| aas_goalArea |
|
| aas_pullPlayer |
|
| aas_randomPullPlayer |
|
| aas_showAreas |
|
| aas_showFlyPath |
|
| aas_showHideArea |
|
| aas_showPath |
|
| aas_showPushIntoArea |
|
| aas_showWallEdges |
|
| aas_test |
|
| af_contactFrictionScale |
scales the contact friction |
| af_forceFriction |
force the given friction value |
| af_highlightBody |
name of the body to highlight |
| af_highlightConstraint |
name of the constraint to highlight |
| af_jointFrictionScale |
scales the joint friction |
| af_maxAngularVelocity |
maximum angular velocity |
| af_maxLinearVelocity |
maximum linear velocity |
| af_showActive |
show tree-like structures of articulated figures not at rest |
| af_showBodies |
show bodies |
| af_showBodyNames |
show body names |
| af_showConstrainedBodies |
show the two bodies contrained by the highlighted constraint |
| af_showConstraintNames |
show constraint names |
| af_showConstraints |
show constraints |
| af_showInertia |
show the inertia tensor of each body |
| af_showLimits |
show joint limits |
| af_showMass |
show the mass of each body |
| af_showPrimaryOnly |
show primary constraints only |
| af_showTimings |
show articulated figure cpu usage |
| af_showTotalMass |
show the total mass of each articulated figure |
| af_showTrees |
show tree-like structures |
| af_showVelocity |
show the velocity of each body |
| af_skipFriction |
skip friction |
| af_skipLimits |
skip joint limits |
| af_skipSelfCollision |
skip self collision detection |
| af_testSolid |
test for bodies initially stuck in solid |
| af_timeScale |
scales the time |
| af_useImpulseFriction |
use impulse based contact friction |
| af_useJointImpulseFriction |
use impulse based joint friction |
| af_useLinearTime |
use linear time algorithm for tree-like structures |
| af_useSymmetry |
use constraint matrix symmetry |
| ai_blockedFailSafe |
enable blocked fail safe handling |
| ai_debugAction |
|
| ai_debugBrain |
|
| ai_debugMove |
draws movement information for monsters |
| ai_debugPath |
Draw general-purpose pathfinding debug info |
| ai_debugScript |
displays script calls for the specified monster entity number |
| ai_debugTrajectory |
draws trajectory tests for monsters |
| ai_hideSkipThink |
Hidden monsters don't think at all |
| ai_printSpeech |
1= Draw hunter speech sounds |
| ai_showCombatNodes |
draws attack cones for monsters |
| ai_showNoAAS |
1= Show when monsters do not have AAS available (shows a ?) |
| ai_showObstacleAvoidance |
draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well |
| ai_showPaths |
draws path_* entities |
| ai_skipSpeech |
1= Do not use the AI speech system |
| ai_skipThink |
1= Do not execute hhAI::Think() fxn |
| ai_talonAttack |
Enable Talon's attacks |
| ai_testPredictPath |
|
| cm_backFaceCull |
cull back facing polygons |
| cm_debugCollision |
debug the collision detection |
| cm_drawColor |
color used to draw the collision models |
| cm_drawFilled |
draw filled polygons |
| cm_drawInternal |
draw internal edges green |
| cm_drawMask |
collision mask |
| cm_drawNormals |
draw polygon and edge normals |
| cm_testAngle |
|
| cm_testBox |
|
| cm_testBoxRotation |
|
| cm_testCollision |
|
| cm_testLength |
|
| cm_testModel |
|
| cm_testOrigin |
|
| cm_testRadius |
|
| cm_testRandomMany |
|
| cm_testReset |
|
| cm_testRotation |
|
| cm_testTimes |
|
| cm_testWalk |
|
| com_forceGenericSIMD |
force generic platform independent SIMD |
| com_precache |
if on, precaches needed resources |
| developer |
developer mode |
| g_armorProtection |
armor takes this percentage of damage |
| g_armorProtectionMP |
armor takes this percentage of damage in mp |
| g_artificialPlayerCount |
spawns artificial players |
| g_balanceTDM |
maintain even teams |
| g_blobSize |
|
| g_blobTime |
|
| g_bloodEffects |
show blood splats, sprays and gibs |
| g_casino |
if casino mode is active |
| g_cinematic |
skips updating entities that aren't marked 'cinematic' '1' during cinematics |
| g_cinematicMaxSkipTime |
# of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end. |
| g_countDown |
pregame countdown in seconds |
| g_crosshair |
Which crosshair to use (0=off) |
| g_damageScale |
scale final damage on player by this factor |
| g_debugAFs |
print out info on what the ragdolls are doing |
| g_debugAnim |
displays information on which animations are playing on the specified entity number. set to -1 to disable. |
| g_debugBounds |
checks for models with bounds > 2048 |
| g_debugCinematic |
set to the name of the state you want to debug or * for all |
| g_debugDamage |
|
| g_debugFX |
|
| g_debugger |
In-game debugger (1=on, 2=interactive) |
| g_debugimpulse |
turns on impulse debugging |
| g_debugmatter |
turns on matter based debugging, 2=include wallwalk traces |
| g_debugMove |
|
| g_debugMover |
|
| g_debugProjections |
Shows projection windings |
| g_debugScript |
|
| g_debugTriggers |
|
| g_debugWeapon |
|
| g_decals |
show decals such as bullet holes |
| g_disasm |
disassemble script into base/script/disasm.txt on the local drive when script is compiled |
| g_dormanttests |
|
| g_doubleVision |
show double vision when taking damage |
| g_dragDamping |
|
| g_dragEntity |
allows dragging physics objects around by placing the crosshair over them and holding the fire button |
| g_dragShowSelection |
|
| g_dropItemRotation |
|
| g_dumpDDA |
Whether to automatically dump DDA tracking statistics on level change |
| g_dvAmplitude |
|
| g_dvFrequency |
|
| g_dvTime |
|
| g_editEntityMode |
0 = off\n1 = lights\n2 = sounds\n3 = articulated figures\n4 = particle systems\n5 = monsters\n6 = entity names\n7 = entity models |
| g_expensiveMS |
ms of think to be considered expensive by debugger |
| g_exportMask |
|
| g_flushSave |
1 = don't buffer file writing for save games. |
| g_forceSingleSmokeView |
do not consider multiple views for smoke system |
| g_fov |
|
| g_frametime |
displays timing information for each game frame |
| g_gameReviewPause |
scores review time in seconds (at end game) |
| g_gravity |
singleplayer gravity |
| g_gunX |
|
| g_gunY |
|
| g_gunZ |
|
| g_healthTakeAmt |
how much health to take in nightmare mode |
| g_healthTakeLimit |
how low can health get taken in nightmare mode |
| g_healthTakeTime |
how often to take health in nightmare mode |
| g_jawflap |
controls jawflapping |
| g_kickAmplitude |
|
| g_kickTime |
|
| g_knockback |
|
| g_mapCycle |
map cycling script for multiplayer games - see mapcycle.scriptcfg |
| g_maxEntitiesWarning |
max number of entities before warning is displayed |
| g_maxShowDistance |
Distance at which to draw clipmodels and clipworld - Will significantly hurt performance at values above 512 |
| g_mbFrameSpan |
Motion blur: time each image spans |
| g_mbNumBlurs |
Number of images used in motion blur effect |
| g_monsters |
|
| g_mpPlayerRagdollLife |
player ragdoll life |
| g_mpSyncPlayerRagdoll |
whether to sync mp ragdolls |
| g_mpWeaponAngleScale |
Control the weapon sway in MP |
| g_muzzleFlash |
show muzzle flashes |
| g_nightmare |
if nightmare mode is allowed |
| g_nodormant |
Disallow any dormant logic |
| g_nogore |
Disables gore |
| g_password |
game password |
| g_postEventsDebug |
for showing all posted events |
| g_printDDA |
Prints DDA information to the console |
| g_printlocations |
print area/location mappings |
| g_projectileLights |
show dynamic lights on projectiles |
| g_ragdollDecals |
ragdolls leave blood splats |
| g_roadhouseCompleted |
if roadhouse map has been completed once |
| g_robustDormantAll |
All dormant checks check all areas |
| g_runMapCycle |
whether to run the map cycling script (g_mapcycle) |
| g_showActiveEntities |
draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. |
| g_showAimHealth |
health display of target (gameplay testing) |
| g_showBrass |
enables ejected shells from weapon |
| g_showcamerainfo |
displays the current frame # for the camera when playing cinematics |
| g_showCollisionModels |
0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance. |
| g_showCollisionTraces |
|
| g_showCollisionWorld |
|
| g_showDormant |
1= Prints out msgs when an entity goes dormant |
| g_showEnemies |
draws boxes around monsters that have targeted the the player |
| g_showEntityCount |
1=show entity count |
| g_showEntityInfo |
|
| g_showGamePortals |
draw game portal connections |
| g_showHud |
|
| g_showPlayerShadow |
enables shadow of player model |
| g_showProjectileLaunchPoint |
Shows position of projectile origin |
| g_showProjectilePct |
enables display of player hit percentage |
| g_showPVS |
|
| g_showTargets |
draws entities and thier targets. hidden entities are drawn grey. |
| g_showTestModelFrame |
displays the current animation and frame # for testmodels |
| g_showTriggers |
draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey. |
| g_showValidSoundAreas |
draw valid sound areas |
| g_showviewpos |
|
| g_skill |
difficulty level |
| g_skipFX |
|
| g_skipParticles |
|
| g_skipViewEffects |
skip damage and other view effects |
| g_spectatorChat |
let spectators talk to everyone during game |
| g_springConstant |
Modify factor for bind controller tension |
| g_stopTime |
|
| g_TDMArrows |
draw arrows over teammates in team deathmatch |
| g_testDeath |
|
| g_testHealthVision |
|
| g_testModelAnimate |
test model animation,\n0 = cycle anim with origin reset\n1 = cycle anim with fixed origin\n2 = cycle anim with continuous origin\n3 = frame by frame with |
| g_testModelBlend |
number of frames to blend |
| g_testModelPitch |
pitch of angle of test model |
| g_testModelRotate |
test model rotation speed |
| g_testParticle |
test particle visualation, set by the particle editor |
| g_testParticleName |
name of the particle being tested by the particle editor |
| g_testPostProcess |
name of material to draw over screen |
| g_timeEntities |
when non-zero, shows entities whose think functions exceeded the # of milliseconds specified |
| g_tips |
allow hud tips to display |
| g_trackDDA |
Whether to track detailed statistics as the player goes through a level |
| g_useDDA |
Whether to use dda system |
| g_useDynamicProtection |
scale damage and armor dynamically to keep the player alive more often |
| g_vehicleDebug |
print out vehicle physics debug info |
| g_vehicleForce |
|
| g_vehicleSuspensionDamping |
|
| g_vehicleSuspensionDown |
|
| g_vehicleSuspensionKCompress |
|
| g_vehicleSuspensionUp |
|
| g_vehicleTireFriction |
|
| g_vehicleVelocity |
|
| g_version |
game version |
| g_viewNodalX |
|
| g_viewNodalZ |
|
| g_voteFlags |
vote flags. bit mask of votes not allowed on this server\nbit 0 (+1) restart now\nbit 1 (+2) time limit\nbit 2 (+4) frag limit\nbit 3 (+8) game type\nbit 4 |
| g_wicked |
if wicked mode is active |
| gamedate |
|
| gamename |
|
| ik_debug |
show IK debug lines |
| ik_enable |
enable IK |
| lcp_showFailures |
show LCP solver failures |
| mod_validSkins |
valid skins for the game |
| net_clientLagOMeter |
draw prediction graph |
| net_clientMaxPrediction |
maximum number of milliseconds a client can predict ahead of server. |
| net_clientPredictGUI |
test guis in networking without prediction |
| net_clientSelfSmoothing |
smooth self position if network causes prediction error. |
| net_clientShowSnapshot |
|
| net_clientShowSnapshotRadius |
|
| net_clientSmoothing |
smooth other clients angles and position. |
| net_serverDlBaseURL |
base URL for the download redirection |
| net_serverDlTable |
pak names for which download is provided, seperated by ; |
| net_serverDownload |
enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration |
| net_snapSuppress |
|
| net_statGathering |
|
| p_camInterpDebug |
1: Shows lerp info, 2: Shows slerp info |
| p_camRotRateScale |
Used to scale delta time thats passed into camera interpolator |
| p_disableCamInterp |
Disable camera interpolator |
| p_iterRotMoveNumIterations |
Per frame, the number of attempts to align the players bbox if unaligned to gravity |
| p_iterRotMoveTransDist |
Distance to translate per player bbox alignment attempt |
| p_mountedGunDebug |
Shows debug info for mountedgun |
| p_playerPhysicsDebug |
Show player physics gravity alignment info |
| p_tripwireDebug |
Show tripwire trace |
| password |
client password used when connecting |
| pm_air |
how long in milliseconds the player can go without air before he starts taking damage |
| pm_bboxwidth |
x/y size of player's bounding box |
| pm_bobpitch |
|
| pm_bobroll |
|
| pm_bobup |
|
| pm_crouchbob |
bob much faster when crouched |
| pm_crouchheight |
height of player's bounding box while crouched |
| pm_crouchrate |
time it takes for player's view to change from standing to crouching |
| pm_crouchspeed |
speed the player can move while crouched |
| pm_crouchviewheight |
height of player's view while crouched |
| pm_deadheight |
height of player's bounding box while dead |
| pm_deadviewheight |
height of player's view while dead |
| pm_jumpheight |
approximate hieght the player can jump |
| pm_maxviewpitch |
amount player's view can look down |
| pm_minviewpitch |
amount player's view can look up (negative values are up) |
| pm_modelView |
draws camera from POV of player model (1 = always, 2 = when dead) |
| pm_noclipspeed |
speed the player can move while in noclip |
| pm_normalheight |
height of player's bounding box while standing |
| pm_normalviewheight |
height of player's view while standing |
| pm_runbob |
bob faster when running |
| pm_runpitch |
|
| pm_runroll |
|
| pm_runspeed |
speed the player can move while running |
| pm_spectatebbox |
size of the spectator bounding box |
| pm_spectatespeed |
speed the player can move while spectating |
| pm_stamina |
length of time player can run |
| pm_staminarate |
rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge. |
| pm_staminathreshold |
when stamina drops below this value, player gradually slows to a walk |
| pm_stepsize |
maximum height the player can step up without jumping |
| pm_thirdPerson |
enables third person view |
| pm_thirdPersonAngle |
direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) |
| pm_thirdPersonClip |
clip third person view into world space |
| pm_thirdPersonDeath |
enables third person view when player dies |
| pm_thirdPersonDeathMP |
enables third person view when player dies in mp |
| pm_thirdPersonHeight |
height of camera from normal view height in 3rd person |
| pm_thirdPersonRange |
camera distance from player in 3rd person |
| pm_usecylinder |
use a cylinder approximation instead of a bounding box for player collision detection |
| pm_walkbob |
bob slowly when walking |
| pm_walkspeed |
speed the player can move while walking |
| pm_wallwalkstepsize |
Step size while wallwalking |
| r_aspectRatio |
aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10 |
| r_showInteractionScissors |
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines |
| r_showSkel |
draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only |
| rb_showActive |
show rigid bodies that are not at rest |
| rb_showBodies |
show rigid bodies |
| rb_showInertia |
show the inertia tensor of each rigid body |
| rb_showMass |
show the mass of each rigid body |
| rb_showTimings |
show rigid body cpu usage |
| rb_showVelocity |
show the velocity of each rigid body |
| si_fragLimit |
frag limit |
| si_gameType |
game type - singleplayer, deathmatch, Tourney, Team DM, Last Man or CTF |
| si_map |
map to be played next on server |
| si_maxPlayers |
max number of players allowed on the server |
| si_name |
name of the server |
| si_pure |
server is pure and does not allow modified data |
| si_serverURL |
where to reach the server admins and get information about the server |
| si_spectators |
allow spectators or require all clients to play |
| si_teamDamage |
enable team damage |
| si_timeLimit |
time limit in minutes |
| si_usePass |
enable client password checking |
| si_warmup |
do pre-game warmup |
| sys_forceCache |
force resource caching even when developer is on |
| sys_savedPosition |
saved position used by getpos/putpos |
| ui_autoReload |
auto reload weapon |
| ui_autoSwitch |
auto switch weapon |
| ui_chat |
player is chatting |
| ui_modelNum |
player model |
| ui_name |
player name |
| ui_ready |
player is ready to start playing |
| ui_showGun |
show gun |
| ui_skin |
player skin |
| ui_spectate |
play or spectate |
| ui_team |
player team |