{| style="border: 1px solid #AAAAAA;" width="100%" | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowBaseScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Original image contribution factor float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowLuminanceDependency | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Dependency of the glow on the luminance(brightness) float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Blurred image contribution factor float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowSpriteMin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowSpriteSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowSunBaseScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Factor to scale to sun factor with float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowSunPower | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Power to raise to sun factor to float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowSunScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Factor to scale to sun factor with float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_glowThresh | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Threshold above which part of the scene starts glowing float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_specularMultiply | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_sun | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | a_windTimeScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Speed at which wind effects change float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_extendFlyPaths | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set to 1 to enable extending fly paths bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_locationMemory | valign="top" style="border-bottom: 1px solid #AAAAAA;" | used to remember a particular location, set to 'current' to store the current x,y,z location string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_optimizePaths | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set to 1 to enable path optimization bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_pullPlayer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pull the player to the specified area string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_randomPullPlayer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pull the player to a random area int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showAreaNumber | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the specific area number set int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showAreas | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the areas in the selected aas int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showBadAreas | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show bad AAS areas int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showEdgeNums | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show edge nums bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showFloorTrace | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show floor trace bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showFuncObstacles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the AAS func_obstacles on the map bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showHopPath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show hop path to specified area string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showManualReachabilities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show manually placed reachabilities bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showNearestCoverArea | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4) int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showNearestInsideArea | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the nearest area that is inside bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showObstacleAvoidance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows obstacles along paths int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showObstaclePVS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show obstacle PVS for the given area int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showPath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the path to the walk specified area string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showPushIntoArea | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show an arrow going to the closest area bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showTravelTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print the travel time to the specified goal area (only when aas_showAreas is set) int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showWallEdgeNums | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the number of the edges of walls bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_showWallEdges | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the edges of walls, 2 = project all to same height, 3 = project onscreen int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_skipObstacleAvoidance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore all dynamic obstacles along paths bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_subSampleWalkPaths | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set to 1 to enable walk path sub-sampling bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aas_test | valign="top" style="border-bottom: 1px solid #AAAAAA;" | select which AAS to test string [aas_player, aas_vehicle] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_contactFrictionScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scales the contact friction float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_forceFriction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force the given friction value float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_highlightBody | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of the body to highlight string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_highlightConstraint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of the constraint to highlight string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_jointFrictionScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scales the joint friction float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_maxAngularVelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum angular velocity float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_maxLinearVelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum linear velocity float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showActive | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show tree-like structures of articulated figures not at rest bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showBodies | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show bodies bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showBodyNames | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show body names bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showConstrainedBodies | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the two bodies contrained by the highlighted constraint bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showConstraintNames | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show constraint names bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showConstraints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show constraints bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showInertia | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the inertia tensor of each body bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showLimits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show joint limits bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showMass | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the mass of each body bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showPrimaryOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show primary constraints only bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showTimings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show articulated figure cpu usage bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showTotalMass | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the total mass of each articulated figure bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showTrees | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show tree-like structures bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_showVelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the velocity of each body bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_skipFriction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip friction bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_skipLimits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip joint limits bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_skipSelfCollision | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip self collision detection bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_testSolid | valign="top" style="border-bottom: 1px solid #AAAAAA;" | test for bodies initially stuck in solid bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_timeScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scales the time float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_useImpulseFriction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use impulse based contact friction bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_useJointImpulseFriction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use impulse based joint friction bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_useLinearTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use linear time algorithm for tree-like structures bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | af_useSymmetry | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use constraint matrix symmetry bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ai_debugAnimState | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays animState changes for the specified monster entity number int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ai_debugMove | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws movement information for monsters bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ai_debugScript | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays script calls for the specified monster entity number int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ai_debugTrajectory | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws trajectory tests for monsters bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ai_fallTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Number of seconds before the player plays the falling animation float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | anim_forceUpdate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | anim_maxBodyPitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | max pitch of body adjustment float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | anim_minBodyPitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | min pitch of body adjustment float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | anim_reduced | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | anim_showMissingAnims | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show warnings for missing animations bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | anim_testBoneCollapseMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aor_animationCutoffScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the aor animation cutoff distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aor_ikCutoffScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the aor ik cutoff distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aor_physicsCutoffScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the aor physics cutoff distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aor_physicsLod1StartScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the aor physics lod 1 distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aor_physicsLod2StartScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the aor physics lod 2 distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | aor_physicsLod3StartScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the aor physics lod 3 distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_aimSkill | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER int [0, 3] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_allowClassChanges | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots won't ever change their class. 1 = Bots can change their class thru script/code. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_allowObstacleDecay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = dont allow obstacle decay. 1 = allow obstacle decay. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_balanceCriticalClass | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Have the bots try to keep someone playing the critical class at all times. 0 = keep the class they spawn in as. Default = 1. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_breakPoint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Cause a program break to occur inside the bot's AI bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1 bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugActionGoalNumber | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Set to any action number on the map to have the bot ALWAYS do that action, for debugging. -1 = disabled. NOTE: The bot will treat the goal as a camp goal. This is useful for path testing. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugAirVehicles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug bot air vehicle usage. -1 = disable int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugGroundVehicles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug bot ground vehicle usage. -1 = disable int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugMapScript | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allows you to debug the bot script. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugObstacleAvoidance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug obstacle avoidance bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugObstacles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug bot obstacles in the world bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugPersonalVehicles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Only used for debugging the use of the husky/icarus. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug bot's move speed. -1 = disable int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_debugWeapons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Only used for debugging bots weapons. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_doObjectives | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | How far away to draw the bot action info. Default is 2048 float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionGroupNum | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionNumber | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw a specific bot action only. -1 = disable int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionRoutesOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw only the bot actions that have the defined route. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw the bot's actions. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | How big to draw the bot action info. Default is 0.2 float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionTypeOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw only actions that have a gdf/strogg goal number matching the cvar value. Check the bot manual for goal numbers. -1 = disabled. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionVehicleType | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw only the actions that have this vehicleType set. -1 = disable int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActionWithClasses | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw only actions that have a validClass set to anything other then 0 ( 0 = any class ). bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActiveActionsOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawActiveRoutesOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Only draw the active routes on the map. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawBadIcarusActions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw actions with an icarus flag, that aren't in a valid vehicle AAS area. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawClientNumbers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw every clients number above their head bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawDefuseHints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw the bot's defuse hints. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawIcarusActions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw actions with an icarus flag, that appear valid to the AAS. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawNodeNumber | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw a specific vehicle path node int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawNodes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw vehicle path nodes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawObstacles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw the bot's dynamic obstacles in the world bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawRearSpawnLocations | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw the rear spawn locations for each team bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawRouteGroupOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Only draw routes that have the groupID specified. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_drawRoutes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draw the routes on the map. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_enable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots will not be loaded in the game. 1 = bots are loaded. bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_fakePing | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Have the bots display fake pings in the scoreboard int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_followMe | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Have the bots follow you in debug mode int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_godMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Set to the bot client you want to enter god mode. -1 = disable. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_hud | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Print out the bots debug info onto the players HUD. Set to the clientNum of the bot to debug. 0 = disable. Make sure bot_debug is 1. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_ignoreEnemies | valign="top" style="border-bottom: 1px solid #AAAAAA;" | If set to 1, bots will ignore all enemies. Useful for debugging bot behavior int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_ignoreGoals | valign="top" style="border-bottom: 1px solid #AAAAAA;" | If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_knifeOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | goofy mode where the bots only use their knifes in combat. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_minClients | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Keep a minimum number of clients on the server with bots and humans. -1 to disable int [-1, 16] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_minClientsMax | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Maximum allowed value of bot_minClients. Only affects the in-game UI. int [-1, 16] (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_noChat | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots chat, 1 = bots never chat bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_noRandomJump | valign="top" style="border-bottom: 1px solid #AAAAAA;" | makes bots not randomly jump bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_noTapOut | valign="top" style="border-bottom: 1px solid #AAAAAA;" | makes bots not want to ever tap out, for debug purposes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_noTaunt | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots taunt, 1 = bots never taunt bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_pause | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Pause the bot's thinking - useful for screenshots/debugging/etc bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_showPath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show the path for the bot's client number. -1 = disable. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_sillyWarmup | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_skill | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets the bot's default AI skill. 0 = EASY, 1 = NORMAL, 2 = EXPERT int [0, 2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_skipThinkClient | valign="top" style="border-bottom: 1px solid #AAAAAA;" | A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_sleepWhenServerEmpty | valign="top" style="border-bottom: 1px solid #AAAAAA;" | has the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU. bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_spectateDebug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | If enabled, automatically sets the debug hud to the bot being spectated bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_stayInVehicles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = bots will never leave their vehicle. Only useful for debugging. Default is 0 bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_testObstacleAvoidance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | test obstacle avoidance bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_testObstacleQuery | valign="top" style="border-bottom: 1px solid #AAAAAA;" | test a previously recorded obstacle avoidance query string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_testPathToBotAction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | based on which aas type aas_test is set to, will test to see if a path is available from the players current origin, to the bot action in question. You need to join a team for this to work properly! -1 = disabled. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_threading | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable running the bot AI in a separate thread bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_threadMaxFrameDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of game frames the bot AI can trail behind int [0, 4] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_threadMinFrameDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | minimum number of game frames the bot AI trails behind int [0, 4] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_uiNumGDF | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The number of gdf bots to add to the server. -1 to disable int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_uiNumStrogg | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The number of strogg bots to add to the server. -1 to disable int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_uiSkill | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useAltRoutes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug the bot's alternate path use. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useDeployables | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useRearSpawn | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debug bots using rear spawn points bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useShotguns | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns. bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useSniperWeapons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots wont use sniper rifles. 1 = bots will use sniper rifles. bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useSpawnHosts | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useStrafeJump | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useSuicideWhenStuck | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useTKRevive | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allows the bots to use the advanced tactic of TK reviving if their teammate is weak. 0 = disabled. Default is 1 bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useUniforms | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots won't steal uniforms, 1 = bots take uniforms bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bot_useVehicles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = bots dont use vehicles, 1 = bots do use vehicles bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_debris | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable effect debris bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_debug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | display debug info about effect int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_detailLevel | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Detail setting for effects float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_effectsStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_enabled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set to false to disable all effects bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_maxDecalDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Maximum distance from the viewer to spawn decals float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_physics | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable effect physics bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_projectileEffect | valign="top" style="border-bottom: 1px solid #AAAAAA;" | this effect will replace projectile explosions string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_rateCost | valign="top" style="border-bottom: 1px solid #AAAAAA;" | rate cost multiplier for spawned effects float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_rateLimit | valign="top" style="border-bottom: 1px solid #AAAAAA;" | rate limit for spawned effects float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_render | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable effect rendering bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_showBounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | display debug bounding boxes effect int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_simple | valign="top" style="border-bottom: 1px solid #AAAAAA;" | simple versions of effects bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_singleEffect | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set to the name of the effect that is only played string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | bse_speeds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print bse frame statistics int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_backFaceCull | valign="top" style="border-bottom: 1px solid #AAAAAA;" | cull back facing polygons bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_debugCollision | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debug the collision detection bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_debugRotation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debug rotation failure bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_debugSetParms | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debug set parameters bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_debugTranslation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debug translation failure bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color used to draw the collision models string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawFilled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw filled polygons bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawIndexScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale of primitive indices float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawIndices | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw primitive indices bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawInternal | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw internal edges green bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | collision mask string [none, solid, opaque, water, playerclip, moveableclip, ikclip, slidemover, body, corpse, trigger, vehicleclip, rendermodel, projectile, explosion, monster, forcefield, crosshair, playerclip_axis, playerclip_allied] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawNormals | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw polygon and edge normals float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawSTMUsage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw filled polygons for triangles using surface types maps bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawTextureVectors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw texture vectors float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_drawTraces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw polygon and edge normals bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_loadRenderModels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow loading of render models for collision at run time bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_showCompiledModelstats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show stats for all compiled collision models bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_showConversionWarnings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sets whether to show warnings when converting models to trace models bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_storeCollisionModelStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | any models converted will be stored for output later using the command dumpCollisionModelStats bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testBox | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testBoxRotation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testCollision | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testLength | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testModel | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testOrigin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testRadius | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testRandomMany | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testReset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testRotation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testTimes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testTranslation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_testWalk | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | cm_writeCompiledCollisionModels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write out generated collision models to disk bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_allowConsole | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow toggling console with the tilde key bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_allowFullConsole | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow a full-screen console when running the game with command line commands bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_asyncInput | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sample input from the async thread bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_asyncSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix int [0, 1] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_aviDemoHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_aviDemoSamples | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_aviDemoTics | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_aviDemoWidth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_clientPunkbusterAvailable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | is client side PunkBuster available? bool (read only) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_compressDemos | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_forceGenericSIMD | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force generic platform independent SIMD bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_gpuSpec | valign="top" style="border-bottom: 1px solid #AAAAAA;" | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_journal | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = record journal, 2 = play back journal int [0, 2] (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_logDemos | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_machineSpec | valign="top" style="border-bottom: 1px solid #AAAAAA;" | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_makingBuild | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 when making a build bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_makingRC | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 when making a release candidate bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_minTics | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_preciseTic | valign="top" style="border-bottom: 1px solid #AAAAAA;" | run one game tick every async thread update bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_preloadDemos | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_purgeAll | valign="top" style="border-bottom: 1px solid #AAAAAA;" | purge everything between level loads bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_serverPunkbusterAvailable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | is server side PunkBuster available? bool (read only) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showAngles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showBPS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show bot think frames per second bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showDemo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showFPS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show frames rendered per second bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showMemoryUsage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show total and per frame memory usage bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showSoundDecoders | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show sound decoders bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showTics | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showTPS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show mega tiles loaded per second bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_showVersionNumber | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print out the Version Number bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_skipGameDraw | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_skipRenderer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the renderer completely bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_skipWarnings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip all warnings bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_speeds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show engine timings bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_testHitches | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show hitches int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_timeServer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_timestampPrints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print time with each console print, 1 = msec, 2 = sec string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_unlock_avgFrames | valign="top" style="border-bottom: 1px solid #AAAAAA;" | average out render times over n frames for extra renders management int [1, 10] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_unlock_maxFPS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum FPS unlock will try to reach (only works in timing methods 1 & 2) - zero = no limit int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_unlock_safetyMargin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | percentage safety margin under which not to trigger an extra render float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_unlock_timingMethod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | method of timing interpolated/extrapolated frames: 0 = whenever they fit; 1 = on boundaries of framerate multiples of 30; 2 = like 1, but using total previous everything time to estimate, not just render time int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_unlockFPS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow renderer to go faster than game ticks bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_useBinaryDecls | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = Load binary versions of declarations, falling back to text if not found 2 = Allow text to override binary versions int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_useFastVidRestart | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow use of fast vid restarts bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_videoRam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | holds the last amount of detected video ram int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_wipeSeconds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | com_writeBinaryDecls | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Write binary versions of declarations bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | con_noPrint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print on the console but not onscreen when console is pulled up bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | con_notifyTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | time messages are displayed onscreen when console is pulled up float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | con_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed at which the console moves up and down float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | controller_sensitivity_x | valign="top" style="border-bottom: 1px solid #AAAAAA;" | controller view sensitivity float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | controller_sensitivity_y | valign="top" style="border-bottom: 1px solid #AAAAAA;" | controller view sensitivity float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | decl_prefix | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prefer to load decls with a prefix. for example, set to 'ps3' and it will try to load 'ps3/weapon/gun' when you do a find for 'weapon/gun' string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | decl_show | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references int [0, 4] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | decl_singleFileRead | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | decl_singleFileWrite | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | decl_usageLog | valign="top" style="border-bottom: 1px solid #AAAAAA;" | creates a log of all declarations touched bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_debug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debug demo replay system bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_finishCmd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | commands to execute once demo playback has finished string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_forceMega | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force the megatexture to load in full when doing a timeNetDemo run bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_noclip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | noclip through a demo bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_prediction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prediction when playing back a server demo in milliseconds int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_scale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed scaling of demo replays float [0.01, 100] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | demo_snapshotDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | delay between snapshots for server side demo recordings int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | developer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | developer mode bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_basepath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_caseSensitiveOS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_cdpath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_checkForGDF_Strogg | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (init) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_copyfiles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 5] (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_debug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_devpath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_game | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mod path string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_game_base | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alternate mod path, searched after the main fs_game path, before the basedir string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_noLock | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (init) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_restrict | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (init) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_savepath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_searchAddons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | search all addon pk4s ( disables addon functionality ) bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_toolsPath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | quoted paths that are searched for tools string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_touchFile | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | fs_userpath | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimAngleMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The speed at which the players aim is moved float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimDampenMax | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float [0, 1] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimLungeAngleMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The speed at which the players aim is moved when lunging float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimMaxDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The max distance to start or stop auto-aim float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimTest | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable Testing Auto Aim bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimViewAssistBreakAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimViewAssistMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimViewAssistScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float [0, 100] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_aAimZoomAssistScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float [0, 100] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowComplaint_charge | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow complaints for teamkills with charges bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowComplaint_explosives | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow complaints for teamkills with explosive weapons and items bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowComplaint_firesupport | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow complaints for teamkills with fire support bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowComplaint_vehicles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow complaints for teamkills with vehicle bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowDeployableIconEnemy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables deployable enemy icons bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowDeployableIconFriendly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables deployable friendly icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowPlayerEnemyIcon | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables player enemy icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowPlayerFriendlyIcon | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables player friendly icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowSpecPauseFreeFly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow spectators to free fly when the game is paused bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowSpectatorDeployableIconEnemy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables spectator deployableenemy icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowSpectatorDeployableIconFriendly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables spectator deployable friendly icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowSpectatorIconEnemy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables spectator enemy icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_allowSpectatorIconFriendly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables spectator friendly icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_ammoIndicatorColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of the damage indicators string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_ammoIndicatorOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | offset from centre of screen to ammo indicator ring float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_autoAimEnabled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable Auto Aim bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_autoFireTeam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Prompt to join a fireteam when switching to a new team. bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_autoReadyPercent | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Percentage of a full server that must be in game for auto ready to start float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_autoReadyWait | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Length of time auto ready will wait before starting the countdown float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_1 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 1 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_10 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 10 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_11 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 11 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_12 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 12 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_13 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 13 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_14 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 14 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_15 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 15 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_16 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 16 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 2 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_3 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 3 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_4 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 4 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_5 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 5 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_6 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 6 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_7 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 7 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_8 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 8 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_9 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | banner message 9 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_delay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | delay between banner messages int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_banner_loopdelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | delay before banner messages repeat, 0 = off int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_blockChatSpam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable chat spam blocking bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_cacheDictionaryMedia | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Precache all media from entity dictionaries bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_chatDefaultColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | RGBA value for normal chat prints string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_chatFireTeamColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | RGBA value for fire team chat prints string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_chatLineTimeout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of seconds that each chat line stays in the history float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_chatTeamColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | RGBA value for team chat prints string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_cheapDecalsMaxDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | max distance decals are created string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_collisionModelMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_commandMapZoom | valign="top" style="border-bottom: 1px solid #AAAAAA;" | command map zoom level float [0.125, 0.75] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_commandMapZoomStep | valign="top" style="border-bottom: 1px solid #AAAAAA;" | percent to increase/decrease command map zoom by float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_commandMapZoomUpgrade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Upgrade for Campaign Star float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_compiledScriptSafety | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables extra safety checks in exported scripts bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_complaintGUIDLimit | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Total unique complaints at which a player will be kicked int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_complaintLimit | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Total complaints at which a player will be kicked int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_controllerRotationMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | modifies the pitch and yaw speed float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_curseHealthRateSeconds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the rate at which health decay when cursed float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_damageIndicatorAlphaScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of the damage indicators float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_damageIndicatorColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of the damage indicators string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_damageIndicatorFadeTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of seconds that a damage indicator stays visible float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_damageIndicatorHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of the damage indicators float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_damageIndicatorOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | offset from centre of screen to damage indicator ring float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_damageIndicatorWidth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | width of the damage indicators float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugAnim | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays information on which animations are playing on the specified entity number. set to -1 to disable. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugAnimLookups | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prints successful animation lookups int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugAnimStance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays information on which stances are set on the specified entity number. set to -1 to disable. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugAnimUse | valign="top" style="border-bottom: 1px solid #AAAAAA;" | saves info on unused anims bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugAutoChat | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Prints out auto chat events as they are called bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugBounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | checks for models with bounds > 2048 bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugBulletFiring | valign="top" style="border-bottom: 1px solid #AAAAAA;" | spam info about bullet traces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugCinematic | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugClientEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugCrosshairDamageIndicator | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prints info on crosshair damage indicator to help track down issues with it bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugDamage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugFootsteps | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prints which surfacetype the player is walking on bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugForceFields | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugFrameCommands | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Prints out frame commands as they are called bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugFrameCommandsFilter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Filter the type of framecommands string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugGUI | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show GUI window outlines int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugGUIEvents | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show the results of events int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugGUIRenderWorld | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Output information for GUI-based renderWorlds bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugGUITextRect | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show windows' text rectangle outlines bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugGUITextScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size that the debug GUI info font is drawn in. float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugLocationalDamage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows locational damage information on the player bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugLocationalDamageFinishAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugLocationalDamageStartAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugLocations | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | debugs a deployment mask string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugMemoryToFile | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugNetworkWrite | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugPlayerList | valign="top" style="border-bottom: 1px solid #AAAAAA;" | fills UI lists with fake players int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugProficiency | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugRewardManager | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Prints out debug for reward manager bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugScript | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugSpawnSpots | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draws boxes representing the valid spawn spots for deployable team spawns bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugSpecatorList | valign="top" style="border-bottom: 1px solid #AAAAAA;" | fills the spectator list with fake players int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugStatsSetup | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prints any problems with calculating a client rank when they connect to a server bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehicleDriveForces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about wheeled drive forces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehicleFeedback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about wheeled suspension feedback bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehicleFrictionFeedback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about wheeled surface friction feedback bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehicleHoverPads | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about hoverpads bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehicleHurtZones | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about the hurtZone component bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehiclePseudoHover | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about the pseudoHover component bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugVehicleWheelForces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show info about wheel forces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugWakes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug the vehicle wakes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugWeapon | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugWeaponSpread | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays the current spread value for the weapon bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugWeaponState | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows the current weapon state for the client index specified int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_debugWorldTasks | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws a sphere around ranged based tasks bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_decals | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show decals such as bullet holes bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_demoAnalyzationSectorSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sector size for stat generation int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_demoAnalyze | valign="top" style="border-bottom: 1px solid #AAAAAA;" | analyze demo during playback bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_demoOutputMDF | valign="top" style="border-bottom: 1px solid #AAAAAA;" | output entity keyframe data from demo int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployableArrowIconSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size of the screen space deployable arrow icons float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployableIconAlphaScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha to apply to world-based objective icons float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployableIconEnemyDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance that enemy deployable arrow icons will no longer be visible float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployableIconSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size of the screen space deployable icons float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployClampPitchMax | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Clamps the pitch looking down, increasing values looking further down float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployClampPitchMin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Clamps the pitch looking up, negative numbers looking above horizontal float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployClosestDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The closest distance an entity can deploy float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployDebugBox | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug box around deploy object bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployMaxDropDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The distance rays are cast from each corner of deployable to check for stability float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployMaxLegDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The distance rays are cast from each corner of deployable to check for stability float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployMaxSlope | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The maximum slope in radians (0.707 is 45 degrees) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployOriginHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The height of the origin of the deploy projection ray float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployPitchScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Scales the view pitch for use as the deploy projection ray pitch float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployPlayDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The closest distance an entity can deploy float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deploySmooth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Iterpolated deploy position and trotation bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_deployStickyTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The time in msecs that an old good position will be kept before reseting int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_disableFootsteps | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable footsteps bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_disableGlobalAudio | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable global VOIP communication bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_disableTransportDebris | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_disableVehicleBoost | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disables vehicles boost functionality string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_disableVehicleSpawns | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disables vehicles spawning from construction pads string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_disasm | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disassemble script into base/script/disasm.txt on the local drive when script is compiled bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dofFocusRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The rate at which the focus adjusts to reach the destination focus float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dofFocusTolerence | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The tolerence which the the current focus snaps to the destination focus float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dofLens | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The rate of blur outside the focus range float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dofMaxBlur | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The maximum radius of the blur float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dofRange | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The range about the focus point that is not blurred float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dragDamping | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dragEntity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allows dragging physics objects around by placing the crosshair over them and holding the fire button bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dragMaxforce | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_dragShowSelection | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawAntiLag | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Visualizes the anti-lag point generation bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawAntiLagHits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draws information when anti-lag generates a hit bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawContacts | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw physics object contacts bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawDeployableIcons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables deployable icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawPlayerDamage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Draws numbers above the player's head every time they take damage ( Must be enabled on the server too ) bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawPlayerIcons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables/Disables player icons bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_drawRouteConstraints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws lines showing route constraints int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_editEntityMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models int [0, 7] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_enableTestTint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable test tint bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_enemyColors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of enemy units string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_execMapConfigs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Execute map cfg with same name bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_exportMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_exportMayaVersion | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets the version of maya that the game checks for. string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_fireteamColors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of fireteam units string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_forceClear | valign="top" style="border-bottom: 1px solid #AAAAAA;" | forces clearing of color buffer on main game draw (faster) bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_fov | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [70, 90] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_frametime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays timing information for each game frame bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_friendlyColors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of friendly units string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gameReviewPause | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Time (in minutes) for scores review time float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gravity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_grenadeIndicatorColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of the damage indicators string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_grenadeIndicatorOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | offset from centre of screen to grenade indicator ring float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_grenadeKickLaunchForwardsOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the forwards offset from the player origin of the launch pos float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_grenadeKickLaunchZOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the z offset from the player origin of the launch pos float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_grenadeKickMaxDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the max distance you can be to kick a grenade float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_grenadeKickMultiplier | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the amount ot multiply to kick strength by (for tweaking) float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_guiSpeeds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show GUI speeds bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gun_pitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gun_yaw | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gunX | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gunY | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_gunZ | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_healthIndicatorColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of the damage indicators string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_healthIndicatorOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | offset from centre of screen to health indicator ring float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_hitBeep | valign="top" style="border-bottom: 1px solid #AAAAAA;" | play hit beep sound when you inflict damage. 0 = do nothing 1 = beep/flash cross-hair 2 = beep 3 = flash cross-hair int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_hudIndicatorMaxScaleDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the scale factor when at the closest scaling distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_hudIndicatorMaxScaleFactor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the scale factor when at the closest scaling distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_hudIndicatorMinScaleDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the scale factor when at the furthest scaling distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_hudIndicatorMinScaleFactor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the scale factor when at the furthest scaling distance float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_kickAmplitude | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_kickBanLength | valign="top" style="border-bottom: 1px solid #AAAAAA;" | length of time a kicked player will be banned for float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_kickTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_killspreecount | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Ammount of minutes it takes to be given a killing spree award float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_killspreetime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Number of kills it takes to be given a killing spree award float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_knockback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_logAwardStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Dumps player stats used for end-of-game awards to console log bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_logDebugText | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_logObjectives | valign="top" style="border-bottom: 1px solid #AAAAAA;" | log objective completion info bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_logProficiency | valign="top" style="border-bottom: 1px solid #AAAAAA;" | log proficiency data bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_logServerGameplayStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enables logging of gameplay stats log_qstats.txt bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_lungeMinDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the distance to the target that a lunge stops at float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxPlayerWarnings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum warnings before player is kicked int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxreward | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum of reward points a player can have at a given time float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxShowDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxSpectateTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum length of time a player may spectate for float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxTransportDebrisExtraHigh | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The maximum number of pieces of extra high priority (really large) debris. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxTransportDebrisHigh | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The maximum number of pieces of high priority (large) debris. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxTransportDebrisLow | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The maximum number of pieces of low priority (small) debris. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxTransportDebrisMedium | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The maximum number of pieces of medium priority (middling) debris. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxVoiceChats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of voice chats a player may do in a period of time int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_maxVoiceChatsOver | valign="top" style="border-bottom: 1px solid #AAAAAA;" | time over which the maximum number of voice chat limit is applied int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_mountedGunRotationMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | modifies the pitch and yaw speed of mounted gun float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_muteSpecs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Send all spectator global chat to team chat bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_neutralColors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | color of neutral units string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_nextMap | valign="top" style="border-bottom: 1px solid #AAAAAA;" | commands to execute when the current map/campaign ends string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_noBotSpectate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disables the ability to spectate bots bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_noRouteConstraintKick | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables/disables players being kicked for deviating from routes bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_noRouteMaskDestruction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables/disables the mcp being destroyed when driven outside the mask bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_noVehicleDecay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables / disables vehicle decay bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_numautofillsegments | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the number of segments in the reward bar that are filled up int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_numrewardsegments | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the number of segments in the reward bar int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_OldViewBob | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Turns on the old view bob for comparison bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_password | valign="top" style="border-bottom: 1px solid #AAAAAA;" | game password string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_pauseNoClip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | lets you noclip around the game while it is paused bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_pauseNoClipSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed to move when in pause noclip mode float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_PCButtonsScheme | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the button scheme selected int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_PCSticksScheme | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the sticks scheme selected int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerArrowIconSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size of the screen space player arrow icons float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerIconAlphaScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha to apply to world-based objective icons float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerIconEnemyDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance that enemy player arrow icons will no longer be visible float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerIconSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size of the screen space player icons float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerMeleeSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Melee delay timer int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerPushForce | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force players can be pushed by other players float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playerRespawnFade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables respawn fade int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_playTooltipSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Play the sound attached to a tooltip when it is shown bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_privatePassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | game password for private slots string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_profileEntityThink | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable entity think profiling bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_quickRespawnMaxDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the distance the player can move before cancelling out the quick respawn float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_radardetectmovetime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the amount of seconds it takes a player to be invisible to radars by standing still float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_radialMenuMouseInput | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 - no mouse input 1 - mouse input, no view movement 2 - mouse input, view movement int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_radialMenuMouseSensitivity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Mouse input scale float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_radialMenuStyle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets the style of the quick chat menu: 0 = radial, 1 = vertical int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_radialMenuUseNumberShortcuts | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use numbers instead of alpha-numeric shortcuts bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_readStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | read stats txt files at the begining of maps bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_removeStaticEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Remove non-dynamic entities on map spawn when they aren't needed bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_returnToWarmup | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Length (in minutes) of time to return to warmup period float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_rewardregen | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount of gameplay minutes it takes to regen the reward bar (g_numautofillsegments) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_rotateCommandMap | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Rotate the command map around the player bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_rotationMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | modifies mouse pitch and yaw speed float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_rumble | valign="top" style="border-bottom: 1px solid #AAAAAA;" | If true, enable controller rumble bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showActiveDeployZones | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showActiveEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws boxes around thinking entities. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showAnimState | valign="top" style="border-bottom: 1px solid #AAAAAA;" | prints current anim states int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showAreaClipSectors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showcamerainfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays the current frame # for the camera when playing cinematics string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showClientNames | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows names and ids of all clients bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showClipSectorFilter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showClipSectors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showCollisionModels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showCollisionTraces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showCollisionWorld | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showCommandMapNames | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show/hide location text on the commandmap bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showCompileStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sets whether to show stats at the end of compilation or not bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showCrosshairInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows information about the entity under your crosshair int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showDamage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showDemoHud | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw the demo hud gui bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showDemoView | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show player's calculated view when paused instead of free-fly cam bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showDeployableArrows | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable arrows above the delpoyables (0=off,1=all,2=friendly only) int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showEntityInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showEntityInfoPrint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showHud | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw the hud gui bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showLocationWayPoints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show/hide location waypoints in the world int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showPlayerArrows | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable arrows above the heads of players (0=off,1=all,2=friendly only) int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showPlayerShadow | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables shadow of player model bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showPlayerSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays player movement speed bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showPVS | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showRenderModelBounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showTargets | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws entities and their targets. hidden entities are drawn grey. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showTestModelFrame | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays the current animation and frame # for testmodels bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showTriggers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showVehicleCockpits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables / disables vehicle cockpits bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showVehiclePathNodes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_showWayPoints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show or hide world-based objective icons bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_shroudDesatTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The length of time the shroud resaturation takes in ms int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipDOF | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the post process DOF bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipIntro | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the opening intro movie bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipLocalizedPrecipitation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/disable precipitation effects bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipMotionBlur | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the post process Motion Blur bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipPostProcess | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the post process gui bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipPrecipitation | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/disable precipitation effects bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipShroudBoostBlur | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the post process Shroud Boost Blur bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipVehicleAccelFeedback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip acceleration effects on wheeled suspensions bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipVehicleFrictionFeedback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore the effects of surface friction bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipVehicleTurnFeedback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip turn ducking effects on wheeled suspensions bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipViewEffects | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip damage and other view effects bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_skipWeaponSwitchAnimations | valign="top" style="border-bottom: 1px solid #AAAAAA;" | If 1, players won't play their weapon switching animations. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_smartTeamBalance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Encourages players to balance teams themselves by giving rewards. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_smartTeamBalanceReward | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The amount of XP to give people who switch teams when asked to. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_spectateViewLerpScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Controls view smoothing for spectators float [0.2, 1] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_stopWatchMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | stopwatch mode, 0 = ABBA, 1 = ABAB int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_supplyStationAlphaDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | distance from supply deployables that hud indicator will be fully alpha(d) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_supplyStationDistCheck | valign="top" style="border-bottom: 1px solid #AAAAAA;" | distance from supply deployables that hud indicator will be shown float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_teamSwitchDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Delay (in seconds) before player can change teams again int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testModelAnimate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once int [0, 4] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testModelBlend | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of frames to blend int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testModelRotate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | test model rotation speed string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testParticle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | test particle visualization, set by the particle editor int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testParticleName | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of the particle being tested by the particle editor string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testPostProcess | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of material to draw over screen string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testSpectator | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_testViewSkin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of skin to use for the view string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_timeoutToSpec | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Timeout for players who are AFK to go into spectator mode (0=disabled) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_tooltipTimeScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Scale the amount of time that a tooltip is visible. 0 will disable all tooltips. float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_transportDebrisExtraHighCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Beyond this distance from the viewpoint extra high priority debris will not be spawned. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_transportDebrisHighCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Beyond this distance from the viewpoint high priority debris will not be spawned. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_transportDebrisLowCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Beyond this distance from the viewpoint low priority debris will not be spawned. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_transportDebrisMediumCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Beyond this distance from the viewpoint medium priority debris will not be spawned. -1 means no limit. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_unlock_interpolateMoving | valign="top" style="border-bottom: 1px solid #AAAAAA;" | interpolate moving objects in fps unlock mode bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_unlock_updateAngles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | update view angles in fps unlock mode bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_unlock_updateViewpos | valign="top" style="border-bottom: 1px solid #AAAAAA;" | update view origin in fps unlock mode bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_unlock_viewStyle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0: extrapolate view origin, 1: interpolate view origin int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_useBotsInPlayerTotal | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Should bots count towards the number of players required to start the game? bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_useCompiledScript | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable native compiled scripts bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_useDeployCost | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow deploying without reward XP bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_useLegacyMouseSupport | valign="top" style="border-bottom: 1px solid #AAAAAA;" | makes the controller pretend its a mouse. Support gui files from the pc side float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_useSimpleStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | only look up local server stats bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_useTraceCollection | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use optimized trace collections bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleForce | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleSteerKeyScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | The scale of the wheeled vehicle steering keys - 1 is standard, 2 is twice as fast, etc float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleSuspensionDamping | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleSuspensionDown | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleSuspensionKCompress | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleSuspensionUp | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleTireFriction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleVelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_vehicleWheelTracesPerFrame | valign="top" style="border-bottom: 1px solid #AAAAAA;" | What fraction of the wheels are updated per frame float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_version | valign="top" style="border-bottom: 1px solid #AAAAAA;" | game version string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_view_foreshorten | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_VODebugSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | VO context Sound debug spew bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_VODelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Delay between VO, global setting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_VOEnable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable contextual VO bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_VOLowHealth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Percentage of a player's health for what is considered low-health float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_VONearbyGrenade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance at which an enemy grenade is considered nearby for VO float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_VOPlayerProximity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance at which another player can hear a VO from another player float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_voteKeepVote | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Keep vote on the HUD after having voted bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_votePassPercentage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Percentage of yes votes required for a vote to pass float [0, 100] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_voteWait | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Delay (in minutes) before player may perform a callvote again float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_walkerTraceDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | distance to check for space for the walker to move float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_warmup | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Length (in minutes) of warmup period float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_warmupDamage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/disable players taking damage during warmup bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_waypointAlphaScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha to apply to world-based objective icons float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_waypointDistanceMax | valign="top" style="border-bottom: 1px solid #AAAAAA;" | min distance at which to show max icon size float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_waypointDistanceMin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | max distance at which to show min icon size float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_waypointSizeMax | valign="top" style="border-bottom: 1px solid #AAAAAA;" | max world-view icon size float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_waypointSizeMin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | min world-view icon size float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_weaponSwitchTimeout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_writeStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write stats txt files at the end of maps bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | g_xpSave | valign="top" style="border-bottom: 1px solid #AAAAAA;" | stores xp for disconnected players which will be given back if they reconnect bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gamedate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gamename | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_allowSnapshotHitchCorrection | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Correct timelines when notified of large time hitches bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_chatAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of chat text float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_commandMapAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of command map float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of crosshair float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | RGB color tint for crosshair elements string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairDef | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of def containing crosshair string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairGrenadeAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of grenade timer components float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairKey | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of crosshair key in def specified by gui_crosshairDef string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairSpreadAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of spread components float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairSpreadScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount to scale the spread indicator movement float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_crosshairStatsAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of health/ammo/reload components float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_debugLayout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Debug UI layout classes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_debugRadialMenus | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show radial menu debugging info bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_doubleClickTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Delay in seconds between considering two mouse clicks a double-click float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_fireTeamAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of fireteam list float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_invertMenuPitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | invert mouse movement in in-game menus bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_notificationPause | valign="top" style="border-bottom: 1px solid #AAAAAA;" | length of time between successive notifications, in seconds float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_notificationTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | length of time a user notification is on screen, in seconds float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_obitAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of obituaries float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_objectiveListAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of objective list float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_objectiveStatusAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of objective status float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_showRespawnText | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show text about respawning when in limbo or dead bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_tooltipAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of tooltips float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_tooltipDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Delay in seconds before tooltips pop up. float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_vehicleAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of vehicle information float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_vehicleDirectionAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of vehicle direction indicators float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | gui_voteAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | alpha of vote float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ik_debug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show IK debug lines bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ik_enable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable IK bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_anisotropy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | set the maximum texture anisotropy if available string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_bumpPicMip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Uses a miplevel X steps down int [-2, 2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_colorMipLevels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | development aid to see texture mip usage bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_detailPower | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Controls how fast the detail textures fade out (0 = normal mipmaps, 1 is falloff after the first level) string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_diffusePicMip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Uses a miplevel X steps down int [-2, 2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_editorPicMip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [-4, 1] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_filter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | changes texture filtering on mipmapped images string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_ignoreHighQuality | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore high quality setting on materials string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_lodbias | valign="top" style="border-bottom: 1px solid #AAAAAA;" | change lod bias on mipmapped images float [-1, 1] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_lodDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance at wich images don't need full resolution float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_OverrideGetDownsize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_picMip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Uses a miplevel X steps down int [-2, 2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_picMipEnable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable picmip int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_roundDown | valign="top" style="border-bottom: 1px solid #AAAAAA;" | round bad sizes down to nearest power of two bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_showBackgroundLoads | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = print number of outstanding background loads bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_skipUpload | valign="top" style="border-bottom: 1px solid #AAAAAA;" | used during the build process, will skip uploads bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_specularPicMip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Uses a miplevel X steps down int [-2, 2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_useAllFormats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow alpha/intensity/luminance/luminance+alpha bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_useBackgroundLoads | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = enable background loading of images bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_useCompression | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = force everything to high quality bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_useNormalCompression | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_useOfflineCompression | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write a batch file for offline compression of DDS files bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_usePrecompressedBaseTextures | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use .dds files from base dir if present string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_writeNormalTGA | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write .tgas of the final normal maps for debugging bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_writeNormalTGAPalletized | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write .tgas of the final palletized normal maps for debugging bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | image_writeTGA | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write .tgas of the non normal maps for debugging bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_anglespeedkey | valign="top" style="border-bottom: 1px solid #AAAAAA;" | angle change scale when holding down _speed button float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_pitch_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_steering_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_throttle_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_car_yaw_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_controllerDebug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print controller axis to console bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_controllerRepeat | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_controllerTrigger | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_freeLook | valign="top" style="border-bottom: 1px solid #AAAAAA;" | look around with mouse (reverse _mlook button) bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heldTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | time key pressed before held event is generated float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_forward_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_side_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_throttle_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_heli_yaw_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_forward_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_pitch_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_side_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_turn_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_hovertank_yaw_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_joy1_device | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the hash of the controller device named joy1 int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_joy2_device | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the hash of the controller device named joy2 int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_joy3_device | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the hash of the controller device named joy3 int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_joy4_device | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the hash of the controller device named joy4 int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_mouse | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable mouse input bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_pitchspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pitch change speed when holding down look _lookUp or _lookDown button float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_forward_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_pitch_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_side_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_axis | valign="top" style="border-bottom: 1px solid #AAAAAA;" | which controller axis is used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_deadZone | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies how far large the dead-zone is on the controller axis float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_invert | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inverts the axis bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_joy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the joystick number used int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_offset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the step up the dead zone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_power | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the power of the curve after dead zone - ie acceleration float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_player_yaw_speed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed of the controller input float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_rumbleMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_rumbleMax | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_rumbleScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_toggleCrouchController | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pressing _movedown_ctlr button toggles player crouching/standing bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_toggleCrouchKeyboard | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pressing _movedown_kbd button toggles player crouching/standing bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_toggleRun | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pressing _speed button toggles run on/off bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_toggleSprint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pressing _sprint button toggles run on/off bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_toggleZoomController | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pressing _altattack_ctlr button toggles zoom on/off bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_toggleZoomKeyboard | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pressing _altattack_kbd button toggles zoom on/off bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | in_yawspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | yaw change speed when holding down _left or _right button float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | loc_ignoreWarnings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables/disables localization warnings bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | logFile | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = buffer log, 2 = flush after each print string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | logFileName | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | logTimeStamps | valign="top" style="border-bottom: 1px solid #AAAAAA;" | add time stamps to console log bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_helicopterPitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | helicopter mouse pitch scale float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_helicopterYaw | valign="top" style="border-bottom: 1px solid #AAAAAA;" | helicopter mouse yaw scale float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_pitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mouse pitch scale float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_rawInput | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use Raw Input API for mouse input bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_showMouseRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows mouse movement bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_smooth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of samples blended for mouse viewing int [1, 8] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_strafeScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mouse strafe movement scale float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_strafeSmooth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of samples blended for mouse moving int [1, 8] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | m_yaw | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mouse yaw scale float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_accountName | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Auto login account name string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_accountPassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Auto login account password string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_allowCheats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow cheats in network game bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_allowTalkBack | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_aorPVSScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | AoR scale for outside of PVS float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_autoConnectServer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Server to connect to after auto login is complete string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_autoLANScan | valign="top" style="border-bottom: 1px solid #AAAAAA;" | automatically scan for LAN servers int [0, 60] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_channelShowDrop | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show dropped packets bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_channelShowPackets | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show all packets bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_checkSync | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable data synchronization bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientAORFilter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientLagOMeter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw prediction graph bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientMaxPrediction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of milliseconds a client can predict ahead of server. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientMaxRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum rate requested by client from server in bytes/sec int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientPrediction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | additional client side prediction in milliseconds int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientPunkbusterEnabled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | is client side PunkBuster enabled? bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientRemoteConsoleAddress | valign="top" style="border-bottom: 1px solid #AAAAAA;" | remote console address string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientRemoteConsolePassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | remote console password string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientSelfSmoothing | valign="top" style="border-bottom: 1px solid #AAAAAA;" | smooth local client position bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientServerTimeout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | server time out in seconds int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientShowAOR | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientShowSnapshot | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 4] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientShowSnapshotRadius | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientSkipUsercmd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip ucmds generation - 0: no skipping 1: no skipping. when multiple game frames, send single packet 2: skip. when multiple game frames send only first 3: skip. when multiple game frames send only last int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_clientUsercmdBackup | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of usercmds to resend int [0, 10] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_demoErrorOnInvalidUserCmds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Will cause an error instead of a warning when playing back a demo with no usercmds bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_forceDrop | valign="top" style="border-bottom: 1px solid #AAAAAA;" | percentage packet loss int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_forceLatency | valign="top" style="border-bottom: 1px solid #AAAAAA;" | milliseconds latency int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_httpPassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Password used with HTTP authentication to download server assets string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_httpProxy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use an http proxy to download game content from servers. Use http://proxy_address:proxy_port. See net_httpProxyUser, net_httpProxyPassword, net_httpProxyMode string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_httpProxyMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Proxy configuration mode, 0 - don't use a proxy, 1 - attempt to read from environment (over-write cvar settings on launch), 2 - use cvar settings int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_httpProxyPassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Password used with http proxy authentication string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_httpProxyUser | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Username used with http proxy authentication string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_httpUser | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Username used with HTTP authentication to download server assets string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_ip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | local IP address string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_LANForceAuth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force authentication on LAN games bool (read only) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_LANServer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | config LAN games only - affects clients and servers bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_limitApparentMaxErrorAllowance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | fraction of the current physics speed added to the maximum apparent speed due to client prediction error float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_limitApparentMaxLagAllowance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | fraction of the current physics speed added to the maximum apparent speed due to client lag float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_limitApparentMinSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | minimum value for maximum apparent speed to reach float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_limitApparentVelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | limit the apparent velocity of objects in prediction to realistic levels bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_maxPlayerCollisionMerge | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of player collision steps to merge together during client reprediction int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_maxQoSRequests | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Controls the maximum number of QoS requests that can be sent at once. int [1, 32] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_port | valign="top" style="border-bottom: 1px solid #AAAAAA;" | local IP port number int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_predictionErrorDecay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/disable prediction error decay bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_QoSTimeout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Amount of milliseconds after which to stop waiting for a QoS response packet. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_sdnetPort | valign="top" style="border-bottom: 1px solid #AAAAAA;" | local IP port base number used for online services int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverAllowServerMod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow server-side mods bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverBalanceSnapshotTimes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | balance snapshot times for a good repartition over game frames bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverClientTimeout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | client time out in seconds int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverDedicated | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverDrawClient | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of client for which to draw view on server int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverMaxClientRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum rate to a client in bytes/sec int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverMaxReservedClientSlots | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of player slots reserved for session invites int [0, 16] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverMaxUsercmdRelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of usercmds from other clients the server relays to a client int [1, 10] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverPunkbusterEnabled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | is server side PunkBuster enabled? bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverReloadEngine | valign="top" style="border-bottom: 1px solid #AAAAAA;" | perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverRemoteConsolePassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | remote console password string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverSnapshotDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | delay between snapshots in number of game frames int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverSpeexEnabled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable VoIP bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverSpeexQuality | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speex quality level, 1 - 10 int [1, 10] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_serverZombieTimeout | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disconnected client timeout in seconds int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_showAsyncStats | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show async network stats bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_socksEnabled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_socksPassword | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_socksPort | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_socksServer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_socksUsername | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_staggerPlayerGroundChecks | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip every other ground check during forward prediction bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_updateAutoDownload | valign="top" style="border-bottom: 1px solid #AAAAAA;" | control auto download of game updates. 0: no, 1: prompt on client, auto download on server 2: always auto download int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_updateAutoExecute | valign="top" style="border-bottom: 1px solid #AAAAAA;" | execute the installer once downloaded. 0: no, 1: yes on client, not on server, 2: yes int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_useAOR | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/Disable Area of Relevance bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_useUPnP | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use UPnP for external address identification bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | net_verbose | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = verbose output, 2,3 = even more verbose output int [0, 3] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | password | valign="top" style="border-bottom: 1px solid #AAAAAA;" | client password used when connecting string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_bboxwidth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | x/y size of player's bounding box float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_bobpitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_bobroll | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_bobup | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_crouchbob | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bob much faster when crouched float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_crouchheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's bounding box while crouched float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_crouchrate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | time it takes for player's view to change from standing to crouching float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_crouchspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while crouched float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_crouchviewheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's view while crouched float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deadheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's bounding box while dead float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deadviewheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's view while dead float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deathThirdPersonAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deathThirdPersonHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of camera from normal view height in 3rd person float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deathThirdPersonRange | valign="top" style="border-bottom: 1px solid #AAAAAA;" | camera distance from player in 3rd person float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_democamspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while flying around in a demo float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deployThirdPersonAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deployThirdPersonHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of camera from normal view height in 3rd person float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_deployThirdPersonRange | valign="top" style="border-bottom: 1px solid #AAAAAA;" | camera distance from player in 3rd person float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_friction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | friction applied to player on the ground float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_jumpdelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | time allowed between jumps in millisecs float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_jumpheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | approximate height the player can jump float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_landingbob | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable a bob when landing bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_lungeSpeedForward | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while lunging float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_lungeSpeedStrafe | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed strafing the player can move while lunging float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_maxproneviewpitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount player's view can look down when prone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_maxviewpitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount player's view can look down float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_minproneviewpitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount player's view can look up when prone(negative values are up) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_minviewpitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount player's view can look up (negative values are up) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_noclipspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while in noclip float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_noclipspeedsprint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while in noclip and sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_noclipspeedwalk | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while in noclip and walking float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_normalheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's bounding box while standing float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_normalviewheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's view while standing float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_nostamina | valign="top" style="border-bottom: 1px solid #AAAAAA;" | don't use stamina bar bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_pausePhysics | valign="top" style="border-bottom: 1px solid #AAAAAA;" | pauses physics bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_powerslide | valign="top" style="border-bottom: 1px solid #AAAAAA;" | adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0 float [0, 4] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_proneheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's bounding box while prone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_pronespeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while prone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_proneviewdistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | distance in front of the player's view while prone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_proneviewheight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of player's view while prone float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runbob | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bob faster when running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runpitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runroll | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedback | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move backwards while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedbackshroudboost | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move backwards while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedforward | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move forwards while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedforwardshroudboost | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move forwards while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedforwardShroudBoostArmUpgrade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move forwards while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedstrafe | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move sideways while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_runspeedstrafeshroudboost | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move sideways while running float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_skipBob | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Disable all bobbing bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_slidevelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_spectatebbox | valign="top" style="border-bottom: 1px solid #AAAAAA;" | size of the spectator bounding box float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_spectatespeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while spectating float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_spectatespeedsprint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while spectating and sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_spectatespeedwalk | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while spectating and walking float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_sprintspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_sprintspeedforward | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move forwards while sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_sprintspeedstrafe | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move sideways while sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_stamina | valign="top" style="border-bottom: 1px solid #AAAAAA;" | amount of stamina the player has for sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_staminaFillRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the rate at which a players stamina fills when not sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_staminaPenalty | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the penalty to have to wait to sprint for if you completely run out of stamina float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_staminaSoundThreshold | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the stamina threshold at which breathing sound plays float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_staminaThreshold | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the stamina threshold at which below this the player cannot sprint float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_staminaUseRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the rate at which a players stamina empties when sprinting float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_stepsize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum height the player can step up without jumping float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPerson | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables third person view bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPersonAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPersonClip | valign="top" style="border-bottom: 1px solid #AAAAAA;" | clip third person view into world space bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPersonHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | height of camera from normal view height in 3rd person float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPersonNoPitch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore camera pitch when in third person mode bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPersonOrbit | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if set, will automatically increment pm_thirdPersonAngle every frame float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_thirdPersonRange | valign="top" style="border-bottom: 1px solid #AAAAAA;" | camera distance from player in 3rd person float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_usecylinder | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use a cylinder approximation instead of a bounding box for player collision detection bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_vehicleSoundLerpScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_walkbob | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bob slowly when walking float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_walkspeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed the player can move while walking float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_waterFloatValue | valign="top" style="border-bottom: 1px solid #AAAAAA;" | fraction of water coverage at which the player will try to float float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | pm_waterSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | speed player will be pushed up in water when totally under water float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | POI_Spring | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_32ByteVtx | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Uses 64bit vtx string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ambientARB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ambientLightDrawMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 is blended sphere, 1 is circle outline, 2 is completely off int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ambientMap | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ambient cube map base name string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ambientMapNoUpdate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disabled dynamic ambient cubemap texture uploading string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ambientScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ambient cube mapping brightness float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_aspectRatio | valign="top" style="border-bottom: 1px solid #AAAAAA;" | aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_AtmospherePostprocess | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use post processing pass for atmosphere bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_atmosScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | atmosphere brightness float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_biasSurfaceMaterialRes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show surface material name under crosshair int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_brightness | valign="top" style="border-bottom: 1px solid #AAAAAA;" | changes gamma tables float [0.5, 2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_characterHighlight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/disable character highlights string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_characterHighlightEnd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Controls the distance at which character highlights and ambient boost is at a maximum float [0, 10000] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_characterHighlightExponent | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Controls the exponent for the highlight float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_characterHighlightStart | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Controls the start distance for character highlight and ambient boost float [0, 10000] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_checkBounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | compare all surface bounds with precalculated ones bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_clear | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_combinedReflectDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance where the planar reflection gets cut of string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_customAspectRatioH | valign="top" style="border-bottom: 1px solid #AAAAAA;" | horizontal custom aspect ratio float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_customAspectRatioV | valign="top" style="border-bottom: 1px solid #AAAAAA;" | vertical custom aspect ratio float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_customHeight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | custom screen height int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_customWidth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | custom screen width int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugArrowStep | valign="top" style="border-bottom: 1px solid #AAAAAA;" | step size of arrow cone line rotation in degrees int [0, 120] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugAxisLength | valign="top" style="border-bottom: 1px solid #AAAAAA;" | used to set the length of drawn debug axis string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugEntityRefs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugFlareDeform | valign="top" style="border-bottom: 1px solid #AAAAAA;" | display debug point at place of failing deform string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugImposters | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show some extra information on imposter rendering bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugLineDepthTest | valign="top" style="border-bottom: 1px solid #AAAAAA;" | perform depth test on debug lines bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugLineWidth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | width of debug lines bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugPolygonFilled | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw a filled polygon bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_debugViewEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_deferredRender | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_depthFill | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable depth only pass string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_depthFillCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Screen Rect Area required to render string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_depthFillNoColour | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Disable depth fill colour write string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_depthRangeStartDefault | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_depthRangeWeaponHackEnd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_depthRangeWeaponHackScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_detailFade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance fading control ('reloadImages all' needed) float [0, 1] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_detailRatio | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Ratio of detail texture to main texture int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_detailTexture | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Detail texture on landscape ('reparseDecls renderProgram' needed) bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_displayRefresh | valign="top" style="border-bottom: 1px solid #AAAAAA;" | optional display refresh rate option for vid mode int [0, 200] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_dumpShaders | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Dump compiled and preprocessed shaders to text files string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_dynamicModelCacheMegs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Number of megabytes to cache dynamic model instantiations in. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_elevateForceClear | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_farPlaneDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Optional far plane clipping float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_finish | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force a call to glFinish() every frame bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_flareSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale the flare deforms from the material def float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_flushPurgeableModels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Delete all cached purgeable models bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_forceDistancePortalCull | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_forceGLFinish | valign="top" style="border-bottom: 1px solid #AAAAAA;" | force finish within backend int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_forceLoadImages | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw all images to screen after registration bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_frontBuffer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw to front buffer for debugging bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_fullscreen | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = windowed, 1 = full screen bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_gamma | valign="top" style="border-bottom: 1px solid #AAAAAA;" | changes gamma tables float [0.5, 3] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_generateInteractions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Generate all interactions after a map load string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_glDriver | valign="top" style="border-bottom: 1px solid #AAAAAA;" | "opengl32", etc. string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_glDriverVendor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | OpenGL driver vendor string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_glowbase | valign="top" style="border-bottom: 1px solid #AAAAAA;" | base glare level float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ignore | valign="top" style="border-bottom: 1px solid #AAAAAA;" | used for random debugging without defining new vars string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ignore2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | used for random debugging without defining new vars string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ignoreGLErrors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore GL errors bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_imposterCoverage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_imposterCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size in pixels at which imposters stop drawing float [1, 200] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_imposterFade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size in pixels at which imposters are fully faded in (and the original stops drawing) int [1, 200] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_imposterFadeStart | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Size in pixels at which imposters start to fade in int [1, 200] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_inhibitEXTGPP | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Disable the GPU program params extension. bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_inhibitFBO | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Disable the fbo extension. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_inhibitGLSL | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Disable glsl extensions. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_jitter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | randomly subpixel jitter the projection matrix bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_jitterBias | valign="top" style="border-bottom: 1px solid #AAAAAA;" | jitter radius bias float [0, 1] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_jitterRadial | valign="top" style="border-bottom: 1px solid #AAAAAA;" | radial jitter view matrix around the specified distance float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_jitterRadius | valign="top" style="border-bottom: 1px solid #AAAAAA;" | offset from screen origin for jitter float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_jointNameOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | offset of joint names when r_showskel is set to 1 float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_jointNameScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | size of joint names when r_showskel is set to 1 float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_keepOldViewEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lightAllBackFaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | light all the back faces, even when they would be shadowed bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lightScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | all light intensities are multiplied by this float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lightSourceRadius | valign="top" style="border-bottom: 1px solid #AAAAAA;" | for soft-shadow sampling float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispAlternateOrigin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use alternative ways of calculating the shadow view origin. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispAlternateZfar | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use a different calculation for the warp factor. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Angle to rotate the shadowview in ndc space int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispCorrectForViewAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Correct warp factor based on the angle with the light. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispDebugFrustum | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Allow the use of the existing projeciton matrix to debug certain lightspace cases. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispflipx | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Test some stuff float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispflipy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Test some stuff float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispflipz | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Test some stuff float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lisptest | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Test some stuff int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lispUseBodyVector | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use body vector instead of the view vector bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_listMissingInstanceProgs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | list mia render programs for instancing bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_loadAnimB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Attempt loading of binary version of animations. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_loadModelBs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow loading of modelb render models bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lockDebugLines | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lockedView | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_lockSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow moving the view point without changing the composition of the scene, including culling bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_logFile | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of frames to emit GL logs int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_mapShotAngles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Pitch Yaw Roll of mapshot angles string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_materialOverride | valign="top" style="border-bottom: 1px solid #AAAAAA;" | overrides all materials string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_matey | valign="top" style="border-bottom: 1px solid #AAAAAA;" | AVAST! string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_maxViewEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5FreeScaledAndBase | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5LoadBinary | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5LodAltLodNaming | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5LodBias | valign="top" style="border-bottom: 1px solid #AAAAAA;" | LOD bias for a MD5 mesh int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5LodPrint | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Print a message when an LOD state changes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5LodScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | LOD scaling for a MD5 mesh float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5MaxLodStages | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum number of LOD stages loaded for a MD5 mesh int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5UseDrawVertFast | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5UseHardwareSkinning | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Do MD5 skinning partially on the GPU bool (read only) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_MD5WriteBinary | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaDrawMethod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaFadeTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaShowGrid | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show a grid pattern bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaShowTileSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show tile sizes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaStreamBlocks | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [1, 32] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaStreamFromDVD | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaTextureEnable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Global enable/disable of megatexturing and associated threads bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megatexturePreferALU | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaTilesPerSecond | valign="top" style="border-bottom: 1px solid #AAAAAA;" | only update a limited number of mega texture tiles per second int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_megaUpscale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_mergeModelSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | combine model surfaces with the same material bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_mirrorplaneslop | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Amount to offset reflection clipping planes string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_mode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | video mode number int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_multiSamples | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of antialiasing samples int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_noDoubleAtmosphere | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Uses the stencil buffer to avoid atmosphere-ing string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_normalizeNormalMaps | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Normalize normalmaps after lookup. bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_notchDir | valign="top" style="border-bottom: 1px solid #AAAAAA;" | refraction plane offset direction float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionBBDebug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Display occlusion BB test int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionCutoff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Don't do occlusion queries if screen space in pixels is bigger than this int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionDebug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Print debug info on occlusion queries, 2 = skip all oq gl commands, 3 = skip oq readback command int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionFlush | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use explicit glFlush after firing off queries bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionsMaxFrames | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Max num of frames before query is retired int [10, 100] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionSystem | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = Clever, 1 = Frame delay int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionThreshold | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Consider object as occluded if less or equal than x pixels are visible. int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_occlusionWaitPredict | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Predict as objects as visibe when waiting for result. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_offsetfactor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | polygon offset parameter float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_offsetunits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | polygon offset parameter float [-2000, 2000] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_orderIndexes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | perform index reorganization to optimize vertex use int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_refractFovChange | valign="top" style="border-bottom: 1px solid #AAAAAA;" | FOV modification used during refraction subview rendering float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_refractOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | refraction plane offset float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_renderProgramLodDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets global render program lod distance float [-1, 1000] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_renderProgramLodFade | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets global render program fade distance float [1, 2000] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_rotatingDoorDebug | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Display the state of rotating doors bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_screenFraction | valign="top" style="border-bottom: 1px solid #AAAAAA;" | for testing fill rate, the resolution of the entire screen can be changed int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_selectedAmbientLight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Which ambient light should be drawn as selected int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shaderPreferALU | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use ALU instructions instead of textures in shaders. bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shaderQuality | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sets the level of detail to use for shaders, 0 = highest int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shaderSkipSpecCubeMaps | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use specular cube maps. bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadowPass | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable shadow pass bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadowPolygonFactor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale value for stencil shadow drawing float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadowPolygonFactorMT | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scale value for stencil shadow drawing (megadraw method 3) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadowPolygonOffset | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bias value added to depth test for stencil shadow drawing float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadowPolygonOffsetMT | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bias value added to depth test for stencil shadow drawing (megadraw method 3) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadows | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable shadows bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_shadowsSoft | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showAlloc | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report alloc/free counts bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showAmbientLights | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show ambient light sources string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showAtmosLightProjections | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show shadow clipping maps bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showBackendSpeeds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the backend timing split int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showBatches | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw each batch with a different color bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showBatchInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report batch counts for various types int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showBatchSize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | highlighting of draw batches that fall below the desired polygons per draw call (purple really bad, red bad, yellow moderate, green good), 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showCull | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report sphere and box culling stats bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showCullSectors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show cull sectors int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showCurrentArea | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show the view origin's current area int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDefaultRenderEnts | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDefs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report the number of modeDefs and lightDefs in view bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDemo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report reads and writes to the demo file bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDepth | valign="top" style="border-bottom: 1px solid #AAAAAA;" | display the contents of the depth buffer and the depth range bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDominantTri | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw lines from vertexes to center of dominant triangles bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDrawOrder | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDynamic | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report stats on dynamic surface generation bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showDynamicDefs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show dynamic updating entities i.e. freeing cached models and/or shadow volumes ( purple = entity def changed, cyan = model callback forced update ) string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showEdges | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw the sil edges bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showEntityScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show entity scissor rectangles bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showEnvBounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show env bounds int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showFacePlanes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shows shadow volume face planes float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showFrameTimings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays threaded render and game cpu timings bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showGUISpeeds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report time spent drawing GUIs int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showImages | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = show all images instead of rendering, 2 = show in proportional size int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showIndexTreeBounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show index tree bounds int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showInstanceInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show Instance Info int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showIntensity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showInteractionFrustums | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showInteractions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report interaction generation activity bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showInteractionScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showLightCount | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showLightInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showLights | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showLightScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report the scale factor applied to drawing for overbrights bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showLightScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show light scissor rectangles bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showMegaTexture | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report megatexture upload/bind counts bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showMegaTextureLevels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Display the different levels using color coded textures. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showMegaTextureSTGrid | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show megaTexture ST grid bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showMemory | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print frame memory utilization bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showModelTypes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show model types, red - md5, blue - area, green - lodentity, white - other int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showNodePlanes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables portal plane drawing bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showNormals | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws wireframe normals float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showOcclusions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show occlusion queries culled by occlusion queries bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showOverDraw | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showParentFrustum | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Shows the frustum of the parent view in subview and shadow renders. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showPortals | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw portal outlines in color based on passed / not passed int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showPrimitives | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report drawsurf/index/vertex counts int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showQuadTrees | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw quadtree outlines in color, 1 = 3D, 2 = 2D, 3 = depth buffered 3D int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showQueryTimers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show the query_timer extension results. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showShadowBB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | displays shadow volume bounding boxes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showShadowCount | valign="top" style="border-bottom: 1px solid #AAAAAA;" | colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows int [0, 4] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showShadows | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = visualize the stencil shadow volumes, 2 = draw filled in int [0, 30] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showSilhouette | valign="top" style="border-bottom: 1px solid #AAAAAA;" | highlight edges that are casting shadow planes bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showSkel | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showSmp | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show which end (front or back) is blocking bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showStuffCache | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show allocation events of the stuff cache bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showSurfaceAllocated | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightCache int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showSurfaceInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show surface material name under crosshair int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report surface/light/shadow counts bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTangentSpace | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTexelDensity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws all triangles with texel density as gradient bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTextureMemory | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Show texture memory usage: 1 = total; 2 = per frame int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTexturePolarity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | shade triangles by texture area polarity bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTextureVectors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if > 0 draw each triangles texture (tangent) vectors float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTrace | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the intersection of an eye trace with the world int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showTris | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showUnsmoothedTangents | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if 1, put all nvidia register combiner programming in display lists bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showUpdates | valign="top" style="border-bottom: 1px solid #AAAAAA;" | report entity and light updates and ref counts bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showVertexCache | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showVertexColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | draws all triangles with the solid vertex color bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_showviewEntities | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = displays the bounding boxes of all view models, 2 = print index numbers int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_singleArea | valign="top" style="border-bottom: 1px solid #AAAAAA;" | only draw the portal area the view is actually in bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_singleEntity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | suppress all but one entity int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_singleLight | valign="top" style="border-bottom: 1px solid #AAAAAA;" | suppress all but one light int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_singleSurface | valign="top" style="border-bottom: 1px solid #AAAAAA;" | suppress all but one surface on each entity int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_singleTriangle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | only draw a single triangle per primitive int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipAmbient | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bypasses all non-interaction drawing bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipAreaSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of mega texture surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipAtmosInteractions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip all light/surface interaction drawing int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipAtmosphere | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skips atmosphere pass bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipBackEnd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | don't draw anything bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipBlendLights | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip all blend lights bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipBump | valign="top" style="border-bottom: 1px solid #AAAAAA;" | uses a flat surface instead of the bump map bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipCopyTexture | valign="top" style="border-bottom: 1px solid #AAAAAA;" | do all rendering, but don't actually copyTexSubImage2D bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipDeforms | valign="top" style="border-bottom: 1px solid #AAAAAA;" | leave all deform materials in their original state bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipDepthAmbient | valign="top" style="border-bottom: 1px solid #AAAAAA;" | uses legacy black depth fill (instead of ambient fill) bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipDepthOptimize | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Skip depth optimizations which assumes Z prepass bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipDiffuse | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use black for diffuse, 2 = use white for diffuse int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipDynamicTextures | valign="top" style="border-bottom: 1px solid #AAAAAA;" | don't dynamically create textures bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipFogLights | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip all fog lights bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipFrontEnd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bypasses all front end work, but 2D gui rendering still draws bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipImposters | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Skip imposter generation and rendering bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipInstances | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of instances bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipInteractions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip all light/surface interaction drawing int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipLodEntitySurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of mega texture surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipLWOSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of mega texture surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipMD5Surfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of mega texture surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipMegaTexture | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Stop updating the megatexture origin bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipMegaTextureSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of mega texture surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipMegaTextureUpload | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Disable the actual texture uploads (backend loading etc. will still happen) bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipNotMegaTextureSurfaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip rendering of non mega texture surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipOverlays | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip overlay surfaces bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipParticles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = skip all particle systems int [0, 1] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipRefractCopy | valign="top" style="border-bottom: 1px solid #AAAAAA;" | uses copy of frame buffer bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipRender | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip 3D rendering, but pass 2D int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipRenderContext | valign="top" style="border-bottom: 1px solid #AAAAAA;" | NULL the rendering context during backend 3D rendering bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipROQ | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip ROQ decoding bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipShadowviews | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Skips shadow map rendering. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipShadowViewsBackend | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Skip the rendering but all other setup is done. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipSpecular | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use black for specular bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipStuff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Don't draw stuff models bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipSubviews | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = don't render any gui elements on surfaces int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipSuppress | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore the per-view suppressions bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipTranslucent | valign="top" style="border-bottom: 1px solid #AAAAAA;" | skip the translucent interaction rendering bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_skipUpdates | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = don't accept any entity or light updates, making everything static bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_slopNormal | valign="top" style="border-bottom: 1px solid #AAAAAA;" | merge normals that dot less than this string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_slopTexCoord | valign="top" style="border-bottom: 1px solid #AAAAAA;" | merge texture coordinates this far apart string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_slopVertex | valign="top" style="border-bottom: 1px solid #AAAAAA;" | merge xyz coordinates this far apart string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_softParticles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable soft particles bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_sortEffects | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Depth sort effects by their origin bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_sortInteractions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Sort interactions per material and VBO. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_sortParticles | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable depth sorting of certain particle systems bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_sortStuff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Depth sort enable/disable bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_ssao | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stateCache | valign="top" style="border-bottom: 1px solid #AAAAAA;" | check state before upload to drive string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffCacheMegs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Number of megabytes to cache stuff models. int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffFadeEnd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Max vis distance for the stuff models float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffFadeStart | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Distance at which stuff starts fading float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffLod | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Where lod models stop drawing (they start at r_stuffFadeEnd) float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffUpdateAngle | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Camera needs to rotate more than X degrees for stuff models to update string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffUpdateDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Camera needs to move more than X units for stuff models to update string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_stuffUseFadeNoise | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable noise in stuff fade bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_subviewOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = don't render main view, allowing subviews to be debugged bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_swapInterval | valign="top" style="border-bottom: 1px solid #AAAAAA;" | changes wglSwapInterval int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_testGamma | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if > 0 draw a grid pattern to test gamma levels float [0, 195] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_testGammaBias | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if > 0 draw a grid pattern to test gamma levels float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_testStepGamma | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if > 0 draw a grid pattern to test gamma levels float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_trisColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useAlphaToCoverage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use alpha to coverage. bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useARBPositionInvariant | valign="top" style="border-bottom: 1px solid #AAAAAA;" | don't replace ARBPositionInvariant string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useCachedDynamicModels | valign="top" style="border-bottom: 1px solid #AAAAAA;" | cache snapshots of dynamic models bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useClippedLightScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useCombinerDisplayLists | valign="top" style="border-bottom: 1px solid #AAAAAA;" | put all nvidia register combiner programming in display lists bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useConstantMaterials | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use pre-calculated material registers if possible bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useCulling | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = none, 1 = sphere, 2 = sphere + box int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useDeferredTangents | valign="top" style="border-bottom: 1px solid #AAAAAA;" | defer tangents calculations after deform bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useDepthBoundsTest | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use depth bounds test to reduce shadow fill bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useDestinationScissor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use scissor rectangle to only render required fragments during post-processing bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useDitherMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Dither out fading geometry bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useEntityCallbacks | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if 0, issue the callback immediately at update time, rather than defering bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useEntityCulling | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = none, 1 = box bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useEntityScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use custom scissor rectangle for each entity bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useExternalShadows | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useFBODestinationBuffer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use FBOs to render to destination textures bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useFrustumFarDistance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if != 0 force the view frustum far distance to this distance float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useIndexBuffers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use ARB_vertex_buffer_object for indexes int [0, 1] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useIndexHier | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useInteractionCulling | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = cull interactions bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useInteractionScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors int [-2, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useInteractionTable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | create a full entityDefs * lightDefs table to make finding interactions faster bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useLightCulling | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas int [0, 3] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useLightPortalFlow | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use a more precise area reference determination bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useLightScissors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use custom scissor rectangle for each light bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useMaxVisDist | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use the masVisDist entity parameter (on is faster) int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useMegaTextureImageCompression | valign="top" style="border-bottom: 1px solid #AAAAAA;" | DXT compress megatexture data before uploading to hardware bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useMinimalGuiDraw | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use minimal draw for guis bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useNodeCommonChildren | valign="top" style="border-bottom: 1px solid #AAAAAA;" | stop pushing reference bounds early when possible bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useNV20MonoLights | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use pass optimization for mono lights int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useOcclusionQueries | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use hardware occlusion queries bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useOcclusionQueriesCulling | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use hardware occlusion queries for culling bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useOffscreenScreenshotBuffer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use offscreen buffer for screenshots to support post-processing bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useOptimizedShadows | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use the dmap generated static shadow volumes bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_usePortals | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = use portals to perform area culling, otherwise draw everything bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_usePreciseTriangleInteractions | valign="top" style="border-bottom: 1px solid #AAAAAA;" | 1 = do winding clipping to determine if each ambiguous tri should be lit bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useQuadTree | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use a quad tree for the cluster models bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useRewriteVbo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useSampleCoverage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use multisample coverage to fade entities. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useScissor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scissor clip as portals and lights are processed bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowCulling | valign="top" style="border-bottom: 1px solid #AAAAAA;" | try to cull shadows from partially visible lights bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowDitherMask | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Dither out fading shadows string (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowFastParallel | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors) int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowInfinite | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use infinite shadows int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowMaps | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed) bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowProjectedCull | valign="top" style="border-bottom: 1px solid #AAAAAA;" | discard triangles outside light volume before shadowing bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowSurfaceScissor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scissor shadows by the scissor rect of the interaction surfaces bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useShadowVisDistMult | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useSilRemap | valign="top" style="border-bottom: 1px solid #AAAAAA;" | consider verts with the same XYZ, but different ST the same for shadows bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useStateCaching | valign="top" style="border-bottom: 1px solid #AAAAAA;" | avoid redundant state changes in GL_*() calls bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useThreadedRenderer | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enabled multi-threaded renderer. 1 = Locked to game frames. 2 = Unlocked from game frames string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useTripleTextureARB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | cards with 3+ texture units do a two pass instead of three pass bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useTwoSidedStencil | valign="top" style="border-bottom: 1px solid #AAAAAA;" | do stencil shadows in one pass with different ops on each side bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useVertexBuffers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use ARB_vertex_buffer_object for vertexes int [0, 1] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useVertexBufferStream | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_useVisDebugARBPrograms | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use vertex/fragment `q`programs to visualize debugging tools bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_vertexBufferMegs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_visDistMult | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float [0.8, 1.2] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_visDistOfs | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_writeAnimB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Write out binary versions of animations. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_writeModelB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | write out modelb versions of static models bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | r_znear | valign="top" style="border-bottom: 1px solid #AAAAAA;" | near Z clip plane distance float [0.001, 200] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showActive | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show rigid bodies that are not at rest bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showBodies | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show rigid bodies bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showContacts | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show contact points on rigid bodies bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showInertia | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the inertia tensor of each rigid body bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showMass | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the mass of each rigid body bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showTimings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show rigid body cpu usage int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | rb_showVelocity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show the velocity of each rigid body bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_clipVolumes | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_constantAmplitude | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_debugSoundEmitter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_decompressionLimit | valign="top" style="border-bottom: 1px solid #AAAAAA;" | specifies maximum uncompressed sample length in seconds int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_doorDistanceAdd | valign="top" style="border-bottom: 1px solid #AAAAAA;" | reduce sound volume with this distance when going through a door float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_dotbias2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_dotbias4 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_dotbias6 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_dotbias8 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_drawSounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 4] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_drawSoundScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_driver | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sound driver string [best, openal, dsound] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_force22kHz | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_headroom_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mandatory master headroom in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_headroomLFE_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mandatory LFE headroom in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_headroomMusic_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mandatory added music headroom in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_headroomSFX_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mandatory added SFX headroom in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_headroomVO_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mandatory added VO headroom in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_ignoreALErrors | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ignore OpenAL errors bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_libOpenAL | valign="top" style="border-bottom: 1px solid #AAAAAA;" | OpenAL DLL name/path string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_loadSoundsOnDemand | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable on demand loading of sounds bool (init) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_maxLowPrioritySounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Maximum number of low priority sounds which can be active at once int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_maxSoundsPerShader | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 10] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_meterTopTime | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_micDevice | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sound device for voice audio input string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_minVolume2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_minVolume4 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_minVolume6 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_minVolume8 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_noSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (read only) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_numberOfSpeakers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | number of speakers string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_playDefaultSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | play a beep for missing sounds bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_primaryDevice | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sound device for game audio string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_quadraticFalloff | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_realTimeDecoding | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (init) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_reverse | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_showForcedStopSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | warn when a sound channel gets forcefully stopped bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_showLevelMeter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_showPurgedSounds | valign="top" style="border-bottom: 1px solid #AAAAAA;" | print a warning if a purged sample is played bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_showStartSound | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_singleEmitter | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mute all sounds but this emitter int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_spatializationDecay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_useAdpcmCompression | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use adpcm compression on single channel uncompressed samples bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_useDeferredSettings | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use OpenAL deferred settings bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_useOcclusion | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_voiceDevice | valign="top" style="border-bottom: 1px solid #AAAAAA;" | sound device for voice audio string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volume_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | volume in dB float [-20, 0] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volume_VoIPIn_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | inbound volume adjust for voip in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volume_VoIPOut_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | outbound volume adjust for voip volume in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volume_VoIPScale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | percentage of regular volume to scale game audio to when voip is active float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volumeMusic_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | music volume in dB float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volumeSFX_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | volume for SFX in dB float [-20, 0] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | s_volumeVO_dB | valign="top" style="border-bottom: 1px solid #AAAAAA;" | volume for voiceover in dB float [-20, 0] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sensitivity | valign="top" style="border-bottom: 1px solid #AAAAAA;" | mouse view sensitivity float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_adminname | valign="top" style="border-bottom: 1px solid #AAAAAA;" | admin name(s) string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_adminStart | valign="top" style="border-bottom: 1px solid #AAAAAA;" | admin required to start the match string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_allowLateJoin | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Enable/disable players joining a match in progress bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_antiLag | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Server does antilag on players bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_antiLagForgiving | valign="top" style="border-bottom: 1px solid #AAAAAA;" | How forgiving the antilag is - the higher, the more forgiving int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_antiLagOnly | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ONLY use antilag bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_campaign | valign="top" style="border-bottom: 1px solid #AAAAAA;" | current active campaign string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_campaignInfo | valign="top" style="border-bottom: 1px solid #AAAAAA;" | current campaign map info string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_competitionMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable compeition mode bool (init) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_disableGlobalChat | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable global text communication bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_disableVoting | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable/enable all voting string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_email | valign="top" style="border-bottom: 1px solid #AAAAAA;" | contact email address string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_enemyInfoRendering | valign="top" style="border-bottom: 1px solid #AAAAAA;" | toggle enemy info rendering bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_gameReviewReadyWait | valign="top" style="border-bottom: 1px solid #AAAAAA;" | wait for players to ready up before going to the next map bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_irc | valign="top" style="border-bottom: 1px solid #AAAAAA;" | IRC channel string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_map | valign="top" style="border-bottom: 1px solid #AAAAAA;" | current active map string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_mapRotationType | valign="top" style="border-bottom: 1px solid #AAAAAA;" | map rotation type (0 = single, 1 = random, 2 = alphabetical) int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_maxPlayers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | max number of players allowed on the server int [1, 16] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_maxPlayersPerTeam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | maximum player on a team int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_minPlayers | valign="top" style="border-bottom: 1px solid #AAAAAA;" | minimum players before a game can be started int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_minPlayersPerTeam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | minimum players spawned on a single team before a game can be started int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_motd_1 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | motd line 1 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_motd_2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | motd line 2 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_motd_3 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | motd line 3 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_motd_4 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | motd line 4 string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_name | valign="top" style="border-bottom: 1px solid #AAAAAA;" | name of the server string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_needPass | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable client password checking bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_noProficiency | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable/disable XP bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_privateClients | valign="top" style="border-bottom: 1px solid #AAAAAA;" | max number of private players allowed on the server int [0, 16] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_pure | valign="top" style="border-bottom: 1px solid #AAAAAA;" | server is pure and does not allow modified data bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_ranked | valign="top" style="border-bottom: 1px solid #AAAAAA;" | game is or is not ranked bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_readyPercent | valign="top" style="border-bottom: 1px solid #AAAAAA;" | percentage of players that need to ready up to start a match int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_rules | valign="top" style="border-bottom: 1px solid #AAAAAA;" | ruleset for game string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_spectators | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow spectators or require all clients to play bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_teamDamage | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable team damage bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_teamForceBalance | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Stop players from unbalancing teams bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_timelimit | valign="top" style="border-bottom: 1px solid #AAAAAA;" | time limit (mins) float |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_version | valign="top" style="border-bottom: 1px solid #AAAAAA;" | engine version string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | si_website | valign="top" style="border-bottom: 1px solid #AAAAAA;" | website info string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_backOffsetFactor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Offet factor for shadow buffer rendering. float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_backOffsetUnits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Offet units for shadow buffer rendering. float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_boundsExpand | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Nudge bounds a bit to account for innacuarcies float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_clipfrustum | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Clip the shadow map frustum to the scene bounds bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_farplane | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Frustum far plane for shadow map rendering float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_frontFaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Render front faces as well as back faces. bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_frontOffsetFactor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Offet factor for shadow buffer rendering. float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_frontOffsetUnits | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Offet units for shadow buffer rendering. float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_mapping | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Which mapping to use when generating shadow maps. (0=uniform, 1=perspective, 2=light space perspective) int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_mediumplane | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Frustum far plane for high res shadow map rendering float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_occlusionQueries | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use occlusion queries in shadow map rendering. bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sm_renderBackFaces | valign="top" style="border-bottom: 1px solid #AAAAAA;" | Use backfaces to render shadow maps bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_lowPassAlpha | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbAlpha0 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbAlpha1 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbAlpha2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbAlpha3 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbFactor0 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbFactor1 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbFactor2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbFactor3 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbOfs0 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbOfs1 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbOfs2 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | snd_reverbOfs3 | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_arch | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_cpuHTStatus | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_cpuLogicalCount | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_cpuPhysicalCount | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_cpuSpeed | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_cpuString | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_lang | valign="top" style="border-bottom: 1px solid #AAAAAA;" | string (read only) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_ram | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | sys_videoRam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | testLightColor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | the light color to be used for a 'testlight' string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | timescale | valign="top" style="border-bottom: 1px solid #AAAAAA;" | scales the time float [0.1, 10] |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_advancedFlightControls | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, advanced flight controls are activated bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_autoSwitchEmptyWeapons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, will switch to the next usable weapon when the current weapon runs out of ammo bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_clanTag | valign="top" style="border-bottom: 1px solid #AAAAAA;" | player clan tag string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_clanTagPosition | valign="top" style="border-bottom: 1px solid #AAAAAA;" | positioning of player clan tag. 0 is before their name, 1 is after int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_drivingCameraFreelook | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, driving cameras where there is no weapon defaults to freelook bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_ignoreExplosiveWeapons | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, weapons marked as explosive will be ignored during auto-switches bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_menuMoveRepeatDelay | valign="top" style="border-bottom: 1px solid #AAAAAA;" | milliseconds to wait before starting key repetition int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_menuMoveRepeatRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | milliseconds to wait before re-sending the menu move impulse int |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_name | valign="top" style="border-bottom: 1px solid #AAAAAA;" | player name string |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_postArmFindBestWeapon | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, after arming players' best weapon will be selected bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_rememberCameraMode | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use same camera mode as was previously used when re-entering a vehicle bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_showComplaints | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, receive complaints popups for team kills bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_showGun | valign="top" style="border-bottom: 1px solid #AAAAAA;" | show gun bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_voipReceiveFireTeam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, receive voice chat sent to the fireteam channel bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_voipReceiveGlobal | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, receive voice chat sent to the global channel bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | ui_voipReceiveTeam | valign="top" style="border-bottom: 1px solid #AAAAAA;" | if true, receive voice chat sent to the team channel bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | voip_test | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | walkCycleRate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | float (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_allowMultipleInstances | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allow multiple instances running concurrently bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_mouse | valign="top" style="border-bottom: 1px solid #AAAAAA;" | use the windows mouse bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_mouseEnable | valign="top" style="border-bottom: 1px solid #AAAAAA;" | enable mouse input bool default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_notaskkeys | valign="top" style="border-bottom: 1px solid #AAAAAA;" | disable windows task keys bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_outputDebugString | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_outputEditString | valign="top" style="border-bottom: 1px solid #AAAAAA;" | bool (cheat) default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_restrictWindowToMonitor | valign="top" style="border-bottom: 1px solid #AAAAAA;" | move and resize window automatically to prevent it from being partially offscreen bool default: 1 (true) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_timerUpdate | valign="top" style="border-bottom: 1px solid #AAAAAA;" | allows the game to be updated while dragging the window bool (cheat) default: 0 (false) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_username | valign="top" style="border-bottom: 1px solid #AAAAAA;" | windows user name string (init) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_viewlog | valign="top" style="border-bottom: 1px solid #AAAAAA;" | int [0, 2] (cheat) |- | valign="top" style="border-bottom: 1px solid #AAAAAA; background: #F0F0F0;" | win_xpos | valign="top" style="border-bottom: 1px solid #AAAAAA;" | horizontal position of window int |- | valign="top" style=" background: #F0F0F0;" | win_ypos | valign="top" | vertical position of window int |}