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Wiki » Reference » Quake 4 Cvars
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Quake 4 Cvars

Name Description
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

Last changed Sep 21, 2026
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