows cinematics timestamp on subtitle UI elements. ui_borderLowLightScale Scales the border color for the lowlight color on certain UI borders lobby_animationTilesHigh How many animation tiles high is the searching_for_player texture lobby_animationTilesWide How many animation tiles wide is the searching_for_player texture lobby_animationSpeed How long each frame of the animation should draw, in milliseconds lobby_numAnimationFrames How many animation tiles are in the searching_for_player texture ui_partyFull True if the current party is full. lobby_searchingPartyColor The color to show that we're searching for that slot when shown in lobbies ui_playerPartyColor The local player's font color when shown in lobbies and parties ui_showMenuOnly If set, only menus using this name will draw. ui_showList Show onscreen list of currently visible menus ui_buildSize Font size to use for the build number ui_buildLocation Where to draw the build number ui_serverStatusTimeOut Time in milliseconds before a server status request times out ui_currentFeederMapIndex Currently selected map ui_currentMap Current map index ui_extraBigFont Extra big font scale ui_bigFont Big font scale ui_smallFont Small font scale ui_netSource The network source where: 0:Local 1:Internet 2:Favourites ui_customClassName Custom Class name ui_customModeEditName Name to give the currently edited custom game mode when editing is complete ui_customModeName Custom game mode name /**/ xblive_playEvenIfDown Allow people to play online even if Live is down xblive_ec_lastupdatems MS since last update required to early out qos xblive_ec_firstupdatems MS to wait before deciding to early out 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 party_simulateLongQoS simulate a real QoS which takes around 30 seconds xblive_mappacks 0 = original maps only, 1 = new maps only, 2 = both original and new xblive_privatepartyclient true only if we're in a party and not the host xblive_hostingprivateparty true only if we're hosting a party xblive_privatematch Current game is a private match partyChatDisconnectTimer Time to wait after user responds to Party Chat dialog before kicking (msec) partyChatDisallowed Whether to disallow Xbox Live Party Chat session_nonblocking Non-blocking Session code disconnectOnSignOut If true, the player will be kicked back to the main menu if they sign out of their profile xenon_maxVoicePacketsPerSecForServer Max voice packets per second the server will send xenon_maxVoicePacketsPerSec Max voice packets per second a client will send xenon_voiceDegrade Degrade voice quality xenon_voiceDebug Debug voice communication xblive_loggedin User is logged into xbox live /**/ net_port Network port net_ip Network IP address /**/ physVeh_jump Set to 1 to make a vehicle jump. physVeh_collideWithClipOnly Physics vehicles will only collide with vehicle clip when true physVeh_pathConstraintErp physVeh_pathConstraintCfm The constraint cfm for path-constrained vehicles physVeh_explodeSpinScale The max (random) offset from the center of mass at which splash damage applies its force physVeh_explodeForce The force applied to physics vehicles due to explosions physVeh_slideReductionForHighSpeed A larger value makes it harder to slip when moving faster than the max speed physVeh_minImpactMomentum The minimum collision momentum needed to register an impact physVeh_StepsPerFrame The number of physics timesteps that the server frame will be divided into. phys_jointPullThreshold If joints are farther apart than sqrt(this distance), they will be pulled together. phys_narrowObjMaxLength If a geom has a dimension less than this, then extra work will be done to prevent it from falling into cracks (like between the wall and the floor) phys_gravityChangeWakeupRadius The radius around the player within which objects get awakened when gravity changes phys_jitterMaxMass Maximum mass to jitter - jitter will fall off up to this mass phys_minImpactMomentum The minimum momentum required to trigger impact sounds phys_dragAngular The amount of angular drag, applied globally phys_dragLinear The amount of linear drag, applied globally phys_frictionScale Scales the amount of physics friction globally. phys_joint_stop_erp Physics error reduction magic parameter for joints at their limits. phys_joint_stop_cfm Physics constraint force mixing magic parameter for joints at their limits. phys_joint_cfm Physics constraint force mixing magic parameter for joints. phys_contact_erp_vehicleSoft phys_contact_cfm_vehicleSoft phys_contact_erp_vehicle phys_contact_cfm_vehicle phys_contact_erp_ragdoll phys_contact_cfm_ragdoll phys_contact_erp Physics error reduction magic parameter for contacts. phys_contact_cfm Physics constraint force mixing magic parameter for contacts. phys_autoDisableFastTime phys_autoDisableFastAngular Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). (deg/sec) phys_autoDisableFastLinear Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). phys_autoDisableTime The amount of time a body must be idle for it to go to sleep. phys_autoDisableAngular A body must have angular velocity less than this to be considered idle. (deg/sec) phys_autoDisableLinear A body must have linear velocity less than this to be considered idle. phys_collUseEntities Disable to turn off testing for collision against entities phys_noIslands Make all contacts joints between an object and the world: no object-object contacts phys_reorderConst ODE solver reorder constraints phys_drawDebugInfo Print info about the physics objects phys_drawAwake Debug draw a box indicating which bodies are disabled phys_drawCollisionObj Debug draw collision geometry for each physics object phys_drawCollisionWorld Debug draw collision brushes and terrain triangles phys_drawcontacts Debug draw contact points phys_qsi Number of iterations that QuickStep performs per step. phys_du***ontacts Set to true to dump all constraints in next physics frame. phys_bulletSpinScale Scale of the effective offset from the center of mass for the bullet impacts. phys_bulletUpBias Up Bias for the direction of the bullet impact. phys_gravity_ragdoll Physics gravity used by ragdolls in units/sec^2. phys_gravity Physics gravity in units/sec^2. phys_csl Physics contact surface level magic parameter. phys_mcv_vehicle Physics maximum correcting velocity magic parameter (for vehicles). phys_mcv_ragdoll Physics maximum correcting velocity magic parameter (for ragdoll). phys_mcv Physics maximum correcting velocity magic parameter. phys_erp Physics error reduction magic parameter. phys_cfm Physics constraint force mixing magic parameter. /**/ ragdoll_idle_min_velsq Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time ragdoll_stretch_iters Iterations to run the alternate limb solver ragdoll_max_stretch_pct Force ragdoll limbs to not stretch more than this percentage in one frame ragdoll_dump_anims Dump animation data when ragdoll fails ragdoll_self_collision_scale Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating ragdoll_jitter_scale Scale up or down the effect of physics jitter on ragdolls ragdoll_rotvel_scale Ragdoll rotational velocity estimate scale ragdoll_jointlerp_time Default time taken to lerp down ragdoll joint friction ragdoll_baselerp_time Default time ragdoll baselerp bones take to reach the base pose ragdoll_bullet_upbias Upward bias applied to ragdoll bullet effects ragdoll_bullet_force Bullet force applied to ragdolls ragdoll_exploding_bullet_upbias Upwards bias applied to ragdoll from explosive bullets ragdoll_exploding_bullet_force Force applied to ragdolls from explosive bullets ragdoll_explode_upbias Upwards bias applied to ragdoll explosion effects ragdoll_explode_force Explosive force applied to ragdolls ragdoll_max_simulating Max number of simultaneous active ragdolls ragdoll_max_life Max lifetime of a ragdoll system in msec ragdoll_fps Ragdoll update frames per second ragdoll_debug Draw ragdoll debug info (bitflags) ragdoll_enable Turn on ragdoll death animations /**/ vehHelicopterTiltMomentum The amount of rotational momentum the helicopter has with regards to tilting. vehHelicopterHeadSwayDontSwayTheTurret If set, the turret will not fire through the crosshairs, but straight ahead of the vehicle, when the player is not freelooking. vehHelicopterJitterJerkyness Specifies how jerky the tilt jitter should be vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt The forward speed (as a fraction of top speed) at which the tilt due to yaw reaches is maximum value. vehHelicopterTiltFromFwdAndYaw The amount of roll caused by yawing while moving forward. vehHelicopterTiltFromControllerAxes The amount of tilt caused by the desired velocity (i.e., the amount of controller stick deflection) vehHelicopterTiltFromVelocity The amount of tilt caused by the current velocity vehHelicopterTiltFromDeceleration The amount of tilt caused by deceleration vehHelicopterTiltFromAcceleration The amount of tilt caused by acceleration vehHelicopterTiltSpeed The rate at which the player helicopter's tilt responds vehHelicopterYawOnLeftStick The yaw speed created by the left stick when pushing the stick diagonally (e.g., moving forward and strafing slightly). vehHelicopterInvertUpDown Invert the altitude control on the player helicopter. vehHelicopterDecelerationSide Set the side-to-side deceleration of the player helicopter (as a fraction of acceleration). So 1.0 makes it equal to the acceleration. vehHelicopterDecelerationFwd Set the deceleration of the player helicopter (as a fraction of acceleration) in the direction the chopper is facing. So 1.0 makes it equal to the acceleration. vehHelicopterSoftCollisions Player helicopters have soft collisions (slow down before they collide). vehHelicopterScaleMovement Scales down the smaller of the left stick axes. vehHelicopterStrafeDeadzone Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling). vehHelicopterRightStickDeadzone Dead-zone for the axes of the right thumbstick. This helps to better control the two axes separately. vehHelicopterHoverSpeedThreshold The speed below which the player helicopter begins to jitter the tilt, for hovering 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) vehHelicopterMaxRoll Maximum roll of the player helicopter vehHelicopterMaxPitch Maximum pitch of the player helicopter vehHelicopterMaxYawAccel Maximum yaw acceleration of the player helicopter vehHelicopterMaxYawRate Maximum yaw speed of the player helicopter vehHelicopterMaxAccelVertical Maximum vertical acceleration of the player helicopter (in *** per second) vehHelicopterMaxAccel Maximum horizontal acceleration of the player helicopter (in *** per second) vehHelicopterMaxSpeedVertical Maximum vertical speed of the player helicopter (in ***) vehHelicopterMaxSpeed Maximum horizontal speed of the player helicopter (in ***) veh_aiOverSteerScale Scaler used to cause ai vehicles to over steer veh_thirdPersonCam Enable 3rd person switching /**/ vehAudio_spawnVolumeTime Seconds it takes for spawned vehicles to reach full volume. vehAudio_inAirPitchDownLerp Rate at which the pitch lerps down vehAudio_inAirPitchUpLerp Rate at which the pitch lerps up vehCam_zOffsetMode Camera offset mode for Z axis vehCam_yawClamp Yaw clamp for user adjustment vehCam_yawTurnRate Yaw turn rate for user adjustment vehCam_pitchClamp Pitch clamp for user adjustment vehCam_pitchTurnRate Pitch turn rate for user adjustment vehCam_speedInfluence Controls how much the vehicle's speed effects the camera. vehCam_radius Camera radius from vehicle vehCam_offset Focus offset from vehicle origin vehCam_angles Camera angles from vehicle vehCam_editMode Enables camera edit mode via dvars vehCam_freeLook Enables free look mode veh_boneControllerLodDist Distance at which bone controllers are not updated. /**/ lb_maxrows Maximum number of rows to fetch lb_filter Filter applied to the leaderboard display: ('none','friends') lb_minrefresh Minimum time (in seconds) between leaderboard fetches /**/ session_advertiseFailedSearchCount Failed search count at which we list ourselves with matchmaking ping_default_min Minimum ping for the initial set of searches ping_increment Number of milliseconds to increase min ping after each set of searches ping_searches_per Number of searches at each min ping value /**/ session_immediateDeleteTinySessions Whether to immediately delete sessions with 1 user iwnet_sessionHeartbeat How often to send a heartbeat msg matchmaking_debug Enable matchmaking debugging information /**/ sentry_placement_trace_min_normal Minimum normal to accept a sentry position sentry_placement_trace_pitch Pitch used for the trace axis sentry_placement_trace_dist Distance along the trace axis where the sentry will attempt to position itself sentry_placement_trace_radius_canon_safety Extra radius used in the forward direction to compensate for the canon length sentry_placement_trace_radius Radius of the bound used for the placement trace sentry_placement_feet_trace_dist_z Max distance for a foot to be considered touching the ground sentry_placement_feet_offset Position of the feet from the center axis. sentry_placement_debug Enables sentry placement debug lines /**/ iwnet_debug turn on iwnet debugging iwnet_maxResendTime maximum resend time for iwnet commands iwnet_minResendTime minimum resend time for iwnet commands iwnet_allclientsauthed True if all local clients are authed and playable /**/ lsp_debug Whether to print lsp debug info /**/ snd_cinematicVolumeScale Scales the volume of Bink videos. snd_levelFadeTime The amout of time in milliseconds for all audio to fade in at the start of a level snd_draw3D Draw the position and info of world sounds snd_enableEq Enable equalization filter snd_enableReverb Enable sound reverberation snd_enableStream Enable streamed sounds snd_enable3D Enable 3D sounds snd_enable2D Enable 2D sounds snd_slaveFadeTime The amount of time in milliseconds for a 'slave' sound to fade its volumes when a master sound starts or stops snd_volume Game sound master volume snd_errorOnMissing Cause a Com_Error if a sound file is missing. /**/ r_atlasAnimFPS Speed to animate atlased 2d materials r_sun_from_dvars Set sun flare values from dvars rather than the level r_outdoorFeather Outdoor z-feathering value r_pixelShaderGPRReallocation Number of general purpose registers to the pixel shader r_dof_bias Depth of field bias as a power function (like gamma); less than 1 is sharper r_dof_farEnd Depth of field far end distance, in inches r_dof_farStart Depth of field far start distance, in inches r_dof_nearEnd Depth of field near end distance, in inches r_dof_nearStart Depth of field near start distance, in inches r_dof_viewModelEnd Depth of field viewmodel end distance, in inches r_dof_viewModelStart Depth of field viewmodel start distance, in inches r_dof_farBlur r_dof_nearBlur r_dof_tweak Use dvars to set the depth of field effect; overrides r_dof_enable r_dof_enable Enable the depth of field effect r_desaturation Desaturation adjustment r_brightness Brightness adjustment r_contrast Contrast adjustment r_filmAltShader Use alternate shader (with middle tint and dark desat) for film color. r_filmUseTweaks Overide film effects with tweak dvar values. r_glow_allowed_script_forced Force 'allow glow' to be treated as true, by script. r_glow_allowed Allow glow. r_distortion Enable distortion r_blur Dev tweak to blur the screen r_halfParticles 0 force off, 1 force on, 2 use script controlled. r_screenFilterQuads If non-zero, uses this many quads instead of two triangles for full screen effects sm_qualitySpotShadow Fast spot shadow sm_fastSunShadow Fast sun shadow sm_spotDistCull Distance cull spot shadows sm_strictCull Strict shadow map cull sm_sunShadowScale Sun shadow scale optimization sm_sunShadowCenter Sun shadow center, 0 0 0 means don't override sm_sunSampleSizeNear Shadow sample size sm_polygonOffsetBias Shadow map offset bias sm_polygonOffsetScale Shadow map offset scale sm_lightScore_spotProjectFrac When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction. sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance from a point this far in front of the camera. sm_spotShadowFadeTime How many seconds it takes for a primary light shadow map to fade in or out sm_minSpotLightScore Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps. sm_maxLights Limits how many primary lights can have shadow maps sm_spotLimit Limit number of spot shadows from script sm_spotEnable Enable spot shadow mapping from script sm_sunEnable Enable sun shadow mapping from script sm_enable Enable shadow mapping r_forceLod Force all level of detail to this level r_lowestLodDist Distance for lowest level of detail r_lowLodDist Distance for low level of detail r_mediumLodDist Distance for medium level of detail r_highLodDist Distance for high level of detail r_showFloatZDebug Show float z buffer used to eliminate hard edges on particles near geometry r_showFbColorDebug Show front buffer color debugging information r_portalMinRecurseDepth Ignore r_portalMinClipArea for portals with fewer than this many parent portals. r_portalMinClipArea Don't clip child portals by a parent portal smaller than this fraction of the screen area. r_portalWalkLimit Stop portal recursion after this many iterations. Useful for debugging portal errors. r_singleCell Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. r_portalBevelsOnly Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen r_portalBevels Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle r_skipPvs Skipt the determination of what is in the potentially visible set (disables most drawing) r_lockPvs Lock the viewpoint used for determining what is visible to the current position and direction r_drawWater Enable water animation r_spotLightExponent Exponent for spot light to control falloff away from the center r_spotLightMaxLength Maximum length of the spot light used to light geo. The will limit the length set in the effect. r_spotLightBrightness Brightness scale for spot light to get overbrightness from the 0-1 particle color range. r_spotLightEntityShadows Enable entity shadows for spot lights. r_spotLightSModelShadows Enable static model shadows for spot lights. r_spotLightShadows Enable shadows for spot lights. r_spotLightEndRadius Radius of the circle at the end of the spot light in inches. r_spotLightStartRadius Radius of the circle at the start of the spot light in inches. r_spotLightFovInnerFraction Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade. r_dlightLimit Maximum number of dynamic lights drawn simultaneously r_dpvsFilterDebug Filter all entities to all cells (debug) r_clearColor2 Color to clear every second frame to (for use during development) r_clearColor Color to clear the screen to when clearing the frame buffer r_clear Controls how the color buffer is cleared r_vsync Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. r_cmdbuf_worker Process command buffer in a separate thread r_smp_worker_thread2 r_smp_worker_thread1 r_smp_worker_thread0 r_smp_worker Process renderer front end in a separate thread r_smp_backend Process renderer back end in a separate thread r_scaleViewport Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. r_envMapSunIntensity Max sun specular intensity intensity with env map materials. r_envMapExponent Reflection exponent. r_envMapMaxIntensity Max reflection intensity based on glancing angle. r_envMapMinIntensity Min reflection intensity based on glancing angle. r_lightCacheLessFrequentMaxDistance Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit r_lightCacheLessFrequentPeriod Adjust how frequently fx models (and models tagged as less-frequently-lit by script) get relit on average (1 is every frame, 8 is every 8th frame) r_heroLighting Enable hero-only lighting r_lightGridContrast Adjust the contrast of light color from the light grid r_lightGridIntensity Adjust the intensity of light color from the light grid r_lightGridUseTweakedValues Use tweaked values instead of default r_lightGridEnableTweaks Enable tweaks of the light color from the light grid r_cacheModelLighting Speed up model lighting by caching previous results r_cacheSModelLighting Speed up static model lighting by caching previous results r_showMissingLightGrid Use rainbow colors for entities that are outside the light grid r_showLightGrid Show light grid debugging information (2: detailed, 3: detailed for this box only) r_vc_showlog Show this many rows of light grid points for the vis cache r_vc_makelog Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. r_debugLineWidth Width of server side debug lines r_resampleScene Upscale the frame buffer with sharpen filter and color correction. r_diffuseColorScale Globally scale the diffuse color of all point lights r_specularColorScale Set greater than 1 to brighten specular highlights r_specularMap Replace all specular maps with pure black (off) or pure white (super shiny) r_normalMap Replace all normal maps with a flat normal map r_detailMap Replace all detail maps with an image that effectively disables them r_colorMap Replace all color maps with pure black or pure white r_lightMap Replace all lightmaps with pure black or pure white r_polygonOffsetBias Offset bias for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetScale Offset scale for decal polygons; bigger values z-fight less but poke through walls more r_fog Set to 0 to disable fog r_zfar Change the distance at which culling fog reaches 100% opacity; 0 is off r_znear_depthhack Viewmodel near clip plane /kool/r_znear Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. r_subwindow subwindow to draw: left, right, top, bottom r_debugShader Enable shader debugging information r_fullbright Toggles rendering without lighting r_texFilterMipBias Change the mipmap bias r_texFilterMipMode Forces all mipmaps to use a particular blend between levels (or disables mipping.) r_texFilterAnisoMin Minimum anisotropy to use for texture filtering (overridden by max) r_texFilterDisable Disables all texture filtering (uses nearest only.) r_texFilterAnisoMax Maximum anisotropy to use for texture filtering r_blacklevel Black level (negative brightens output) r_ignorehwgamma Ignore hardware gamma r_gamma Gamma value r_fullscreen Display game full screen r_ignore used for debugging anything /**/ r_sun_fx_position Position in degrees of the sun effect r_sunglare_fadeout time in seconds to fade glare from 100% to 0% r_sunglare_fadein time in seconds to fade glare from 0% to 100% r_sunglare_max_lighten 0-1 fraction for how white the world is at max glare r_sunglare_max_angle angle from sun in degrees inside which glare is minimum r_sunglare_min_angle angle from sun in degrees inside which glare is maximum r_sunblind_fadeout time in seconds to fade blind from 100% to 0% r_sunblind_fadein time in seconds to fade blind from 0% to 100% r_sunblind_max_darken 0-1 fraction for how black the world is at max blind r_sunblind_max_angle angle from sun in degrees inside which blinding is max r_sunblind_min_angle angle from sun in degrees outside which blinding is 0 r_sunflare_fadeout time in seconds to fade alpha from 100% to 0% r_sunflare_fadein time in seconds to fade alpha from 0% to 100% 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_sunsprite_size diameter in pixels at 640x480 and 80 fov r_sunsprite_shader name for static sprite; can be any material
Code:/kool/g_kickHostIfIdle Kick the host if he's idle /kool/g_giveAll Give all weapons player_stunWhiteFlash If enabled, player's screens will flash white when they are stunned. 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_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_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. 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. scr_forcerankedmatch script force game online and ranked scr_game_allowkillcam script allow killcam scr_team_fftype script team friendly fire type g_mantleBlockTimeBuffer Time that the client think is delayed after mantling g_earthquakeEnable Enable camera shake g_radiusDamageMax The maximum radius damage radius for non-client and non-actor entities g_redCrosshairs Whether red crosshairs are enabled g_useholdspawndelay Time in milliseconds that the player is unable to 'use' after spawning g_useholdtime Time to hold the 'use' button to activate use g_minGrenadeDamageSpeed Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage) player_MGUseRadius The radius within which a player can mount a machine gun player_useRadius The radius within which a player can use things player_throwbackOuterRadius The radius player is allow to throwback a grenade once the player has been in the inner radius player_throwbackInnerRadius The radius to a live grenade player must be within initially to do a throwback g_friendlyNameDist Maximum range for seeing a friendly's name g_friendlyfireDist Maximum range for disabling fire at a friendly g_debugLocHitTime Time duration of g_debugLocHit lines g_debugLocHit Display locational damage info for an entity when the entity is hit g_debugLocDamage Display locational damage debug information for an entity g_no_script_spam Turn off script debugging info g_voteAbstainWeight How much an abstained vote counts as a 'no' vote g_oldVoting Use old voting method g_smoothClients Enable extrapolation between client states g_TeamTitleColor_Spectator Spectator team color for titles g_TeamTitleColor_EnemyTeam Enemy team color for titles g_TeamTitleColor_MyTeam Player team color for titles g_TeamColor_Free Free Team color g_TeamColor_Spectator Spectator team color /kool/g_TeamColor_MyParty Player team color when in the same party /kool/g_TeamColor_Axis Axis team color /kool/g_TeamColor_Allies Allies team color GAME_AXIS Axis team name GAME_ALLIES Allied team name /kool/g_ScoresColor_Axis Axis team color on scoreboard /kool/g_ScoresColor_Allies Allies team color on scoreboard g_ScoresColor_Free Free Team color on scoreboard g_ScoresColor_Spectator Spectator team color on scoreboard g_ScoresColor_EnemyTeam Enemy team color on scoreboard g_ScoresColor_MyParty Player team color on scoreboard when in the same party g_ScoresColor_MyTeam Player team color on scoreboard faction_128_arab_red Icon name for the axis scores banner when you're on allies. faction_128_usmc_red Icon name for the allied scores banner when you're on axis. faction_128_arab_blue Icon name for the axis scores banner when you're on axis. faction_128_usmc_blue Icon name for the allied scores banner when you're on allies. faction_128_arab Icon name for the axis scores banner faction_128_usmc Icon name for the allied scores banner g_voiceChatTalkingDuration Time after the last talk packet was received that the player is considered by the server to still be talking in milliseconds g_deadChat Allow dead players to chat with living players g_listEntity List the entities g_allowVote Enable voting on this server g_clonePlayerMaxVelocity Maximum velocity in each axis of a cloned player (for death animations) g_dropHorzSpeedRand Random component of the initial horizontal speed of a dropped item g_dropUpSpeedRand Random component of the initial vertical speed of a dropped item g_dropUpSpeedBase Base component of the initial vertical speed of a dropped item g_dropForwardSpeed Forward speed of a dropped item g_playerCollisionEjectSpeed Speed at which to push intersecting players away from each other g_motd The message of the day ufoHitsTriggers ufo/noclip will hit triggers when enabled /kool/g_inactivity Time delay before player is kicked for inactivity /kool/g_maxDroppedWeapons Maximum number of dropped weapons /kool/g_knockback Maximum knockback g_speed Player speed dedicated Dedicated server g_banIPs IP addresses to ban from playing g_password Password g_sunFogScaleReadOnly Distance scale in the sun fog direction that was set in the most recent call to "setexpfog" g_sunFogEndFadeAngleReadOnly Angle from the sun direction to end fade away from the sun fog color that was set in the most recent call to "setexpfog" g_sunFogBeginFadeAngleReadOnly Angle from the sun direction to start fade away from the sun fog color that was set in the most recent call to "setexpfog" g_sunFogDirReadOnly Sun fog direction that was set in the most recent call to "setexpfog" g_sunFogColorReadOnly Sun fog color that was set in the most recent call to "setexpfog" g_sunFogEnabledReadOnly Sun fog was enabled in the most recent call to "setexpfog" g_fogMaxOpacityReadOnly Fog max opacity that was set in the most recent call to "setexpfog" g_fogHalfDistReadOnly g_fogStartDistReadOnly Fog start distance that was set in the most recent call to "setexpfog" g_fogColorReadOnly Fog color that was set in the most recent call to "setexpfog" g_dobjdump DObj debugging info for the given character number g_dumpAnims Animation debugging info for the given character number pickupPrints Print a message to the game window when picking up ammo, etc. g_spawnDebug Turn on debug lines for spawning traces radius_damage_debug Turn on debug lines for radius damage traces melee_debug Turn on debug lines for melee traces g_entinfo_maxdist Maximum distance of an entity from the camera at which to show entity information g_entinfo Display entity information g_vehicleDebug Turn on debug information for vehicles g_vehicleDrawPath Turn on debug information for vehicle paths shieldDebug Show debug info for riot shields g_debugBullets Show debug information for bullets g_debugDamage Show debug information for damage g_logSync Enable synchronous logging g_log Log file name scr_%s_roundlimit script round limit scr_%s_scorelimit script score limit /**/ grenadeBounceRestitutionMax Cap to keep code from increasing bounce restitution too high. grenadeCurveMax Largest rolling curvature (will be random between +/- this value) 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 grenadeWobbleFwdMag The forward rolling speed will oscillate +/- this amount grenadeWobbleFreq Wobble cycles per inch of rolling distance (approx) grenadeBumpMax Maximum upward speed of a bump (inches/sec) grenadeBumpMag Size of bumps (as a fraction of the grenade's current speed) grenadeBumpFreq How likely (per server frame) a bump will occur grenadeFrictionMaxThresh The speed threshold that determines whether to use grenadeFrictionLow/High grenadeFrictionHigh The amount of friction (0 to 1) for fast-moving grenades grenadeFrictionLow The amount of friction (0 to 1) for slower/rolling grenades grenadeRollingEnabled Enables the new "rolling" grenade behavior grenadeRestThreshold The speed threshold below which grenades will come to rest missileMacross Swarmy goodness. missileExplosionLiftDistance Distance to lift the explosion off the surface for "big explosion" weapons missileRemoteSpeedDown Remote-controlled missile slowdown-factor. missileRemoteSpeedUp Remote-controlled missile speedup-factor. missileRemoteSpeedTargetRange Remote-controlled missile speeds. missileWaterMaxDepth If a missile explodes deeper under water than this, they explosion effect/sound will not play. missileJavDuds If true, javelins that impact before their booster ignites will not explode, they will play their dud effects instead. missileJavClimbToOwner missileJavTurnDecel missileJavSpeedLimitDescend Rocket's speed limit when descending towards target. missileJavSpeedLimitClimb Rocket's speed limit when climbing. missileJavAccelDescend Rocket acceleration when descending towards target. missileJavAccelClimb Rocket acceleration when climbing. missileJavTurnRateTop In top-fire mode, how sharp the rocket can turn, in angles/sec. missileJavTurnRateDirect In direct-fire mode, how sharp the rocket can turn, in angles/sec. missileJavClimbCeilingTop In top-fire mode, how high the missile needs to reach before it descends. missileJavClimbCeilingDirect In direct-fire mode, how high the missile needs to reach before it descends. missileJavClimbAngleTop In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs. missileJavClimbAngleDirect In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs. missileJavClimbHeightTop In top-fire mode, how far above the target the rocket will aim for when climbing. missileJavClimbHeightDirect In direct-fire mode, how far above the target the rocket will aim for when climbing. missileHellfireUpAccel The rate at which the hellfire missile curves upward missileHellfireMaxSlope This limits how steeply the hellfire missile can turn upward when climbing missileGlassShatterVel Velocity needed by a grenade or missile to shatter glass instead of bouncing off. missileDebugAttractors Draw the attractors and repulsors. Attractors are green, and repulsors are yellow. missileDebugText Print debug missile info to console. missileDebugDraw Draw guided missile trajectories. /**/ band_18players 18 player bandwidth req'd band_12players 12 player bandwidth req'd band_8players 8 player bandwidth req'd band_4players 4 player bandwidth req'd band_2players 2 player bandwidth req'd ezpatch Enable ez patch playlistFilename Playlist filename popupText Menu popup text widePopupText Menu popup uses wide text com_errorResolveCommand Command to run when they close the error box com_cinematicEndInWhite Set by script. True if cinematic ends with a white screen. wideScreen True if the game video is running in 16x9 aspect, false if 4x3. hiDef True if the game video is running in high-def. com_animCheck Check anim tree intro Intro movie should play com_filter_output Use console filters for filtering output. sv_running Server is running useSvMapPreloading Whether to start loading the map before starting the server useMapPreloading Whether to start loading the map before connecting to server sv_paused Pause the client/server com_maxFrameTime Time slows down if a frame takes longer than this many milliseconds fixedtime Use a fixed time rate for each frame timescale com_timescale Scale time of each frame com_statmon Draw stats monitor logfile Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write developer_script Enable developer script comments xenonGame True if running on XBox 360 consoleGame True if running on a console com_maxfps Cap frames per second /**/ migration_dvarErrors Whether to check for illegal script dvar changes. shortversion Short game version version Game version /**/ com_attractmodeduration Time when controller is unused before attract mode is enabled com_attractmode Run attract mode /**/ net_dumpprofile msg_hudelemspew Debug hudelem fields changing msg_dumpEnts Print snapshot entity info msg_printEntityNums Print entity numbers net_lanauthorize Authorise CD keys when using a LAN net_showprofile Show network profiling display net_profile Profile network performance packetDebug Enable packet debugging information showdrop Show dropped packets showpackets Show packets /**/ g_serverHunkUser Maximum amount of clients on the server sv_hugeSnapshotDelay How long to wait before building a new snapshot after a 'huge' snapshot is sent sv_hugeSnapshotSize Size of a snapshot to be considered 'huge' sv_clientArchive Have the clients archive data to save bandwidth on the server sv_network_fps Number of times per second the server checks for net messages sv_debugReliableCmds Enable debugging information for 'reliable' commands sv_debugRate Enable snapshot rate debugging info sv_mapRotationCurrent Current map in the map rotation sv_mapRotation List of maps for the server to play sv_kickBanTime Time in seconds for a player to be banned from the server after being kicked sv_showAverageBPS Show average bytes per second for net debugging sv_packet_info Enable packet info debugging information sv_allowedClan2 sv_allowedClan1 Allow this clan to join the server sv_padPackets add nop bytes to messages sv_reconnectlimit minimum seconds between connect messages sv_zombietime seconds to sync messages after disconnect sv_connectTimeout seconds without any message when a client is loading sv_timeout seconds without any message sv_floodProtect Prevent malicious lagging by flooding the server with commands sv_maxPing Maximum ping allowed on the server sv_minPing Minimum ping allowed on the server sv_maxRate Maximum bit rate sv_clientSideBullets If true, clients will synthesize tracers and bullet impacts CoD4Host Host name of the server badhost_debug Bad host debugging badhost_minPercentClientsUnhappyToSuck What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts badhost_minTotalClientsForHappyTest Minimum number of clients before it does the 'suck as host' test badhost_maxDoISuckFrames Max lagged frames need to end match badhost_endGameIfISuck End the match if most of the players are lagged out badhost_maxHappyPingTime Max ping that a player can have that we consider acceptable when calculating if the server is swamped sv_privateClients Maximum number of private clients allowed on the server /**/ testClients_watchKillcam Testclients will not press buttons during killcam. testClients_doCrouch Testclients will use the crouch button. testClients_doReload Testclients will use the reload button. testClients_doMove Testclients will use the movement. testClients_doAttack Testclients will use the attack button. /**/ migration_verboseBroadcastTime time in milliseconds between verbose migration state broadcasts migration_timeBetween milliseconds between migration_limit dvar's value of migrations. migration_limit maximum number of migrations within migration_timeBetween dvar's value in milliseconds. migration_msgtimeout timeout time in ms of migration messages migration_blocksperframe Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth. /**/ loc_warningsAsErrors Throw an error for any unlocalized string loc_warningsUI Enable localization warnings for UI loc_warnings Enable localization warnings loc_translate Enable translations loc_forceEnglish Force english localized strings loc_language Language /**/ ui_sliderSteps The number of steps for a slider itemdef ui_textScrollFadeTime Text scrolling takes this long (seconds) to fade out at the end before restarting ui_textScrollPauseEnd Text scrolling waits this long (seconds) at the end before restarting ui_textScrollPauseStart Text scrolling waits this long (seconds) before starting ui_textScrollSpeed Speed at which text scrolls vertically ui_allow_teamchange Whether the UI should allow changing team ui_allow_classchange Whether the UI should allow changing class ui_hud_hardcore Whether the HUD should be suppressed for hardcore mode ui_debugMode Draw ui debug info on the screen. ui_drawCrosshair Whether to draw crosshairs. ui_connectScreenTextGlowColor Glow color applied to the mode and map name strings on the connect screen. ui_cinematicsTimestamp Shows cinematics timestamp on subtitle UI elements. ui_borderLowLightScale Scales the border color for the lowlight color on certain UI borders lobby_animationTilesHigh How many animation tiles high is the searching_for_player texture lobby_animationTilesWide How many animation tiles wide is the searching_for_player texture lobby_animationSpeed How long each frame of the animation should draw, in milliseconds lobby_numAnimationFrames How many animation tiles are in the searching_for_player texture ui_partyFull True if the current party is full. lobby_searchingPartyColor The color to show that we're searching for that slot when shown in lobbies ui_playerPartyColor The local player's font color when shown in lobbies and parties ui_showMenuOnly If set, only menus using this name will draw. ui_showList Show onscreen list of currently visible menus ui_buildSize Font size to use for the build number ui_buildLocation Where to draw the build number ui_serverStatusTimeOut Time in milliseconds before a server status request times out ui_currentFeederMapIndex Currently selected map ui_currentMap Current map index ui_extraBigFont Extra big font scale ui_bigFont Big font scale ui_smallFont Small font scale ui_netSource The network source where: 0:Local 1:Internet 2:Favourites ui_customClassName Custom Class name ui_customModeEditName Name to give the currently edited custom game mode when editing is complete ui_customModeName Custom game mode name /**/ xblive_playEvenIfDown Allow people to play online even if Live is down xblive_ec_lastupdatems MS since last update required to early out qos xblive_ec_firstupdatems MS to wait before deciding to early out 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 party_simulateLongQoS simulate a real QoS which takes around 30 seconds xblive_mappacks 0 = original maps only, 1 = new maps only, 2 = both original and new xblive_privatepartyclient true only if we're in a party and not the host xblive_hostingprivateparty true only if we're hosting a party xblive_privatematch Current game is a private match partyChatDisconnectTimer Time to wait after user responds to Party Chat dialog before kicking (msec) partyChatDisallowed Whether to disallow Xbox Live Party Chat session_nonblocking Non-blocking Session code disconnectOnSignOut If true, the player will be kicked back to the main menu if they sign out of their profile xenon_maxVoicePacketsPerSecForServer Max voice packets per second the server will send xenon_maxVoicePacketsPerSec Max voice packets per second a client will send xenon_voiceDegrade Degrade voice quality xenon_voiceDebug Debug voice communication xblive_loggedin User is logged into xbox live /**/ net_port Network port net_ip Network IP address /**/ physVeh_jump Set to 1 to make a vehicle jump. physVeh_collideWithClipOnly Physics vehicles will only collide with vehicle clip when true physVeh_pathConstraintErp physVeh_pathConstraintCfm The constraint cfm for path-constrained vehicles physVeh_explodeSpinScale The max (random) offset from the center of mass at which splash damage applies its force physVeh_explodeForce The force applied to physics vehicles due to explosions physVeh_slideReductionForHighSpeed A larger value makes it harder to slip when moving faster than the max speed physVeh_minImpactMomentum The minimum collision momentum needed to register an impact physVeh_StepsPerFrame The number of physics timesteps that the server frame will be divided into. phys_jointPullThreshold If joints are farther apart than sqrt(this distance), they will be pulled together. phys_narrowObjMaxLength If a geom has a dimension less than this, then extra work will be done to prevent it from falling into cracks (like between the wall and the floor) phys_gravityChangeWakeupRadius The radius around the player within which objects get awakened when gravity changes phys_jitterMaxMass Maximum mass to jitter - jitter will fall off up to this mass phys_minImpactMomentum The minimum momentum required to trigger impact sounds phys_dragAngular The amount of angular drag, applied globally phys_dragLinear The amount of linear drag, applied globally phys_frictionScale Scales the amount of physics friction globally. phys_joint_stop_erp Physics error reduction magic parameter for joints at their limits. phys_joint_stop_cfm Physics constraint force mixing magic parameter for joints at their limits. phys_joint_cfm Physics constraint force mixing magic parameter for joints. phys_contact_erp_vehicleSoft phys_contact_cfm_vehicleSoft phys_contact_erp_vehicle phys_contact_cfm_vehicle phys_contact_erp_ragdoll phys_contact_cfm_ragdoll phys_contact_erp Physics error reduction magic parameter for contacts. phys_contact_cfm Physics constraint force mixing magic parameter for contacts. phys_autoDisableFastTime phys_autoDisableFastAngular Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). (deg/sec) phys_autoDisableFastLinear Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). phys_autoDisableTime The amount of time a body must be idle for it to go to sleep. phys_autoDisableAngular A body must have angular velocity less than this to be considered idle. (deg/sec) phys_autoDisableLinear A body must have linear velocity less than this to be considered idle. phys_collUseEntities Disable to turn off testing for collision against entities phys_noIslands Make all contacts joints between an object and the world: no object-object contacts phys_reorderConst ODE solver reorder constraints phys_drawDebugInfo Print info about the physics objects phys_drawAwake Debug draw a box indicating which bodies are disabled phys_drawCollisionObj Debug draw collision geometry for each physics object phys_drawCollisionWorld Debug draw collision brushes and terrain triangles phys_drawcontacts Debug draw contact points phys_qsi Number of iterations that QuickStep performs per step. phys_du***ontacts Set to true to dump all constraints in next physics frame. phys_bulletSpinScale Scale of the effective offset from the center of mass for the bullet impacts. phys_bulletUpBias Up Bias for the direction of the bullet impact. phys_gravity_ragdoll Physics gravity used by ragdolls in units/sec^2. phys_gravity Physics gravity in units/sec^2. phys_csl Physics contact surface level magic parameter. phys_mcv_vehicle Physics maximum correcting velocity magic parameter (for vehicles). phys_mcv_ragdoll Physics maximum correcting velocity magic parameter (for ragdoll). phys_mcv Physics maximum correcting velocity magic parameter. phys_erp Physics error reduction magic parameter. phys_cfm Physics constraint force mixing magic parameter. /**/ ragdoll_idle_min_velsq Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time ragdoll_stretch_iters Iterations to run the alternate limb solver ragdoll_max_stretch_pct Force ragdoll limbs to not stretch more than this percentage in one frame ragdoll_dump_anims Dump animation data when ragdoll fails ragdoll_self_collision_scale Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating ragdoll_jitter_scale Scale up or down the effect of physics jitter on ragdolls ragdoll_rotvel_scale Ragdoll rotational velocity estimate scale ragdoll_jointlerp_time Default time taken to lerp down ragdoll joint friction ragdoll_baselerp_time Default time ragdoll baselerp bones take to reach the base pose ragdoll_bullet_upbias Upward bias applied to ragdoll bullet effects ragdoll_bullet_force Bullet force applied to ragdolls ragdoll_exploding_bullet_upbias Upwards bias applied to ragdoll from explosive bullets ragdoll_exploding_bullet_force Force applied to ragdolls from explosive bullets ragdoll_explode_upbias Upwards bias applied to ragdoll explosion effects ragdoll_explode_force Explosive force applied to ragdolls ragdoll_max_simulating Max number of simultaneous active ragdolls ragdoll_max_life Max lifetime of a ragdoll system in msec ragdoll_fps Ragdoll update frames per second ragdoll_debug Draw ragdoll debug info (bitflags) ragdoll_enable Turn on ragdoll death animations /**/ vehHelicopterTiltMomentum The amount of rotational momentum the helicopter has with regards to tilting. vehHelicopterHeadSwayDontSwayTheTurret If set, the turret will not fire through the crosshairs, but straight ahead of the vehicle, when the player is not freelooking. vehHelicopterJitterJerkyness Specifies how jerky the tilt jitter should be vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt The forward speed (as a fraction of top speed) at which the tilt due to yaw reaches is maximum value. vehHelicopterTiltFromFwdAndYaw The amount of roll caused by yawing while moving forward. vehHelicopterTiltFromControllerAxes The amount of tilt caused by the desired velocity (i.e., the amount of controller stick deflection) vehHelicopterTiltFromVelocity The amount of tilt caused by the current velocity vehHelicopterTiltFromDeceleration The amount of tilt caused by deceleration vehHelicopterTiltFromAcceleration The amount of tilt caused by acceleration vehHelicopterTiltSpeed The rate at which the player helicopter's tilt responds vehHelicopterYawOnLeftStick The yaw speed created by the left stick when pushing the stick diagonally (e.g., moving forward and strafing slightly). vehHelicopterInvertUpDown Invert the altitude control on the player helicopter. vehHelicopterDecelerationSide Set the side-to-side deceleration of the player helicopter (as a fraction of acceleration). So 1.0 makes it equal to the acceleration. vehHelicopterDecelerationFwd Set the deceleration of the player helicopter (as a fraction of acceleration) in the direction the chopper is facing. So 1.0 makes it equal to the acceleration. vehHelicopterSoftCollisions Player helicopters have soft collisions (slow down before they collide). vehHelicopterScaleMovement Scales down the smaller of the left stick axes. vehHelicopterStrafeDeadzone Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling). vehHelicopterRightStickDeadzone Dead-zone for the axes of the right thumbstick. This helps to better control the two axes separately. vehHelicopterHoverSpeedThreshold The speed below which the player helicopter begins to jitter the tilt, for hovering 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) vehHelicopterMaxRoll Maximum roll of the player helicopter vehHelicopterMaxPitch Maximum pitch of the player helicopter vehHelicopterMaxYawAccel Maximum yaw acceleration of the player helicopter vehHelicopterMaxYawRate Maximum yaw speed of the player helicopter vehHelicopterMaxAccelVertical Maximum vertical acceleration of the player helicopter (in *** per second) vehHelicopterMaxAccel Maximum horizontal acceleration of the player helicopter (in *** per second) vehHelicopterMaxSpeedVertical Maximum vertical speed of the player helicopter (in ***) vehHelicopterMaxSpeed Maximum horizontal speed of the player helicopter (in ***) veh_aiOverSteerScale Scaler used to cause ai vehicles to over steer veh_thirdPersonCam Enable 3rd person switching /**/ vehAudio_spawnVolumeTime Seconds it takes for spawned vehicles to reach full volume. vehAudio_inAirPitchDownLerp Rate at which the pitch lerps down vehAudio_inAirPitchUpLerp Rate at which the pitch lerps up vehCam_zOffsetMode Camera offset mode for Z axis vehCam_yawClamp Yaw clamp for user adjustment vehCam_yawTurnRate Yaw turn rate for user adjustment vehCam_pitchClamp Pitch clamp for user adjustment vehCam_pitchTurnRate Pitch turn rate for user adjustment vehCam_speedInfluence Controls how much the vehicle's speed effects the camera. vehCam_radius Camera radius from vehicle vehCam_offset Focus offset from vehicle origin vehCam_angles Camera angles from vehicle vehCam_editMode Enables camera edit mode via dvars vehCam_freeLook Enables free look mode veh_boneControllerLodDist Distance at which bone controllers are not updated. /**/ lb_maxrows Maximum number of rows to fetch lb_filter Filter applied to the leaderboard display: ('none','friends') lb_minrefresh Minimum time (in seconds) between leaderboard fetches /**/ session_advertiseFailedSearchCount Failed search count at which we list ourselves with matchmaking ping_default_min Minimum ping for the initial set of searches ping_increment Number of milliseconds to increase min ping after each set of searches ping_searches_per Number of searches at each min ping value /**/ session_immediateDeleteTinySessions Whether to immediately delete sessions with 1 user iwnet_sessionHeartbeat How often to send a heartbeat msg matchmaking_debug Enable matchmaking debugging information /**/ sentry_placement_trace_min_normal Minimum normal to accept a sentry position sentry_placement_trace_pitch Pitch used for the trace axis sentry_placement_trace_dist Distance along the trace axis where the sentry will attempt to position itself sentry_placement_trace_radius_canon_safety Extra radius used in the forward direction to compensate for the canon length sentry_placement_trace_radius Radius of the bound used for the placement trace sentry_placement_feet_trace_dist_z Max distance for a foot to be considered touching the ground sentry_placement_feet_offset Position of the feet from the center axis. sentry_placement_debug Enables sentry placement debug lines /**/ iwnet_debug turn on iwnet debugging iwnet_maxResendTime maximum resend time for iwnet commands iwnet_minResendTime minimum resend time for iwnet commands iwnet_allclientsauthed True if all local clients are authed and playable /**/ lsp_debug Whether to print lsp debug info /**/ snd_cinematicVolumeScale Scales the volume of Bink videos. snd_levelFadeTime The amout of time in milliseconds for all audio to fade in at the start of a level snd_draw3D Draw the position and info of world sounds snd_enableEq Enable equalization filter snd_enableReverb Enable sound reverberation snd_enableStream Enable streamed sounds snd_enable3D Enable 3D sounds snd_enable2D Enable 2D sounds snd_slaveFadeTime The amount of time in milliseconds for a 'slave' sound to fade its volumes when a master sound starts or stops snd_volume Game sound master volume snd_errorOnMissing Cause a Com_Error if a sound file is missing. /**/ r_atlasAnimFPS Speed to animate atlased 2d materials r_sun_from_dvars Set sun flare values from dvars rather than the level r_outdoorFeather Outdoor z-feathering value r_pixelShaderGPRReallocation Number of general purpose registers to the pixel shader r_dof_bias Depth of field bias as a power function (like gamma); less than 1 is sharper r_dof_farEnd Depth of field far end distance, in inches r_dof_farStart Depth of field far start distance, in inches r_dof_nearEnd Depth of field near end distance, in inches r_dof_nearStart Depth of field near start distance, in inches r_dof_viewModelEnd Depth of field viewmodel end distance, in inches r_dof_viewModelStart Depth of field viewmodel start distance, in inches r_dof_farBlur r_dof_nearBlur r_dof_tweak Use dvars to set the depth of field effect; overrides r_dof_enable r_dof_enable Enable the depth of field effect r_desaturation Desaturation adjustment r_brightness Brightness adjustment r_contrast Contrast adjustment r_filmAltShader Use alternate shader (with middle tint and dark desat) for film color. r_filmUseTweaks Overide film effects with tweak dvar values. r_glow_allowed_script_forced Force 'allow glow' to be treated as true, by script. r_glow_allowed Allow glow. r_distortion Enable distortion r_blur Dev tweak to blur the screen r_halfParticles 0 force off, 1 force on, 2 use script controlled. r_screenFilterQuads If non-zero, uses this many quads instead of two triangles for full screen effects sm_qualitySpotShadow Fast spot shadow sm_fastSunShadow Fast sun shadow sm_spotDistCull Distance cull spot shadows sm_strictCull Strict shadow map cull sm_sunShadowScale Sun shadow scale optimization sm_sunShadowCenter Sun shadow center, 0 0 0 means don't override sm_sunSampleSizeNear Shadow sample size sm_polygonOffsetBias Shadow map offset bias sm_polygonOffsetScale Shadow map offset scale sm_lightScore_spotProjectFrac When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction. sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance from a point this far in front of the camera. sm_spotShadowFadeTime How many seconds it takes for a primary light shadow map to fade in or out sm_minSpotLightScore Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps. sm_maxLights Limits how many primary lights can have shadow maps sm_spotLimit Limit number of spot shadows from script sm_spotEnable Enable spot shadow mapping from script sm_sunEnable Enable sun shadow mapping from script sm_enable Enable shadow mapping r_forceLod Force all level of detail to this level r_lowestLodDist Distance for lowest level of detail r_lowLodDist Distance for low level of detail r_mediumLodDist Distance for medium level of detail r_highLodDist Distance for high level of detail r_showFloatZDebug Show float z buffer used to eliminate hard edges on particles near geometry r_showFbColorDebug Show front buffer color debugging information r_portalMinRecurseDepth Ignore r_portalMinClipArea for portals with fewer than this many parent portals. r_portalMinClipArea Don't clip child portals by a parent portal smaller than this fraction of the screen area. r_portalWalkLimit Stop portal recursion after this many iterations. Useful for debugging portal errors. r_singleCell Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. r_portalBevelsOnly Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen r_portalBevels Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle r_skipPvs Skipt the determination of what is in the potentially visible set (disables most drawing) r_lockPvs Lock the viewpoint used for determining what is visible to the current position and direction r_drawWater Enable water animation r_spotLightExponent Exponent for spot light to control falloff away from the center r_spotLightMaxLength Maximum length of the spot light used to light geo. The will limit the length set in the effect. r_spotLightBrightness Brightness scale for spot light to get overbrightness from the 0-1 particle color range. r_spotLightEntityShadows Enable entity shadows for spot lights. r_spotLightSModelShadows Enable static model shadows for spot lights. r_spotLightShadows Enable shadows for spot lights. r_spotLightEndRadius Radius of the circle at the end of the spot light in inches. r_spotLightStartRadius Radius of the circle at the start of the spot light in inches. r_spotLightFovInnerFraction Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade. r_dlightLimit Maximum number of dynamic lights drawn simultaneously r_dpvsFilterDebug Filter all entities to all cells (debug) r_clearColor2 Color to clear every second frame to (for use during development) r_clearColor Color to clear the screen to when clearing the frame buffer r_clear Controls how the color buffer is cleared r_vsync Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. r_cmdbuf_worker Process command buffer in a separate thread r_smp_worker_thread2 r_smp_worker_thread1 r_smp_worker_thread0 r_smp_worker Process renderer front end in a separate thread r_smp_backend Process renderer back end in a separate thread r_scaleViewport Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. r_envMapSunIntensity Max sun specular intensity intensity with env map materials. r_envMapExponent Reflection exponent. r_envMapMaxIntensity Max reflection intensity based on glancing angle. r_envMapMinIntensity Min reflection intensity based on glancing angle. r_lightCacheLessFrequentMaxDistance Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit r_lightCacheLessFrequentPeriod Adjust how frequently fx models (and models tagged as less-frequently-lit by script) get relit on average (1 is every frame, 8 is every 8th frame) r_heroLighting Enable hero-only lighting r_lightGridContrast Adjust the contrast of light color from the light grid r_lightGridIntensity Adjust the intensity of light color from the light grid r_lightGridUseTweakedValues Use tweaked values instead of default r_lightGridEnableTweaks Enable tweaks of the light color from the light grid r_cacheModelLighting Speed up model lighting by caching previous results r_cacheSModelLighting Speed up static model lighting by caching previous results r_showMissingLightGrid Use rainbow colors for entities that are outside the light grid r_showLightGrid Show light grid debugging information (2: detailed, 3: detailed for this box only) r_vc_showlog Show this many rows of light grid points for the vis cache r_vc_makelog Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. r_debugLineWidth Width of server side debug lines r_resampleScene Upscale the frame buffer with sharpen filter and color correction. r_diffuseColorScale Globally scale the diffuse color of all point lights r_specularColorScale Set greater than 1 to brighten specular highlights r_specularMap Replace all specular maps with pure black (off) or pure white (super shiny) r_normalMap Replace all normal maps with a flat normal map r_detailMap Replace all detail maps with an image that effectively disables them r_colorMap Replace all color maps with pure black or pure white r_lightMap Replace all lightmaps with pure black or pure white r_polygonOffsetBias Offset bias for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetScale Offset scale for decal polygons; bigger values z-fight less but poke through walls more r_fog Set to 0 to disable fog r_zfar Change the distance at which culling fog reaches 100% opacity; 0 is off r_znear_depthhack Viewmodel near clip plane /kool/r_znear Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. r_subwindow subwindow to draw: left, right, top, bottom r_debugShader Enable shader debugging information r_fullbright Toggles rendering without lighting r_texFilterMipBias Change the mipmap bias r_texFilterMipMode Forces all mipmaps to use a particular blend between levels (or disables mipping.) r_texFilterAnisoMin Minimum anisotropy to use for texture filtering (overridden by max) r_texFilterDisable Disables all texture filtering (uses nearest only.) r_texFilterAnisoMax Maximum anisotropy to use for texture filtering r_blacklevel Black level (negative brightens output) r_ignorehwgamma Ignore hardware gamma r_gamma Gamma value r_fullscreen Display game full screen r_ignore used for debugging anything /**/ r_sun_fx_position Position in degrees of the sun effect r_sunglare_fadeout time in seconds to fade glare from 100% to 0% r_sunglare_fadein time in seconds to fade glare from 0% to 100% r_sunglare_max_lighten 0-1 fraction for how white the world is at max glare r_sunglare_max_angle angle from sun in degrees inside which glare is minimum r_sunglare_min_angle angle from sun in degrees inside which glare is maximum r_sunblind_fadeout time in seconds to fade blind from 100% to 0% r_sunblind_fadein time in seconds to fade blind from 0% to 100% r_sunblind_max_darken 0-1 fraction for how black the world is at max blind r_sunblind_max_angle angle from sun in degrees inside which blinding is max r_sunblind_min_angle angle from sun in degrees outside which blinding is 0 r_sunflare_fadeout time in seconds to fade alpha from 100% to 0% r_sunflare_fadein time in seconds to fade alpha from 0% to 100% 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_sunsprite_size diameter in pixels at 640x480 and 80 fov r_sunsprite_shader name for static sprite; can be any material
Last edited by AZUMIKKEL; 07-27-2010 at 08:11 AM.