| aas_goalArea |
|
| aas_pullPlayer |
|
| aas_randomPullPlayer |
|
| aas_showAreaBounds |
When show areas is on, this draws the bounds of the areas, too... |
| aas_showAreas |
|
| aas_showFlyPath |
|
| aas_showHideArea |
|
| aas_showPath |
|
| aas_showProblemAreas |
|
| aas_showPushIntoArea |
|
| aas_showRevReach |
|
| 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_allowOldAAS |
allows AI to use most recent AAS file, even if it is not up-to-date. Enable only for testing. |
| ai_allowTacticalRush |
allows tactical ai to rush an enemy when hurt |
| ai_animShow |
|
| ai_blockedFailSafe |
enable blocked fail safe handling |
| ai_debugEyeFocus |
draws eye focus info |
| ai_debugFilterString |
see ai_debugFilter |
| ai_debugHelpers |
draws ai helpers |
| ai_debugMove |
draws movement information for monsters |
| ai_debugScript |
displays script calls for the specified monster entity number |
| ai_debugSquad |
draws squad info for allies |
| ai_debugStealth |
draws suspicion info for enemies |
| ai_debugTactical |
draws tactical information for monsters |
| ai_debugTrajectory |
draws trajectory tests for monsters |
| ai_disableAttacks |
disables attack decisions |
| ai_disableCover |
disables AI using cover points |
| ai_disableEntTactical |
disables tactical points around entities |
| ai_disableSimpleThink |
disables simple thinking in AI entities |
| ai_freeze |
|
| ai_playerPushAlways |
always allow player to push buddies, unless scripted |
| ai_showCombatNodes |
draws attack cones for monsters |
| ai_showCover |
|
| ai_showObstacleAvoidance |
draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well |
| ai_showPaths |
draws path_* entities |
| ai_showTacticalFeatures |
|
| ai_speeds |
|
| ai_testPredictPath |
|
| ai_useRVMasterMove |
changes AI to use new master move function |
| cl_showEntityInfo |
|
| com_forceGenericSIMD |
force generic platform independent SIMD |
| developer |
developer mode |
| dz_buyFreezeSeconds |
number of seconds players are frozen at the start of each round in DeadZone |
| dz_buyTimeSeconds |
number of additional seconds after buy freeze that buy zones are active |
| dz_numRoundsPerMatch |
number of rounds per match in DeadZone |
| fas_blendBias |
multiplier to the per phoneme blend time |
| fas_debug |
debug info for facial animation system |
| fas_intensityBias |
bias applied to the intensity of the phoneme when trying to extract the viseme |
| fas_threshhold0 |
intensity required to use frame set 0 |
| fas_threshhold1 |
intensity required to use frame set 1 |
| fas_timeOffset |
ms offset to the viseme frame |
| g_allowVehicleGunOverheat |
allows disabling the gun overheating mechanism for vehicles that use it. |
| g_announcerDelay |
no more than one announcer sound will be played in this many ms |
| g_armorProtection |
armor takes this percentage of damage |
| g_armorProtectionMP |
armor takes this percentage of damage in mp |
| g_blobSize |
|
| g_blobTime |
|
| g_brassTime |
amount of time brass should stay in the world before dissapearing, set to 0 to disable brass |
| 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_clientProjectileCollision |
allow the client to predict collisions |
| g_crosshairCharInfoFar |
instead of a green crosshair from far away, full character info always draws |
| g_crosshairColor |
sets the combat crosshair color |
| g_crosshairCustom |
sets the custom combat crosshair |
| g_crosshairCustomFile |
stores the custom crosshair's filename |
| g_crosshairSize |
crosshair size: 16,24,32,40,48 |
| g_currentPlayback |
name of playback shown by g_showPlayback |
| g_damageScale |
scale final damage on player by this factor |
| 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_debugMove |
|
| g_debugMover |
|
| g_debugScript |
|
| g_debugState |
|
| g_debugTriggers |
|
| g_debugVehicle |
|
| g_debugVehicleAI |
enables debug features for the vehicle ai system |
| g_debugVehicleDriver |
enables debug features for the func_vehicle_driver |
| 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_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_dvAmplitude |
|
| g_dvFrequency |
|
| g_dvTime |
|
| g_earthquake |
controls earthquake effect |
| g_editEntityDistance |
range to display entities to edit |
| g_editEntityMode |
0 = off\n1 = lights\n2 = sounds\n3 = articulated figures\n4 = particle systems\n5 = monsters\n6 = entity names\n7 = entity models |
| g_editEntityTextDistance |
range to display entities to edit text information |
| g_exportMask |
|
| g_flushSave |
1 = don't buffer file writing for save games. |
| g_forceMarineModel |
Locally forces Marine team players to this model in team gameplay modes. See g_forceModel. listModels to list available models |
| g_forceModel |
Locally forces all players to this model in non-team gameplay modes. See g_forceStroggModel, g_forceMarineModel. listModels to list available models |
| g_forceStroggModel |
Locally forces Strogg team players to this model in team gameplay modes. See g_forceModel. listModels to list available models |
| g_forceUndying |
forces undying state |
| g_fov |
|
| g_frametime |
displays timing information for each game frame |
| g_gamelog |
enables game logging |
| g_gameReviewPause |
scores review time in seconds (at end game) |
| g_gravity |
singleplayer gravity |
| g_gunPitch |
|
| g_gunRoll |
|
| g_gunViewStyle |
style presets\n0 = Q3 style\n1 = Shouldered style\n |
| g_gunX |
|
| g_gunY |
|
| g_gunYaw |
|
| 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_keepEntityStats |
keep track of entity usage stats |
| g_kickAmplitude |
|
| g_kickTime |
|
| g_knockback |
|
| g_mapCycle |
map cycling script for multiplayer games - see mapcycle.scriptcfg |
| g_maxShowDistance |
Distance at which to draw clipmodels and clipworld - Will significantly hurt performance at values above 512 |
| g_monsters |
|
| g_mp_gravity |
multiplayer gravity |
| g_mpWeaponAngleScale |
Control the weapon sway in MP |
| g_muzzleFlash |
show muzzle flashes |
| g_nightmare |
if nightmare mode is allowed |
| g_password |
game password |
| g_perfTest_aiNoDodge |
ai attempts no dodging |
| g_perfTest_aiNoObstacleAvoid |
ai does not attempt obstacle avoidance |
| g_perfTest_aiNoRagdoll |
ai does not ragdoll |
| g_perfTest_aiNoVisTrace |
ai does no vis traces |
| g_perfTest_aiStationary |
ai attempts no combat movement |
| g_perfTest_aiUndying |
makes all AI undying |
| g_perfTest_hitscanBBox |
all hitscans vs bbox, not rendermodel |
| g_perfTest_hitscanShort |
all hitscans capped at 2048 |
| g_perfTest_noJointTransform |
all joint transforms return origin |
| g_perfTest_noPlayerFocus |
doesn't do player focus traces/logic |
| g_perfTest_noProjectiles |
all projectiles are removed instantly |
| g_perfTest_weaponNoFX |
no muzzle flash, brass eject, muzzle fx, tracers, impact fx, blood decals or blood splats (whew!) |
| g_playPlayback |
plays the current playback in a camera path |
| g_privatePassword |
server-side password to access reserved client slots, clients set privatePassword |
| g_projectileLights |
show dynamic lights on projectiles |
| g_recordPlayback |
record the player movement in a playback |
| g_showActiveEntities |
draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. |
| g_showAreaClipSectors |
|
| g_showcamerainfo |
displays the current frame # for the camera when playing cinematics |
| g_showClipSectorFilter |
|
| g_showClipSectors |
|
| g_showCollisionModels |
0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance. |
| g_showCollisionTraces |
|
| g_showCollisionWorld |
|
| g_showDebugHud |
displays the debug hud\n0 = off\n1 = player\n2 = physics\n3 = AI\n4 = vehicle\n5 = performance\n6 = effects\n7 = map information\n8 = AI performance\n9 = |
| g_showEnemies |
draws boxes around monsters that have targeted the the player |
| g_showEntityInfo |
|
| g_showFrameCmds |
displays frame commands as they are executed |
| g_showGodDamage |
displays the amount of damage taken while in god mode on the hud |
| g_showHud |
|
| g_showHudPopups |
displays objective and database popups on the hud |
| g_showPlayback |
show g_currentPlayback |
| g_showPlayerShadow |
enables shadow of player model |
| g_showProjectilePct |
enables display of player hit percentage |
| g_showPVS |
|
| g_showRange |
shows the range from the player to the first collision under the players crosshair |
| 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_showviewpos |
|
| g_simpleItems |
render icon representations of items instead of the actual model |
| g_skill |
difficulty level |
| g_skipFX |
|
| g_skipItemShadowsMP |
disables all item shadows in multiplayer |
| g_skipParticles |
|
| g_skipPlayerShadowsMP |
disables all player shadows in multiplayer |
| g_skipViewEffects |
skip damage and other view effects |
| g_spectatorChat |
let spectators talk to everyone during game |
| g_stopTime |
|
| g_systemLinkMatch |
In a system link game\n |
| g_testCTF |
|
| 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_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_testPlayer |
test player classname |
| g_testPostProcess |
name of material to draw over screen |
| g_testScoreboard |
number of clients to test in the scoreboard gui |
| g_timeEntities |
when non-zero, shows entities whose think functions exceeded the # of milliseconds specified |
| g_useDynamicProtection |
scale damage and armor dynamically to keep the player alive more often |
| g_vehicleForce |
|
| g_vehicleMode |
enables the new vehicle control system for the GEV. |
| g_vehicleVelocity |
|
| g_version |
game version |
| g_viewNodalX |
|
| g_viewNodalZ |
|
| g_voiceChatDebug |
display info on voicechat net traffic |
| gamedate |
|
| gamename |
|
| gui_ui_name |
copy-over cvar for ui_name |
| ik_debug |
show IK debug lines |
| ik_enable |
enable IK |
| lcp_showFailures |
show LCP solver failures |
| 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_clientShowSnapshot |
|
| net_clientShowSnapshotRadius |
|
| net_predictionErrorDecay |
time in milliseconds it takes to fade away prediction errors |
| 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_showPredictionError |
show prediction errors for the given client |
| net_warnStale |
Warn stale entity occurences on network client - == 1: only on ClientStale call, > 1 all times |
| password |
client password used when connecting |
| pm_acceloverride |
Adjust the player acceleration. |
| pm_AimAssist |
Enable Xbox aim assistance. 1 to use change player view method. 2 to use change muzzle aim method.\n |
| pm_AimAssistBump |
The percentage of correction applied either to the view or the muzzle aim.\n |
| pm_AimAssistDistance |
The max aim assist distance.\n |
| pm_AimAssistFOV |
The field of view for aim assistance.\n |
| pm_AimAssistSlow |
The percentage to slow the turning motion by when targeting an enemy.\n |
| pm_AimAssistThreshold |
Threshold by which the projectile is aimed at the offending target.\n |
| 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_ButtonConfig |
Change the button configuration for Xenon.\n |
| 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_forcespectatormove |
Force the player to move like a spectator (fly). |
| pm_frictionoverride |
Adjust the player friciton. |
| pm_HLookSens |
Xenon sensitivity\n |
| pm_HMoveSens |
Xenon sensitivity\n |
| pm_IAmACheater |
Whomever is playing is a dirty, rotten cheater\n |
| pm_Inversion |
invert look up and down\n |
| pm_isZoomed |
if nonzero, is the slow speed |
| 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_RocketJumpAutocenter |
Automatic autocentering following a rocket jump\n |
| pm_runbob |
bob faster when running |
| pm_runpitch |
|
| pm_runroll |
|
| pm_showAimAssist |
Draw aim assist frustum and bounding boxes.\n |
| pm_spectatebbox |
size of the spectator bounding box |
| pm_spectatespeed |
speed the player can move while spectating |
| pm_speed |
speed the player can move while running |
| 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_thirdPersonHeight |
height of camera from normal view height in 3rd person |
| pm_thirdPersonRange |
camera distance from player in 3rd person |
| pm_ThumbstickConfig |
Change the thumbstick config on Xenon. 0 right handed, 1 left handed.\n |
| pm_usecylinder |
use a cylinder approximation instead of a bounding box for player collision detection |
| pm_vehicleCameraMinDist |
|
| pm_vehicleCameraScaleMax |
|
| pm_vehicleCameraSnap |
|
| pm_vehicleCameraSpeedScale |
|
| pm_vehicleSoundLerpScale |
|
| pm_VLookSens |
Xenon sensitivity\n |
| pm_VMoveSens |
Xenon sensitivity\n |
| pm_voiceEnabled |
Enable/disable voice.\n |
| pm_walkbob |
bob slowly when walking |
| pm_walkspeed |
speed the player can move while walking |
| pm_zoomedSlow |
Slow look speed while zoomed 0..100% of speed |
| privatePassword |
client password used to access a servers private player slots |
| r_fixedHorizFOV |
vertical stretch for letterboxed cinematics authored for 4:3 aspect |
| 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_showContacts |
show rigid body contacts |
| 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_allowHitscanTint |
use hitscan tint (e.g. rail color) 0 - no tinting allowed, 1 - player hitscan tinting allowed in DM and NO hitscan tinting in team games, 2 - player hitscan |
| si_allowVoting |
enable or disable server option voting |
| si_autobalance |
maintain even teams |
| si_buyModeMaxCredits |
Maximum amount of credits in buying enable games |
| si_buyModeMinCredits |
Minimum amount of credits in buying enable games |
| si_buyModeStartingCredits |
Amount of credits players start with in buying enable games |
| si_captureLimit |
score limit for CTF |
| si_controlTime |
Time required to hold the dead zone |
| si_countDown |
pregame countdown in seconds |
| si_deadZonePowerupTime |
Amount of time the dead zone powerup lasts |
| si_dropWeaponsInBuyingModes |
dead players drop weapons, even in Buying game modes |
| si_entityFilter |
filter to use when spawning entities |
| si_fragLimit |
frag limit |
| si_gameType |
game type - singleplayer, deathmatch, Tourney, Team DM, Last Man or CTF |
| si_isBuyingEnabled |
enable buying in current mode |
| si_map |
map to be played next on server |
| si_mapCycle |
map cycle list semicolon delimited |
| si_maxPlayers |
max number of players allowed on the server |
| si_minPlayers |
min number of players to start a game (only when warmup is enabled) |
| si_name |
name of the server |
| si_numPrivatePlayers |
number of private slots currently in use |
| si_privatePlayers |
number of private player slots reserved on the server. subtracts from si_maxPlayers, so a server with si_maxPlayers 16 and 4 private player slots will only |
| 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_shuffle |
shuffle teams after each round |
| si_spectators |
allow spectators or require all clients to play |
| si_suddenDeathRestart |
toggles whether or not to respawn players/items when team games enter sudden death |
| si_teamDamage |
enable team damage |
| si_timeLimit |
time limit in minutes |
| si_tourneyLimit |
number of times a tourney will be run before cycling maps |
| si_usePass |
enable client password checking |
| si_useReady |
require players to ready before starting a match |
| si_voiceChat |
enables or disables voice chat through the server |
| si_voteFlags |
vote flags. bit mask of votes not allowed on this server\nbit 0 (+1) restart now\nbit 1 (+2) min players\nbit 2 (+4) auto balance teams\nbit 3 (+8) shuffle |
| si_warmup |
do pre-game warmup |
| si_weaponStay |
cannot pick up weapons you already have (get no ammo from them) |
| ui_autoReload |
auto reload weapon |
| ui_autoSwitch |
auto switch weapon |
| ui_chat |
player is chatting |
| ui_clan |
player clan |
| ui_hitscanTint |
a tint applied to select hitscan effects. Specified as a value in HSV color space. Hue [0.0-360.0] Saturation [0.0-1.0] Value [0.75-1.0] |
| ui_LeaderboardSort |
How to sort the leaderboard. 0 for rating, 1 for ranking, 2 for friends, 3 find logged in player.\n |
| ui_LeaderboardView |
Which leaderboard to show.\n |
| ui_LiveClanDesc |
The description of the live clan being created\n |
| ui_LiveClanMotto |
The motto of the live clan being created\n |
| ui_LiveClanName |
The name of the live clan being created\n |
| ui_LiveClanUrl |
The url of the live clan being created\n |
| ui_LiveRecruitName |
name of the gamer you are trying recruit\n |
| ui_LiveRecruitPData |
give the recruit modify data permissions\n |
| ui_LiveRecruitPDelete |
give the recruit delete permissions\n |
| ui_LiveRecruitPMemberDelete |
give the recruit member delete permissions\n |
| ui_LiveRecruitPMemberPermissions |
give the recruit member modify permissions\n |
| ui_LiveRecruitPMemberRecruit |
give the recruit member recruit permissions\n |
| ui_model |
player model, blank uses default model |
| ui_model_backup |
player model backup |
| ui_model_marine |
player model used on marine team in team games, blank uses default model |
| ui_model_strogg |
player model used on strogg team in team games, blank uses default model |
| ui_name |
player name |
| ui_ready |
player is ready to start playing |
| ui_showGun |
show gun |
| ui_spectate |
play or spectate |
| ui_team |
player team |