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  1. F1 WILL SHOW CONSOLE IN GAME!!
  2.  
  3. To enable console cheats for black ops you must do the following:
  4.  
  5. Open "Computer" on your computer
  6. Go to Computer > eMachines (C:) > Program Files (x86) > Steam > Steam Apps > common > call of duty black ops > players
  7. Open "config"
  8. Press Ctrl+f and type in "monkey"
  9. set "seta monkeytoy" to "0"
  10. Go to the bottom of the text and type in "spu"
  11. Press enter twice
  12. Type "bind (key) "(command)"
  13. Click back to "players" and right click on "config"
  14. Click "Properties" and turn off "Read Only"
  15. Save the "config file"
  16. Right click on "config", click "Properties", and enable "Read Only"
  17. Play campaign/zombies solo.
  18.  
  19.  
  20. Commands:
  21.  
  22.  
  23. god \\ Enables godmode (you can't die)
  24. ai axis delete \\ Deletes the zombies (they will continue to spawn though)
  25. give all \\ It's supposed to give you all the guns. The game has a limit though, so you only get some of them
  26. noclip \\ Fly through walls
  27. notarget \\ zombies ignore you (no points for killing them)
  28. take all \\ Takes everything from you (including your health, knife, grenades, and claymores)
  29. dropweapon \\ Drops your current weapon
  30. ufo \\ Similar to noclip, but you move up and down with the left and right triggers.
  31. give ammo \\ Replenishes all ammunition
  32. demigod \\ Increased health
  33. kill \\ Kills you
  34. fast_restart \\ Restarts the map
  35. setviewpos \\ Teleports you to the defined coordinates. Ex: **bind DPAD_DOWN "setviewpos x y z"** the code is in the astericks, and x, y, and z are what the coordinates would be. To get the coordinates, you either have to have the PC version with the console, or you can start at 0 0 0 and move from there..
  36.  
  37. g_speed 400 \\ Increased player speed (includes walking and sprinting)
  38. r_fog 0 \\ Disables fog
  39. timescale 2 \\ Controls the game speed (1 is default, 2 is the highest, and numbers between 0 and 1 can be used for slow motion)
  40. player_meleeRange 999 \\ Controls the range of melee attacks (in this case, extremely far)
  41. player_clipSizeMultiplier 999 \\ Controls your clip size (in this case, extremely large)
  42. perk_weapratemultiplier 0 \\ Increases the speed of double tap when it is bought
  43. perk_armorvest 0 \\ Increases health bonus from juggernaut when bought
  44. perk_weapReloadMultiplier 0.001 \\ Instant reload when sleight of hand is bought
  45. phys_gravity 99 \\ Makes zombies float when they die
  46. Revive_Trigger_Radius 99999 \\ Controls the range you can revive someone from (in this case, extremely far)
  47. player_lastStandBleedoutTime 400 \\ Controls the bleedout time when downed (EXTREME)
  48. magic_chest_movable 0 \\ Controls whether or not the mystery box will move (1 for yes, 0 for no)
  49. player_burstFireCooldown 0 \\ No delay between burst fire weapon's burst.
  50.  
  51. Weapons
  52.  
  53. Specials
  54.  
  55. defaultweapon
  56. ak47_zm
  57. minigun_zm
  58.  
  59.  
  60. Weapons for Kino Der Toten
  61.  
  62. frag_grenade_zm
  63. claymore_zm
  64. m1911_zm
  65. m1911_upgraded_zm
  66. python_zm
  67. python_upgraded_zm
  68. cz75_zm
  69. cz75_upgraded_zm
  70. m14_zm
  71. m14_upgraded_zm
  72. m16_zm
  73. m16_gl_upgraded_zm
  74. g11_lps_zm
  75. g11_lps_upgraded_zm
  76. famas_zm
  77. famas_upgraded_zm
  78. ak74u_zm
  79. ak74u_upgraded_zm
  80. mp5k_zm
  81. mp5k_upgraded_zm
  82. mp40_zm
  83. mp40_upgraded_zm
  84. mpl_zm
  85. mpl_upgraded_zm
  86. pm63_zm
  87. pm63_upgraded_zm
  88. spectre_zm
  89. spectre_upgraded_zm
  90. cz75dw_zm
  91. cz75dw_upgraded_zm
  92. ithaca_zm
  93. ithaca_upgraded_zm
  94. rottweil72_zm
  95. rottweil72_upgraded_zm
  96. spas_zm
  97. spas_upgraded_zm
  98. hs10_zm
  99. hs10_upgraded_zm
  100. aug_acog_zm
  101. aug_acog_mk_upgraded_zm
  102. galil_zm
  103. galil_upgraded_zm
  104. commando_zm
  105. commando_upgraded_zm
  106. fnfal_zm
  107. fnfal_upgraded_zm
  108. dragunov_zm
  109. dragunov_upgraded_zm
  110. l96a1_zm
  111. l96a1_upgraded_zm
  112. rpk_zm
  113. rpk_upgraded_zm
  114. hk21_zm
  115. hk21_upgraded_zm
  116. m72_law_zm
  117. m72_law_upgraded_zm
  118. china_lake_zm
  119. china_lake_upgraded_zm
  120. zombie_cymbal_monkey
  121. ray_gun_zm
  122. ray_gun_upgraded_zm
  123. thundergun_zm
  124. thundergun_upgraded_zm
  125. crossbow_explosive_zm
  126. crossbow_explosive_upgraded_zm
  127. knife_ballistic_zm
  128. knife_ballistic_upgraded_zm
  129. knife_ballistic_bowie_zm
  130. knife_ballistic_bowie_upgraded_zm
  131.  
  132.  
  133. Weapons for Five
  134.  
  135. frag_grenade_zm
  136. claymore_zm
  137. m1911_zm
  138. m1911_upgraded_zm
  139. python_zm
  140. python_upgraded_zm
  141. cz75_zm
  142. cz75_upgraded_zm
  143. m14_zm
  144. m14_upgraded_zm
  145. m16_zm
  146. m16_gl_upgraded_zm
  147. g11_lps_zm
  148. g11_lps_upgraded_zm
  149. famas_zm
  150. famas_upgraded_zm
  151. ak74u_zm
  152. ak74u_upgraded_zm
  153. mp5k_zm
  154. mp5k_upgraded_zm
  155. mpl_zm
  156. mpl_upgraded_zm
  157. pm63_zm
  158. pm63_upgraded_zm
  159. spectre_zm
  160. spectre_upgraded_zm
  161. cz75dw_zm
  162. cz75dw_upgraded_zm
  163. ithaca_zm
  164. ithaca_upgraded_zm
  165. rottweil72_zm
  166. rottweil72_upgraded_zm
  167. spas_zm
  168. spas_upgraded_zm
  169. hs10_zm
  170. hs10_upgraded_zm
  171. aug_acog_zm
  172. aug_acog_mk_upgraded_zm
  173. galil_zm
  174. galil_upgraded_zm
  175. commando_zm
  176. commando_upgraded_zm
  177. fnfal_zm
  178. fnfal_upgraded_zm
  179. dragunov_zm
  180. dragunov_upgraded_zm
  181. l96a1_zm
  182. l96a1_upgraded_zm
  183. rpk_zm
  184. rpk_upgraded_zm
  185. hk21_zm
  186. hk21_upgraded_zm
  187. m72_law_zm
  188. m72_law_upgraded_zm
  189. china_lake_zm
  190. china_lake_upgraded_zm
  191. zombie_cymbal_monkey
  192. ray_gun_zm
  193. ray_gun_upgraded_zm
  194. freezegun_zm
  195. freezegun_upgraded_zm
  196. crossbow_explosive_zm
  197. crossbow_explosive_upgraded_zm
  198. knife_ballistic_zm
  199. knife_ballistic_upgraded_zm
  200. knife_ballistic_bowie_zm
  201. knife_ballistic_bowie_upgraded_zm
  202.  
  203. ---------------------------------------------------------------------------------------------------------------------------------------
  204.  
  205.  
  206.  
  207.  
  208.  
  209.  
  210. acousticSpikeMaxRange // The maximum range from the player in world space that objects will be shown on the acoustic spike
  211. acousticSpikeMinRadius // The minimum radius from the center of the sensor that objects will appear.
  212. acousticSpikeMinRange // The minimum range from the player in world space that objects will be shown on the acoustic spike
  213. acousticSpikeRingSize // Max size of the ping ring visual for a sensor
  214. acousticSpikeSize // Scale the acoustic sensor
  215. actionSlotsHide // Hide the actionslots.
  216. activeAction
  217. aim_accel_turnrate_debug // Turn on debugging info for the acceleration
  218. aim_accel_turnrate_enabled // Enable/disable acceleration of the turnrates
  219. aim_accel_turnrate_lerp // The acceleration of the turnrates
  220. aim_aimAssistRangeScale // Scales the weapon's aim assist range
  221. aim_assist_min_target_distance // Aim assist will not work on targets beyond this distance
  222. aim_assist_script_disable // Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)
  223. aim_autoAimRangeScale // Scales the weapon's auto aim range
  224. aim_autoaim_debug // Turn on auto aim debugging
  225. aim_autoaim_enabled // Turn on auto aim
  226. aim_autoaim_lerp // The rate in degrees per second that the auto aim will converge to its target
  227. aim_autoaim_region_height // The height of the auto aim region in virtual screen coordinates (0 - 480)
  228. aim_autoaim_region_width // The width of the auto aim region in virtual screen coordinates (0 - 640)
  229. aim_autobayonet_range // The range of the auto bayonet
  230. aim_automelee_debug // Turn on auto melee debugging
  231. aim_automelee_enabled // Turn on auto melee
  232. aim_automelee_lerp // The rate in degrees per second that the auto melee will converge to its target
  233. aim_automelee_range // The range of the auto melee
  234. aim_automelee_region_height // The height of the auto melee region in virtual screen coordinates (0 - 480)
  235. aim_automelee_region_width // The width of the auto melee region in virtual screen coordinates (0 - 640)
  236. aim_input_graph_debug // Debug the view input graphs
  237. aim_input_graph_enabled // Use graph for adjusting view input
  238. aim_input_graph_index // Which input graph to use
  239. aim_lockon_debug // Turn on debugging info for aim lock on
  240. aim_lockon_deflection // The amount of stick deflection for the lockon to activate
  241. aim_lockon_enabled // Aim lock on helps the player to stay on target
  242. aim_lockon_pitch_strength // The amount of aim assistance given by the target lock on (pitch)
  243. aim_lockon_region_height // The height of the auto aim region in virtual screen coordinates(0-480)
  244. aim_lockon_region_width // The width of the auto aim region in virtual screen coordinates(0-640)
  245. aim_lockon_strength // The amount of aim assistance given by the target lock on (yaw)
  246. aim_scale_view_axis // Scale the influence of each input axis so that the major axis has more influence on the control
  247. aim_slowdown_debug // Turn on debugging info for aim slowdown
  248. aim_slowdown_enabled // Slowdown the turn rate when the cross hair passes over a target
  249. aim_slowdown_pitch_scale // The vertical aim assist slowdown ratio from the hip
  250. aim_slowdown_pitch_scale_ads // The vertical aim assist slowdown ratio when aiming down the sight
  251. aim_slowdown_region_extended_height // The screen height of the extended aim assist slowdown region
  252. aim_slowdown_region_extended_width // The screen width of the extended aim slowdown region
  253. aim_slowdown_region_height // The screen height of the aim assist slowdown region
  254. aim_slowdown_region_width // The screen width of the aim slowdown region
  255. aim_slowdown_yaw_scale // The horizontal aim assist slowdown ratio from the hip
  256. aim_slowdown_yaw_scale_ads // The horizontal aim assist slowdown ratio when aiming down the sight
  257. aim_target_aim_tag_fast_update_interval // How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.
  258. aim_target_aim_tag_slow_update_interval // How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.
  259. aim_target_frustum_expand_fast_updates // The frustum expansion to determine if a target is in the fast interval tag update zone. Positive is inwards.
  260. aim_target_frustum_expand_on_screen // The frustum expansion to determine if a target is on screen. Positive is inwards.
  261. aim_target_frustum_min_distance // If target is inside this distance frustum culling is not applied.
  262. aim_target_sentient_half_height // The radius used to calculate frustum target center for a sentient(actor or player)
  263. aim_target_sentient_radius // The radius used to calculate target bounds for a sentient(actor or player)
  264. aim_target_smp // Use worker threads to add aim target entities
  265. aim_turnrate_pitch // The vertical turn rate for aim assist when firing from the hip
  266. aim_turnrate_pitch_ads // The turn rate up and down for aim assist when aiming down the sight
  267. aim_turnrate_yaw // The horizontal turn rate for aim assist when firing from the hip
  268. aim_turnrate_yaw_ads // The horizontal turn rate for aim assist when aiming down the sight
  269. aim_view_sensitivity_override // override value for view sensitivity
  270. ai_angularYawAccelRate // yaw acceleration rate
  271. ai_angularYawDecelFactor // yaw deceleration factor (decel rate = factor * accel rate)
  272. ai_angularYawEnabled // turn on velocity based body rotation
  273. ai_corpseCount // Maximum number of AI corpses
  274. ai_debugAnimDeltas // Display animation delta debug information
  275. ai_debugClaimedNodes // Enable debugging information claimed status of nodes
  276. ai_debugCoverEntityNum // Display debug info for cover
  277. ai_debugEntIndex // Entity index of an entity to debug
  278. ai_debugFindPath // Display AI 'find path' debugging information
  279. ai_debugFindPathDirect // Display AI 'find direct path' debugging information
  280. ai_debugFindPathLock // Find path lock
  281. ai_debugFindPathWidth // Display paths with the given width
  282. ai_debugMayMove // Display debug information for AI 'may move' calculations
  283. ai_debugMeleeAttackSpots // Enable debugging information for melee attack spots
  284. ai_debugThreatSelection // Enable debugging information for threat selection
  285. ai_disableSpawn // Do not spawn AI
  286. ai_enableBadPlaces // toggle badplaces system on/off
  287. ai_eventDistBadPlace // Distance used for AI event
  288. ai_eventDistBullet // Distance used for AI event
  289. ai_eventDistBulletRunning // Distance used for AI event
  290. ai_eventDistDeath // Distance used for AI event
  291. ai_eventDistExplosion // Distance used for AI event
  292. ai_eventDistFootstep // Distance used for AI event
  293. ai_eventDistFootstepLite // Distance used for AI event
  294. ai_eventDistGrenadePing // Distance used for AI event
  295. ai_eventDistGunShot // Distance used for AI event
  296. ai_eventDistNewEnemy // Distance used for AI event
  297. ai_eventDistPain // Distance used for AI event
  298. ai_eventDistProjImpact // Distance used for AI event
  299. ai_eventDistProjPing // Distance used for AI event
  300. ai_eventDistReact // Distance used for AI event
  301. ai_eventDistSilencedShot // Distance used for AI event
  302. ai_foliageSeeThroughDist // Maximum distance AI ignore foliage for sight trace to targets
  303. ai_friendlySuppression // Whether AI fire will suppression teammates or not.
  304. ai_friendlySuppressionDist // Max distance at which AI suppress teammates
  305. ai_maxAttackerCount // Max number of AI's that will attack one player
  306. ai_meleeDamage // The amount of damage dealt by AI's melee attack
  307. ai_meleeHeight // The height of the AI's melee attack
  308. ai_meleeRange // The maximum range of the AI's melee attack
  309. ai_meleeWidth // The width of the AI's melee attack
  310. ai_moveOrientMode // Debug AI Orient Mode
  311. ai_noDodge // AI won't dodge to the side
  312. ai_noPathToEnemyGiveupTime // Time the AI will continue to attack if the player goes off the path grid.
  313. ai_pathMomentum // Momentum factor for continuing motion in previous direction. 0 for no momentum carry over
  314. ai_pathNegotiationOverlapCost // The distance AI would travel around to avoid going to a negotiation being used. Multiplied by number of users of the negotiation
  315. ai_playerFarAccuracy // Accuracy for AI far away from the player
  316. ai_playerFarRange // Minimum range for AI to use 'far' accuracy
  317. ai_playerNearAccuracy // Accuracy for an AI near to a player
  318. ai_playerNearRange // Maximum range for AI to use 'near' accuracy
  319. ai_showBadPlaces // Display debug information for 'bad places'
  320. ai_showDodge // Display debug information for AI dodging
  321. ai_showNearestNode // Show nodes closest to AI
  322. ai_showNodes // Show AI navigation node debug information
  323. ai_showNodesDist // Maximum distance from the camera at which AI nodes are shown
  324. ai_showPaths // Show AI navigation paths
  325. ai_showPotentialThreatDir // Display AI potential threat direction
  326. ai_showVisData // Display debug information for visibility data
  327. ai_showVisDataDist // Maximum distance for visibility data debugging information to be shown
  328. ai_showVolume // Draw the goal volume and fixed node safe volume for an AI
  329. ai_slowdownMaxYawDiff // max yaw diff used for slowdown cal
  330. ai_slowdownMinRate // anim rate at ai_slowdownMaxYawDiff
  331. ai_slowdownMinYawDiff // min yaw diff before slowdown kicks in
  332. ai_slowdownRateBlendFactor // percent of desired rate that goes into final rate
  333. ai_threatUpdateInterval // AI target threat update interval in milliseconds
  334. ai_turnRate // turn rate for AI
  335. ai_useBetterLookahead // t5 lookahead improvements
  336. ai_useFacingTranslation // whether to use facing to determine direction of translation
  337. ai_useLeanRunAnimations // whether to use lean run animations instead of strafes
  338. allEmblemsPurchased // Allows all emblem icons and layers to be purchased
  339. allEmblemsUnlocked // Unlock all emblem icons and layers
  340. allItemsPurchased // Allows all items to be equiped in Create-a-Class
  341. allItemsUnlocked // Allows all items to be purchased in the Black Market
  342. ammoCounterHide // Hide the Ammo Counter
  343. arcademode // Current game is an arcade mode game
  344. attachmentFilter // attachmentFilter
  345. band_12players // 12 player bandwidth req'd
  346. band_18players // 18 player bandwidth req'd
  347. band_2players // 2 player bandwidth req'd
  348. band_4players // 4 player bandwidth req'd
  349. band_6players // 8 player bandwidth req'd
  350. band_8players // 8 player bandwidth req'd
  351. band_demosystem // demo system bandwidth req'd
  352. barebones_class_mode "0"
  353. basicTrainingFatal // If true, a basic training stats error will cause the game to end, if false a warning is printed to the console and the game continues
  354. bcmp_ally_kill_probability "60"
  355. bcmp_breathing_delay "3"
  356. bcmp_breathing_probability "0"
  357. bcmp_enemy_contact_delay "30"
  358. bcmp_enemy_contact_level_delay "15"
  359. bcmp_incoming_grenade_probability "5"
  360. bcmp_killstreak_incoming_probability "100"
  361. bcmp_kill_inform_probability "40"
  362. bcmp_last_stand_delay "3"
  363. bcmp_pain_delay ".5"
  364. bcmp_pain_small_probability "0"
  365. bcmp_perk_call_probability "100"
  366. bcmp_sniper_kill_probability "20"
  367. bcmp_toss_grenade_probability "20"
  368. bcmp_weapon_delay "2000"
  369. bcmp_weapon_fire_probability "80"
  370. bcmp_weapon_fire_threat_probability "80"
  371. bcmp_weapon_reload_probability "60"
  372. bg_aimSpreadMoveSpeedThreshold // When player is moving faster than this speed, the aim spread will increase
  373. bg_blendTimeOverride // Force all player animations to have this blendtime
  374. bg_bobMax // The maximum allowed bob amplitude
  375. bg_disableWeaponPlantingInWater // Disables being able to plant mines in the water.
  376. bg_drawGrenadeInHand // Whether or not to draw grenade in hand for grenade animations
  377. bg_fallDamageMaxHeight // The height that a player will take maximum damage when falling
  378. bg_fallDamageMinHeight // The height that a player will start to take minimum damage if they fall
  379. bg_foliagesnd_fastinterval // The time between each foliage sound when moving quickly
  380. bg_foliagesnd_maxspeed // The speed that a player must be going to make maximum noise while moving through foliage
  381. bg_foliagesnd_minspeed // The speed that a player must be going to make minimum noise while moving through foliage
  382. bg_foliagesnd_resetinterval // The time interval before foliage sounds are reset after the player has stopped moving
  383. bg_foliagesnd_slowinterval // The time between each foliage sound when moving slowly
  384. bg_forceDurationOverride // Force all player animations to have this duration
  385. bg_forceExplosiveBullets // When set, all bullet weapons will fire explosive rounds (Simulates Perk)
  386. bg_freeCamClipToHeliPatch // Toggles clipping to the heli patch rectangle.
  387. bg_gravity // Gravity in inches per second per second
  388. bg_gunXOffset // This will offset where the bullets come out of the gun
  389. bg_ladder_yawcap // The maximum angle that a player can look around while on a ladder
  390. bg_legYawCrouchTolerance // The amount the player's leg yaw can differ from his torso before moving to match
  391. bg_legYawProneTolerance // The amount the player's leg yaw can differ from his torso before moving to match while prone
  392. bg_legYawTolerance // The amount the player's leg yaw can differ from his torso before moving to match
  393. bg_lowGravity // Low gravity for slow or floaty objects, in inches per second per second
  394. bg_maxGrenadeIndicatorSpeed // Maximum speed of grenade that will show up in indicator and can be thrown back.
  395. bg_maxWeaponAnimScale // The amount which weapon timers can cause player animations to scale their playback speed by
  396. bg_plantInWaterDepth // Min distance a penetrated bullet must travel before it'll trigger the effects
  397. bg_playStandToCrouchAnims // Whether or not to use animations to transition between stand and crouch, if not it just blends
  398. bg_proneSwingSpeed // The rate at which the player's legs swing around when turning and prone
  399. bg_prone_yawcap // The maximum angle that a player can look around quickly while prone
  400. bg_shock_animation // Play the 3rd person animation during shellshock
  401. bg_shock_lookControl // Alter player control during shellshock
  402. bg_shock_lookControl_fadeTime // The time for the shellshock player control to fade in seconds
  403. bg_shock_lookControl_maxpitchspeed // Maximum pitch movement rate while shellshocked in degrees per second
  404. bg_shock_lookControl_maxyawspeed // Maximum yaw movement rate while shell shocked in degrees per second
  405. bg_shock_lookControl_mousesensitivityscale // Sensitivity scale to apply to a shellshocked player
  406. bg_shock_movement // Affect player's movement speed during shellshock
  407. bg_shock_screenBlurBlendFadeTime // The amount of time in seconds for the shellshock effect to fade
  408. bg_shock_screenBlurBlendTime // The amount of time in seconds for the shellshock effect to blend
  409. bg_shock_screenFlashShotFadeTime // In seconds, how soon from the end of the effect to start blending out the screengrab layer.
  410. bg_shock_screenFlashWhiteFadeTime // In seconds, how soon from the end of the effect to start blending out the whiteout layer.
  411. bg_shock_screenType // Shell shock screen effect type
  412. bg_shock_sound // Play shell shock sound
  413. bg_shock_soundDryLevel // Shell shock sound dry level
  414. bg_shock_soundEnd
  415. bg_shock_soundEndAbort
  416. bg_shock_soundFadeInTime // Shell shock sound fade in time in seconds
  417. bg_shock_soundFadeOutTime // Shell shock sound fade out time in seconds
  418. bg_shock_soundLoop
  419. bg_shock_soundLoopEndDelay // Sound loop end offset time from the end of the shellshock in seconds
  420. bg_shock_soundLoopFadeTime // Shell shock sound loop fade time in seconds
  421. bg_shock_soundLoopSilent
  422. bg_shock_soundModEndDelay // The delay from the end of the shell shock to the end of the sound modification
  423. bg_shock_soundRoomType "generic"
  424. bg_shock_soundSnapshot "default"
  425. bg_shock_soundWetLevel // Shell shock sound wet level
  426. bg_shock_viewKickFadeTime // The time for the shellshock kick effect to fade
  427. bg_shock_viewKickPeriod // The period of the shellshock view kick effect
  428. bg_shock_viewKickRadius // Shell shock kick radius
  429. bg_shock_visionset_inTime // Vision set in transition time (in seconds)
  430. bg_shock_visionset_name
  431. bg_shock_visionset_outTime // Vision set out transition time (in seconds)
  432. bg_slopeFrames // The number of frames to use to determine slope run animations
  433. bg_swingSpeed // The rate at which the player's legs swing around when strafing(multi-player only)
  434. bg_viewBobAmplitudeBase // The base speed-based view bob amplitude
  435. bg_viewBobAmplitudeDtp // The multiplier to apply to the player's speed to get the bob amplitude while diving to prone
  436. bg_viewBobAmplitudeDucked // The multiplier to apply to the player's speed to get the bob amplitude while ducking
  437. bg_viewBobAmplitudeDuckedAds // The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
  438. bg_viewBobAmplitudeProne // The multiplier to apply to the player's speed to get the bob amplitude while prone
  439. bg_viewBobAmplitudeRoll // The amplitude applied to the roll for view bobbing
  440. bg_viewBobAmplitudeSprinting // The multiplier to apply to the player's speed to get the bob amplitude while sprinting
  441. bg_viewBobAmplitudeStanding // The multiplier to apply to the player's speed to get the bob amplitude while standing
  442. bg_viewBobAmplitudeStandingAds // The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
  443. bg_viewBobAmplitudeSwimming // The multiplier to apply to the player's speed to get the bob amplitude while swimming
  444. bg_viewKickMax // The maximum view kick
  445. bg_viewKickMin // The minimum view kick
  446. bg_viewKickRandom // The random direction scale view kick
  447. bg_viewKickScale // The scale to apply to the damage done to caluclate damage view kick
  448. bg_vsmode_hud // Used to control diferences in vsmode hud.
  449. bg_weaponBobAmplitudeBase // The base speed-based weapon bob amplitude
  450. bg_weaponBobAmplitudeDtp // The multiplier to apply to the player's speed to get the weapon bob amplitude while diving to prone
  451. bg_weaponBobAmplitudeDucked // The multiplier to apply to the player's speed to get the weapon bob amplitude while ducking
  452. bg_weaponBobAmplitudeProne // The multiplier to apply to the player's speed to get the weapon bob amplitude while prone
  453. bg_weaponBobAmplitudeRoll // The amplitude applied to the roll for weapon bobbing
  454. bg_weaponBobAmplitudeSprinting // The multiplier to apply to the player's speed to get the weapon bob amplitude while sprinting
  455. bg_weaponBobAmplitudeStanding // The multiplier to apply to the player's speed to get the weapon bob amplitude while standing
  456. bg_weaponBobAmplitudeSwimming // The multiplier to apply to the player's speed to get the weapon bob amplitude while swimming
  457. bg_weaponBobFrequencySwimming // Controls the speed of the camera bob while swimming
  458. bg_weaponBobHeavyWeaponScalar // Scalar applied to bob angles for heavy weapons (minigun)
  459. bg_weaponBobLag // The lag that will be applied the weapon bob cycle
  460. bg_weaponBobMax // The maximum allowed weapon/viewmodel bob amplitude
  461. bg_weaponleftbone "tag_weapon_left"
  462. bg_weaponrightbone "tag_weapon_right"
  463. bind
  464. blackopsmode // Current game is a blackops game
  465. bodyTypeFromGun // Associate the body type with the primary weapon (perk1 if false)
  466. bot_difficulty // Difficulty level of the basic training bots
  467. bot_enemies // Number of enemies allowed in basic training
  468. bot_friends // Number of friends allowed in basic training
  469. bot_tips // Combat tips enabled in basic training
  470. bulletrange // Defines the how far the bulllets will go.
  471. bullet_penetrationEnabled // Enable/Disable bullet penetration.
  472. bullet_penetrationMinFxDist // Min distance a penetrated bullet must travel before it'll trigger the effects
  473. category // The category number
  474. categoryPlaylist // The playlist index in the category
  475. cg_adsZoomToggleStyle // Style of zoom toggle - 0=oscillate, 1=rotate
  476. cg_adsZScaleMax // The scale factor for shrinky dinks
  477. cg_allPlayerNamesVisible // When true all names are visible within visibility range.
  478. cg_artilleryKillCamBackDist // artillery kill camera: distance of camera backwards from artillery.
  479. cg_artilleryKillCamFov // Artillery kill camera field of view.
  480. cg_artilleryKillCamGroundBackDist // artillery kill camera when stuck to ground: distance of camera backwards from artillery.
  481. cg_artilleryKillCamGroundUpDist // artillery kill camera when stuck to ground: distance of camera vertically from artillery.
  482. cg_artilleryKillCamUpDist // artillery kill camera: distance of camera vertically from artillery.
  483. cg_artilleryKillCamWallOutDist // artillery kill camera when stuck to wall: distance of camera out from wall.
  484. cg_artilleryKillCamWallSideDist // artillery kill camera when stuck to wall: distance of camera along wall from artillery.
  485. cg_blood // Show Blood
  486. cg_brass // Weapons eject brass
  487. cg_bulletlength // The length of a non-tracer round
  488. cg_bulletwidth // The width of the non-tracer round
  489. cg_cameraSpikeEnemyColor // Color of enemies in the camera spike view
  490. cg_cameraSpikeHighlightBrightness // Brightness of player highlights in the camera spike view
  491. cg_cameraVehicleExitTweenTime // Time(secs) to tween from gunner/vehicle camera to normal player camera
  492. cg_cameraWaterClip // Min distance between camera and water surface. To prevent camera seeing water edge-on. Set to -1 to disable
  493. cg_canSeeFriendlyFrustumExpand // The frustum expansion to determine if a friendly is on screen. Positive is inwards.
  494. cg_canSeeFriendlyFrustumMinDistance // If target is inside this distance frustum culling is not applied.
  495. cg_canSeeFriendlyFrustumUpdateInterval // How often the head tag is updated for the overhead names
  496. cg_centertime // The time for a center printed message to fade
  497. cg_chatHeight // The font height of a chat message
  498. cg_chatTime // The amount of time that a chat message is visible
  499. cg_cinematicFullscreen // Draw ingame cinematics full screen
  500. cg_connectionIconSize // Size of the connection icon
  501. cg_constantSizeHeadIcons // Head icons are the same size regardless of distance from the player
  502. cg_corpseHighlightFadeTime // Time (in seconds) that corpse highlights fade out
  503. cg_crosshairAlpha // The alpha value of the crosshair
  504. cg_crosshairAlphaMin // The minimum alpha value of the crosshair when it fades in
  505. cg_crosshairDynamic // Crosshair is Dynamic
  506. cg_crosshairEnemyColor // The crosshair color when over an enemy
  507. cg_cursorHints // Draw cursor hints where:
  508. cg_debugDrawSafeAreas // Show the safe area outlines for the safe areas on the UI
  509. cg_debugevents // Output event debug information
  510. cg_debugInfoCornerOffset // Offset from top-right corner, for cg_drawFPS, etc
  511. cg_debugposition // Output position debugging information
  512. cg_debug_overlay_viewport // Remove the sniper overlay so you can check that the scissor window is correct.
  513. cg_debug_triggers // Debug client side Triggers, prints out all the client triggers the first time they are hit.
  514. cg_descriptiveText // Draw descriptive spectator messages
  515. cg_destructibleKillCamCloseXYDist // Destructible kill camera closest distance in front of the bomb.
  516. cg_destructibleKillCamCloseZDist // Destructible kill camera closest distance above the target.
  517. cg_destructibleKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  518. cg_destructibleKillCamFarBlurDist // Destructible kill camera distance above the airplane.
  519. cg_destructibleKillCamFarBlurStart // Destructible kill camera distance above the airplane.
  520. cg_destructibleKillCamFov // Destructible kill camera field of view.
  521. cg_destructibleKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  522. cg_destructibleKillCamNearBlurEnd // Destructible kill camera distance above the airplane.
  523. cg_destructibleKillCamNearBlurStart // Destructible kill camera distance above the airplane.
  524. cg_destructibleKillCamRegularHeight // If a destructible is above this height, then just move the camera to above it
  525. cg_destructibleKillCamZIncrease // Height above origin for the destructibles
  526. cg_development // Indicates if we are in DEVELOPMENT (non-release ship builds)
  527. cg_dogKillCamDistFromEyes // Dog kill camera: distance of camera past the delta from player target to dog eye
  528. cg_dogKillCamForwardDist // Dog kill camera: distance of target camera vertically from dog.
  529. cg_dogKillCamFov // Dog kill camera field of view.
  530. cg_dogKillCamSideDist // Dog kill camera: distance of camera target vertically from dog.
  531. cg_dogKillCamUpDist // Dog kill camera: distance of camera target vertically from dog.
  532. cg_dogKillMinDistFromTarget // Dog kill camera: minimum distance that the camera will approach the target
  533. cg_draw2D // Draw 2D screen elements
  534. cg_drawBreathHint // Draw a 'hold breath to steady' hint
  535. cg_drawCrosshair // Turn on weapon crosshair
  536. cg_drawCrosshair3D // Turn on weapon crosshair in 3D mode.
  537. cg_drawCrosshairNames // Draw the name of an enemy under the crosshair
  538. cg_drawCrosshairNamesPosX // Virtual screen space position of the crosshair name
  539. cg_drawCrosshairNamesPosY // Virtual screen space position of the crosshair name
  540. cg_drawErrorMessages // Draw error/warning text
  541. cg_drawFPS // Draw frames per second
  542. cg_drawFPSLabels // Draw FPS Info Labels
  543. cg_drawFPSOnly // Draw only the FPS stats in the upper right
  544. cg_drawFPSScale // Draw FPS size scale
  545. cg_drawFriendlyNames // Whether to show friendly names in game
  546. cg_drawGun // Draw the view model
  547. cg_drawHealth // Draw health bar
  548. cg_drawHoldBreathHint // Turn on hold breath hint string for the sniper rifles
  549. cg_drawMantleHint // Draw a 'press key to mantle' hint
  550. cg_drawMaterial // Draw debugging information for materials
  551. cg_drawModelAxis // Draw debugging axis for a bone of the model under the crosshair
  552. cg_drawpaused // Draw paused screen
  553. cg_drawScriptUsage // Draw debugging information for scripts
  554. cg_drawShellshock // Draw shellshock & flashbang screen effects.
  555. cg_drawSnapshot // Draw debugging information for snapshots
  556. cg_drawSnapshotTime // Draw length of snapshot buffer
  557. cg_drawTalk // Controls which icons CG_TALKER ownerdraw draws
  558. cg_drawThroughWalls // Whether to draw friendly names through walls or not
  559. cg_drawTurretCrosshair // Draw a cross hair when using a turret
  560. cg_drawVersion // Draw the game version
  561. cg_drawVersionX // X offset for the version string
  562. cg_drawVersionY // Y offset for the version string
  563. cg_dumpAnims // Output animation info for the given entity id
  564. cg_enemyNameFadeIn // Time in milliseconds to fade in enemy names
  565. cg_enemyNameFadeOut // Time in milliseconds to fade out enemy names
  566. cg_errordecay // Decay for predicted error
  567. cg_explosiveKillCamBackDist // Explosive kill camera: distance of camera backwards from explosive.
  568. cg_explosiveKillCamGroundBackDist // Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
  569. cg_explosiveKillCamGroundUpDist // Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
  570. cg_explosiveKillCamStopDecelDist // Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
  571. cg_explosiveKillCamStopDist // Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
  572. cg_explosiveKillCamUpDist // Explosive kill camera: distance of camera vertically from explosive.
  573. cg_explosiveKillCamWallOutDist // Explosive kill camera when stuck to wall: distance of camera out from wall.
  574. cg_explosiveKillCamWallSideDist // Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
  575. cg_fakefireWizbyChance // The probability that a fake fire shot plays a wizby to local players round
  576. cg_firstPersonTracerChance // The probability that a bullet is a tracer round for your bullets
  577. cg_flareVisionSetFadeDuration // Duration of fade back to normal vision set when you look away from the flare
  578. cg_footprints // Draw footprint decals and effects
  579. cg_footprintsDebug // Debug footprint drawing code (0 means no debugging)
  580. cg_footprintsDistortWater // Distort water on footprint (0 means no distortion)
  581. cg_footsteps // Play footstep sounds
  582. cg_fov // The field of view angle in degrees
  583. cg_fovExtraCam // The field of view angle in degrees for the extra cam
  584. cg_fovMin // The minimum possible field of view
  585. cg_fovScale // Scale applied to the field of view
  586. cg_fov_default // User default field of view angle in degrees
  587. cg_fov_default_thirdperson // User default 3rd person field of view angle in degrees
  588. cg_friendlyNameFadeIn // Time in milliseconds to fade in friendly names
  589. cg_friendlyNameFadeOut // Time in milliseconds to fade out friendly names
  590. cg_fuelHudVersion // Determines what version of the hud to show
  591. cg_fullscreenFinalKillcam // Fullscreen final killcam
  592. cg_gameBoldMessageWidth // The maximum character width of the bold game messages
  593. cg_gameMessageWidth // The maximum character width of the game messages
  594. cg_gun_move_f // Weapon movement forward due to player movement
  595. cg_gun_move_minspeed // The minimum weapon movement rate
  596. cg_gun_move_r // Weapon movement right due to player movement
  597. cg_gun_move_rate // The base weapon movement rate
  598. cg_gun_move_u // Weapon movement up due to player movement
  599. cg_gun_ofs_f // Forward weapon offset when prone/ducked
  600. cg_gun_ofs_r // Right weapon offset when prone/ducked
  601. cg_gun_ofs_u // Up weapon offset when prone/ducked
  602. cg_gun_x // x position of the viewmodel
  603. cg_gun_y // y position of the viewmodel
  604. cg_gun_z // z position of the viewmodel
  605. cg_headIconMinScreenRadius // The minumum radius of a head icon on the screen
  606. cg_heliKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  607. cg_heliKillCamFarBlurDist // Helicopter kill camera distance above the helicopter.
  608. cg_heliKillCamFarBlurStart // Helicopter kill camera distance above the helicopter.
  609. cg_heliKillCamFov // Helicopter kill camera field of view.
  610. cg_heliKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  611. cg_heliKillCamNearBlurEnd // Helicopter kill camera distance above the helicopter.
  612. cg_heliKillCamNearBlurStart // Helicopter kill camera distance above the helicopter.
  613. cg_hintFadeTime // Time in milliseconds for the cursor hint to fade
  614. cg_hudChatIntermissionPosition // Position of the HUD chat box during intermission
  615. cg_hudChatPosition // Position of the HUD chat box
  616. cg_hudDamageDirectionalIconTime // The amount of time for the damage icon to stay on screen after damage is taken
  617. cg_hudDamageIconHeight // The height of the damage icon
  618. cg_hudDamageIconInScope // Draw damage icons when aiming down the sight of a scoped weapon
  619. cg_hudDamageIconOffset // The offset from the center of the damage icon
  620. cg_hudDamageIconTime // The amount of time for the damage icon to stay on screen after damage is taken
  621. cg_hudDamageIconWidth // The width of the damage icon
  622. cg_hudGrenadeIconEnabledFlash // Show the grenade indicator for flash grenades
  623. cg_hudGrenadeIconHeight // The height of the grenade indicator icon
  624. cg_hudGrenadeIconInScope // Show the grenade indicator when aiming down the sight of a scoped weapon
  625. cg_hudGrenadeIconMaxHeight // The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
  626. cg_hudGrenadeIconMaxRangeFlash // The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
  627. cg_hudGrenadeIconMaxRangeFrag // The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
  628. cg_hudGrenadeIconOffset // The offset from the center of the screen for a grenade icon
  629. cg_hudGrenadeIconWidth // The width of the grenade indicator icon
  630. cg_hudGrenadeIndicatorFadeUp // Draw grenade indicator with distance fade(COD3 style)
  631. cg_hudGrenadeIndicatorStartColor
  632. cg_hudGrenadeIndicatorTargetColor
  633. cg_hudGrenadePointerHeight // The height of the grenade indicator pointer
  634. cg_hudGrenadePointerPivot // The pivot point of th grenade indicator pointer
  635. cg_hudGrenadePointerPulseFreq // The number of times per second that the grenade indicator flashes in Hertz
  636. cg_hudGrenadePointerPulseMax // The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer
  637. cg_hudGrenadePointerPulseMin // The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer
  638. cg_hudGrenadePointerWidth // The width of the grenade indicator pointer
  639. cg_hudLegacySplitscreenScale // Screen scale for hud elements in splitscreen
  640. cg_hudLegacyStereo3DScale // Screen scale for hud elements in stereo 3D
  641. cg_hudMapBorderWidth // The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
  642. cg_hudMapFriendlyHeight // The size of the friendly icon on the full map
  643. cg_hudMapFriendlyWidth // The size of the friendly icon on the full map
  644. cg_hudMapPlayerHeight // The size of the player's icon on the full map
  645. cg_hudMapPlayerWidth // The size of the player's icon on the full map
  646. cg_hudMapRadarLineThickness // Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
  647. cg_hudObjectiveTextScale "0.3"
  648. cg_hudProneY // Virtual screen y coordinate of the prone blocked message
  649. cg_hudSayPosition // Position of the HUD say box
  650. cg_hudSplitscreenBannerScoreboardScale // Scale value to apply to the splitscreen banner scoreboard
  651. cg_hudSplitscreenCompassElementScale // Scale value to apply to compass elements in splitscreen
  652. cg_hudSplitscreenCompassScale // Scale value to apply to the compass in splitscreen
  653. cg_hudSplitscreenOffsetsUseScale // Use splitscreen scaling for element offsets
  654. cg_hudSplitscreenScoreboardScale // Scale value to apply to the scoreboard in splitscreen
  655. cg_hudSplitscreenStanceScale // Scale value to apply to the stance HUD element in splitscreen
  656. cg_hudStanceFlash // The background color of the flash when the stance changes
  657. cg_hudStanceHintPrints // Draw helpful text to say how to change stances
  658. cg_hudVotePosition // Position of the HUD vote box
  659. cg_infraredBlurTime // Time [in millisecs] that the infrared blur lasts.
  660. cg_infraredHighlightOffset // Offset to the player highlight when using infrared scope
  661. cg_infraredHighlightScale // Scale of the player highlight when using infrared scope
  662. cg_invalidCmdHintBlinkInterval // Blink rate of an invalid command hint
  663. cg_invalidCmdHintDuration // Duration of an invalid command hint
  664. cg_laserEndOffset // How far from the point of collision the end of the beam is.
  665. cg_laserFlarePct // Percentage laser widens over distance from viewer.
  666. cg_laserForceOn // Force laser sights on in all possible places (for debug purposes).
  667. cg_laserLight // Whether to draw the light emitted from a laser (not the laser itself)
  668. cg_laserLightBeginOffset // How far from the true beginning of the beam the light at the beginning is.
  669. cg_laserLightBodyTweak // Amount to add to length of beam for light when laser hits a body (for hitboxes).
  670. cg_laserLightEndOffset // How far from the true end of the beam the light at the end is.
  671. cg_laserLightRadius // The radius of the light at the far end of a laser beam
  672. cg_laserRadius // The size (radius) of a laser beam
  673. cg_laserRange // The maximum range of a laser beam
  674. cg_laserRangePlayer // The maximum range of the player's laser beam
  675. cg_lastSpectatorSelectedThirdPerson // Saves last spectator view selected
  676. cg_mapLocationSelectionCursorSpeed // Speed of the cursor when selecting a location on the map
  677. cg_mapLocationSelectionRotationSpeed // Rotation speed of the cursor when selecting a location on the map
  678. cg_marks_ents_player_only // Marks on entities from players' bullets only.
  679. cg_mature // Show Mature Content
  680. cg_MaxDownedPulseRate // The amount of alpha to fade per second, at most for downed allies
  681. cg_MinDownedPulseRate // The amount of alpha to fade per second, at minimum for downed allies
  682. cg_motionblur_duration // Sets radial motion blur duration
  683. cg_motionblur_fadeout // Sets fade time for radial motion blur
  684. cg_nopredict // Don't do client side prediction
  685. cg_overheadIconSize // The maximum size to show overhead icons like 'rank'
  686. cg_overheadNamesFarDist // The far distance at which name sizes are scaled by cg_overheadNamesFarScale
  687. cg_overheadNamesFarScale // The amount to scale overhead name sizes at cg_overheadNamesFarDist
  688. cg_overheadNamesFont // Font for overhead names ( see menudefinition.h )
  689. cg_overheadNamesGlow // Glow color for overhead names
  690. cg_overheadNamesMaxDist // The maximum distance for showing friendly player names
  691. cg_overheadNamesNearDist // The near distance at which names are full size
  692. cg_overheadNamesSize // The maximum size to show overhead names
  693. cg_overheadNamesTagUpdateInterval // How often the friendly visibility head tag is updated for the on screen frustum check
  694. cg_overheadRankSize // The size to show rank text
  695. cg_playerFrustumHalfHeight // The radius used to calculate frustum target center for a player. Used for fast "is on screen" tests
  696. cg_playerHighlightBlinkTime // The speed (in ms) at which the player highlights blink.
  697. cg_playerHighlightBrightness // Brightness of highlights.
  698. cg_playerHighlightEnemyColor // Color of enemy player highlights.
  699. cg_playerHighlightMinFade // The minimum fade for player highlight blinking.
  700. cg_playerHighlightTargetSize // Size of player target highlights.
  701. cg_predictItems // Turn on client side prediction for item pickup
  702. cg_proneFeetCollisionHull // Enables the use of the extra physics collision hulls on the feet while prone.
  703. cg_readTitleStorageLocally // Read title storage locally, instead of from the Xbox Live server
  704. cg_retrieveHintTime // Time in milliseconds between the landing of a retrievable object and the start of the pulse shader to hint that the object is retrievable
  705. cg_retrieveHintTimeStuck // Time in milliseconds between the retrievable object being stuck in an entity and the start of the pulse shader to hint that the object is retrievable
  706. cg_rocketKillCamBackDist // Rocket kill camera: distance of camera backwards from rocket.
  707. cg_rocketKillCamUpDist // Rocket kill camera: distance of camera vertically from rocket.
  708. cg_scoreboardBannerHeight // Banner height of the scoreboard
  709. cg_scoreboardFont // Scoreboard font enum ( see menudefinition.h )
  710. cg_scoreboardHeaderFontScale // Scoreboard header font scale
  711. cg_scoreboardHeight // Height of the scoreboard
  712. cg_scoreboardItemHeight // Item height of each item
  713. cg_scoreboardMyColor // The local player's font color when shown in scoreboard
  714. cg_scoreboardPingGraph // Whether to show graphical ping
  715. cg_scoreboardPingHeight // Height of the ping graph as a % of the scoreboard row height
  716. cg_scoreboardPingText // Whether to show numeric ping value
  717. cg_scoreboardPingWidth // Width of the ping graph as a % of the scoreboard
  718. cg_scoreboardQuarterscreenWidth // Width of the scoreboard for a quarter of the screen splitscreen
  719. cg_scoreboardRankFontScale // Scale of rank font
  720. cg_scoreboardScrollStep // Scroll step amount for the scoreboard
  721. cg_scoreboardSplitscreenWidth // Width of the scoreboard in splitscreen
  722. cg_scoreboardTextOffset // Scoreboard text offset
  723. cg_scoreboardWidth // Width of the scoreboard
  724. cg_ScoresPing_BgColor // Background color of ping
  725. cg_ScoresPing_HighColor // Color for high ping
  726. cg_ScoresPing_Interval // Number of milliseconds each bar represents
  727. cg_ScoresPing_LowColor // Color for low ping
  728. cg_ScoresPing_MaxBars // Number of bars to show in ping graph
  729. cg_ScoresPing_MedColor // Color for medium ping
  730. cg_scriptedKillCamCloseXYDist // Scripted kill camera closest distance in front of the bomb.
  731. cg_scriptedKillCamCloseZDist // Scripted kill camera closest distance above the target.
  732. cg_scriptedKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  733. cg_scriptedKillCamFarBlurDist // Scripted kill camera distance above the airplane.
  734. cg_scriptedKillCamFarBlurStart // Scripted kill camera distance above the airplane.
  735. cg_scriptedKillCamFov // Scripted kill camera field of view.
  736. cg_scriptedKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  737. cg_scriptedKillCamNearBlurEnd // Scripted kill camera distance above the airplane.
  738. cg_scriptedKillCamNearBlurStart // Scripted kill camera distance above the airplane.
  739. cg_scriptIconSize // Size of Icons defined by script
  740. cg_seatHintFadeTime // Time in milliseconds for the seat hint to fade
  741. cg_showmiss // Show prediction errors
  742. cg_showZombieControls // Show the zombie controller layout
  743. cg_showZombieMap // Show the zombie map up
  744. cg_spectateThirdPerson // Default player to thirdperson in spectate
  745. cg_splitscreenLetterboxSize // Amount of border to leave at the side edges of the screen in 2 & 3 was split screen.
  746. cg_splitscreenSpectatorScaleIncrease // Scale value to apply to the spectator message in splitscreen
  747. cg_sprintMeterDisabledColor // The color of the sprint meter when the sprint meter is disabled
  748. cg_sprintMeterEmptyColor // The color of the sprint meter when the sprint meter is empty
  749. cg_sprintMeterFullColor // The color of the sprint meter when the sprint meter is full
  750. cg_subtitleMinTime // The minimum time that the subtitles are displayed on screen in seconds
  751. cg_subtitles // Show subtitles
  752. cg_subtitleWidthStandard // The width of the subtitles on a non wide-screen
  753. cg_subtitleWidthWidescreen // The width of the subtitle on a wide-screen
  754. cg_teamChatsOnly // Allow chatting only on the same team
  755. cg_thirdPerson // Use third person view
  756. cg_thirdPersonAngle // The angle of the camera from the player in third person view
  757. cg_thirdPersonFocusDist // The distance infront of the player to aim the 3rd person camera at
  758. cg_thirdPersonMode // How the camera behaves in third person
  759. cg_thirdPersonRange // The range of the camera from the player in third person view
  760. cg_timedDamageDuration // Sets the time to display a damage friendly indicator
  761. cg_tracerchance // The probability that a bullet is a tracer round
  762. cg_tracerlength // The length of a tracer round
  763. cg_tracerNoDrawTime // Delay in milliseconds before a tracer will start rendering
  764. cg_tracerScale // Scale the tracer at a distance, so it's still visible
  765. cg_tracerScaleDistRange // The range at which a tracer is scaled to its maximum amount
  766. cg_tracerScaleMinDist // The minimum distance to scale a tracer
  767. cg_tracerScrewDist // The length a tracer goes as it completes a full corkscrew revolution
  768. cg_tracerScrewRadius // The radius of a tracer's corkscrew motion
  769. cg_tracerSpeed // The speed of a tracer round in units per second
  770. cg_tracerwidth // The width of the tracer round
  771. cg_treadmarks // Draw treadmark decals and effects
  772. cg_turretBipodOffset // Offset bipod mount position on gun by this distance
  773. cg_turretKillCamBackOffset // Move the camera to the Back of the turret by this much.
  774. cg_turretKillCamCloseXYDist // Airstrike kill camera closest distance in front of the bomb.
  775. cg_turretKillCamCloseZDist // Airstrike kill camera closest distance above the target.
  776. cg_turretKillCamDistanceIncrease // Airstrike kill camera distance above the airplane.
  777. cg_turretKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  778. cg_turretKillCamFarBlurDist // Airstrike kill camera distance above the airplane.
  779. cg_turretKillCamFarBlurStart // Airstrike kill camera distance above the airplane.
  780. cg_turretKillCamFov // Airstrike kill camera field of view.
  781. cg_turretKillCamHeightIncrease // Airstrike kill camera distance above the airplane.
  782. cg_turretKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  783. cg_turretKillCamNearBlurEnd // Airstrike kill camera distance above the airplane.
  784. cg_turretKillCamNearBlurStart // Airstrike kill camera distance above the airplane.
  785. cg_turretKillCamSideOffset // Move the camera to the side of the turret by this much.
  786. cg_ufo_scaler // The speed at which ufo camera moves
  787. cg_use_colored_smoke // Allow the use of colored smoke grenades
  788. cg_usingClientScripts // True, if client scripts are enabled.
  789. cg_viewVehicleInfluenceGunner // The influence on the view from being a vehicle gunner
  790. cg_viewVehicleInfluenceGunnerFiring // The influence on the view from being a vehicle gunner while firing
  791. cg_viewZSmoothingMax // Threshhold for the maximum smoothing distance we'll do
  792. cg_viewZSmoothingMin // Threshhold for the minimum smoothing distance it must move to smooth
  793. cg_viewZSmoothingTime // Amount of time to spread the smoothing over
  794. cg_visionSetLerpMaxDecreasePerFrame // Maximum jump of customlerp between 2 frames, used for smoothing for flare visionset
  795. cg_visionSetLerpMaxIncreasePerFrame // Maximum jump of customlerp between 2 frames, used for smoothing for flare visionset
  796. cg_voiceIconSize // Size of the 'voice' icon
  797. cg_watersheeting // Enables/disables the watersheeting fullscreen effect
  798. cg_waterTrailRippleFrequency // How often (in ms) will play the waist ripple fx for actors in water
  799. cg_waterTrailRippleVariance // How late (in ms) the waist ripple fx can be played
  800. cg_weaponCycleDelay // The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
  801. cg_weaponHintsCoD1Style // Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
  802. cg_youInKillCamSize // Size of the 'you' Icon in the kill cam
  803. challengeResponseResendBackoffInterval // Used for testing challenge/response bool requests
  804. challengeResponseResendInterval // Used for testing challenge/response bool requests
  805. clancard_clanid "0"
  806. clanMessageLastFetchTime // Time in milliseconds of the last clan message file fetch operation
  807. clanName
  808. cl_analog_attack_threshold // The threshold before firing
  809. cl_anglespeedkey // Multiplier for max angle speed for game pad and keyboard
  810. cl_avidemo // AVI demo frames per second
  811. cl_bypassMouseInput // Bypass UI mouse input and send directly to the game
  812. cl_connectionAttempts // Maximum number of connection attempts before aborting
  813. cl_connectTimeout // Timeout time in seconds while connecting to a server
  814. cl_dblTapMaxDelayTime // The maximum amount of time (ms) between button presses to be considered a double tap
  815. cl_dblTapMaxHoldTime // The maximum amount of time (ms) the player can hold the button to be considered a double tap
  816. cl_deathMessageWidth // Pixel width of the obituary area
  817. cl_dtpHoldTime // The time to hold the stance button while sprinting before the player dives to prone
  818. cl_forceavidemo // Record AVI demo even if client is not active
  819. cl_freelook // Enable looking with mouse
  820. cl_freezeDemo // cl_freezeDemo is used to lock a demo in place for single frame advances
  821. cl_hudDrawsBehindUI // Should the HUD draw when the UI is up?
  822. cl_ingame // True if the game is active
  823. cl_inputTimeScaleFrac // Set how much of the time scale to use in the view angles turn rate
  824. cl_maxpackets // Maximum number of packets sent per frame
  825. cl_maxPing // Maximum ping for the client
  826. cl_maxppf // Maximum servers to ping per frame in server browser
  827. cl_motdString
  828. cl_mouseAccel // Mouse acceleration
  829. cl_network_warning // Alternative enable SCR_DrawPleaseWait dialog
  830. cl_nodelta // The server does not send snapshot deltas
  831. cl_noprint // Print nothing to the console
  832. cl_packetdup // Enable packet duplication
  833. cl_paused // Pause the game
  834. cl_pitchspeed // Max pitch speed in degrees for game pad
  835. cl_serverStatusResendTime // Time in milliseconds to resend a server status message
  836. cl_showmouserate // Print mouse rate debugging information to the console
  837. cl_shownet // Display network debugging information
  838. cl_shownuments // Show the number of entities
  839. cl_showSend // Enable debugging information for sent commands
  840. cl_showServerCommands // Enable debugging information for server commands
  841. cl_showTimeDelta // Enable debugging information for time delta
  842. cl_stanceHoldTime // The time to hold the stance button before the player goes prone
  843. cl_timeout // Seconds with no received packets until a timeout occurs
  844. cl_wadefps // Toggles the display of the conspicuous FPS meter in non-development builds only.
  845. cl_yawspeed // Max yaw speed in degrees for game pad and keyboard
  846. codMessageLastFetchTime // Time in milliseconds of the last cod message file fetch operation
  847. collectors // Set to true if the player has the collector's edition
  848. compass // Display Compass
  849. compassClampIcons // If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
  850. compassCoords // x = North-South coord base value,
  851. compassECoordCutoff // Left cutoff for the scrolling east-west coords
  852. compassEnemyFootstepEnabled // Enables enemies showing on the compass because of moving rapidly nearby.
  853. compassEnemyFootstepMaxRange // The maximum distance at which an enemy may appear on the compass due to 'footsteps'
  854. compassEnemyFootstepMaxZ // The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
  855. compassEnemyFootstepMinSpeed // The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
  856. compassForcePlayerIcon // Forces the player to always show as compassping_player on the compass.
  857. compassFriendlyHeight // The size of the friendly icon on the compass
  858. compassFriendlyWidth // The size of the friendly icon on the compass
  859. compassGridAlign // Position of letter and number in grid.
  860. compassGridCols // Grid column count.
  861. compassGridEnabled // Enables compass grid.
  862. compassGridRows // Grid row count.
  863. compassLocalRadarRadius // Maximum radius of the local radar
  864. compassLocalRadarUpdateTime // Time between local radar updates
  865. compassMaxRange // The maximum range from the player in world space that objects will be shown on the compass
  866. compassMinRadius // The minimum radius from the center of the compass that objects will appear.
  867. compassMinRange // The minimum range from the player in world space that objects will appear on the compass
  868. compassObjectiveArrowHeight // The size of the objective arrow on the compass
  869. compassObjectiveArrowOffset // The offset of the objective arrow inward from the edge of the compass map
  870. compassObjectiveArrowRotateDist // Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
  871. compassObjectiveArrowWidth // The size of the objective arrow on the compass
  872. compassObjectiveDetailDist // When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
  873. compassObjectiveDrawLines // Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
  874. compassObjectiveHeight // The size of the objective on the compass
  875. compassObjectiveIconHeight // The size of the objective on the full map
  876. compassObjectiveIconHeightZombie // The size of the objective on the full map
  877. compassObjectiveIconWidth // The size of the objective on the full map
  878. compassObjectiveIconWidthZombie // The size of the objective on the full map
  879. compassObjectiveMaxHeight // The maximum height that an objective is considered to be on this level
  880. compassObjectiveMaxRange // The maximum range at which an objective is visible on the compass
  881. compassObjectiveMinAlpha // The minimum alpha for an objective at the edge of the compass
  882. compassObjectiveMinDistRange // The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
  883. compassObjectiveMinHeight // The minimum height that an objective is considered to be on this level
  884. compassObjectiveNearbyDist // When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
  885. compassObjectiveNumRings // The number of rings when a new objective appears
  886. compassObjectiveRingSize // The maximum objective ring sige when a new objective appears on the compass
  887. compassObjectiveRingTime // The amount of time between each ring when an objective appears
  888. compassObjectiveTextHeight // Objective text height
  889. compassObjectiveTextScale // Scale to apply to hud objectives
  890. compassObjectiveWidth // The size of the objective on the compass
  891. compassPartialType // The style of compass to use 2d or 3d
  892. compassPlayerHeight // The size of the player's icon on the compass
  893. compassPlayerWidth // The size of the player's icon on the compass
  894. compassRadarLineThickness // Thickness, relative to the compass size, of the radar texture that sweeps across the map
  895. compassRadarPingFadeTime // How long an enemy is visible on the compass after it is detected by radar
  896. compassRadarUpdateFastTime // Time between radar updates for fast update killstreak
  897. compassRadarUpdateTime // Time between radar updates
  898. compassRotation // Style of compass
  899. compassSatellitePingFadeTime // How long an enemy is visible on the compass after it is detected by Satellite
  900. compassSatelliteScanTime // Time taken for Satellite t scans
  901. compassSatelliteStaticImageFadeTime // How long the static image is visible on the compass after it is detected by Satellite
  902. compassScaleDiff // Difference from original compass max range in world space.
  903. compassScaleDuration // The amount of time to take scaling the compass map.
  904. compassScaleReset // Whether to reset compassMaxRange to its default value.
  905. compassScaleTimer // Time scaling started.
  906. compassShowEnemies // Enables enemies showing on the compass.
  907. compassSize // Scale the compass
  908. compassSoundPingFadeTime // The time in seconds for the sound overlay on the compass to fade
  909. compassSpectatorsSeeEnemies // Spectators always see enemies on the map.
  910. compassStaticImageUpdateTime // Time between static image updates
  911. compassTickertapeStretch // How far the tickertape should stretch from its center.
  912. com_animCheck // Check anim tree
  913. com_attractmode // Run attract mode
  914. com_attractmodeduration // Time when controller is unused before attract mode is enabled
  915. com_desiredMenu // Target menu to navigate to when possible
  916. com_errorMessage
  917. com_filter_output // Use console filters for filtering output.
  918. com_first_time // non zero if the profile has never run the game before (only accurate after the iis)
  919. com_freemoveScale // Scale how fast you move in com_freemove mode
  920. com_introPlayed // Intro movie has been played
  921. com_isNotice "0"
  922. com_maxclients // Maximum amount of clients on the server
  923. com_maxfps // Cap frames per second
  924. com_maxFrameTime // Time slows down if a frame takes longer than this many milliseconds
  925. com_movieIsPlaying // Is a movie playiner.
  926. com_startupIntroPlayed // Game startup intro movie(s) has been played
  927. com_statmon // Draw stats monitor
  928. com_timescale // Scale time of each frame
  929. com_useConfig // Use configuration files
  930. com_voip_bandwidth_restricted // Use VOIP inhibitor during high bandwidth usage
  931. com_voip_disable_threshold // Message size at which voip becomes disabled
  932. com_voip_resume_time // Time at which voip can resume
  933. consoleGame "true"
  934. consoleStatAction // The action to take if console stat fails
  935. consoleStatCheck // The console stat check to preform. off, console id check, external ip, internal ip
  936. con_default_console_filter "*"
  937. con_errormessagetime // Onscreen time for error messages in seconds
  938. con_gameMsgWindow0FadeInTime // Time to fade in new messages in game message window 0
  939. con_gameMsgWindow0FadeOutTime // Time to fade out old messages in game message window 0
  940. con_gameMsgWindow0Filter "gamenotify obituary"
  941. con_gameMsgWindow0LineCount // Maximum number of lines of text visible at once in game message window 0
  942. con_gameMsgWindow0MsgTime // On screen time for game messages in seconds in game message window 0
  943. con_gameMsgWindow0ScrollTime // Time to scroll messages when the oldest message is removed in game message window 0
  944. con_gameMsgWindow0SplitscreenScale // Scaling of game message window 0 in splitscreen
  945. con_gameMsgWindow1FadeInTime // Time to fade in new messages in game message window 1
  946. con_gameMsgWindow1FadeOutTime // Time to fade out old messages in game message window 1
  947. con_gameMsgWindow1Filter "boldgame"
  948. con_gameMsgWindow1LineCount // Maximum number of lines of text visible at once in game message window 1
  949. con_gameMsgWindow1MsgTime // On screen time for game messages in seconds in game message window 1
  950. con_gameMsgWindow1ScrollTime // Time to scroll messages when the oldest message is removed in game message window 1
  951. con_gameMsgWindow1SplitscreenScale // Scaling of game message window 1 in splitscreen
  952. con_gameMsgWindow2FadeInTime // Time to fade in new messages in game message window 2
  953. con_gameMsgWindow2FadeOutTime // Time to fade out old messages in game message window 2
  954. con_gameMsgWindow2Filter "subtitle"
  955. con_gameMsgWindow2LineCount // Maximum number of lines of text visible at once in game message window 2
  956. con_gameMsgWindow2MsgTime // On screen time for game messages in seconds in game message window 2
  957. con_gameMsgWindow2ScrollTime // Time to scroll messages when the oldest message is removed in game message window 2
  958. con_gameMsgWindow2SplitscreenScale // Scaling of game message window 2 in splitscreen
  959. con_inputBoxColor // Color of the console input box
  960. con_inputHintBoxColor // Color of the console input hint box
  961. con_matchPrefixOnly // Only match the prefix when listing matching Dvars
  962. con_minicon // Display the mini console on screen
  963. con_miniconlines // Number of lines in the minicon message window
  964. con_MiniConSplitscreenScale // Splitscreen scale value for the mini console
  965. con_minicontime // Onscreen time for minicon messages in seconds
  966. con_outputBarColor // Color of the console output slider bar
  967. con_outputSliderColor // Color of the console slider
  968. con_outputWindowColor // Color of the console output
  969. con_typewriterColorBase // Base color of typewritten objective text.
  970. con_typewriterColorGlowCheckpoint // Color of typewritten objective text.
  971. con_typewriterColorGlowCompleted // Color of typewritten objective text.
  972. con_typewriterColorGlowFailed // Color of typewritten objective text.
  973. con_typewriterColorGlowUpdated // Color of typewritten objective text.
  974. con_typewriterDecayDuration // Time (in milliseconds) to spend disolving the line away.
  975. con_typewriterDecayStartTime // Time (in milliseconds) to spend between the build and disolve phases.
  976. con_typewriterEnabledSounds // Enable the typewriter sounds and text effects. Disabled still uses the typewrite glow settings.
  977. con_typewriterPrintSpeed // Time (in milliseconds) to print each letter in the line.
  978. counterDownloadInterval // Number of minutes before all the global counters are downloaded
  979. counterUploadInterval // Number of minutes before all the global counters are uploaded
  980. customclass1 "CUSTOM 1"
  981. customclass2 "CUSTOM 2"
  982. customclass3 "CUSTOM 3"
  983. customclass4 "CUSTOM 4"
  984. customclass5 "CUSTOM 5"
  985. customGameMode // 0 for no custom game mode, 1 if built in, 2 if user created custom game mode.
  986. custom_class_create_enabled // custom class dvar
  987. custom_class_damage // custom class dvar
  988. custom_class_explosive_damage // custom class dvar
  989. custom_class_health // custom class dvar
  990. custom_class_health_regen // custom class dvar
  991. custom_class_health_vampirism // custom class dvar
  992. custom_class_mode // Set to 1 if you want to use custom classes
  993. custom_class_speed // custom class dvar
  994. custom_class_sprint_speed // custom class dvar
  995. custom_class_team // custom class dvar
  996. custom_custom_class_mode "0"
  997. custom_custom_killstreak_1 "0"
  998. custom_custom_killstreak_1_kills "0"
  999. custom_custom_killstreak_2 "0"
  1000. custom_custom_killstreak_2_kills "0"
  1001. custom_custom_killstreak_3 "0"
  1002. custom_custom_killstreak_3_kills "0"
  1003. custom_custom_killstreak_mode "0"
  1004. custom_custom_perks_allow_pro "0"
  1005. custom_killstreak_1 "0"
  1006. custom_killstreak_1_kills "0"
  1007. custom_killstreak_2 "0"
  1008. custom_killstreak_2_kills "0"
  1009. custom_killstreak_3 "0"
  1010. custom_killstreak_3_kills "0"
  1011. custom_killstreak_mode // Set to 1 for no killstreaks and 2 for custom
  1012. custom_killstreak_numkills // used to communicate killstreak num from feeders
  1013. custom_koth_autodestroytime "1000"
  1014. custom_koth_kothmode "0"
  1015. custom_koth_spawntime "45"
  1016. custom_numlives "0"
  1017. custom_perks_allow_pro "0"
  1018. custom_perk_armorpiercing "40"
  1019. custom_perk_bulletpenetrationmultiplier "2"
  1020. custom_perk_damagekickreduction "0.2"
  1021. custom_perk_delayexplosivetime "0.2"
  1022. custom_perk_disarmexplosivetime "2"
  1023. custom_perk_extrabreath "5"
  1024. custom_perk_fallheightunits
  1025. custom_perk_fireproof "95"
  1026. custom_perk_flakJacket "35"
  1027. custom_perk_healthregenmultiplier "1.5"
  1028. custom_perk_interactspeedmultiplier "1.15"
  1029. custom_perk_killstreakreduction "1"
  1030. custom_perk_mantlereduction "0.5"
  1031. custom_perk_shellshockreduction "0.5"
  1032. custom_perk_speedmultiplier "1.07"
  1033. custom_perk_sprintmultiplier "2"
  1034. custom_perk_sprintrecoverymultiplier "0.6"
  1035. custom_perk_weapadsmultiplier "0.5"
  1036. custom_perk_weapmeleemultiplier "0.5"
  1037. custom_perk_weapratemultiplier "0.75"
  1038. custom_perk_weapreloadmultiplier "0.5"
  1039. custom_perk_weapspreadmultiplier "0.65"
  1040. custom_perk_weapswitchmultiplier "0.5"
  1041. custom_playerrespawndelay "0"
  1042. custom_player_laststandbleedouttime "30"
  1043. custom_player_laststandbleedouttimenorevive "100"
  1044. custom_revive_time_taken "1.15"
  1045. custom_roundlimit "1"
  1046. custom_scorelimit "30000"
  1047. custom_scr_allowannouncer "1"
  1048. custom_scr_allowbattlechatter "1"
  1049. custom_scr_bot_difficulty
  1050. custom_scr_ctf_enemycarriervisible "0"
  1051. custom_scr_ctf_idleflagreturntime "30"
  1052. custom_scr_ctf_roundswitch "1"
  1053. custom_scr_ctf_touchreturn "1"
  1054. custom_scr_custom_score_assist "-1"
  1055. custom_scr_dem_bombtimer "45"
  1056. custom_scr_dem_defusetime "5"
  1057. custom_scr_dem_extratime "3"
  1058. custom_scr_dem_planttime "5"
  1059. custom_scr_dem_roundswitch "1"
  1060. custom_scr_dm_bonus_leader "0"
  1061. custom_scr_dm_score_assist "0"
  1062. custom_scr_dm_score_death "0"
  1063. custom_scr_dm_score_headshot "0"
  1064. custom_scr_dm_score_kill "50"
  1065. custom_scr_dm_score_suicide "0"
  1066. custom_scr_dom_flagcapturetime "100"
  1067. custom_scr_game_allowkillcam "1"
  1068. custom_scr_game_forceradar "0"
  1069. custom_scr_game_hardpoints "1"
  1070. custom_scr_game_onlyheadshots "0"
  1071. custom_scr_game_perks "1"
  1072. custom_scr_game_spectatetype "1"
  1073. custom_scr_hardcore "0"
  1074. custom_scr_num_bots
  1075. custom_scr_num_bots_enemy
  1076. custom_scr_num_bots_friendly
  1077. custom_scr_player_forcerespawn "1"
  1078. custom_scr_player_healthregentime "5"
  1079. custom_scr_player_maxhealth "10000"
  1080. custom_scr_player_sprintTime "10000"
  1081. custom_scr_rcbomb_notimeout "0"
  1082. custom_scr_sab_bombtimer "30"
  1083. custom_scr_sab_defusetime "5"
  1084. custom_scr_sab_hotpotato "0"
  1085. custom_scr_sab_planttime "2.5"
  1086. custom_scr_sab_roundswitch "1"
  1087. custom_scr_sd_bombtimer "45"
  1088. custom_scr_sd_defusetime "5"
  1089. custom_scr_sd_multibomb "0"
  1090. custom_scr_sd_planttime "5"
  1091. custom_scr_sd_roundswitch "3"
  1092. custom_scr_tdm_bonus_leader "0"
  1093. custom_scr_tdm_score_death "0"
  1094. custom_scr_tdm_score_headshot "0"
  1095. custom_scr_tdm_score_kill "10000"
  1096. custom_scr_tdm_score_suicide "0"
  1097. custom_scr_team_fftype "0"
  1098. custom_scr_team_teamkillspawndelay "20"
  1099. custom_scr_vehicles_enabled "1"
  1100. custom_timelimit "0"
  1101. custom_waverespawndelay "0"
  1102. dcacheSimulateNoHDD // When turned on, simulated no HDD for caching.
  1103. ddl_verbose // Verbose DDL output.
  1104. DebugFireManager // Display fire manager cell information.
  1105. debugRenderBrushes // Render brushes
  1106. debugRenderBulletMeshes // Render bullet meshes (point to entity)
  1107. debugRenderCollisionDistance // Distance to render debug brushes and patches
  1108. debugRenderColoredPatches // Render each patch with a different color (Render Patches must be on)
  1109. debugRenderEntityBrushes // Render the brushes associated with the entity you are looking at
  1110. debugRenderGjkTraceGeom // Render gjk trace meshes
  1111. debugRenderMask // Mask for collision rendering
  1112. debugRenderPatches // Render patches
  1113. debugRenderStaticModelsBounds // Render the bounds of the nearby static models
  1114. debugStats // Print messages showing when persistent stats are set
  1115. debug_dogs "0"
  1116. debug_dog_anims "0"
  1117. debug_dog_anims_ent "0"
  1118. debug_dog_notetracks "0"
  1119. debug_dog_orient "0"
  1120. debug_dog_sound "0"
  1121. debug_dog_turns "0"
  1122. debug_dog_usage "1"
  1123. debug_rope // Enables the debug rendering for the ropes
  1124. debug_trace // Does a trace and draws the hit point
  1125. dec20_Enabled // enable dec20 terminal
  1126. defaultDamageDuration // default duration in milliseconds that damage should continue to get delivered
  1127. defaultDamageInterval // default interval in milliseconds that damage should continue to get delivered
  1128. defaultHitDamage // default initial damage delivered by getting hit by a flame ball
  1129. defragGlassIndices // Enable glass memory defragmentation
  1130. defragGlassMemory // Enable glass memory defragmentation
  1131. demo_bookmarkEventThresholdTime // The time duration for which we want to show the bookmark event image in the demo timeline.
  1132. demo_bytesPerSecondMax // Max amount of bytes to send per second before throttling.
  1133. demo_bytesPerSecondMin // Min amount of bytes to send per second before throttling.
  1134. demo_client // Current viewing player
  1135. demo_cmdnum // The number of the command sent from console/ingame menu.
  1136. demo_controllerConfig // The number of the command sent from console/ingame menu.
  1137. demo_debug // Debug info for the Server Snapshot Demo system
  1138. demo_defaultSegmentTag
  1139. demo_drawdebuginformation // Used to draw debug information.
  1140. demo_enabled // Used to turn the system on/off.
  1141. demo_errormessage
  1142. demo_errortitle
  1143. demo_filesizeLimit // The maximum filesize (in MB) of the demos which we support.
  1144. demo_keyframerate // Used to specify the rate(in sec) at which we generate a keyframe during playback.
  1145. demo_packetsPerSecondMax // Max amount of packets to send per second before throttling.
  1146. demo_packetsPerSecondMin // Min amount of packets to send per second before throttling.
  1147. demo_pause // Used to pause a demo playback.
  1148. demo_recordBasicTraining // Used to turn the basic training recording on/off.
  1149. demo_recordingrate // Used to tweak the rate(in msec) at which we write a super snapshot
  1150. demo_recordPrivateMatch // Used to turn the private match recording on/off.
  1151. demo_save_smp // Used to toggle threaded save for the demo system.
  1152. demo_selectedSegmentIndex // Used in the Manage Segments UI. This will be used to know which segment index we have selected.
  1153. demo_timescale // The rate at which we want to scale time. For slo-mo it will be time/rate, fast mo. it will be time * rate
  1154. demo_timeScaleRate // The rate at which we want to scale time. For slo-mo it will be time/rate, fast mo. it will be time * rate
  1155. demo_usefilesystem // Used to turn HDD write ON or OFF.
  1156. developer // Enable development environment
  1157. developer_script // Enable developer script comments
  1158. didyouknow "@MPTIP_MOTION_SENSOR_TIP"
  1159. disconnected_ctrls
  1160. displaySessionInfo // Output session info
  1161. dive2swim // Use to contorl the dive force applied to the player when pressing B in water.
  1162. dive_recharge // Use to space out the dive to swim button presses.
  1163. dog_debug // MP dog debugging
  1164. dog_MeleeDamage // Controls the damage done when dogs attack.
  1165. dog_turn180_angle // If the dog needs to turn at this angle or greater, he'll execute the 180-degree turn animation
  1166. dog_turn90_angle // If the dog needs to turn at this angle or greater, he'll execute the 90-degree turn animation
  1167. dog_turn_min_goal_dist // If the dog is at this distance or less to it's goal, it won't execute any turn animations
  1168. doMaintenance // Do cleanup of the glass
  1169. door_breach_weapondrop // Turn on/off the waepon drop/rise for during door breach
  1170. doublesided_raycasts // turn on double sided ray casts
  1171. drawEntityCount // Enable entity count drawing
  1172. drawEntityCountPos // Where to draw the entity count graph
  1173. drawEntityCountSize // How big to draw the entity count graph
  1174. drawKillcamData // Enable drawing server killcam data
  1175. drawKillcamDataPos // Where to draw the server killcam graph
  1176. drawKillcamDataSize // How big to draw the killcam data graph
  1177. drawLagometer // Enable the 'lagometer'
  1178. drawServerBandwidth // Enable drawing server bandwidth
  1179. drawServerBandwidthPos // Where to draw the server bandwidth graph
  1180. dtp // Turn on/off the dive to prone functionality
  1181. dtp_exhaustion_window // Determines how long the player has to sprint before the dtp move can trigger
  1182. dtp_fall_damage_max_height // If the player dives to prone from more than this dvar value, he will receive kill damage
  1183. dtp_fall_damage_min_height // If the player dive to prone from less than this dvar value, he will not receive any kill damage
  1184. dtp_max_apex_duration // Determines the max time in milliseconds the dtp will spend at the apex of the jump
  1185. dtp_max_slide_addition // Additional slide time should the player land on a mantle-able surface
  1186. dtp_max_slide_duration // Determines the max time the slide portion of the dtp move will take
  1187. dtp_min_speed // Minimum player speed required to start a DTP or sustain a DTP
  1188. dtp_new_trajectory // Use new dive to prone trajectory
  1189. dtp_new_trajectory_multiplier // New dive to prone trajectory modifier
  1190. dtp_post_move_pause // Duration of the post move pause
  1191. dtp_startup_delay // Determines how long the player has to sprint before the dtp move can trigger
  1192. dumpStaticModels // Prints info about the static models
  1193. dwConsideredConnectedTime // the amount of time in milliseconds when a after a disconnect from Demonware happens before a Com_Error is thrown.
  1194. dwDisconnectedTime // The amount of time in milliseconds after a disconnect from Demonware has happened before a Com_Error is thrown.
  1195. dwFileFetchTryIntervalBase // Delay in seconds after file fetch fails to the next retry. Exponential growth each retry.
  1196. dwFileFetchTryIntervalMax // Max delay in seconds between file fetch tries.
  1197. dwFileFetchTryMaxAttempts // Max retry attempts before stopping altogether.
  1198. dynEntPieces_angularVelocity // Initial breakable pieces angular velocity
  1199. dynEntPieces_impactForce // Force applied when breakable is destroyed
  1200. dynEntPieces_velocity // Initial breakable pieces velocity
  1201. dynEnt_bulletForce // Force applied from bullet hit
  1202. dynEnt_damageRadiusScale // Scale applied to radius for radius damage
  1203. dynEnt_explodeForce // Force applied from explosion hit
  1204. dynEnt_explodeMaxEnts // The maximum number of dynents that can be awakened by one explosion
  1205. dynEnt_explodeMinForce // Force below which dynents won't even bother waking up
  1206. dynEnt_explodeSpinScale // Scale of the random offset from the center of mass for explosion forces.
  1207. dynEnt_explodeUpbias // Upward bias applied to force directions from explosion hits
  1208. dynEnt_sentientAutoActivate // This allows the player and AI to push around dyn ents
  1209. dynEnt_spawnedLimit // The max number of extra dynents (not placed on Radiant, spawned from script, or destructibles)
  1210. emblem_scroll_delay_first // First repeat delay for emblem editor
  1211. emblem_scroll_delay_rest // Repeat delay for emblem editor
  1212. enableDvarWhitelist // enable dvar white-list for profile settings
  1213. enable_global_wind // enable wind effect
  1214. enable_grass_wind // enable grass wind effect
  1215. enable_moving_paths // enable moving paths
  1216. enable_new_prone_check // enable new prone check
  1217. error_menu_info
  1218. eventMessageLastFetchTime // Time in milliseconds of the last event message file fetch operation
  1219. facepaintLodDist // Distance to stop drawing the player facepaint.
  1220. fire_audio_random_max_duration // This is the max duration in msec in between player fire hurt sounds, a random msec from 0 to this is added to the repeat time
  1221. fire_audio_repeat_duration // The duration in msec in between player fire hurt sounds
  1222. fire_burn_time // the duration in ms that a burn cell will persist
  1223. fire_world_damage // the amount of damage to apply from a damage volume caused by world fire
  1224. fire_world_damage_duration // the number of seconds over which world fire damage is applied
  1225. fire_world_damage_rate // the number of seconds interval over which wolrd fire damage is applied
  1226. fixedtime // Use a fixed time rate for each frame
  1227. flameVar_editingFlameTable "none"
  1228. flameVar_lastFlameTable "none"
  1229. flame_config_valid // Internal use only
  1230. flame_debug_render // Turn on/off Flamethrower debug rendering
  1231. flame_kick_offset // Origin offset for flamethrower view model while firing.
  1232. flame_kick_recover_speed // Speed at which the flamethrower view model transitions back from flame_kick_offset.
  1233. flame_kick_speed // Speed at which the flamethrower view model transitions to flame_kick_offset.
  1234. flame_render // Turn on/off Flamethrower rendering
  1235. flame_team_damage // Turn on/off Flamethrower damage to friendlies
  1236. flame_test // Turn on/off Flamethrower testing
  1237. flame_use_dvars // Turn on/off use of dvars for flamethrower behavior
  1238. flareBurnOutFadeWait "0.65"
  1239. flareDisableEffects
  1240. flareLookAwayFadeWait "0.45"
  1241. flare_distance_scale "16"
  1242. flare_duration "8"
  1243. flare_effect_height "65"
  1244. flare_effect_radius "400"
  1245. footstep_sounds_cutoff // Footstep sounds distance cuttoff
  1246. freeBuffersDelay // Frames delay until vertex & index buffers are freed
  1247. friction // Player friction
  1248. friendsNewsLastFetchTime // Time in milliseconds of the last time we got friends' news updates.
  1249. fsDebugRatingValue // Rating value for debugging the star ownerdraw.
  1250. fshDebugFileList // Replaces feeder data with file IDs for file share debugging.
  1251. fshFakePremium // Fakes a premium subscription to online services when set.
  1252. fshLiveBlurb
  1253. fshSelectFirstSlotRow // Indicates if the first row in the 2d slot feeder must be selected when focused.
  1254. fshSelectLastSlotRow // Indicates if the last row in the 2d slot feeder must be selected when focused.
  1255. fsIsSelectedFileDescriptionModified // A flag which gives us information if a selected file's description is modified.
  1256. fsIsSelectedFileNameModified // A flag which gives us information if a selected filename is modified.
  1257. fsMaxPrivateSlotRowsOther // The maximum number of rows for the user's friend's file share while displaying the 2d private slots feeder.
  1258. fsOtherUserPrivateSlotCol // Selected column in the 2d private slots feeder for the other user.
  1259. fsOtherUserSlotSelected // Other playre's slot selected while transferring to My File Share
  1260. fsPrivateSlotCol // Selected column in the 2d private slots feeder.
  1261. fsSearchFileType // File type on which to perform search
  1262. fsSearchRowText1 "@MENU_FILESHARE_MOSTRECENT"
  1263. fsSearchRowText2 "@MENU_ALL"
  1264. fsSearchRowText3 "@MENU_ALL"
  1265. fsSearchRowText4 "@MENU_ALL"
  1266. fsSearchRowText5 "@MENU_ALL"
  1267. fsSearchRowText6 "@MENU_ALL"
  1268. fsSearchRowValue1 // Search value dvar for search spinner rows.
  1269. fsSearchRowValue2 // Search value dvar for search spinner rows.
  1270. fsSearchRowValue3 // Search value dvar for search spinner rows.
  1271. fsSearchRowValue4 // Search value dvar for search spinner rows.
  1272. fsSearchRowValue5 // Search value dvar for search spinner rows.
  1273. fsSearchRowValue6 // Search value dvar for search spinner rows.
  1274. fsSearchSelectedRow // Selected search box row in the file share search menu.
  1275. fsSelectedFileDescription
  1276. fsSelectedFileID
  1277. fsSelectedFileName
  1278. fsSelectedFileTagIndex // The tag index of the selected file.
  1279. fsShowStreamingGraph // Shows a graph in-game with streaming history information.
  1280. fsSlotEmptyHiddenColor // Color of the material depicting a private slot when not selected.
  1281. fsSlotEmptyMainColor // Color of the empty slot. Must be completely opaque to reduce the background to an outline.
  1282. fsSlotEmptyNotSubscribedColor // Color of emtpy slot that is also classified.
  1283. fsSlotEmptyShowColor // Color of the material depicting a private slot when not selected.
  1284. fsSlotEmptyShowColorBg // Color of the material depicting a private empty slot background when not selected.
  1285. fsSlotHighlightedColor // Color of the material depicting a private slot when selected.
  1286. fsSlotHighlightedColorNoSel // Color of the material depicting a private slot when selected but cannot be chosen.
  1287. fsSlotMainColor // Color of the material depicting a private slot when not selected.
  1288. fsSlotNumMainColor // Color of the slot number
  1289. fsSlotNumNoSubsribeColor // Color of the empty slot when not a subscriber
  1290. fsStarAvgColor // Highlight color for star ratings average while rating.
  1291. fsStarHighlightColor // Highlight color for star ratings.
  1292. fxfrustumCutoff // Hit effects that are more than <this value> outside of the frustum will be culled.
  1293. fx_batched_smp_update // Turn on effect smp update
  1294. fx_count // Debug effects count
  1295. fx_cull_effect_spawn // Culls entire effects for spawning
  1296. fx_cull_elem_draw // Culls effect elems for drawing
  1297. fx_cull_elem_spawn // Culls effect elems for spawning
  1298. fx_debugBolt // Debug effects bolt
  1299. fx_draw // Toggles drawing of effects after processing
  1300. fx_drawClouds // Toggles the drawing of particle clouds
  1301. fx_draw_weapon_tags // Render weapon tag axis
  1302. fx_enable // Toggles all effects processing
  1303. fx_freeze // Freeze effects
  1304. fx_marks // Toggles whether bullet hits leave marks
  1305. fx_marks_ents // Toggles whether bullet hits leave marks on entities
  1306. fx_marks_range // marks will be made only within this range to camera
  1307. fx_marks_smodels // Toggles whether bullet hits leave marks on static models
  1308. fx_mark_profile // Turn on FX profiling for marks (specify which local client, with '1' being the first.)
  1309. fx_priority_debug // Turn on priority debug (specify which local client, with '1' being the first.)
  1310. fx_priority_enable // Turn on priority
  1311. fx_profile // Turn on FX profiling (specify which local client, with '1' being the first.)
  1312. fx_seethru_parallax // Toggles the drawing of parallax see-through decals
  1313. fx_visMinTraceDist // Minimum visibility trace size
  1314. geographicalMatchmaking // Geographical Matchmaking : Off, Preferred or Only
  1315. geographicalMatchmakingOverride // Geographical Matchmaking Override : None, All Preferred or Foreign Preferred
  1316. glassCrackedDamageRateRange // Range of the rate a cracked glass looses health points
  1317. glassDamageMultiplier // Multiplier the damage applied to the glass (server).
  1318. glassExtraVelocity // Additional random extra angular velocity to the shards when shattering, and extra linear velocity when cracked glass times out.
  1319. glassForceAttenuation // Attenuation of the force as the shard is farther from the hit position.
  1320. glassForceMultiplier // Multiplier of the force to apply to shards.
  1321. glassForceOriginMult // Multiplier of the distance of the origin of the shards spread point - the smaller it is, closer to the glass then the shards will spread to the sides. The farther it is the shards will fly in the same direction.
  1322. glassLowLodDist // Adjusted (by fov) distance to switch to low glass lod
  1323. glassMaxShardLife // Maximum life time of a shard that is contolled by the glass physics
  1324. gpad_buttonsConfig "buttons_default"
  1325. gpad_button_deadzone // Game pad button deadzone threshhold
  1326. gpad_button_lstick_deflect_max // Game pad maximum pad stick pressed value
  1327. gpad_button_rstick_deflect_max // Game pad maximum pad stick pressed value
  1328. gpad_debug // coder use only
  1329. gpad_menu_scroll_delay_first // Menu scroll key-repeat delay, for the first repeat, in milliseconds
  1330. gpad_menu_scroll_delay_rest // Menu scroll key-repeat delay, for repeats after the first, in milliseconds
  1331. gpad_rumble // Enable game pad rumble
  1332. gpad_sticksConfig "thumbstick_default"
  1333. gpad_stick_deadzone_max // Game pad maximum stick deadzone
  1334. gpad_stick_deadzone_min // Game pad minimum stick deadzone
  1335. gpad_stick_pressed // Game pad stick pressed threshhold
  1336. gpad_stick_pressed_hysteresis // Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing
  1337. grenadeBounceRestitutionMax // Cap to keep code from increasing bounce restitution too high.
  1338. grenadeBumpFreq // How likely (per server frame) a bump will occur
  1339. grenadeBumpMag // Size of bumps (as a fraction of the grenade's current speed)
  1340. grenadeBumpMax // Maximum upward speed of a bump (inches/sec)
  1341. grenadeCurveMax // Largest rolling curvature (will be random between +/- this value)
  1342. grenadeFrictionHigh // The amount of friction (0 to 1) for fast-moving grenades
  1343. grenadeFrictionLow // The amount of friction (0 to 1) for slower/rolling grenades
  1344. grenadeFrictionMaxThresh // The speed threshold that determines whether to use grenadeFrictionLow/High
  1345. grenadeRestThreshold // The speed threshold below which grenades will come to rest
  1346. grenadeRollingEnabled // Enables the new "rolling" grenade behavior
  1347. grenadeWobbleFreq // Wobble cycles per inch of rolling distance (approx)
  1348. grenadeWobbleFwdMag // The forward rolling speed will oscillate +/- this amount
  1349. grenadeWobbleSideDamp // The rate at which the amount of side-to-side wobbling decreases as overall grenade speed increases
  1350. grenadeWobbleSideMag // The distance to wobble left and right
  1351. g_ai // Enable AI
  1352. g_aiEventDump // Print AI events happening for this entity
  1353. g_allowvote // Enable voting on this server
  1354. g_allow_teamchange // Enable changing teams on this server
  1355. g_antilag // Turn on antilag checks for weapon hits
  1356. g_banIPs
  1357. g_clonePlayerMaxVelocity // Maximum velocity in each axis of a cloned player
  1358. g_compassShowEnemies // Whether enemies are visible on the compass at all times
  1359. g_deadChat // Allow dead players to chat with living players
  1360. g_debugBullets // Show debug information for bullets
  1361. g_debugDamage // Show debug information for damage
  1362. g_debugLocDamage // Turn on debugging information for locational damage (2 = show results of bullet trace pose only)
  1363. g_debugLocHit // Display locational damage info for an entity when the entity is hit
  1364. g_debugLocHitTime // Time duration of g_debugLocHit lines
  1365. g_dropForwardSpeed // Forward speed of a dropped item
  1366. g_dropHorzSpeedRand // Random component of the initial horizontal speed of a dropped item
  1367. g_dropUpSpeedBase // Base component of the initial vertical speed of a dropped item
  1368. g_dropUpSpeedRand // Random component of the initial vertical speed of a dropped item
  1369. g_dumpAnims // Animation debugging info for the given character number
  1370. g_entinfo // Display entity information
  1371. g_entinfo_AItext // Type of text information for AI entinfo
  1372. g_entinfo_maxdist // Maximum distance of an entity from the camera at which to show entity information
  1373. g_entinfo_scale // Scale of the entity information text
  1374. g_entinfo_type // Type of entities to display information
  1375. g_erroronpathsnotconnected // Errors out during load if paths are not connected.
  1376. g_FactionName_Allies "usa_cia"
  1377. g_FactionName_Axis "rus_spet"
  1378. g_fogColorReadOnly // Fog color that was set in the most recent call to "setexpfog"
  1379. g_fogHalfDistReadOnly // Fog start distance that was set in the most recent call to "setexpfog"
  1380. g_fogStartDistReadOnly // Fog start distance that was set in the most recent call to "setexpfog"
  1381. g_friendlyfireDist // Maximum range for disabling fire at a friendly
  1382. g_friendlyNameDist // Maximum range for seeing a friendly's name
  1383. g_gametype "tdm"
  1384. g_inactivity // Time delay before player is kicked for inactivity
  1385. g_knockback // Maximum knockback
  1386. g_listEntity // List the entities
  1387. g_loadScripts // Disable scripts from loading
  1388. g_log "games_mp.log"
  1389. g_logSync // Enable synchronous logging
  1390. g_logTimeStampInSeconds // Enable logging with time stamps in seconds since UTC 1/1/1970
  1391. g_mantleBlockTimeBuffer // Time that the client think is delayed after mantling
  1392. g_maxDroppedWeapons // Maximum number of dropped weapons
  1393. g_minGrenadeDamageSpeed // Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)
  1394. g_motd
  1395. g_no_script_spam // Turn off script debugging info
  1396. g_oldVoting // Use old voting method
  1397. g_password
  1398. g_playerCollisionEjectSpeed // Speed at which to push intersecting players away from each other
  1399. g_redCrosshairs // Whether red crosshairs are enabled
  1400. g_revive // Enable revive
  1401. g_ScoresColor_Allies // Allies team color on scoreboard
  1402. g_ScoresColor_Axis // Axis team color on scoreboard
  1403. g_ScoresColor_EnemyTeam // Enemy team color on scoreboard
  1404. g_ScoresColor_Free // Free Team color on scoreboard
  1405. g_ScoresColor_MyTeam // Player team color on scoreboard
  1406. g_ScoresColor_Spectator // Spectator team color on scoreboard
  1407. g_smoothClients // Enable extrapolation between client states
  1408. g_spawnai // Enable AI spawning
  1409. g_speed // Player speed
  1410. g_synchronousClients // Call 'client think' exactly once for each server frame to make smooth demos
  1411. g_TeamColor_Allies // Allies team color
  1412. g_TeamColor_Axis // Axis team color
  1413. g_TeamColor_EnemyTeam // Enemy team color
  1414. g_TeamColor_EnemyTeamAlt // Enemy team color
  1415. g_TeamColor_Free // Free Team color
  1416. g_TeamColor_MyTeam // Player team color
  1417. g_TeamColor_MyTeamAlt // Player team color
  1418. g_TeamColor_Spectator // Spectator team color
  1419. g_TeamColor_Squad // Squad color
  1420. g_TeamIcon_Allies "faction_128_specops"
  1421. g_TeamIcon_Axis "faction_128_spetsnaz"
  1422. g_TeamIcon_Free
  1423. g_TeamIcon_Spectator
  1424. g_TeamName_Allies "MPUI_SPECOPS_SHORT"
  1425. g_TeamName_Axis "MPUI_RUSSIAN_SHORT"
  1426. g_turretBipodOffset // Offset bipod mount position on gun by this distance
  1427. g_turretServerPitchMax // Limit turret pitch range on server (visual only)
  1428. g_turretServerPitchMin // Limit turret pitch range on server (visual only)
  1429. g_useholdspawndelay // Time in milliseconds that the player is unable to 'use' after spawning
  1430. g_useholdtime // Time to hold the 'use' button to activate use
  1431. g_vehicleDebug // Turn on debug information for vehicles
  1432. g_vehicleDrawPath
  1433. g_voiceChatTalkingDuration // Time after the last talk packet was received that the player is considered by the
  1434. g_voteAbstainWeight // How much an abstained vote counts as a 'no' vote
  1435. heatMapLoadDelay // Time in milliseconds to delay the loading of the heatmap.
  1436. hiDef // True if the game video is running in high-def.
  1437. highlightedPlayerClanTag
  1438. highlightedPlayerName
  1439. highlightedPlayerXuid
  1440. hudElemPausedBrightness // Brightness of the hudelems when the game is paused.
  1441. hud_deathQuoteFadeTime // The time for the death quote to fade
  1442. hud_fadeout_speed // The speed that the HUD will fade at
  1443. hud_fade_ammodisplay // The time for the ammo display to fade in seconds
  1444. hud_fade_compass // The time for the compass to fade in seconds
  1445. hud_fade_healthbar // The time for the health bar to fade in seconds
  1446. hud_fade_offhand // The time for the offhand weapons to fade in seconds
  1447. hud_fade_sprint // The time for the sprint meter to fade in seconds
  1448. hud_fade_stance // The time for the stance to fade in seconds
  1449. hud_fade_vehiclecontrols // The time for the vehicle controls to fade in seconds
  1450. hud_flash_period_offhand // Offhand weapons flash period on changing weapon
  1451. hud_flash_time_offhand // Offhand weapons flash duration on changing weapon
  1452. hud_healthOverlay_phaseEnd_fromAlpha // Starting alpha of the final health overlay phase
  1453. hud_healthOverlay_phaseEnd_pulseDuration // Time in milliseconds to fade out the health overlay after it is done flashing
  1454. hud_healthOverlay_phaseEnd_toAlpha // Alpha multiplier to fade to before turning off the overlay (percentage of the pulse peak)
  1455. hud_healthOverlay_phaseOne_pulseDuration // Pulse duration of the first health overlay phase
  1456. hud_healthOverlay_phaseOne_toAlphaAdd // Alpha value to add to the first health overlay phase
  1457. hud_healthOverlay_phaseThree_pulseDuration // Time in milliseconds to fade the alpha to hud_healthOverlay_phaseThree_toAlphaMultiplier
  1458. hud_healthOverlay_phaseThree_toAlphaMultiplier // Alpha multiplier for the third health overlay phase (percentage of the pulse peak)
  1459. hud_healthOverlay_phaseTwo_pulseDuration // Time in milliseconds to fade the alpha to hud_healthOverlay_phaseTwo_toAlphaMultiplier
  1460. hud_healthOverlay_phaseTwo_toAlphaMultiplier // Alpha multiplier for the second health overlay phase (percentage of the pulse peak)
  1461. hud_healthOverlay_pulseStart // The percentage of full health at which the low-health warning overlay begins flashing
  1462. hud_healthOverlay_pulseStop // The percentage of full health above which the health overlay fades out
  1463. hud_healthOverlay_regenPauseTime // The time in milliseconds before the health regeneration kicks in
  1464. hud_health_pulserate_critical // The pulse rate of the 'critical' pulse effect
  1465. hud_health_pulserate_injured // The pulse rate of the 'injured' pulse effect
  1466. hud_health_startpulse_critical // The health level at which to start the 'critical' pulse effect
  1467. hud_health_startpulse_injured // The health level at which to start the 'injured' pulse effect
  1468. ik_actor_tracking_scale // Adjust the amount of rotation that is applied during head/eye tracking
  1469. ik_ai_hand_offset_vec // Offset vector for hand tuning
  1470. ik_ai_hand_rotation_vec // Rotation vector for hand tuning
  1471. ik_ai_hand_tuning // Turn on/off AI hand IK tuning. 1 = Use anim flag. 2 = Force on for all anims.
  1472. ik_debug // Set to one of the IK debug values in ik_types.h
  1473. ik_dvar_lookatentity_notorso // No torso deformation in lookatentity transforms
  1474. ik_enable // Turn on/off IK
  1475. ik_enable_ai_hand // Turn on/off AI hand IK
  1476. ik_enable_ai_terrain // Turn on/off AI terrain IK (0 = OFF, 1 = All, 2 = Heros)
  1477. ik_enable_player_hand // Turn on/off player hand IK
  1478. ik_enable_player_terrain // Turn on/off player terrain IK
  1479. ik_foot_test // Turn on/off IK foot test
  1480. ik_hand_test // Turn on/off IK hand test
  1481. ik_left_hand_lerp_test // Turn on/off left-hand lerp test
  1482. ik_paranoid_matrix_checks // Turn on/off THOROUGH matrix validity checks
  1483. ik_pelvis_test // Turn on/off IK pelvis test
  1484. ik_pitch_limit_max // Pitch angle at which headtracking is entirely constrained
  1485. ik_pitch_limit_thresh // Pitch angle at which headtracking starts to be constrained
  1486. ik_right_hand_lerp_test // Turn on/off right-hand lerp test
  1487. ik_roll_limit_max // Roll angle at which headtracking is entirely constrained
  1488. ik_roll_limit_thresh // Roll angle at which headtracking starts to be constrained
  1489. ik_yaw_limit_max // Yaw angle at which headtracking is entirely constrained
  1490. ik_yaw_limit_thresh // Yaw angle at which headtracking starts to be constrained
  1491. input_autoAim // Turn on auto aim for consoles
  1492. input_invertPitch // Invert gamepad pitch
  1493. input_targetAssist // Turn on target assist for consoles
  1494. input_viewSensitivity // View Sensitivity
  1495. invite_visible "1"
  1496. itemSellFactor // Factor by which to multiply the item cost to get the item sell price.
  1497. joinsession_errorMessage
  1498. joinsession_errorMessageDebug
  1499. joinsession_errorTitle
  1500. jump_height // The maximum height of a player's jump
  1501. jump_ladderPushVel // The velocity of a jump off of a ladder
  1502. jump_slowdownEnable // Slow player movement after jumping
  1503. jump_spreadAdd // The amount of spread scale to add as a side effect of jumping
  1504. jump_stepSize // The maximum step up to the top of a jump arc
  1505. koth_autodestroytime "1000"
  1506. koth_capturetime "20"
  1507. koth_delayPlayer "0"
  1508. koth_destroytime "100"
  1509. koth_kothmode "0"
  1510. koth_spawnDelay "1000"
  1511. koth_spawntime "45"
  1512. language "english"
  1513. lb_escrowRefresh // How often to check escrow for unclaimed funds
  1514. lb_escrowTimeout // Time to wait before funds in escrow are returned to clients
  1515. lb_filter // Filter applied to the leaderboard display: ('none','friends')
  1516. lb_forceLbWrite // Set this to to true for writing to the leaderboards without checking for the minimum requirements for different leaderboard types.
  1517. lb_LastFetchTime // Time in milliseconds you wait before fetching the leaderboard
  1518. lb_maxrows // Maximum number of rows to fetch
  1519. lb_minrefresh // Minimum time (in seconds) between leaderboard fetches
  1520. lb_prestige // True when prestige leaderboards have been purchased
  1521. lb_type // Leaderboard type to display
  1522. lb_typeByResetPeriod // Reset period for Leaderboards ( 'all_time', 'monthly', weekly )
  1523. legacy_zombiemode // Current game is a legacy zombie game
  1524. liveNewsMaxCounters // Maximum global counters in the counters stream
  1525. loc_forceEnglish // Force english localized strings
  1526. loc_language // Language
  1527. loc_translate // Enable translations
  1528. loc_warnings // Enable localization warnings
  1529. loc_warningsAsErrors // Throw an error for any unlocalized string
  1530. logfile // Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
  1531. long_blocking_call // Enable SCR_DrawPleaseWait dialog
  1532. lowAmmoWarningColor1 // Color 1 of 2 to oscilate between
  1533. lowAmmoWarningColor2 // Color 2 of 2 to oscilate between
  1534. lowAmmoWarningNoAmmoColor1 // Like lowAmmoWarningColor1, but when no ammo.
  1535. lowAmmoWarningNoAmmoColor2 // lowAmmoWarningColor2, but when no ammo.
  1536. lowAmmoWarningNoReloadColor1 // Like lowAmmoWarningColor1, but when no ammo to reload with.
  1537. lowAmmoWarningNoReloadColor2 // lowAmmoWarningColor2, but when no ammo to reload with.
  1538. lowAmmoWarningPulseFreq // Frequency of the pulse (oscilation between the 2 colors)
  1539. lowAmmoWarningPulseMax // Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
  1540. lowAmmoWarningPulseMin // Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
  1541. ls_gametype "TEAM DEATHMATCH"
  1542. ls_mapname "NUKETOWN"
  1543. ls_status "Waiting for other players"
  1544. mantle_check_angle // The minimum angle from the player to a mantle surface to allow a mantle
  1545. mantle_check_glass_extra_range // The extra distance to test if glass is
  1546. mantle_check_radius // The player radius to test against while mantling
  1547. mantle_check_range // The minimum distance from a player to a mantle surface to allow a mantle
  1548. mantle_debug // Show debug information for mantling
  1549. mantle_enable // Enable player mantling
  1550. mantle_view_yawcap // The angle at which to restrict a sideways turn while mantling
  1551. mantle_weapon_anim_height // If the player is mantling at this height or higher, the mantle animation will play.
  1552. mantle_weapon_height // If the player is mantling at this height or lower, his weapon will remain equipped.
  1553. mapcrc // crc of the map file
  1554. mapname "mp_nuked"
  1555. matchmaking_debug // Enable matchmaking debugging information
  1556. maxAttachmentsPerWeapon // Max attachments allowed for a weapon
  1557. maxBadHosts // Maximum number of times that a bad host can host a live game
  1558. maxShardSplit // Max number of shards that a glass can be split into
  1559. maxStatsBackupInterval // Maximum number of days before performing stats backup to Demonware User Storage
  1560. maxStatsFlushInterval // Maximum number of days before performing stats flush to key archive
  1561. melee_debug // Turn on debug lines for melee traces
  1562. metPlayerListUpdateInterval // Time in milliseconds since uploaded recent met player list.
  1563. metPlayerListUploadInterval // This dvar is used to make sure that recent met player list get updates only when it changes.
  1564. migrationPingTime // how many seconds between client pings. used to determine hosting suitability.
  1565. migration_blocksperframe // Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
  1566. migration_limit // maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
  1567. migration_msgtimeout // timeout time in ms of migration messages
  1568. migration_timeBetween // milliseconds between migration_limit dvar's value of migrations.
  1569. minDelayForOtherPlayerStatsFetch // Delay in milliseconds to refetch the stats of a player.
  1570. missileDebugAttractors // Draw the attractors and repulsors. Attractors are green, and repulsors are yellow.
  1571. missileDebugDraw // Draw guided missile trajectories.
  1572. missileDebugText // Print debug missile info to console.
  1573. missileHellfireMaxSlope // This limits how steeply the hellfire missile can turn upward when climbing
  1574. missileHellfireUpAccel // The rate at which the hellfire missile curves upward
  1575. missileJavAccelClimb // Rocket acceleration when climbing.
  1576. missileJavAccelDescend // Rocket acceleration when descending towards target.
  1577. missileJavClimbAngleDirect // In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
  1578. missileJavClimbAngleTop // In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
  1579. missileJavClimbCeilingDirect // In direct-fire mode, how high the missile needs to reach before it descends.
  1580. missileJavClimbCeilingTop // In top-fire mode, how high the missile needs to reach before it descends.
  1581. missileJavClimbHeightDirect // In direct-fire mode, how far above the target the rocket will aim for when climbing.
  1582. missileJavClimbHeightTop // In top-fire mode, how far above the target the rocket will aim for when climbing.
  1583. missileJavClimbToOwner
  1584. missileJavSpeedLimitClimb // Rocket's speed limit when climbing.
  1585. missileJavSpeedLimitDescend // Rocket's speed limit when descending towards target.
  1586. missileJavTurnDecel
  1587. missileJavTurnRateDirect // In direct-fire mode, how sharp the rocket can turn, in angles/sec.
  1588. missileJavTurnRateTop // In top-fire mode, how sharp the rocket can turn, in angles/sec.
  1589. missileMolotovBlobNum // The number of fire blobs a molotov should spawn on impact, these count against the server entities.
  1590. missileMolotovBlobTime // The life time of a molotov fire blob in seconds.
  1591. missilePlantableSize // Size of the bounding box used for plantable equipment collision.
  1592. missileTVGuidedBoost // The multiplier that the TV guided missile recieves while boosting.
  1593. missileTVGuidedBoostSpeedDown // Speed decrease factor to return from full boost.
  1594. missileTVGuidedBoostSpeedUp // Speed increase factor to get to full boost.
  1595. missileTVGuidedFlatteningRollAccel // Roll acceleration when the missile is flattening out after a turn.
  1596. missileTVGuidedMaxRollAngle // Max roll the missile will have when turning.
  1597. missileTVGuidedMPSpecific // MP specific Guided Missile functionality
  1598. missileTVGuidedStickDeadzone // defines the dead zone for stick movement (stick values range from -128..127
  1599. missileTVGuidedTurningRollAccel // Roll acceleration when the missile is turning.
  1600. missileTVGuidedTurnRate // max turn rate of a tv guided missile (multiplied by the stick deflection [0-1])
  1601. missileWaterMaxDepth // If a missile explodes deeper under water than this, they explosion effect/sound will not play.
  1602. monkeytoy // Restrict console access
  1603. mortarStrikesLeft // Mortar locations not positioned yet
  1604. motd "Multiplayer. Free with every copy of Call of Duty: Black Ops."
  1605. msg_dumpEnts // Print snapshot entity info
  1606. msg_hudelemspew // Debug hudelem fields changing
  1607. msg_printEntityNums // Print entity numbers
  1608. msg_zlibCompress // Enable zlib compression
  1609. msg_zlibCompressOutput // Enable zlib compression console output
  1610. m_filter // Allow mouse movement smoothing
  1611. m_forward // Forward speed in units per second
  1612. m_pitch // Default pitch
  1613. m_side // Sideways motion in units per second
  1614. m_yaw // Default yaw
  1615. name "aaron"
  1616. narrowShardRatio // minimum ratio between a shard's local bbox edges or between the shard's bbox area vs the shard's area to cause the shard to be rejected
  1617. net_ip "localhost"
  1618. net_lanauthorize // Authorise CD keys when using a LAN
  1619. net_minigraph // Show the small network profile display
  1620. net_port // Network port
  1621. net_profile // Profile network performance
  1622. net_showprofile // Show network profiling display
  1623. nextdemo
  1624. nextHostTimeout // Time after a bad hosting before can host again in seconds
  1625. nextmap "map_restart"
  1626. nightVisionDisableEffects
  1627. nightVisionFadeInOutTime // How long the fade to/from black lasts when putting on or removing night vision goggles.
  1628. nightVisionPowerOnTime // How long the black-to-nightvision fade lasts when turning on the goggles.
  1629. onlinegame // Current game is an online game with stats, custom classes, unlocks
  1630. onlinegameandhost // true only if this is an xbox live game AND we're the host, otherwise false
  1631. onlineunrankedgameandhost // true only if this is an xbox live RANKED game AND we're the host, otherwise false
  1632. overrideNVGModelWithKnife // When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
  1633. packetDebug // Enable packet debugging information
  1634. partyChatDisallowed // Whether to disallow Xbox Live Party Chat
  1635. partyChatDisconnectTimer // Time to wait after user responds to Party Chat dialog before kicking (msec)
  1636. party_allowguests // Whether or not guests are allowed in the playlist
  1637. party_autoteams // Enables/Disables auto team functionality
  1638. party_clientTimeout // After not hearing from the host for this amount of time the client will timeout of the party
  1639. party_connectTimeout // Connect timeout
  1640. party_connectToOthers // If false, we will just start our own lobby rather than connect to another lobby, even if others exist
  1641. party_currentMapVetoCount // Current map vote count
  1642. party_debug // Debug party functionality
  1643. party_editingsettings // True if the host is editing game settings
  1644. party_firstSubpartyIndex // Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
  1645. party_gamesize
  1646. party_gameStartTimerLength // Time in seconds before a game start once enough party members are ready
  1647. party_gametype
  1648. party_headtohead // True if the current playlist is head to head
  1649. party_host // True if we are the host of the party
  1650. party_hostname
  1651. party_iamhost // True if selected player is you and if you are the host. Only valid when used with party feeders.
  1652. party_joinInProgressAllowed // The party can be joined in the middle of a game
  1653. party_kickplayerquestion
  1654. party_linearMapCycle // We will cycle through the maps linearly if this is true.
  1655. party_linearMapCycleRandom // We will cycle through the maps linearly if this is true but picks a random start map.
  1656. party_lobbyPlayerCount
  1657. party_localTeamTest // When true, a local team test is being carried out, so real xuids will be absent.
  1658. party_mapname
  1659. party_mappacks
  1660. party_matchedPlayerCount // Number of matched players before revealing their true names
  1661. party_maxlocalplayers // Maximum number of players in a party
  1662. party_maxlocalplayers_basictraining // Maximum number of players in a party
  1663. party_maxlocalplayers_playermatch // Maximum number of players in a party
  1664. party_maxlocalplayers_privatematch // Maximum number of players in a party
  1665. party_maxlocalplayers_theater // Maximum number of players in a party
  1666. party_maxlocalplayers_wagermatch // Maximum number of players in a party
  1667. party_maxplayers // Maximum number of players in a party
  1668. party_maxplayers_basictraining // Maximum number of players in a party
  1669. party_maxplayers_partylobby // Maximum number of players in a party
  1670. party_maxplayers_playermatch // Maximum number of players in a party
  1671. party_maxplayers_privatematch // Maximum number of players in a party
  1672. party_maxplayers_theater // Maximum number of players in a party
  1673. party_maxplayers_wagermatch // Maximum number of players in a party
  1674. party_maxplayers_wagerpartylobby // Maximum number of players in a party
  1675. party_maxTeamDiff // Maximum difference allowed between teams before starting a match
  1676. party_membersMissingMapPack // Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
  1677. party_minLobbyTime // Minimum time (in seconds) for a lobby to be open before auto starting a match
  1678. party_minplayers // Minimum number of players in a party
  1679. party_minResumeMs // Time in ms before accepting another 'go' message after quitting a game
  1680. party_nextMapVetoCount // Next map vote count
  1681. party_partyPlayerCount
  1682. party_playerCount // Number of players currently in that party/lobby.
  1683. party_playervisible // Whether selected player in party is showing true info or not. Only valid when used with party feeders.
  1684. party_pregameStartTimerLength // Time in seconds before showing and starting the game start timer
  1685. party_previousMapVetoCount // Previous map vote count
  1686. party_privacyStatus // Party privacy status: open/open to friends/open to clan/invite only/closed
  1687. party_readyButtonVisible // The party ready button is visible in the UI
  1688. party_readyPercentRequired // The fraction of the waiting players who need to be ready for a party to start
  1689. party_simulateLongQoS // simulate a real QoS which takes around 30 seconds
  1690. party_teambased // True if the current playlist is team based
  1691. party_timer // Time until game begins in seconds, for UI display
  1692. party_timerVisible // party timer is visible in UI
  1693. party_vetoButtonVisible // The party veto button is visible in the UI
  1694. party_vetoDelayTime // Delay time in seconds for a successful map vote to execute
  1695. party_vetoPassed // Did the veto pass?
  1696. party_vetoPercentRequired // The fraction of the waiting players who need to veto for a map to be skipped
  1697. password
  1698. penetrationCount // Maximum number of private clients allowed on the server
  1699. penetrationCount_allies // Maximum number for TEAM_ALLIES
  1700. penetrationCount_axis // Maximum number for TEAM_AXIS
  1701. perk_armorPiercing // Percent bullet damage is increased for helicopters, spy planes, and turrets.
  1702. perk_armorVest "80"
  1703. perk_blackbirdShowsGpsJammer // Set to true if the blackbird should show players with 'specialty_gpsjammer'
  1704. perk_bulletDamage "35"
  1705. perk_bulletPenetrationMultiplier // Multiplier for extra bullet penetration
  1706. perk_damageKickReduction // The percentage decrease of view kick flinch when the player takes damage
  1707. perk_deathStreakCountRequired // Number of deaths required to obtain a deathstreak.
  1708. perk_delayExplosiveTime // Time in seconds to delay a proximity explosive
  1709. perk_disarmExplosiveTime // Time in seconds to disarm a proximity explosive
  1710. perk_dogsAttackGhost // Set to true if the dogs should attack players with 'specialty_nottargetedbyai'
  1711. perk_explosiveDamage "25"
  1712. perk_extraBreath // Number of extra seconds a player can hold his breath
  1713. perk_extraMoneyMultiplier // Multiplier for extra COD points.
  1714. perk_fireproof // Percent to reduce flame damage done to the player.
  1715. perk_flakJacket // Percent of explosive damage done that will apply to player.
  1716. perk_flakJacket_hardcore // Percent of explosive damage done that will apply to player in hardcore.
  1717. perk_grenadeDeath "frag_grenade_short_mp"
  1718. perk_grenadeTossBackTimer // Minimum timer for a grenade. If the time left is less than this it will be bumped up. Tossback Perk
  1719. perk_healthRegenMultiplier // Multiplier to the time which the player starts to regenerate health after damage
  1720. perk_interactSpeedMultiplier // Multiplier for increasing use timers.
  1721. perk_killstreakReduction // Reduced number of kills required to obtain a killstreak.
  1722. perk_mantleReduction // The percentage decrease of mantle up time
  1723. perk_shellShockReduction // The percentage decrease of shellshock time
  1724. perk_speedMultiplier // Player speed multiplier
  1725. perk_sprintMultiplier // Multiplier for player_sprinttime
  1726. perk_sprintRecoveryMultiplier // Percent of sprint recovery time to use.
  1727. perk_throwbackInnerRadius // The radius to a live grenade player must be within initially to do a throwback with the toss back perk on
  1728. perk_weapAdsMultiplier // Percentage of weapon ADS rate to use
  1729. perk_weapMeleeMultiplier // Percentage of weapon melee recovery rate to use
  1730. perk_weapRateMultiplier // Percentage of weapon firing rate to use
  1731. perk_weapReloadMultiplier // Percentage of weapon reload time to use
  1732. perk_weapSpreadMultiplier // Percentage of weapon spread to use
  1733. perk_weapSwitchMultiplier // Percentage of weapon switching rate to use
  1734. phys_ai_collision_mode // phys ai collision mode
  1735. phys_bulletSpinScale // Scale of the effective offset from the center of mass for the bullet impacts.
  1736. phys_bulletUpBias // Up Bias for the direction of the bullet impact.
  1737. phys_buoyancy // Used to turn on/off buoyancy
  1738. phys_buoyancyDistanceCutoff // Objects that are too far will sink.
  1739. phys_buoyancyFastComputation // Simplify the buoyancy calculations
  1740. phys_buoyancyRippleFrequency // How often (in ms) floating objects will play the ripple fx
  1741. phys_buoyancyRippleVariance // How late (in ms) the ripple fx can be played
  1742. phys_debugBigQueries // Draw debug info when phys object moves very fast therefore generating huge query boxes
  1743. phys_debugCallback // Enbles the physics debug callback
  1744. phys_debugDangerousRigidBodies // Draws debug line off the origins of dangerous rigid bodies
  1745. phys_debugExpensivePushout // Draw debug info when the engine resort to exensive Player/AI pushouts
  1746. phys_dragAngular // The amount of angular drag, applied globally
  1747. phys_dragLinear // The amount of linear drag, applied globally
  1748. phys_drawCollisionObj // Debug draw collision geometry for each physics object
  1749. phys_drawcontacts // Debug draw contact points
  1750. phys_drawNitrousVehicle // Print info about the nitrous vehicles
  1751. phys_drawNitrousVehicleEffects // Print info about the nitrous vehicle wheel effects
  1752. phys_entityCollision // Enable to turn on entity collision.
  1753. phys_floatTimeVariance // Variance in time (in ms) objects will float for
  1754. phys_fluid // Turn on and off the fluid simulation code
  1755. phys_gravity // Physics gravity in units/sec^2.
  1756. phys_gravity_dir // Sets the gravity direction.
  1757. phys_heavyTankSwitch // Enable 'heavier' tank physics in multiplayer
  1758. phys_impact_distance_cutoff // Disable effects that are further than distance_cutoff value. Uses the distance /in inches/ to the closes active player.
  1759. phys_impact_fx // Enable/Disable the physics impact effects.
  1760. phys_impact_intensity_limit // Lower limit for the intensity of the impact sounds that the engine triggers.
  1761. phys_impact_max_pfx_per_frame // Maximum number of particle effects spawned on physics object impact. The value is per frame.
  1762. phys_impact_max_sfx_per_frame // Maximum number of sound effects spawned on physics objects impact. The value is per frame.
  1763. phys_impact_render // Render a star at the impact origin.
  1764. phys_impact_silence_window // The length of the silence window. When a body triggers an impact sound it will not trigger new sounds for the duration of this silence window.
  1765. phys_maxFloatTime // Maximum time objects can float (in ms)
  1766. phys_msecstep // Physics simulation update increment in milliseconds
  1767. phys_piecesSpawnDistanceCutoff // Determine how far we can spawn destructible pieces.
  1768. phys_player_collision_adjust_height // adjust the height of the gjk player collision capsule
  1769. phys_player_collision_mode // phys player collision mode
  1770. phys_ragdoll_buoyancy // Used to turn on/off the buoyancy for he ragdolls
  1771. phys_ragdoll_joint_damp_scale // Sets the phys joint damp for ragdolls.
  1772. phys_reeval_frequency // Controls how often the engine reevalutes the piority of the physics object. If the object has low priority /its too far or smth/ we dont play effect.
  1773. phys_userRigidBodies // Enables user rigid bodies.
  1774. phys_vehicleDamageFroceScale // Physics vehicle damamge force scale.
  1775. phys_vehicleFriction // Default vehicle friction with the world and other ents.
  1776. phys_vehicleGravityMultiplier // Physics gravity multiplier for vehicles.
  1777. phys_vehicleUsePredictedPosition // Turning this on forces the client to use the vehicles predicted position.
  1778. phys_vehicleWheelEntityCollision // Enable to turn on vehicle wheel entity collision.
  1779. phys_waterDragAngular // The amount of angular drag for buoyant objects
  1780. phys_waterDragLinear // The amount of linear drag for buoyant objects
  1781. pickupPrints // Print a message to the game window when picking up ammo, etc.
  1782. playerBanLeaderboardFetchInterval // Time in minutes before re-fetching banned leaderboard info. -1 not to retrieve again after first try
  1783. playerCardXuid0 "-2305825514597802612"
  1784. playerCardXuid1 "�������܂�4�?� ���܂����� �"
  1785. playerPushAmount // If this value is set the player will get pushed away from AIs by the amount specified.
  1786. player_adsExitDelay // Delay before exiting aim down sight
  1787. player_AimBlend_Back_Low // 3rd person player view aim blend - lower back
  1788. player_AimBlend_Back_Mid // 3rd person player view aim blend - mid back
  1789. player_AimBlend_Back_Up // 3rd person player view aim blend - upper back
  1790. player_AimBlend_Head // 3rd person player view aim blend - head
  1791. player_AimBlend_Neck // 3rd person player view aim blend - neck
  1792. player_AimBlend_Pelvis // 3rd person player view aim blend - pelvis
  1793. player_AimBlend_Shoulder // 3rd person player view aim blend - shoulder
  1794. player_animRunThreshhold // The speed at which the player will animate as though they are running
  1795. player_animWalkThreshhold // The speed at which the player will animate as though they are walking
  1796. player_backSpeedScale // The scale applied to the player speed when moving backwards
  1797. player_bayonetLaunchDebugging // Simulates bayonet charge without requiring an enemy to do so.
  1798. player_bayonetLaunchProof // Adds extra code to check for bayonet launching, preventing related exploits.
  1799. player_bayonetLaunchZCap // Max Z velocity during bayonet charge.
  1800. player_bayonetRange // The maximum range of the player's bayonet attack
  1801. player_bayonetTargetDist // The distance to the enemy the player's will stop charging
  1802. player_breath_fire_delay // The amount of time subtracted from the player remaining breath time when a weapon is fired
  1803. player_breath_gasp_lerp // The interpolation rate for the target waver amplitude when gasping
  1804. player_breath_gasp_scale // Scale value to apply to the target waver during a gasp
  1805. player_breath_gasp_time // The amount of time a player will gasp once they can breath again
  1806. player_breath_hold_lerp // The interpolation rate for the target waver amplitude when holding breath
  1807. player_breath_hold_time // The maximum time a player can hold his breath
  1808. player_breath_snd_delay // The delay before playing the breathe in sound
  1809. player_breath_snd_lerp // The interpolation rate for the player hold breath sound
  1810. player_burstFireCooldown // Seconds after a burst fire before weapons can be fired again.
  1811. player_clipSizeMultiplier // Changes the clip size of weapons with more than one bullet in their clip.
  1812. player_debugHealth // Turn on debugging info for player health
  1813. player_disableWeaponsInWater // Disable weapons while in deep water
  1814. player_dmgtimer_flinchTime // Maximum time to play flinch animations
  1815. player_dmgtimer_maxTime // The maximum time that the player is slowed due to damage
  1816. player_dmgtimer_minScale // The minimum scale value to slow the player by when damaged
  1817. player_dmgtimer_stumbleTime // Maximum time to play stumble animations
  1818. player_dmgtimer_timePerPoint // The time in milliseconds that the player is slowed down per point of damage
  1819. player_enableShuffleAnims // Whether players should play shuffle anims at low speeds
  1820. player_enduranceSpeedScale // The scale applied to the player speed when they have endurance perk
  1821. player_floatSpeed // The speed at which the player will float up to the top of the water
  1822. player_footstepsThreshhold // The minimum speed at which the player makes loud footstep noises
  1823. player_forceRedCrosshair // Force the player's crosshair to turn red
  1824. player_knockbackMoveThreshhold // The speed threshold before a player is considered to be running forwards
  1825. player_lastStandBleedoutTime // The time taken by the player to completely bleedout when in last stand (pro version).
  1826. player_lastStandBleedoutTimeNoRevive // The time taken by the player to completely bleedout when in last stand (non-pro version).
  1827. player_lastStandHealthOverlayTime // The time at the end of last stand to apply health (red) overlay
  1828. player_lean_rotate // Amount to rotate the player 3rd person model when leaning(x:left, y:right)
  1829. player_lean_rotate_crouch // Amount to rotate the player 3rd person model when crouch leaning(x:left, y:right)
  1830. player_lean_shift // Amount to shift the player 3rd person model when leaning(x:left, y:right)
  1831. player_lean_shift_crouch // Amount to shift the player 3rd person model when crouch leaning(x:left, y:right)
  1832. player_meleeHeight // The height of the player's melee attack
  1833. player_meleeRange // The maximum range of the player's melee attack
  1834. player_meleeWidth // The width of the player's melee attack
  1835. player_MGUseRadius // The radius within which a player can mount a machine gun
  1836. player_moveThreshhold // The speed at which the player is considered to be moving for the purposes of
  1837. player_move_factor_on_torso // The contribution movement direction has on player torso direction(multi-player only)
  1838. player_revivePlayerListCycleTime // The time for cycling through the list of players who are in last stand.
  1839. player_reviveTriggerRadius // The radius for the hint string and revive radius
  1840. player_runbkThreshhold // The speed threshold before a player is considered to be running backwards
  1841. player_runThreshhold // The speed threshold before a player is considered to be running forwards
  1842. player_scopeExitOnDamage // Exit the scope if the player takes damage
  1843. player_sliding_friction // Controls the friction during slide.
  1844. player_sliding_velocity_cap // Velocity threshold for the player slide.
  1845. player_sliding_wishspeed // Controls how fast the player will slide.
  1846. player_slopeAnimAngle // Angle at which the player will start animating differently when going up or down slopes
  1847. player_spectateSpeedScale // The scale applied to the player speed when spectating
  1848. player_sprintCameraBob // The speed the camera bobs while you sprint
  1849. player_sprintForwardMinimum // The minimum forward deflection required to maintain a sprint
  1850. player_sprintMinTime // The minimum sprint time needed in order to start sprinting
  1851. player_sprintRechargePause // The length of time the meter will pause before starting to recharge after a player sprints
  1852. player_sprintSpeedScale // The scale applied to the player speed when sprinting
  1853. player_sprintStrafeSpeedScale // The speed at which you can strafe while sprinting
  1854. player_sprintThreshhold // The speed threshhold before a player is considered to be sprinting
  1855. player_sprintTime // The base length of time a player can sprint
  1856. player_sprintUnlimited // Whether players can sprint forever or not
  1857. player_strafeAnimCosAngle // Cosine of the angle which player starts using strafe animations
  1858. player_strafeSpeedScale // The scale applied to the player speed when strafing
  1859. player_sustainAmmo // Firing weapon will not decrease clip ammo.
  1860. player_swimDamage // Damage the player will take each interval while out of breath in deep water.
  1861. player_swimDamagerInterval // Interval in which damage will be dealt while out of breath under water.
  1862. player_swimTime // Set the max time the player can swim underwater before taking damage.
  1863. player_throwbackInnerRadius // The radius to a live grenade player must be within initially to do a throwback
  1864. player_throwbackOuterRadius // The radius player is allow to throwback a grenade once the player has been in the inner radius
  1865. player_topDownCamAngles // Sets the pitch for the top down cam
  1866. player_topDownCamCenterPos // Set a top down camera influence position, player_topDownCamMode must be set to 3 to use this dvar
  1867. player_topDownCamMode // Enabled the top down cam.
  1868. player_topDownCamOffset // Sets the camera position relative to the player for the top down cam
  1869. player_topDownCursorDist // Distance the virtual mouse cursor is from the player.
  1870. player_topDownCursorPos // Position of the virtual mouse cursor is from the player relative to the player.
  1871. player_turnAnims // Use animations to turn a player's model in multiplayer
  1872. player_turnRateScale // Scales the rotation rate of the player's view.
  1873. player_useRadius // The radius within which a player can use things
  1874. player_useSlopeAnims // whether to use slope run animations for the player
  1875. player_viewLockEnt // Set an entity that the player view will be locked too.
  1876. player_viewRateScale // Player view rate scale modifier when player doesn't have a weapon.
  1877. player_view_pitch_down // Maximum angle that the player can look down
  1878. player_view_pitch_up // Maximum angle that the player can look up
  1879. player_waterSpeedScale // Water movement speed scalar. The larger the value, the faster the movement.
  1880. playlist // The playlist number
  1881. popInLetterFXTime // Time it takes for a letter to pop in.
  1882. presell // Set to true if the player has preordered
  1883. prestigeclass1 "CUSTOM 6"
  1884. prestigeclass2 "CUSTOM 7"
  1885. prestigeclass3 "CUSTOM 8"
  1886. prestigeclass4 "CUSTOM 9"
  1887. prestigeclass5 "CUSTOM 10"
  1888. profile_physics // Draw physics & collision profiltimers
  1889. prone_bipod_enable // Enable bipods whilst prone
  1890. protocol // Protocol version
  1891. radius_damage_debug // Turn on debug lines for radius damage traces
  1892. ragdoll_baselerp_time // Default time ragdoll baselerp bones take to reach the base pose
  1893. ragdoll_bullet_force // Bullet force applied to ragdolls
  1894. ragdoll_bullet_upbias // Upward bias applied to ragdoll bullet effects
  1895. ragdoll_debug // Draw ragdoll debug info (bitflags)
  1896. ragdoll_dump_anims // Dump animation data when ragdoll fails
  1897. ragdoll_enable // Turn on ragdoll death animations
  1898. ragdoll_explode_force // Explosive force applied to ragdolls
  1899. ragdoll_explode_upbias // Upwards bias applied to ragdoll explosion effects
  1900. ragdoll_fps // Ragdoll update frames per second
  1901. ragdoll_jitter_scale // Scale up or down the effect of physics jitter on ragdolls
  1902. ragdoll_jointlerp_time // Default time taken to lerp down ragdoll joint friction
  1903. ragdoll_max_life // Max lifetime of a ragdoll system in msec
  1904. ragdoll_max_simulating // Max number of simultaneous active ragdolls
  1905. ragdoll_reactivation_cutoff // Ragdoll reactivation distance cutoff
  1906. ragdoll_rotvel_scale // Ragdoll rotational velocity estimate scale
  1907. ragdoll_self_collision_scale // Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
  1908. rate // Player's preferred baud rate
  1909. recordPointsSpent // Record spending through eventRecordBin
  1910. redactionDisplayTime // Time that it should be displayed for.
  1911. redactionFadeDuration // Fade duration time.
  1912. redactionStartStrokeTime // Time before the stroke starts.
  1913. redactionStrokeTime // Time it takes to complete the redaction stroke.
  1914. reliableResendTime // Amount of time (in ms) to wait before resending an unack'd reliable message
  1915. reliableTimeoutTime // Amount of time (in ms) to wait before timing out a client for not ack'ing a message
  1916. render_actor_collision // render actor collision
  1917. render_bpi_env_collision // render bpi_env collision
  1918. render_player_collision // render player collision
  1919. reportUserUploadInterval // Number of seconds before all the global counters are uploaded
  1920. reportUserVoteInterval // The interval in minutes you wait before getting another vote on this console as long as the console is turned on.
  1921. revive_time_taken // The time it takes to revive a player in last stand.
  1922. r_backBufferSize // Size of Back Buffer
  1923. r_backBufferSizeY // Size of Back Buffer Y
  1924. r_bloomBlurRadius // bloom blur radius
  1925. r_bloomColorScale // color scale RGB, desaturation start
  1926. r_bloomCurveBreakpoint // lo hi curve breakpoint RGBT
  1927. r_bloomCurveHiBlack // curve hi black point RGBT
  1928. r_bloomCurveHiGamma // curve hi gamma ramp RGBT
  1929. r_bloomCurveHiRemapBlack // curve hi output black point RGBT
  1930. r_bloomCurveHiRemapWhite // curve hi output white point RGBT
  1931. r_bloomCurveHiWhite // curve hi white point RGBT
  1932. r_bloomCurveLoBlack // curve lo black point RGBT
  1933. r_bloomCurveLoGamma // curve lo gamma ramp RGBT
  1934. r_bloomCurveLoRemapBlack // curve lo output black point RGBT
  1935. r_bloomCurveLoRemapWhite // curve lo output white point RGBT
  1936. r_bloomCurveLoWhite // curve lo white point RGBT
  1937. r_bloomExpansionControl // expansion amount x&y and expansion target x&y
  1938. r_bloomExpansionSource // bloom expansion source point
  1939. r_bloomExpansionWeights // amount of expansion to lerp in RGBT
  1940. r_bloomPersistence // amount of bloom feedback
  1941. r_bloomStreakXInnerTint // streak inner tint
  1942. r_bloomStreakXLevels0 // level weights RGB, level gamma
  1943. r_bloomStreakXLevels1 // level in black white, out black white
  1944. r_bloomStreakXOuterTint // streak outer tint
  1945. r_bloomStreakXTint // streak tint
  1946. r_bloomStreakXTintControl // streak saturation weights, saturation
  1947. r_bloomStreakYInnerTint // streak inner tint
  1948. r_bloomStreakYLevels0 // level weights RGB, level gamma
  1949. r_bloomStreakYLevels1 // level in black white, out black white
  1950. r_bloomStreakYOuterTint // streak outer tint
  1951. r_bloomStreakYTint // streak tint
  1952. r_bloomStreakYTintControl // streak saturation weights, saturation
  1953. r_bloomTintScale // tint scale RGB, desaturation end
  1954. r_bloomTintWeights // tint weights RGB, desaturation amount
  1955. r_bloomTweaks // enbale bloom tweaks
  1956. r_blur // Dev tweak to blur the screen
  1957. r_blur_allowed // Allow blur.
  1958. r_brightness // Brightness adjustment
  1959. r_brushLimit // Maximum number of brushes drawn simultaneously
  1960. r_burnedDestructibleColor // color of burned destructibles
  1961. r_cacheModelLighting // Speed up model lighting by caching previous results
  1962. r_cacheSModelLighting // Speed up static model lighting by caching previous results
  1963. r_clear // Controls how the color buffer is cleared
  1964. r_clearColor // Color to clear the screen to when clearing the frame buffer
  1965. r_clearColor2 // Color to clear every second frame to (for use during development)
  1966. r_clipCodec // Codec used when rendering clips.
  1967. r_clipFPS // Render clip FPS.
  1968. r_clipSize // Render clip size.
  1969. r_cmdbuf_worker // Process command buffer in a separate thread
  1970. r_collectActiveMaterials // print active materials (IN REMOTE CONSOLE)
  1971. r_colorMap // Replace all color maps with pure black or pure white
  1972. r_contrast // Contrast adjustment
  1973. r_debugHDRdlight // debug dlights mode
  1974. r_debugHDRdlight_color // dlights debug color
  1975. r_debugHDRdlight_distance // distance dlights appear around camera
  1976. r_debugHDRdlight_radius // dlights falloff radius
  1977. r_debugHDRdlight_scale // dlights color scale
  1978. r_debugLayers // Highlight Alpha Blended Polygons.
  1979. r_debugLineWidth // Width of server side debug lines
  1980. r_debugShader // Enable shader debugging information
  1981. r_debugShowCoronas // shows location of coronas
  1982. r_debugShowDynamicLights // shows location of dynamic lights
  1983. r_debugShowPrimaryLights // shows location of primary lights
  1984. r_desaturation // Desaturation adjustment
  1985. r_diffuseColorScale // Globally scale the diffuse color of all point lights
  1986. r_distortion // Enable distortion
  1987. r_dlightLimit // Maximum number of dynamic lights drawn simultaneously
  1988. r_dlightMaxFullScreenRadius // Maximum radius to limit dlights to in fullscreen.
  1989. r_dlightMaxNonFullScreenRadius // Maximum radius to limit dlights to when not fullscreen
  1990. r_dobjLimit // Maximum number of DObjs drawn simultaneously
  1991. r_dof_bias // Depth of field bias as a power function (like gamma); less than 1 is sharper
  1992. r_dof_enable // Enable the depth of field effect
  1993. r_dof_farBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  1994. r_dof_farEnd // Depth of field far end distance, in inches
  1995. r_dof_farStart // Depth of field far start distance, in inches
  1996. r_dof_nearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  1997. r_dof_nearEnd // Depth of field near end distance, in inches
  1998. r_dof_nearStart // Depth of field near start distance, in inches
  1999. r_dof_showdebug // displays DOF parameter debug
  2000. r_dof_tweak // Use dvars to set the depth of field effect; overrides r_dof_enable
  2001. r_dof_viewModelEnd // Depth of field viewmodel end distance, in inches
  2002. r_dof_viewModelStart // Depth of field viewmodel start distance, in inches
  2003. r_dpvs_useCellForceInvisibleBits // turns on/off the script-driven cell vis bits
  2004. r_drawDebugFogParams // enables the fog debug display
  2005. r_drawWater // Enable water rendering
  2006. r_effectLimit // Set to 1 to dynamically scale back particles based on the amount onscreen.
  2007. r_effectLimitMax // When this many pixels of particle effects are rendered, 100% of new particles will die early. In millions of pixels.
  2008. r_effectLimitMin // When up to this many pixels of particle effects are rendered, particles will begin to die early. In millions of pixels.
  2009. r_enableDlights // toggle multipass dlights rendering
  2010. r_enableFlashlight // Enable Player Flashlight.
  2011. r_enableOccluders // Enable occluders
  2012. r_enablePlayerShadow // Enable First Person Player Shadow.
  2013. r_envMapExponent // Reflection exponent.
  2014. r_envMapMaxIntensity // Max reflection intensity based on glancing angle.
  2015. r_envMapMinIntensity // Min reflection intensity based on glancing angle.
  2016. r_envMapOverride // Min reflection intensity based on glancing angle.
  2017. r_envMapSpecular // Enables environment map specular lighting
  2018. r_envMapSunIntensity // Max sun specular intensity intensity with env map materials.
  2019. r_exposureTweak // enable the exposure dvar tweak
  2020. r_exposureValue // exposure
  2021. r_extracam_custom_aspectratio // custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
  2022. r_extracam_shadowmap_enable // enables extra cam shadowmapping
  2023. r_filmCurveSoftClip // film curve soft clip point
  2024. r_filmLut // Film LUT Index.
  2025. r_filmTweakBleach // Tweak dev var; film color Bleach dark - mid - light
  2026. r_filmTweakBrightness // Tweak dev var; film color brightness
  2027. r_filmTweakColorTemp // Tweak dev var; film color Color Temp dark - mid - light
  2028. r_filmTweakContrast // Tweak dev var; film color Contrast dark - mid - light
  2029. r_filmTweakDarkFeather // Tweak dev var; film color Dark range feather amount
  2030. r_filmTweakDarkTint // Tweak dev var; film color Dark Tint
  2031. r_filmTweakDesaturation // Tweak dev var; Desaturation applied after all 3D drawing
  2032. r_filmTweakEnable // Tweak dev var; enable film color effects
  2033. r_filmTweakHue // Tweak dev var; film color Hue dark - mid - light
  2034. r_filmTweakInvert // Tweak dev var; enable inverted video
  2035. r_filmTweakLightFeather // Tweak dev var; film color Light range feather amount
  2036. r_filmTweakLightTint // Tweak dev var; film color Light Tint
  2037. r_filmTweakLut // Tweak Film LUT Index.
  2038. r_filmTweakMidEnd // Tweak dev var; film color Mid End
  2039. r_filmTweakMidStart // Tweak dev var; film color Mid Start
  2040. r_filmTweakMidTint // Tweak dev var; film color Mid Tint
  2041. r_filmTweakRangeDebug // Tweak dev var; enable dark - mid - light debug display
  2042. r_filmTweakSaturation // Tweak dev var; film color Saturation dark - mid - light
  2043. r_filmUseTweaks // Overide film effects with tweak dvar values
  2044. r_finalShiftX // r,g,b channel shift x
  2045. r_finalShiftY // r,g,b channel shift y
  2046. r_flameFX_distortionScaleFactor // Distortion uv scales (Default to 1)
  2047. r_flameFX_enable // Enable the flamethrower effect
  2048. r_flameFX_fadeDuration // Sets fade duration in seconds
  2049. r_flameFX_FPS // fire frames per sec
  2050. r_flameFX_magnitude // Distortion magnitude
  2051. r_flame_allowed // Allow flame effect.
  2052. r_flashLightBobAmount // Flashlight Movement Amount.
  2053. r_flashLightBobRate // Flashlight Movement Rate.
  2054. r_flashLightBrightness // Brightness scale for flash light.
  2055. r_flashLightColor // Flashlight Color.
  2056. r_flashLightEndRadius // Radius of the circle at the end of the flash light in inches.
  2057. r_flashLightFlickerAmount // Flashlight Flicker Amount.
  2058. r_flashLightFlickerRate // Flashlight Flicker Rate (Times per second).
  2059. r_flashLightFovInnerFraction // Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
  2060. r_flashLightOffset // Relative position of the Flashlight.
  2061. r_flashLightRange // Distance of the flash light in inches.
  2062. r_flashLightShadows // Enable shadows for flash light.
  2063. r_flashLightSpecularScale // Flashlight Specular Scale.
  2064. r_flashLightStartRadius // Radius of the circle at the start of the flash light in inches.
  2065. r_flimCurveBlack // film curve black point
  2066. r_flimCurveWhite // film curve white point
  2067. r_fog // Set to 0 to disable fog
  2068. r_fog_disable // Disables fog
  2069. r_forceLod // Force all level of detail to this level
  2070. r_fovScaleThresholdRigid // Threshold FOV LOD scaling must pass before taking effect for rigid models
  2071. r_fovScaleThresholdSkinned // Threshold FOV LOD scaling must pass before taking effect for skinned models
  2072. r_fullbright // Toggles rendering without lighting
  2073. r_fullHDRrendering // enable full HDR rendering
  2074. r_fullscreen // Display game full screen
  2075. r_gamma // Gamma value
  2076. r_genericFilter_enable // Enable the genericFilter material
  2077. r_grassBurn // test
  2078. r_grassEnable // Diables grass movement
  2079. r_grassWindForceEnable // Enables wind gusts that affect dynFoliage grass
  2080. r_heroLightColorTemp // hero diffuse light temp
  2081. r_heroLighting // Enable hero-only lighting
  2082. r_heroLightSaturation // hero diffuse light saturation
  2083. r_heroLightScale // hero diffuse light scale
  2084. r_highLodDist // Distance for high level of detail
  2085. r_ignore // used for debugging anything
  2086. r_ignorehwgamma // Ignore hardware gamma
  2087. r_inGameVideo // Allow in game cinematics
  2088. r_lightConflicts // Shows conflicts between primary lights
  2089. r_lightGridContrast // Adjust the contrast of light color from the light grid
  2090. r_lightGridEnableTweaks // Enable tweaks of the light color from the light grid
  2091. r_lightGridIntensity // Adjust the intensity of light color from the light grid
  2092. r_lightGridUseTweakedValues // Use tweaked values instead of default
  2093. r_lightMap // Replace all lightmaps with pure black or pure white
  2094. r_lightTweakAmbient // Ambient light strength
  2095. r_lightTweakAmbientColor // Light ambient color
  2096. r_lightTweakDiffuseFraction // diffuse light fraction
  2097. r_lightTweakSunColor // Sun color
  2098. r_lightTweakSunDiffuseColor // Sun diffuse color
  2099. r_lightTweakSunDirection // Sun direction in degrees
  2100. r_lightTweakSunLight // Sunlight strength
  2101. r_lockPvs // Lock the viewpoint used for determining what is visible to the current position and direction
  2102. r_lodBiasRigid // Bias the level of detail distance for rigid models (negative increases detail)
  2103. r_lodBiasSkinned // Bias the level of detail distance for skinned models (negative increases detail)
  2104. r_lodScaleRigid // Scale the level of detail distance for rigid models (larger reduces detail)
  2105. r_lodScaleSkinned // Scale the level of detail distance for skinned models (larger reduces detail)
  2106. r_logFile // Write all graphics hardware calls for this many frames to a logfile
  2107. r_lowestLodDist // Distance for lowest level of detail
  2108. r_lowLodDist // Distance for low level of detail
  2109. r_lutvar_0 // lut data
  2110. r_lutvar_1 // lut data
  2111. r_lutvar_10 // lut data
  2112. r_lutvar_11 // lut data
  2113. r_lutvar_12 // lut data
  2114. r_lutvar_13 // lut data
  2115. r_lutvar_14 // lut data
  2116. r_lutvar_15 // lut data
  2117. r_lutvar_2 // lut data
  2118. r_lutvar_3 // lut data
  2119. r_lutvar_4 // lut data
  2120. r_lutvar_5 // lut data
  2121. r_lutvar_6 // lut data
  2122. r_lutvar_7 // lut data
  2123. r_lutvar_8 // lut data
  2124. r_lutvar_9 // lut data
  2125. r_materialXYZ // material color checker XYZ d65 coords
  2126. r_mediumLodDist // Distance for medium level of detail
  2127. r_missile_cam_debug_display // Show missile camera debug overlay
  2128. r_modelLimit // Maximum number of models drawn simultaneously
  2129. r_motionblur_blurOrigin // Tweak dev var; origin of blur
  2130. r_motionblur_directionFactor // Tweak dev var; blur magnitude due to direction change
  2131. r_motionblur_enable // Enable the motion blur effect
  2132. r_motionblur_frameBased_enable // Enable object based motion blur effect
  2133. r_motionblur_maxblur // Caps the number of pixels sampled for blur
  2134. r_motionblur_numberOfSamples // Tweak dev var; sets the number of pixels sampled
  2135. r_motionblur_positionFactor // Tweak dev var; blur magnitude due to position change
  2136. r_norefresh // Skips all rendering. Useful for benchmarking.
  2137. r_normalMap // Replace all normal maps with a flat normal map
  2138. r_num_viewports // number of viewports to expect to render
  2139. r_offscreenCasterLodScale // Off-screen shadow casters LOD distance scale
  2140. r_outdoorAwayBias // Affects the height map lookup for making sure snow doesn't go indoors
  2141. r_outdoorDownBias // Affects the height map lookup for making sure snow doesn't go indoors
  2142. r_outdoorFeather // Outdoor z-feathering value
  2143. r_pixelShaderGPRReallocation // Number of general purpose registers to the pixel shader
  2144. r_poisonFX_blurMax // blur max
  2145. r_poisonFX_blurMin // blur min
  2146. r_poisonFX_debug_amount // Poison effect amount
  2147. r_poisonFX_debug_enable // Enable the poison effect
  2148. r_poisonFX_dvisionA // double vision angle
  2149. r_poisonFX_dvisionX // amount of double vision x
  2150. r_poisonFX_dvisionY // amount of double vision y
  2151. r_poisonFX_pulse // pulse rate for distortion
  2152. r_poisonFX_warpX // amount of distortion in x
  2153. r_poisonFX_warpY // amount of distortion in y
  2154. r_polygonOffsetBias // Offset bias for decal polygons; bigger values z-fight less but poke through walls more
  2155. r_polygonOffsetScale // Offset scale for decal polygons; bigger values z-fight less but poke through walls more
  2156. r_portalBevels // Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
  2157. r_portalBevelsOnly // Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
  2158. r_portalMinClipArea // Don't clip child portals by a parent portal smaller than this fraction of the screen area.
  2159. r_portalMinRecurseDepth // Ignore r_portalMinClipArea for portals with fewer than this many parent portals.
  2160. r_portalWalkLimit // Stop portal recursion after this many iterations. Useful for debugging portal errors.
  2161. r_primaryLightTweakDiffuseStrength // Tweak the diffuse intensity for primary lights
  2162. r_primaryLightTweakSpecularStrength // Tweak the specular intensity for primary lights
  2163. r_primaryLightUseTweaks // Use primary light intensity tweaks
  2164. r_remotescreen_renderlastframe // toggles if remote screen update draws the last frame
  2165. r_resampleScene // Upscale the frame buffer with sharpen filter and color correction.
  2166. r_reviveFX_debug // Enable the revive effect debug
  2167. r_reviveFX_edgeAmount // edge effect amount
  2168. r_reviveFX_edgeColorTemp // edge color temp
  2169. r_reviveFX_edgeContrast // edge contrast adjust RGB
  2170. r_reviveFX_edgeMaskAdjust // edge mask expansion contraction
  2171. r_reviveFX_edgeOffset // edge tv style brightness adjust RGB
  2172. r_reviveFX_edgeSaturation // edge saturation
  2173. r_reviveFX_edgeScale // edge scale (tint) adjust RGB
  2174. r_reviveFX_fadeDuration // Sets fade duration in seconds
  2175. r_scaleViewport // Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
  2176. r_sCurveEnable // S-Curve On-Off
  2177. r_sCurveLinearAngle // S-Curve Linear Angle
  2178. r_sCurveLinearStrength // S-Curve Linear Strength
  2179. r_sCurveShoulderStrength // S-Curve Shoulder Strength
  2180. r_sCurveToeDenominator // S-Curve Toe Denominator
  2181. r_sCurveToeNumerator // S-Curve Toe Numerator
  2182. r_sCurveToeStrength // S-Curve Toe Strength
  2183. r_seethru_decal_enable // Toggles see-through impact holes
  2184. r_setFrameBufferAlpha // Sets the rendered pixels' alpha to 255 and the background to 0
  2185. r_shader_constant_set_debug_range // How far to draw scs debug view
  2186. r_shader_constant_set_enable // enables shader constant sets
  2187. r_showFbColorDebug // Show front buffer color debugging information
  2188. r_showFloatZDebug // Show float z buffer used to eliminate hard edges on particles near geometry
  2189. r_showForcedInvisibleCells // Only draw cells that are forced to be off.
  2190. r_showHDRalpha // debug display expensive HDR alphas
  2191. r_showLightGrid // Show light grid debugging information
  2192. r_showLightingOrigins // Show lighting origins for models
  2193. r_showMissingLightGrid // Use rainbow colors for entities that are outside the light grid
  2194. r_showOutdoorVolumeDebug // Toggles the display of particle outdoor volume debug
  2195. r_showPenetration // Shows materials tagged with 'nopenetrate'
  2196. r_showSunDirectionDebug // Toggles the display of sun direction debug
  2197. r_singleCell // Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.
  2198. r_skipPvs // Skipt the determination of what is in the potentially visible set (disables most drawing)
  2199. r_skyColorTemp // Sky box color temp.
  2200. r_skyTransition // Sky transition blend factor.
  2201. r_sky_intensity_angle0 // angle0 of sky intensity
  2202. r_sky_intensity_angle1 // angle1 of sky intensity
  2203. r_sky_intensity_factor0 // angle0 of sky intensity
  2204. r_sky_intensity_factor1 // angle1 of sky intensity
  2205. r_sky_intensity_showDebugDisplay // Enables sky intensity debugging display
  2206. r_sky_intensity_useDebugValues // use dvar values for sky intensity
  2207. r_smooth_vsync // Enable smoothing of v-sync.
  2208. r_smp_backend // Process renderer back end in a separate thread
  2209. r_smp_worker // Process renderer front end in a separate thread
  2210. r_smp_worker_thread0 // Enable worker thread
  2211. r_smp_worker_thread1 // Enable worker thread
  2212. r_specularColorScale // Set greater than 1 to brighten specular highlights
  2213. r_specularRoughnessMap // Replace all specular and roughness maps
  2214. r_spotLightBrightness // Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
  2215. r_spotLightEndRadius // Radius of the circle at the end of the spot light in inches.
  2216. r_spotLightEntityShadows // Enable entity shadows for spot lights.
  2217. r_spotLightFovInnerFraction // Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
  2218. r_spotLightShadows // Enable shadows for spot lights.
  2219. r_spotLightSModelShadows // Enable static model shadows for spot lights.
  2220. r_spotLightStartRadius // Radius of the circle at the start of the spot light in inches.
  2221. r_stereo3DAvailable // 3D Mode available
  2222. r_stereo3DEyeSeparation // 3D eye separation
  2223. r_stereo3DMode // 3D Rendering mode
  2224. r_stereo3DOn // 3D on off toggle
  2225. r_stereoFocusDepth // 3D eye focus depth
  2226. r_stereoGunShift // 3D gun shift
  2227. r_stereoTurretShift // 3D turret shift
  2228. r_stream // Stream high mip levels (1=world|2=xmodels|4=bmodels)
  2229. r_streamClear // Set true to clear all streamed highmip levels
  2230. r_streamDebug // Corrupts high mip levels which should not be visible, rather than unloading them.
  2231. r_streamFakeLagMsec // Number of msec to add to streaming to roughly fake DVD lag
  2232. r_streamFreezeState // Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images.
  2233. r_streamFull // Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming.
  2234. r_streamHiddenPush // Scale the distance of hidden objects by this amount
  2235. r_streamLog // Enable logging of all streaming commands executed - printed to Output and console
  2236. r_streamLowDetail // Force lowest detail mips to always be loaded (disable this for more memory in release builds)
  2237. r_streamMaxDist // Maximum distance to predictively stream from
  2238. r_streamShowList // Show list of streamed textures
  2239. r_streamShowStats // Show streaming stats
  2240. r_streamSize // Limit size of stream buffer in KB (0 is no limit)
  2241. r_streamTaint // Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha)
  2242. r_sunblind_fadein // time in seconds to fade blind from 0% to 100%
  2243. r_sunblind_fadeout // time in seconds to fade blind from 100% to 0%
  2244. r_sunblind_max_angle // angle from sun in degrees inside which blinding is max
  2245. r_sunblind_max_darken // 0-1 fraction for how black the world is at max blind
  2246. r_sunblind_min_angle // angle from sun in degrees outside which blinding is 0
  2247. r_sunflare_fadein // time in seconds to fade alpha from 0% to 100%
  2248. r_sunflare_fadeout // time in seconds to fade alpha from 100% to 0%
  2249. r_sunflare_max_alpha // 0-1 vertex color and alpha of sun at max effect
  2250. r_sunflare_max_angle // angle from sun in degrees inside which effect is max
  2251. r_sunflare_max_size // largest size of flare effect in pixels at 640x480
  2252. r_sunflare_min_angle // angle from sun in degrees outside which effect is 0
  2253. r_sunflare_min_size // smallest size of flare effect in pixels at 640x480
  2254. r_sunflare_shader "sun_flare"
  2255. r_sunglare_fadein // time in seconds to fade glare from 0% to 100%
  2256. r_sunglare_fadeout // time in seconds to fade glare from 100% to 0%
  2257. r_sunglare_max_angle // angle from sun in degrees inside which glare is minimum
  2258. r_sunglare_max_lighten // 0-1 fraction for how white the world is at max glare
  2259. r_sunglare_min_angle // angle from sun in degrees inside which glare is maximum
  2260. r_sunsprite_shader "sun"
  2261. r_sunsprite_size // diameter in pixels at 640x480 and 80 fov
  2262. r_sun_from_dvars // Set sun flare values from dvars rather than the level
  2263. r_sun_fx_position // Position in degrees of the sun effect
  2264. r_superFlare_debug // Enable the superFlare debug occlusion circles
  2265. r_superFlare_enable // Enable the superFlare effect
  2266. r_swrk_override_characterCharredAmount // overrides the __characterCharredAmount Shaderworks tweak
  2267. r_swrk_override_characterDissolveColor // overrides the __characterDissolveColor Shaderworks tweak
  2268. r_swrk_override_enable // Enable shaderworks overrides
  2269. r_swrk_override_wetness // Overrides the character wetness.
  2270. r_tension_enable // Toggles tension
  2271. r_testScale // Specular Scale.
  2272. r_texFilterAnisoMax // Maximum anisotropy to use for texture filtering
  2273. r_texFilterAnisoMin // Minimum anisotropy to use for texture filtering (overridden by max)
  2274. r_texFilterDisable // Disables all texture filtering (uses nearest only.)
  2275. r_texFilterMipBias // Change the mipmap bias
  2276. r_texFilterMipMode // Forces all mipmaps to use a particular blend between levels (or disables mipping.)
  2277. r_texMipFading // Fades in mipmaps instead of popping. On by default. Dvar ignored in ship (always on)
  2278. r_textureMode "bilinear"
  2279. r_treeScale // Envmap Scale.
  2280. r_ui3d_debug_display // Show UI3D debug overlay
  2281. r_ui3d_h // ui3d texture window height
  2282. r_ui3d_use_debug_values // Use UI debug values
  2283. r_ui3d_w // ui3d texture window width
  2284. r_ui3d_x // ui3d texture window x
  2285. r_ui3d_y // ui3d texture window y
  2286. r_use_separate_char_tech // enables the optimization of a separate charred material tech
  2287. r_vc_makelog // Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
  2288. r_vc_showlog // Show this many rows of light grid points for the vis cache
  2289. r_videoOutputChanged // The video output config has changed
  2290. r_vsync // Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
  2291. r_waterFogTest // Enable Water Fog Test.
  2292. r_waterSheetingFX_allowed // Enable the water sheeting effect
  2293. r_waterSheetingFX_distortionScaleFactor // Distortion uv scales (Default to 1)
  2294. r_waterSheetingFX_enable // Enable the water sheeting effect
  2295. r_waterSheetingFX_fadeDuration // Sets fade duration in seconds
  2296. r_waterSheetingFX_magnitude // Distortion magnitude
  2297. r_waterSheetingFX_radius // Tweak dev var; Glow radius in pixels at 640x480
  2298. r_watersim_curlAmount // Amount of curl applied
  2299. r_watersim_curlMax // Maximum curl limit
  2300. r_watersim_curlReduce // Amount curl gets reduced by when over limit
  2301. r_watersim_debug // Enables bullet debug markers
  2302. r_watersim_enabled // Enables dynamic water simulation
  2303. r_watersim_flatten // Flattens the water surface out
  2304. r_watersim_foamAppear // Rate foam appears at
  2305. r_watersim_foamDisappear // Rate foam disappears at
  2306. r_watersim_minShoreHeight // Allows water to lap over the shoreline edge
  2307. r_watersim_particleGravity // Particle gravity
  2308. r_watersim_particleLength // Length of each particle
  2309. r_watersim_particleLimit // Limit at which particles get spawned
  2310. r_watersim_particleWidth // Width of each particle
  2311. r_watersim_scroll // XY coords to scroll water in
  2312. r_watersim_waveSeedDelay // Time between seeding a new wave (ms)
  2313. r_watersim_windAmount // Amount of wind applied
  2314. r_watersim_windDir // Wind direction (degrees)
  2315. r_watersim_windMax // Maximum wind limit
  2316. r_waterWaveAmplitude // water wave amplitude
  2317. r_waterWaveAngle // water wave angle
  2318. r_waterWavePhase // water wave phase
  2319. r_waterWaveSpeed // water wave speed
  2320. r_waterWaveSteepness // water wave steepness
  2321. r_waterWaveWavelength // water wave wavelength
  2322. r_worldLod // Set to zero to force world lods to highest
  2323. r_zfar // Change the distance at which culling fog reaches 100% opacity; 0 is off
  2324. r_znear // Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
  2325. r_znear_depthhack // Viewmodel near clip plane
  2326. safeAreaTweakable_horizontal // User-adjustable horizontal safe area as a fraction of the screen width
  2327. safeAreaTweakable_vertical // User-adjustable vertical safe area as a fraction of the screen height
  2328. safeArea_horizontal // Horizontal safe area as a fraction of the screen width
  2329. safeArea_vertical // Vertical safe area as a fraction of the screen height
  2330. script_debugger_smoke_test // perform script debugger smoke test and exit
  2331. scr_allies "marines"
  2332. scr_allowannouncer "1"
  2333. scr_allowbattlechatter "1"
  2334. scr_allow_killstreak_building "0"
  2335. scr_attack_dog_count_zm "3"
  2336. scr_attack_dog_health_zm "100000"
  2337. scr_attack_dog_kills_zm "25"
  2338. scr_attack_dog_max_at_once_zm "3"
  2339. scr_attack_dog_time_zm "45"
  2340. scr_axis "ussr"
  2341. scr_bomb_accel_time ".75"
  2342. scr_bomb_explode_delay "1.5"
  2343. scr_bomb_time "1.5"
  2344. scr_cam_move_time "2.5"
  2345. scr_cp_pointsperkill "100"
  2346. scr_ctf_enemycarriervisible "0"
  2347. scr_ctf_flagrespawntime "0"
  2348. scr_ctf_globalbattlechatterprobability "0"
  2349. scr_ctf_idleflagreturntime "30"
  2350. scr_ctf_numlives "0"
  2351. scr_ctf_playerrespawndelay "0"
  2352. scr_ctf_roundlimit "3"
  2353. scr_ctf_roundswitch "1"
  2354. scr_ctf_scorelimit "3"
  2355. scr_ctf_timelimit "5"
  2356. scr_ctf_touchreturn "1"
  2357. scr_ctf_waverespawndelay "15"
  2358. scr_custom_score_assist "-1"
  2359. scr_deleteexplosivesonspawn "1"
  2360. scr_dem_bombtimer "45"
  2361. scr_dem_defusetime "5"
  2362. scr_dem_extratime "3"
  2363. scr_dem_globalbattlechatterprobability "0"
  2364. scr_dem_numlives "0"
  2365. scr_dem_planttime "5"
  2366. scr_dem_roundlimit "0"
  2367. scr_dem_roundswitch "1"
  2368. scr_dem_scorelimit "2"
  2369. scr_dem_timelimit "2.5"
  2370. scr_dial_rotate_time "0.5"
  2371. scr_disable_air_death_ragdoll "0"
  2372. scr_disable_attachments "0"
  2373. scr_disable_cac "0"
  2374. scr_disable_contracts "0"
  2375. scr_disable_equipment "0"
  2376. scr_disable_tacinsert "0"
  2377. scr_disable_weapondrop "0"
  2378. scr_dm_bonus_leader "0"
  2379. scr_dm_globalbattlechatterprobability "10000"
  2380. scr_dm_numlives "0"
  2381. scr_dm_playerrespawndelay "0"
  2382. scr_dm_roundlimit "1"
  2383. scr_dm_scorelimit "1500"
  2384. scr_dm_score_assist "0"
  2385. scr_dm_score_death "0"
  2386. scr_dm_score_headshot "0"
  2387. scr_dm_score_kill "50"
  2388. scr_dm_score_suicide "0"
  2389. scr_dm_timelimit "100"
  2390. scr_dm_waverespawndelay "0"
  2391. scr_dog_count "1000"
  2392. scr_dog_health "10000"
  2393. scr_dog_max_at_once "1000"
  2394. scr_dog_time "1000"
  2395. scr_dom_flagcapturetime "100"
  2396. scr_dom_globalbattlechatterprobability "0"
  2397. scr_dom_numlives "0"
  2398. scr_dom_playerrespawndelay "0"
  2399. scr_dom_roundlimit "1"
  2400. scr_dom_scorelimit "200"
  2401. scr_dom_timelimit "0"
  2402. scr_dom_waverespawndelay "0"
  2403. scr_drawfriend "0"
  2404. scr_fog_baseheight "-475.268"
  2405. scr_fog_blue "0.9624"
  2406. scr_fog_exp_halfheight "243.735"
  2407. scr_fog_exp_halfplane "3759.28"
  2408. scr_fog_green "0.962521"
  2409. scr_fog_nearplane "601.593"
  2410. scr_fog_red "0.806694"
  2411. scr_fx_tabun_radius0 "55"
  2412. scr_fx_tabun_radius1 "55"
  2413. scr_fx_tabun_radius2 "50"
  2414. scr_fx_tabun_radius3 "25"
  2415. scr_game_allowfinalkillcam "1"
  2416. scr_game_allowkillcam "1"
  2417. scr_game_arcadescoring "0"
  2418. scr_game_bulletdamage "1.0"
  2419. scr_game_deathpointloss "0"
  2420. scr_game_difficulty "1"
  2421. scr_game_forceradar "0"
  2422. scr_game_graceperiod "15"
  2423. scr_game_hardpoints "1"
  2424. scr_game_killstreaks "1"
  2425. scr_game_medalsenabled "1"
  2426. scr_game_onlyheadshots "0"
  2427. scr_game_perks "1"
  2428. scr_game_pinups "0"
  2429. scr_game_prematchperiod "15"
  2430. scr_game_rankenabled "1"
  2431. scr_game_spectatetype "1"
  2432. scr_game_suicidepointloss "0"
  2433. scr_glass_break_delay "0.5"
  2434. scr_guidedMissileMaxHeight "4000"
  2435. scr_hardcore "0"
  2436. scr_hardpoint_airstrikecount "3"
  2437. scr_hardpoint_allowairstrike "1"
  2438. scr_hardpoint_allowartillery "1"
  2439. scr_hardpoint_allowauto_turret "1"
  2440. scr_hardpoint_allowbomber "1"
  2441. scr_hardpoint_allowcounteruav "1"
  2442. scr_hardpoint_allowdogs "1"
  2443. scr_hardpoint_allowhelicopter "1"
  2444. scr_hardpoint_allowhelicopter_comlink "1"
  2445. scr_hardpoint_allowhelicopter_gunner "1"
  2446. scr_hardpoint_allowhelicopter_player "1"
  2447. scr_hardpoint_allowhelicopter_player_firstperson "1"
  2448. scr_hardpoint_allowhelicopter_x2 "1"
  2449. scr_hardpoint_allowmortar "1"
  2450. scr_hardpoint_allownapalm "1"
  2451. scr_hardpoint_allowradar "1"
  2452. scr_hardpoint_allowradardirection "1"
  2453. scr_hardpoint_allowradartime "1"
  2454. scr_hardpoint_allowradarupdate "1"
  2455. scr_hardpoint_allowrcbomb "1"
  2456. scr_hardpoint_allowsupply "1"
  2457. scr_hardpoint_allowuav "1"
  2458. scr_hardpoint_artilleryCanonCount "3"
  2459. scr_hardpoint_artilleryCanonShellCount "5"
  2460. scr_hardpoint_mortarCanonCount "3"
  2461. scr_hardpoint_mortarCanonShellCount "2"
  2462. scr_helicopterTurretMaxAngle "35"
  2463. scr_heli_armor "500"
  2464. scr_heli_armored_maxhealth "1500"
  2465. scr_heli_armor_bulletdamage "0.3"
  2466. scr_heli_attract_range "20000"
  2467. scr_heli_attract_strength "1000"
  2468. scr_heli_debug "0"
  2469. scr_heli_debug_crash "0"
  2470. scr_heli_dest_wait "8"
  2471. scr_heli_health_degrade "0"
  2472. scr_heli_loopmax "2"
  2473. scr_heli_maxhealth "1500"
  2474. scr_heli_missile_friendlycare "512"
  2475. scr_heli_missile_max "20"
  2476. scr_heli_missile_range "100000"
  2477. scr_heli_missile_regen_time "100"
  2478. scr_heli_missile_reload_time "5.0"
  2479. scr_heli_missile_rof "2"
  2480. scr_heli_missile_target_cone "0.6"
  2481. scr_heli_missile_valid_target_cone "0.7"
  2482. scr_heli_protect_pos_time "12"
  2483. scr_heli_protect_radius "2000"
  2484. scr_heli_protect_time "1000"
  2485. scr_heli_targeting_delay "0.5"
  2486. scr_heli_target_recognition "0.5"
  2487. scr_heli_target_spawnprotection "5"
  2488. scr_heli_turretClipSize "20"
  2489. scr_heli_turretReloadTime "1.5"
  2490. scr_heli_turret_angle_tan "1"
  2491. scr_heli_turret_spinup_delay "0.75"
  2492. scr_heli_turret_target_cone "0.6"
  2493. scr_heli_visual_range "3500"
  2494. scr_heli_warning_distance "500"
  2495. scr_killstreak_stacking "0"
  2496. scr_koth_globalbattlechatterprobability "0"
  2497. scr_koth_numlives "0"
  2498. scr_koth_playerrespawndelay "0"
  2499. scr_koth_roundlimit "1"
  2500. scr_koth_roundswitch "1"
  2501. scr_koth_scorelimit "250"
  2502. scr_koth_timelimit "15"
  2503. scr_koth_waverespawndelay "0"
  2504. scr_laststand_keep_weapons "0"
  2505. scr_mapsize "64"
  2506. scr_max_rank "0"
  2507. scr_min_prestige "0"
  2508. scr_motd
  2509. scr_numLives "0"
  2510. scr_objectiveText "OBJECTIVES_TDM_HINT"
  2511. scr_oldschool "0"
  2512. scr_player_allowrevive "1"
  2513. scr_player_forcerespawn "1"
  2514. scr_player_healthregentime "5"
  2515. scr_player_maxhealth "10000"
  2516. scr_player_numlives "0"
  2517. scr_player_respawndelay "0"
  2518. scr_player_sprinttime "1000"
  2519. scr_player_suicidespawndelay "0"
  2520. scr_poisonDamage "13"
  2521. scr_poisonDamageHardcore "5"
  2522. scr_poisonDuration "8"
  2523. scr_rcbomb_car_size "1"
  2524. scr_rcbomb_fadeIn_delay "0.25"
  2525. scr_rcbomb_fadeIn_timeBlack "0.5"
  2526. scr_rcbomb_fadeIn_timeIn "0.5"
  2527. scr_rcbomb_fadeIn_timeOut "0.5"
  2528. scr_rcbomb_fadeOut_delay "0.5"
  2529. scr_rcbomb_fadeOut_timeBlack "0.25"
  2530. scr_rcbomb_fadeOut_timeIn "0.5"
  2531. scr_rcbomb_fadeOut_timeOut "0.5"
  2532. scr_rcbomb_notimeout "0"
  2533. scr_RequiredMapAspectratio "1"
  2534. scr_rocket_event "percent"
  2535. scr_rocket_event_off "0"
  2536. scr_rocket_event_trigger1 "50"
  2537. scr_rotating_objects_secs "12"
  2538. scr_sab_bombtimer "30"
  2539. scr_sab_defusetime "5"
  2540. scr_sab_globalbattlechatterprobability "0"
  2541. scr_sab_hotpotato "0"
  2542. scr_sab_numlives "0"
  2543. scr_sab_planttime "2.5"
  2544. scr_sab_playerrespawndelay "7.5"
  2545. scr_sab_roundlimit "1"
  2546. scr_sab_roundswitch "1"
  2547. scr_sab_scorelimit "1"
  2548. scr_sab_timelimit "100"
  2549. scr_sab_waverespawndelay "0"
  2550. scr_script_based_influencer_system "0"
  2551. scr_sd_bombtimer "45"
  2552. scr_sd_defusetime "5"
  2553. scr_sd_game_spectatetype "3"
  2554. scr_sd_globalbattlechatterprobability "0"
  2555. scr_sd_multibomb "0"
  2556. scr_sd_numlives "1"
  2557. scr_sd_planttime "5"
  2558. scr_sd_playerrespawndelay "0"
  2559. scr_sd_roundlimit "0"
  2560. scr_sd_roundswitch "3"
  2561. scr_sd_scorelimit "1000"
  2562. scr_sd_timelimit "2.5"
  2563. scr_sd_waverespawndelay "0"
  2564. scr_selecting_location
  2565. scr_showperksonspawn "1"
  2566. scr_sideBetTimer "0"
  2567. scr_spawn_artillery_influencer_radius "1200"
  2568. scr_spawn_artillery_influencer_score "-600"
  2569. scr_spawn_artillery_influencer_score_curve "linear"
  2570. scr_spawn_auto_turret_influencer_radius "1200"
  2571. scr_spawn_auto_turret_influencer_score "-650"
  2572. scr_spawn_auto_turret_influencer_score_curve "linear"
  2573. scr_spawn_dead_friend_influencer_count "7"
  2574. scr_spawn_dead_friend_influencer_radius "1300"
  2575. scr_spawn_dead_friend_influencer_score "-100"
  2576. scr_spawn_dead_friend_influencer_score_curve "steep"
  2577. scr_spawn_dead_friend_influencer_timeout_seconds "8"
  2578. scr_spawn_dog_influencer_radius "1050"
  2579. scr_spawn_dog_influencer_score "-150"
  2580. scr_spawn_dog_influencer_score_curve "steep"
  2581. scr_spawn_enemyavoiddist "800"
  2582. scr_spawn_enemyavoidweight "0"
  2583. scr_spawn_enemy_influencer_radius "1600"
  2584. scr_spawn_enemy_influencer_score "-150"
  2585. scr_spawn_enemy_influencer_score_curve "steep"
  2586. scr_spawn_force_unified "0"
  2587. scr_spawn_friend_weak_influencer_radius "700"
  2588. scr_spawn_friend_weak_influencer_score "25"
  2589. scr_spawn_friend_weak_influencer_score_curve "steep"
  2590. scr_spawn_grenade_endpoint_influencer_radius "560"
  2591. scr_spawn_grenade_endpoint_influencer_score "-300"
  2592. scr_spawn_grenade_endpoint_influencer_score_curve "linear"
  2593. scr_spawn_grenade_influencer_radius "560"
  2594. scr_spawn_grenade_influencer_score "-300"
  2595. scr_spawn_grenade_influencer_score_curve "linear"
  2596. scr_spawn_helicopter_influencer_length "3500"
  2597. scr_spawn_helicopter_influencer_radius "2000"
  2598. scr_spawn_helicopter_influencer_score "-500"
  2599. scr_spawn_helicopter_influencer_score_curve "linear"
  2600. scr_spawn_napalm_influencer_radius "3500"
  2601. scr_spawn_napalm_influencer_score "-500"
  2602. scr_spawn_napalm_influencer_score_curve "steep"
  2603. scr_spawn_objective_facing_bonus "50"
  2604. scr_spawn_randomness_range "100"
  2605. scr_spawn_rcbomb_influencer_radius "1750"
  2606. scr_spawn_rcbomb_influencer_score "-200"
  2607. scr_spawn_rcbomb_influencer_score_curve "steep"
  2608. scr_spawn_tvmissile_influencer_length "3000"
  2609. scr_spawn_tvmissile_influencer_radius "2000"
  2610. scr_spawn_tvmissile_influencer_score "-400"
  2611. scr_spawn_tvmissile_influencer_score_curve "linear"
  2612. scr_spawn_vehicle_influencer_lead_seconds "3"
  2613. scr_spawn_vehicle_influencer_score "-50"
  2614. scr_spawn_vehicle_influencer_score_curve "linear"
  2615. scr_tabunGasDuration "8"
  2616. scr_tabunInitialGasShockDuration "7"
  2617. scr_tabunWalkInGasShockDuration "4"
  2618. scr_tabun_effect_radius "185"
  2619. scr_tabun_shock_height "20"
  2620. scr_tabun_shock_radius "185"
  2621. scr_tdm_bonus_leader "0"
  2622. scr_tdm_globalbattlechatterprobability "0"
  2623. scr_tdm_grenadeLauncherDudTime "100"
  2624. scr_tdm_killstreakDelayTime "0"
  2625. scr_tdm_numlives "0"
  2626. scr_tdm_playerrespawndelay "0"
  2627. scr_tdm_roundlimit "1"
  2628. scr_tdm_roundwinlimit "0"
  2629. scr_tdm_scorelimit "30000"
  2630. scr_tdm_score_assist "50"
  2631. scr_tdm_score_death "0"
  2632. scr_tdm_score_headshot "0"
  2633. scr_tdm_score_kill "10000"
  2634. scr_tdm_score_suicide "0"
  2635. scr_tdm_thrownGrenadeDudTime "0"
  2636. scr_tdm_timelimit "0"
  2637. scr_tdm_waverespawndelay "0"
  2638. scr_teambalance "0"
  2639. scr_teamKillPunishCount "3"
  2640. scr_team_allowHardpointStreakAfterDeath "0"
  2641. scr_team_artilleryTeamKillPenalty "0.25"
  2642. scr_team_fftype // Friendly fire status
  2643. scr_team_kickteamkillers "0"
  2644. scr_team_mortarTeaTeamKillPenalty "0.25"
  2645. scr_team_respawntime "0"
  2646. scr_team_teamkillerplaylistbanpenalty "0"
  2647. scr_team_teamkillerplaylistbanquantum "0"
  2648. scr_team_teamkillpointloss "1"
  2649. scr_team_teamkillspawndelay "20"
  2650. scr_timeplayedcap "1800"
  2651. scr_twar_globalbattlechatterprobability "0"
  2652. scr_twar_timelimit "100"
  2653. scr_vehicles_enabled "1"
  2654. scr_vehicle_damage_scalar "1"
  2655. scr_veh_alive_cleanuptimemax "120"
  2656. scr_veh_alive_cleanuptimemin "119"
  2657. scr_veh_cleanupabandoned "1"
  2658. scr_veh_cleanupdebugprint "0"
  2659. scr_veh_cleanupdrifted "1"
  2660. scr_veh_cleanupmaxspeedmph "1"
  2661. scr_veh_cleanupmindistancefeet "75"
  2662. scr_veh_cleanuptime_dmgfactor_deadtread "0.25"
  2663. scr_veh_cleanuptime_dmgfactor_max "1.0"
  2664. scr_veh_cleanuptime_dmgfactor_min "0.33"
  2665. scr_veh_cleanuptime_dmgfraction_curve_begin "0.0"
  2666. scr_veh_cleanuptime_dmgfraction_curve_end "1.0"
  2667. scr_veh_dead_cleanuptimemax "30"
  2668. scr_veh_dead_cleanuptimemin "20"
  2669. scr_veh_disableoverturndamage "0"
  2670. scr_veh_disablerespawn "0"
  2671. scr_veh_disappear_maxpreventdistancefeet "30"
  2672. scr_veh_disappear_maxpreventvisibilityfeet "150"
  2673. scr_veh_disappear_maxwaittime "60"
  2674. scr_veh_driversarehidden "1"
  2675. scr_veh_driversareinvulnerable "1"
  2676. scr_veh_explode_on_cleanup "1"
  2677. scr_veh_explosion_doradiusdamage "1"
  2678. scr_veh_explosion_husk_forcepointvariance "30"
  2679. scr_veh_explosion_husk_horzvelocityvariance "25"
  2680. scr_veh_explosion_husk_vertvelocitymax "200"
  2681. scr_veh_explosion_husk_vertvelocitymin "100"
  2682. scr_veh_explosion_maxdamage "200"
  2683. scr_veh_explosion_mindamage "20"
  2684. scr_veh_explosion_radius "256"
  2685. scr_veh_explosion_spawnfx "1"
  2686. scr_veh_health_jeep "700"
  2687. scr_veh_health_tank "1350"
  2688. scr_veh_ondeath_createhusk "1"
  2689. scr_veh_ondeath_usevehicleashusk "1"
  2690. scr_veh_respawnafterhuskcleanup "1"
  2691. scr_veh_respawntimemax "90"
  2692. scr_veh_respawntimemin "50"
  2693. scr_veh_respawnwait_iterationwaitseconds "1"
  2694. scr_veh_respawnwait_maxiterations "30"
  2695. scr_veh_waittillstoppedandmindist_maxtime "10"
  2696. scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet "5"
  2697. scr_wagerBet "10000"
  2698. scr_wagerPool "0"
  2699. scr_wagerSideBet "0"
  2700. scr_wager_defaultScore "0"
  2701. scr_wager_firstPayout "0"
  2702. scr_wager_firstPlayer "0"
  2703. scr_wager_secondPayout "0"
  2704. scr_wager_secondPlayer "0"
  2705. scr_wager_thirdPayout "0"
  2706. scr_wager_thirdPlayer "0"
  2707. scr_weaponobject_coneangle "70"
  2708. scr_weaponobject_graceperiod "0.6"
  2709. scr_weaponobject_mindist "20"
  2710. scr_weaponobject_radius "192"
  2711. scr_weapon_allowbetty "1"
  2712. scr_weapon_allowc4 "1"
  2713. scr_weapon_allowflash "1"
  2714. scr_weapon_allowfrags "1"
  2715. scr_weapon_allowmines "1"
  2716. scr_weapon_allowrpgs "1"
  2717. scr_weapon_allowsatchel "1"
  2718. scr_weapon_allowsmoke "1"
  2719. scr_xpscale "1"
  2720. scr_xpzmscale "1"
  2721. selectedFriendClanTag
  2722. selectedFriendIndex // Currently selected friend index.
  2723. selectedFriendName
  2724. selectedGroupIndex // Currently selected group index
  2725. selectedMenuItemIndex // Current selected event index.
  2726. selectedPlayerClanName
  2727. selectedPlayerXuid
  2728. selectedStoreItemIndex // Currently selected in-game store item index
  2729. selected_group "killstreak"
  2730. sensitivity // Mouse sensitivity
  2731. server1
  2732. server10
  2733. server11
  2734. server12
  2735. server13
  2736. server14
  2737. server15
  2738. server16
  2739. server2
  2740. server3
  2741. server4
  2742. server5
  2743. server6
  2744. server7
  2745. server8
  2746. server9
  2747. sessionSearchMaxAttempts // Number of search retries before giving up.
  2748. session_nonblocking // Experimental non-blocking Session code
  2749. settings_map_selected "1"
  2750. shardEdgeSize // Range of the new shard edge length as a fraction of the total shard edges lengths
  2751. shardShatterSizeLimitScale // Scale of maxShardSize & minShardSize when shattering a shard.
  2752. shardSplitDir // Angle range of the first edge of the shard
  2753. shardSplitDir2 // Angle range of the next edges of the shard
  2754. shatterFxMaxDist // Distance between FX spawning points along the window edges
  2755. shatterFxMinEdgeLength // Minimum length that the window edge has to be to have a shatter fx spawned on it.
  2756. shortversion "7"
  2757. showdrop // Show dropped packets
  2758. showHiddenOffers // True when hidden offers need to be displayed for a user
  2759. showpackets // Show packets
  2760. showVisionSetDebugInfo // Enables visionset debug info
  2761. show_reticle_during_swimming // Controls if the reticle is visible during swimming.
  2762. show_tty_timestamps // Show timestamps in tty output
  2763. sidebet_made
  2764. skills // SP character skill levels
  2765. smpDraw2D // draw 2D in a worker thread
  2766. smpGlass // Update & generate glass verts in a worker thread
  2767. smpUpdatePlayerNames // update player names in a worker thread (part of Draw2D)
  2768. sm_enable // Enable shadow mapping
  2769. sm_fastSunShadow // Fast sun shadow
  2770. sm_fullResSpotShadowEnable // Provides high-res spot shadows for the only one spotlight in the scene.
  2771. sm_lightScore_eyeProjectDist // When picking shadows for primary lights, measure distance from a point this far in front of the camera.
  2772. sm_lightScore_spotProjectFrac // When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction.
  2773. sm_maxLights // Limits how many primary lights can have shadow maps
  2774. sm_polygonOffsetBias // Shadow map offset bias
  2775. sm_polygonOffsetScale // Shadow map offset scale
  2776. sm_qualitySpotShadow // Fast spot shadow
  2777. sm_spotEnable // Enable spot shadow mapping from script
  2778. sm_spotShadowFadeTime // How many seconds it takes for a primary light shadow map to fade in or out
  2779. sm_spotShadowLargeRadiusScale // Radius scaler for large spot shadow switch over
  2780. sm_strictCull // Strict shadow map cull
  2781. sm_sunAlwaysCastsShadow // forces sun to always do shadow mapping, from script
  2782. sm_sunEnable // Enable sun shadow mapping from script
  2783. sm_sunSampleSizeNear // Shadow sample size
  2784. sm_sunShadowCenter // Sun shadow center, 0 0 0 means don't override
  2785. sm_sunShadowScale // Sun shadow scale optimization
  2786. sm_sunShadowSmallEnable // use quarter resolution sun shadow map
  2787. snaps // Snapshot rate
  2788. snd_always_log // enable missing sound spam
  2789. snd_assert_on_enqueue
  2790. snd_assert_on_play
  2791. snd_assert_on_stop
  2792. snd_autoSim // turn on client side simulation of automatic gun sounds
  2793. snd_autosim_window // autosim window masking
  2794. snd_auto_random // amt to randomize 3p apparent fire rates
  2795. snd_boat_current_rpm // scalar value for boat engine
  2796. snd_boat_engine_off // value for boat engine low/idle
  2797. snd_boat_lerp_rpm // scalar value for boat rpm
  2798. snd_boat_pitch_high_max // boat pitch high max
  2799. snd_boat_pitch_high_min // boat pitch high min
  2800. snd_boat_pitch_idle_max // boat pitch low min
  2801. snd_boat_pitch_idle_min // boat pitch low min
  2802. snd_boat_pitch_low_max // boat pitch low min
  2803. snd_boat_pitch_low_min // boat pitch low min
  2804. snd_boat_pitch_med_max // boat pitch med max
  2805. snd_boat_pitch_med_min // boat pitch med min
  2806. snd_boat_rpm_high_fin_end // rpm point where engine_high fade in begins
  2807. snd_boat_rpm_high_start // rpm point where engine_high start
  2808. snd_boat_rpm_idle_end // rpm point where engine_idle ends
  2809. snd_boat_rpm_idle_fout_start // rpm point where engine_idle begins to fade out
  2810. snd_boat_rpm_low_end // rpm point where engine_low ends
  2811. snd_boat_rpm_low_fin_end // rpm point where engine_low fade in ends
  2812. snd_boat_rpm_low_fout_start // rpm point where engine_low fade out begins
  2813. snd_boat_rpm_low_start // rpm point where engine_low start
  2814. snd_boat_rpm_med_end // rpm point where engine_medium ends
  2815. snd_boat_rpm_med_fin_end // rpm point where engine_med fade in ends
  2816. snd_boat_rpm_med_fout_start // rpm point where engine_med fade out begins
  2817. snd_boat_rpm_med_start // rpm point where engine_medium start
  2818. snd_boat_rpm_scalar // scalar value for boat rpm
  2819. snd_boat_using_lerp_rpm // scalar value for boat rpm
  2820. snd_boat_water_fast_min // boat pitch high max
  2821. snd_boat_water_idle_max // boat pitch high max
  2822. snd_boat_water_pitch_max // boat pitch high max
  2823. snd_boat_water_slow_max // boat pitch high max
  2824. snd_boat_water_slow_min // boat pitch high max
  2825. snd_debugAlias
  2826. snd_debugReplace // Print out information about when we stop a playing sound to play another
  2827. snd_debug_snapshot
  2828. snd_dlpf_attenuation // attenuation for distance lpf
  2829. snd_dlpf_max_distance // max distance for distance lpf
  2830. snd_dlpf_min_distance // min distance for distance lpf
  2831. snd_dopplerRate // global doppler lerp rate
  2832. snd_dopplerScale // global doppler ratio
  2833. snd_draw3D // Draw the position and info of world sounds
  2834. snd_drawInfo // Draw debugging information for sounds
  2835. snd_drawSort // Sort debugging information for sounds
  2836. snd_dry_scale // scalar value for dry signal path
  2837. snd_dsp_drc // enable DRC
  2838. snd_dsp_drc_ratio // ratio for master limiter
  2839. snd_dsp_drc_threshold // threshold for master limiter
  2840. snd_dsp_futz // enable dsp futz
  2841. snd_enable_pitch // use pitch variation
  2842. snd_entityRandomize // entity randomization
  2843. snd_flux_separation // separation of L/R flux elements, 0 none, 1 180 deg, not linear in angle
  2844. snd_futz // futz
  2845. snd_futz_blend
  2846. snd_futz_bpf_f
  2847. snd_futz_bpf_q
  2848. snd_futz_clip_post
  2849. snd_futz_clip_pre
  2850. snd_futz_distortion
  2851. snd_futz_force
  2852. snd_futz_ls_f
  2853. snd_futz_ls_g
  2854. snd_futz_ls_q
  2855. snd_futz_min // futz min
  2856. snd_futz_postg
  2857. snd_futz_preg
  2858. snd_futz_tg
  2859. snd_futz_th
  2860. snd_global_pitch // global pitch
  2861. snd_hdr // HDR audio
  2862. snd_hdr_channel_threshold // percent of channels active when hdr kicks in
  2863. snd_hdr_maximum_priority // sounds more than this are at normal volume
  2864. snd_hdr_minimum_level // hdr minimum attenuation
  2865. snd_hdr_minimum_priority // sounds less than this are silent
  2866. snd_hdr_rate // hdr lerp rate
  2867. snd_isbig_distance // distance where isbig doesn't make a difference in occlusion
  2868. snd_levelFadeTime // The amount of time in milliseconds for all audio to fade in at the start of a level
  2869. snd_losOcclusion // occlusion based off of LOS
  2870. snd_master_override
  2871. snd_menu_center_channel // options menu center channel
  2872. snd_menu_cinematic // Scales the volume of Bink videos.
  2873. snd_menu_left_channel // options menu left channel
  2874. snd_menu_left_surround // options menu left surround
  2875. snd_menu_lfe // options menu lfe
  2876. snd_menu_listen_level // options menu listening level
  2877. snd_menu_master // options menu master
  2878. snd_menu_music // options menu music
  2879. snd_menu_right_channel // options menu right channel
  2880. snd_menu_right_surround // options menu right surround
  2881. snd_menu_sfx // options menu sfx
  2882. snd_menu_speaker_setup // options menu speaker setup
  2883. snd_menu_voice // options menu voice
  2884. snd_minigun_loop_start // spin time elapse until loop sound starts playing
  2885. snd_minigun_pitch_end // pitch where the loop ends
  2886. snd_minigun_pitch_start // pitch where the loop starts
  2887. snd_mute_alias_substring
  2888. snd_occlusion_attenuation // maximum occlusion attenuation
  2889. snd_occlusion_cull_distance // distance at which we don't do occlusion at start
  2890. snd_occlusion_rate // snd occlusion rate
  2891. snd_omnidirectionalPercentage // Percentage of sound volume that is 'directionless'
  2892. snd_pan_filter
  2893. snd_pitch_timescale // pitch scalar by timescale
  2894. snd_playing_priority_boost // priority penalty for new sounds
  2895. snd_priority_rate // interpolation rate for minimum priority
  2896. snd_priority_window // width of priority window for sounds to play
  2897. snd_proximity_enable // enable reverb prox
  2898. snd_proximity_filter
  2899. snd_proximity_max_dist
  2900. snd_proximity_max_late_cut
  2901. snd_proximity_min_dist
  2902. snd_ps3_vol_occlusion_attenuation_dry // maximum dry volume occlusion attenuation for PS3
  2903. snd_ps3_vol_occlusion_attenuation_wet // maximum wet volume occlusion attenuation for PS3
  2904. snd_radverb_matrix // radverb delay matrix selection
  2905. snd_realDelay // turn on 'realistic' sound delay
  2906. snd_reverb_override
  2907. snd_reverb_proximity_distance // max dist for reverb proximity effect
  2908. snd_skip_muted_sounds // skip muted sounds
  2909. snd_slaveFadeInTime // the time in seconds for slave fade in
  2910. snd_slaveFadeOutTime // the time in seconds for slave fade out
  2911. snd_solo_alias_substring
  2912. snd_speakerConfiguration // Speaker configuration
  2913. snd_start_alias
  2914. snd_stereo_3d // pan 3d stereo assets to alternate speakers
  2915. snd_stop_alias
  2916. snd_test_verb // test verb wetdry
  2917. snd_throttle_reduce_vol // ammount to reduce engine vol
  2918. snd_throttle_time_held_down // how long (ms) throttle is held before engine vol begins to decrease
  2919. snd_timescale_filter // filter coef for timescale fade
  2920. snd_touchStreamFilesOnLoad // Check whether stream sound files exist while loading
  2921. snd_trace_master // trace master dsp
  2922. snd_trace_reverb // trace reverb dsp
  2923. snd_trace_voice // trace voice dsp
  2924. snd_water_occlusion_attenuation // in water attenuation
  2925. snd_water_occlusion_distance // max distance from surface for water occlusion
  2926. snd_water_occlusion_minimum // min distance from surface for water occlusion
  2927. snd_water_omni_amount // omni amount at max distance underwater
  2928. snd_water_omni_distance // max distance for undewater omni
  2929. snd_water_pitch_amount // pitch amount at max distance underwater
  2930. snd_water_pitch_distance // max distance for underwater pitch changes
  2931. snd_wet_scale // scalar value for wet signal path
  2932. spawnsystem_badspawn_aggression_delay // Report aggression to others that a player deals within this MS of spawning in
  2933. spawnsystem_badspawn_damage_delay // Report damage that occurs to a player within this MS of spawning in
  2934. spawnsystem_badspawn_force_record // Immediately after each client spawn, submit a corresponding badspawn report
  2935. spawnsystem_debug // Debug and rendering for the spawn system
  2936. spawnsystem_debug_archive // Sets the spawn system archive mode
  2937. spawnsystem_debug_best_points // Render best spawn point information
  2938. spawnsystem_debug_influencers // Use colors to differentiate influencer types
  2939. spawnsystem_debug_influencer_types // Render spawn influencer information
  2940. spawnsystem_debug_liveedit // Do it, live edit now!
  2941. spawnsystem_debug_player
  2942. spawnsystem_debug_points // Render spawn point boxes. 2 = no depth test
  2943. spawnsystem_debug_point_weights // Render spawn point information
  2944. spawnsystem_debug_showclients // Render archived clients
  2945. spawnsystem_debug_sideswitched // Switch to "sideswitched" mode
  2946. spawnsystem_debug_team
  2947. spawnsystem_debug_visibility // Render spawn point visibility checking
  2948. spawnsystem_debug_visibility_time // Length of time to render the visibility check
  2949. spawnsystem_friend_influencer_stacking // Combine all friendly player influencers
  2950. spawnsystem_sight_check_max_distance // Max distance for the line of sight check
  2951. spawnsystem_weapon_influencer_min_length // Minimum lenght the line of sight check will drop the distance to
  2952. spawnsystem_weapon_influencer_push_through // Extend the line of sight distance this much after check
  2953. spawnsystem_weapon_influencer_sight_check // Do a line of sight check on the weapon influencer
  2954. spawnsystem_weapon_influencer_update_interval // How often to update the sight check in milliseconds
  2955. splitscreen // Current game is a splitscreen game
  2956. splitscreen_botCount // The number of bots allowed in a splitscreen game
  2957. splitscreen_lobbyPlayerCount "2/2 PLAYERS"
  2958. splitscreen_partyPlayerCount "2 player(s) in party."
  2959. splitscreen_playerCount // The number of players in a splitscreen game
  2960. splitscreen_playerNum "4"
  2961. spmode // Current game is a sp game
  2962. start_in_mp // Start in Mp on launch
  2963. stats_version_check // Reset stats if version numbers do not match
  2964. stat_version // Stats version number
  2965. stopspeed // The player deceleration
  2966. storeMapPackMaskToStats // Store the installed Map-Pack Masks in the persistent stats
  2967. sv_allowedClan1
  2968. sv_allowedClan2
  2969. sv_assistWorkers // Enable server worker thread assist when idle
  2970. sv_botCloseDistance // Bot enemy close distance. Used for threat selection
  2971. sv_botCrouchDistance // If the path lookahead distance is less than this number, the bot will crouch
  2972. sv_botFov // Bot field of view angle in degrees
  2973. sv_botGoalRadius // Bot goal radius
  2974. sv_botMaxAdsTime // The maximum amount of time in ms the bot will remain in ADS. Used to prevent repeatedly popping in and out of ads.
  2975. sv_botMaxCrouchTime // The maximum amount of time in ms the bot will hold his crouch stance
  2976. sv_botMaxDeathTime // The maximum amount of time in ms the bot will hold his position while his target is dead
  2977. sv_botMaxFireTime // When firing a non-automatic weapon, the maximum amount of time the bot will delay before firing again. Used to simulate the time to depress and press the controller attack trigger.
  2978. sv_botMaxPitchTime // The maximum amount of time in ms the bot will hold his current pitch on the target when engaged
  2979. sv_botMaxReactionTime // Bot maximum time to react when first seeing a target
  2980. sv_botMaxStrafeTime // Bot maximum time to strafe when engaged
  2981. sv_botMinAdsTime // The minimum amount of time in ms the bot will remain in ADS. Used to prevent repeatedly popping in and out of ads.
  2982. sv_botMinCrouchTime // The minimum amount of time in ms the bot will hold his crouch stance
  2983. sv_botMinDeathTime // The minimum amount of time in ms the bot will hold his position while his target is dead
  2984. sv_botMinFireTime // When firing a non-automatic weapon, the minimum amount of time the bot will delay before firing again. Used to simulate the time to depress and press the controller attack trigger.
  2985. sv_botMinPitchTime // The minimum amount of time in ms the bot will hold his current pitch on the target when engaged
  2986. sv_botMinReactionTime // Bot minimum time to react when first seeing a target
  2987. sv_botMinStrafeTime // Bot minimum time to strafe when engaged
  2988. sv_botPitchDown // Bot pitch minimum (looking downward)
  2989. sv_botPitchSpeed // Bot pitch lerp speed
  2990. sv_botPitchSpeedAds // Bot pitch lerp speed used when engaging
  2991. sv_botPitchUp // Bot pitch maximum (looking upward)
  2992. sv_botSprintDistance // If the path lookahead distance is this number or greater, the bot will sprint
  2993. sv_botStrafeChance // The percentage chance that the bot will strafe when engaged
  2994. sv_botTargetLeadBias // The number of server frames used to predict an entity's position. Used for bot aiming when firing.
  2995. sv_botUseFriendNames // Testclients will use names from the players' friends list
  2996. sv_botYawSpeed // Bot yaw rate for normal turning
  2997. sv_botYawSpeedAds // Bot yaw rate for slower (fine tuning) turning
  2998. sv_cheats // Allow server side cheats
  2999. sv_clientArchive // Have the clients archive data to save bandwidth on the server
  3000. sv_clientside // Used to toggle systems in script on and off on the server.
  3001. sv_clientSideBullets // If true, clients will synthesize tracers and bullet impacts
  3002. sv_clientSideVehicles // If true, vehicles will be predicted on the client reducing response time
  3003. sv_connectTimeout // seconds without any message when a client is loading
  3004. sv_debugRate // Enable snapshot rate debugging info
  3005. sv_debugReliableCmds // Enable debugging information for 'reliable' commands
  3006. sv_endGameIfISuck // End the match if most of the players are lagged out
  3007. sv_floodProtect // Prevent malicious lagging by flooding the server with commands
  3008. sv_fps // Server frames per second
  3009. sv_hostname "Anth0ny"
  3010. sv_kickBanTime // Time in seconds for a player to be banned from the server after being kicked
  3011. sv_mapname
  3012. sv_mapRotation
  3013. sv_mapRotationCurrent
  3014. sv_maxclients "24"
  3015. sv_maxHappyPingTime // Max ping that a player can have that we consider acceptable when calculating if the server is swamped
  3016. sv_maxPing // Maximum ping allowed on the server
  3017. sv_maxRate // Maximum bit rate
  3018. sv_minPing // Minimum ping allowed on the server
  3019. sv_network_fps // Number of times per second the server checks for net messages
  3020. sv_network_warning // Alternative enable SCR_DrawPleaseWait dialog
  3021. sv_packet_info // Enable packet info debugging information
  3022. sv_padPackets // add nop bytes to messages
  3023. sv_paused // Pause the server
  3024. sv_privateClients // Maximum number of private clients allowed on the server
  3025. sv_privateClientsForClients // The # of private clients (we send this to clients)
  3026. sv_reconnectlimit // minimum seconds between connect messages
  3027. sv_restoreDvars // Enable to restore Dvars on entering the Xbox Live menu
  3028. sv_running // Server is running
  3029. sv_showAverageBPS // Show average bytes per second for net debugging
  3030. sv_showPingSpam // Turns on ping info spam.
  3031. sv_smp // Enable server multithreading
  3032. sv_timeout // seconds without any message
  3033. sv_zombietime // seconds to sync messages after disconnect
  3034. systemlink // Current game is a system link game
  3035. systemlink_warning_shown // System Link Version Warning Shown
  3036. teamsplitter_verbose // Verbose debug output while splitting teams if true.
  3037. team_indicator // The team indicator modes : 0 - Full Name ; 1 - Abbreviated ; 2 - Icon Only
  3038. tickerHeaderWidth // The width of the ticker header text used to align the the ticker message.
  3039. tickerStandardWidth // Ticker message text standard width.
  3040. tickerWidescreenWidth // Ticker message text widescreen width.
  3041. timescale // Scale time of each frame
  3042. timeUntilDropRange // Range of how much time a glass shard will stay on the frame before falling
  3043. tmsFileFetchTryIntervalBase // Delay in seconds after file fetch fails to the next retry. Exponential growth each retry.
  3044. tmsFileFetchTryIntervalMax // Max delay in seconds between file fetch tries.
  3045. tmsFileFetchTryMaxAttempts // Max retry attempts before stopping altogether.
  3046. tree_bend // bend amount of tree trunk
  3047. tree_frequency // frequency of tree bend oscillation
  3048. tree_random // random addition to bend amount of tree trunk
  3049. turretPlayerAvoidScale // Auto turrets will try to avoid the player. They will not choose a target that is within a cone around the player. The diameter of the cone is the player's height, so the cone is smaller, the farther the player is from the turret. Use this dvar to scale the cone size.
  3050. turret_KillstreakTargetTime // Time in milliseconds that a TOW turret will stay locked on a target before verifying line of sight
  3051. turret_placement_debug // Enables turret placement debug lines
  3052. turret_placement_feet_offset // Position of the feet from the center axis.
  3053. turret_placement_feet_trace_dist_z // Max distance for a foot to be considered touching the ground
  3054. turret_placement_trace_dist // Distance along the trace axis where the turret will attempt to position itself
  3055. turret_placement_trace_maxs // maxs of the bound used for the placement trace
  3056. turret_placement_trace_mins // mins of the bound used for the placement trace
  3057. turret_placement_trace_min_normal // Minimum normal to accept a turret position
  3058. turret_placement_trace_pitch // Pitch used for the trace axis
  3059. turret_placement_trace_radius_canon_safety // Extra radius used in the forward direction to compensate for the canon length
  3060. turret_SentryTargetTime // Time in milliseconds that a sentry turret will stay locked on a target before verifying line of sight
  3061. turret_TargetLeadBias // The number of server frames used to predict an entity's position. Used for turret aiming when firing.
  3062. twar_captureAccelBonus "35"
  3063. twar_captureAccelLimit "50"
  3064. twar_captureTime "40"
  3065. twar_finalFightTimeLimit "5"
  3066. twar_momentumArtillery "100"
  3067. twar_momentumBlitzkriegTime "30"
  3068. twar_momentumDogs "100"
  3069. twar_momentumEnabled "1"
  3070. twar_momentumFlagCap "25"
  3071. twar_momentumKamikaze "100"
  3072. twar_momentumKillPlayer "5"
  3073. twar_momentumMax "70"
  3074. twar_momentumMaxMultiplier "3"
  3075. twar_momentumMultiplierBonus "25"
  3076. twar_momentumMultiplierBonusLimit "75"
  3077. twar_momentumRadar "100"
  3078. twar_neutralFlagLockTime "0"
  3079. typeWriterCod7LetterFXTime // Time it takes for a letter to come in.
  3080. uiscript_debug // spam debug info for the ui script
  3081. uiViewer_allowPitch // Allow the control of the camera pitch
  3082. uiViewer_attachment // Current weapon attachment index to show
  3083. uiViewer_customname
  3084. uiViewer_equipWeapon // weapon to equip the player (primary/secondary)
  3085. uiViewer_fov // UI Viewer horizontal field of view (degrees)
  3086. uiViewer_heroHighlight // use herolight to highlight the customized part
  3087. uiviewer_highlightColor1 // Highlight outline color #1 (pingpongs to color2)
  3088. uiviewer_highlightColor2 // Highlight outline color #2 (pingpongs to color1)
  3089. uiViewer_ingame // The viewer is displayed in-game (false is in the frontend)
  3090. uiViewer_lightMultiplier // UI Viewer model lighting multiplier
  3091. uiViewer_loaded // a flag for the menu that the viewer is loaded
  3092. uiViewer_mode // current uiViewer mode
  3093. uiViewer_pitchRange // Camera pitch range (x=minimum y=maximum)
  3094. uiViewer_playerCamera
  3095. uiViewer_sceneOrigin // Origin of the models in ui viewer
  3096. uiViewer_show // Enables rendering of the ui viewer
  3097. uiViewer_streaming // The UI viewer cannot draw since the model is streaming
  3098. uiViewer_weapon // Current weapon index to show
  3099. ui_3dwaypointtext "1"
  3100. ui_allowvote "1"
  3101. ui_allow_classchange // Whether the UI should allow changing class
  3102. ui_allow_controlschange "1"
  3103. ui_allow_teamchange // Whether the UI should allow changing team
  3104. ui_ammo_stock_width // Width of the ammo stock shown on the right.
  3105. ui_animSpeedScale // Scales the UI animation speed.
  3106. ui_attachment_highlighted "0"
  3107. ui_bg_image
  3108. ui_bigFont // Big font scale
  3109. ui_blurAmount // Max amount to blur background menu items.
  3110. ui_blurDarkenAmount // Max amount to darken the background menu items.
  3111. ui_borderLowLightScale // Scales the border color for the lowlight color on certain UI borders
  3112. ui_buildLocation // Where to draw the build number
  3113. ui_buildSize // Font size to use for the build number
  3114. ui_challengeGameMode
  3115. ui_challengeSort // Sort order for challenges
  3116. ui_choice_desc "@CUSTOM_GAME_TIME_LIMIT_DESC"
  3117. ui_cinematicsTimestamp // Shows cinematics timestamp on subtitle UI elements.
  3118. ui_clancardOpen // True when in game clancard is open.
  3119. ui_clanCountNotZero // Whether the player has any clan members.
  3120. ui_clanDescription
  3121. ui_clanName
  3122. ui_clanRecommendationCount // Number of players recommended to clan
  3123. ui_classesCurrentItemEquippedIn
  3124. ui_closeAfterPurchase // Whether an item has just been purchased and the item list needs to be closed.
  3125. ui_combatComparisonModeOn // True when comparing stats with other player in combat record
  3126. ui_combatCurrView // Current View in the combat record weapons tab.
  3127. ui_combatCurrViewNum // Current View number in the combat record weapons tab.
  3128. ui_combatHistogramCurrGametype // Current scroll bar Position for combat record
  3129. ui_combatOtherPlayerStatsAvailable // False when compared player has not played any public matches, or stats are corrupted, or could not be converted to current DDL.
  3130. ui_combatRecordOpen // True when Combat Record is Open.
  3131. ui_connectScreenTextGlowColor // Glow color applied to the mode and map name strings on the connect screen.
  3132. ui_currentMap // Current map index
  3133. ui_currentRecentPlayer // Selected recent player
  3134. ui_currentWeaponOptionGroup // Current weapon option group for the UI
  3135. ui_customClassName
  3136. ui_customclass_selected "9"
  3137. ui_customModeDesc "CUSTOM GAME MODE"
  3138. ui_customModeEditDesc "CUSTOM GAME MODE"
  3139. ui_customModeEditName "TEAM DEATHMATCH"
  3140. ui_customModeIndex // Custom game mode selected index into sharedUiInfo.customGameTypes
  3141. ui_customModeName
  3142. ui_custom_haschanged "1"
  3143. ui_custom_name "customclass1"
  3144. ui_custom_newname
  3145. ui_deathicontext "1"
  3146. ui_demoname
  3147. ui_drawCrosshair // Whether to draw crosshairs.
  3148. ui_dropdownButtonOffset // Used to calculate the Y offset of the dropdown buttons.
  3149. ui_dropdownListMax // Number of elements in list that opened dropdown.
  3150. ui_dropdownMax // Number of elements in the dropdown.
  3151. ui_dropdownOffset // Used to calculate the Y offset of the dropdown.
  3152. ui_ethernetLinkActive // true if a network connection is available(and active)
  3153. ui_extraBigFont "1.0"
  3154. ui_flownOut "0"
  3155. ui_flyoutHasFocus "0"
  3156. ui_friendCountNotZero // Whether the player has any friends.
  3157. ui_friendlyfire "0"
  3158. ui_friendsCombatRecordOpen // True when friend's or clan member's combat record is open.
  3159. ui_friendsListOpen // True when viewing Friends List.
  3160. ui_gametype "tdm"
  3161. ui_generic_status_bar "0"
  3162. ui_groupsCountNotZero // Whether whether the player is part of any group
  3163. ui_gv_reloadSpeedModifier // Adjusts the reload speed
  3164. ui_gv_rulecount // How many advanced game rules are created.
  3165. ui_heatMapColor // Heat Map Blob Color
  3166. ui_heatMapColorForPlayer // Heat Map Blob Color for player deaths only
  3167. ui_hint_text "@NULL_EMPTY"
  3168. ui_hostname "Dnicey CRAZY D"
  3169. ui_hud_hardcore // Whether the HUD should be suppressed for hardcore mode
  3170. ui_hud_obituaries "1"
  3171. ui_hud_showobjicons "1"
  3172. ui_hud_visible // Whether the 2D HUD should be displayed or not.
  3173. ui_ignoreMousePos // Whether there are multiple text entries in the menu.
  3174. ui_incomingProposalCount // Number of incoming clan requests
  3175. ui_incomingProposalCountNotZero // Whether there are any incoming proposals
  3176. ui_inside_popup "killstreaks"
  3177. ui_isClanMember // True when member belongs to clan
  3178. ui_isStoreOpen // Sets on/off based on whether store menu is open or closed.
  3179. ui_items_no_cost // Set to 1 if you want items to have no cost
  3180. ui_lastServerRefresh_0 "Nov 8, 2010 22:20"
  3181. ui_leaderboardFeederCountNotZero // Whether the leaderboard has any entry
  3182. ui_leaderboardOpen // True when viewing leaderboards
  3183. ui_listboxIndex // Current position in a listbox. Used to position associated drop down menu.
  3184. ui_lobbyLeaderBoard // True when we open leaderboard through lobby leaderboard.
  3185. ui_lobbypopup
  3186. ui_lobby_desc "Play a custom game over the local network."
  3187. ui_mapCount // Number of maps the player has
  3188. ui_mapname "mp_nuked"
  3189. ui_map_killstreak
  3190. ui_menuLvlNotify // If set, send code notification to script; default off
  3191. ui_motd
  3192. ui_mousePitch "0"
  3193. ui_mpTheaterEnabled "1"
  3194. ui_mptype "1"
  3195. ui_mpWagerMatchEnabled "1"
  3196. ui_multiplayer // True if the game is multiplayer
  3197. ui_multi_dt "1000"
  3198. ui_multi_s "0"
  3199. ui_netSource // The network source where:
  3200. ui_numPersonalBests // Number of personal bests to display in the AAR
  3201. ui_onCloseArgs
  3202. ui_onlineClanCount // Number of clan members online.
  3203. ui_options_open "0"
  3204. ui_partyFull // True if the current party is full.
  3205. ui_party_download_bar_color // Color of the party download progress bar.
  3206. ui_party_download_bar_height // Height of each download progress bar.
  3207. ui_playercardOpen // True when in game gamercard is open.
  3208. ui_playerListOpen // True when viewing recent met player List.
  3209. ui_playerNemesisColor // Nemesis background colour in lobbies
  3210. ui_playerPartyColor // The local player's font color when shown in lobbies and parties
  3211. ui_playerSquadColor // Squad Member background colour in lobbies
  3212. ui_preview "mp_nuked"
  3213. ui_prevTextEntryBox // Index of the previous text entry box.
  3214. ui_primary_highlighted "0"
  3215. ui_radar_client // Whether the UI should show radar to this client
  3216. ui_readingSaveDevice // Whether or not the reading save device menu is open.
  3217. ui_recentPlayerCountNotZero // Whether the player has any recent players.
  3218. ui_recommendedCountNotZero // Whether the clan has any recommended players.
  3219. ui_right_ammo_width // Width of the ammo shown on the right.
  3220. ui_scorelimit "7500"
  3221. ui_score_bar "0"
  3222. ui_serverStatusTimeOut // Time in milliseconds before a server status request times out
  3223. ui_showList // Show onscreen list of currently visible menus
  3224. ui_showmap "1"
  3225. ui_showMenuOnly
  3226. ui_show_arrow "0"
  3227. ui_show_preview "0"
  3228. ui_signedInToProfile // Whether or not the profile has been read.
  3229. ui_slot_count "3"
  3230. ui_smallFont // Small font scale
  3231. ui_stat_rankxp "0"
  3232. ui_storeOfferCountNotZero // Whether the store has any offers.
  3233. ui_text_endreason "MP_SCORE_LIMIT_REACHED"
  3234. ui_timelimit "10"
  3235. ui_totalClanMemberCount // Total number of players who are part of the clan.
  3236. ui_useCustomClassInfo // set to 1 to divert ui class functions to use custmo class data
  3237. ui_version_show "0"
  3238. ui_xboxLiveCountNotZero // Whether there are any players in the xbox live party
  3239. ui_xboxLivePartyListOpen // Whether the xbox live party tab is open.
  3240. ui_xpText "1"
  3241. unbindall
  3242. unbindallaxis
  3243. updateInfoLastFetchTime // Time in milliseconds of the last update related to friends,clan,recent met players being called.
  3244. updateRefreshInGameStoretLastFetchTime // Time in milliseconds of the last update for in-game store
  3245. useMapPreloading // Whether to start loading the map before connecting to server
  3246. usePackFiles // Read midmip .tex files out of .pak files (for shipping and xfetch/disks/testing)
  3247. useSvMapPreloading // Whether to start loading the map before starting the server
  3248. useWalkPathnodesMode // Special nodes walking all pathnodes in the map
  3249. vehanim_debug // Show debug information for vehicle anims
  3250. vehanim_enable // Enable player vehicle anims
  3251. vehControlMode // Changes the vehicle controls and camera mode
  3252. vehGunnerSplashDamage // Percentage of projectile and grenade splash damage that vehicle gunners take.
  3253. vehHelicopterAlwaysFaceCamera // Setting this will have the helicopter always face the same direction as the camera.
  3254. vehHelicopterAlwaysFaceCameraRate // How quickly the helicopter catches up to the camera.
  3255. vehHelicopterboundMapHeight // Helicopter Bounding height.
  3256. vehHelicopterboundMapLowerRightX // Helicopter Bounding box.
  3257. vehHelicopterboundMapLowerRightY // Helicopter Bounding box.
  3258. vehHelicopterboundMapUpperLeftX // Helicopter Bounding box.
  3259. vehHelicopterboundMapUpperLeftY // Helicopter Bounding box.
  3260. vehHelicopterboundsOn // Heli bounds on/off.
  3261. vehHelicopterDecelerationFwd // Set the deceleration of the player helicopter (as a fraction of acceleration) in the direction the chopper is facing. So 1.0 makes it equal to the acceleration.
  3262. vehHelicopterDecelerationSide // Set the side-to-side deceleration of the player helicopter (as a fraction of acceleration). So 1.0 makes it equal to the acceleration.
  3263. vehHelicopterDefaultPitch // Set the default pitch of the helicopter.
  3264. vehHelicopterFreeLook // Allow free look with left trigger.
  3265. vehHelicopterHeadSwayDontSwayTheTurret // If set, the turret will not fire through the crosshairs, but straight ahead of the vehicle, when the player is not freelooking.
  3266. vehHelicopterHoverSpeedThreshold // The speed below which the player helicopter begins to jitter the tilt, for hovering
  3267. vehHelicopterInvertUpDown // Invert the altitude control on the player helicopter.
  3268. vehHelicopterJitterJerkyness // Specifies how jerky the tilt jitter should be
  3269. vehHelicopterLookaheadTime // How far ahead (in seconds) the player helicopter looks ahead, to avoid hard collisions. (Like driving down the highway, you should keep 2 seconds distance between you and the vehicle in front of you)
  3270. vehHelicopterMaxAccelVertical // Maximum vertical acceleration of the player helicopter (in MPH per second)
  3271. vehHelicopterMaxSpeedVertical // Maximum vertical speed of the player helicopter (in MPH)
  3272. vehHelicopterPathTransitionTime // How quickly the helicopter transitions from driving path to locked path.
  3273. vehHelicopterRightStickDeadzone // Dead-zone for the axes of the right thumbstick. This helps to better control the two axes separately.
  3274. vehHelicopterRotDecel // Set the rotational deceleration or dampening for the helicopter.
  3275. vehHelicopterScaleMovement // Scales down the smaller of the left stick axes.
  3276. vehHelicopterSoftCollisions // Player helicopters have soft collisions (slow down before they collide).
  3277. vehHelicopterStrafeDeadzone // Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling).
  3278. vehHelicopterTiltFromControllerAxes // The amount of tilt caused by the desired velocity (i.e., the amount of controller stick deflection)
  3279. vehHelicopterTiltFromFwdAndYaw // The amount of roll caused by yawing while moving forward.
  3280. vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt // The forward speed (as a fraction of top speed) at which the tilt due to yaw reaches is maximum value.
  3281. vehHelicopterTiltFromViewangles // The amount of tilt caused by the current velocity
  3282. vehHelicopterTiltMomentum // The amount of rotational momentum the helicopter has with regards to tilting.
  3283. vehHelicopterYawAltitudeControls // Determines how to control yaw and altitude
  3284. vehHelicopterYawOnLeftStick // The yaw speed created by the left stick when pushing the stick diagonally (e.g., moving forward and strafing slightly).
  3285. vehicle_damage_bouncing_betty // Bouncing betty damage for vehicles.
  3286. vehicle_damage_bullet // Bullet damage for vehicles.
  3287. vehicle_damage_grenade // Grenade damage for vehicles.
  3288. vehicle_damage_max_shielding // Percent of core damage that armor can shield.
  3289. vehicle_damage_projectile // Projectile damage for vehicles.
  3290. vehicle_damage_satchel_charge // Satchel charge damage for vehicles.
  3291. vehicle_damage_sticky_grenade // Sticky grenade damage for vehicles.
  3292. vehicle_damage_zone_front // Front zone damage for vehicles.
  3293. vehicle_damage_zone_rear // Rear zone damage for vehicles.
  3294. vehicle_damage_zone_side // Side zone damage for vehicles.
  3295. vehicle_damage_zone_under // Bottom zone damage for vehicles.
  3296. vehicle_destructible_damage_bouncing_betty // Bouncing betty damage for destructible armor on vehicles.
  3297. vehicle_destructible_damage_bouncing_betty_radius // Radius for bouncing betty damage for destructible armor on vehicles.
  3298. vehicle_destructible_damage_grenade // Grenade damage for destructible armor on vehicles.
  3299. vehicle_destructible_damage_grenade_radius // Radius for grenade damage for destructible armor on vehicles.
  3300. vehicle_destructible_damage_projectile_radius // Radius for projectile damage for destructible armor on vehicles.
  3301. vehicle_destructible_damage_satchel_charge // Satchel charge damage for destructible armor on vehicles.
  3302. vehicle_destructible_damage_satchel_charge_radius // Radius for satchel charge damage for destructible armor on vehicles.
  3303. vehicle_destructible_damage_sticky_grenade // Sticky grenade damage for destructible armor on vehicles.
  3304. vehicle_destructible_damage_sticky_grenade_radius // Radius for sticky grenade damage for destructible armor on vehicles.
  3305. vehicle_perk_boost_duration_seconds // Vehicle perk boost duration in seconds.
  3306. vehicle_perk_leadfoot_speed_increase // Vehicle perk leadfoot speed increase percentage.
  3307. vehicle_piece_damagesfx_threshold // Minimum amount of damage for which a destructible piece damageSound SFX will be played.
  3308. vehicle_push_during_mantle // Enable player mantling
  3309. vehicle_riding // Turning this on enables players to walk around on top of vehicles
  3310. vehicle_selfCollision // Enabled the vehicle to shoot itself with it's own turret.
  3311. vehicle_sounds_cutoff // Use to turn of the vehicle sounds if the distance between the camera and the vehicle is more than this value
  3312. vehicle_switch_seat_delay // Delay before player can switch seats again.
  3313. vehicle_useRadius // The radius within which a player can enter a vehicle
  3314. vehLocationalVehicleSeatEntry // Assigns the player seat based on the entry location, NOT first in first available position
  3315. vehLockTurretToPlayerView // Locks the turret angles to the player angles and sets the players rotation speed to the turrets rotRate
  3316. vehPlaneFakeLiftForce // Fake lift force on aircraft. Adds extra pitch when non-horizontal.
  3317. vehPlaneGravityForce // Gravity force on aircraft.
  3318. vehPlaneLiftForce // Lift force on aircraft.
  3319. vehPlaneLowSpeed // Min speed.
  3320. vehPlanePitchAccel // Adjustable rotation scaler.
  3321. vehPlaneRollAccel // Adjustable rotation scaler.
  3322. vehPlaneRollDeadZone // Roll input dead zone. Percentage of stick movement to ignore for roll.
  3323. vehPlaneYawFromRollScale // Adjustable rotation scaler.
  3324. vehPlaneYawSpeed // Adjustable rotation scaler.
  3325. vehRecenterDelay // Specifies a delay in msec, before triggering the camera auto-centering functionality in idle mode
  3326. version "Call of Duty Multiplayer - Ship COD_T5_S MP build 7.0.54 CL(760254) CODLOCS-V64 Mon Sep 27 20:50:05 2010 xenon"
  3327. visionstore_glowTweakBloomCutoff "0.5"
  3328. visionstore_glowTweakBloomDesaturation "0"
  3329. visionstore_glowTweakBloomIntensity0 "1"
  3330. visionstore_glowTweakBloomIntensity1
  3331. visionstore_glowTweakEnable "0"
  3332. visionstore_glowTweakRadius0 "5"
  3333. visionstore_glowTweakRadius1
  3334. visionstore_glowTweakSkyBleedIntensity0
  3335. visionstore_glowTweakSkyBleedIntensity1
  3336. wagerCategory // The wager category number
  3337. wagerCategoryPlaylist // The wager playlist index in the category
  3338. waitForStreamer // 1) wait for initial lowmips, 2) wait for full initial texture load.
  3339. waitOnStatsTimeout // Time in seconds to wait for stats to be fetched while dev mapping.
  3340. waterbrush_entity // CM_GetWaterHeight function will test against this enitty. Can be used on brushmodels to move the water level
  3341. waypointDebugDraw
  3342. waypointDistFade // Distance to start fading waypoints when the player is ADS
  3343. waypointDistScaleRangeMax // Distance from player that icon distance scaling ends.
  3344. waypointDistScaleRangeMin // Distance from player that icon distance scaling starts.
  3345. waypointDistScaleSmallest // Smallest scale that the distance effect uses.
  3346. waypointIconHeight // Height of the offscreen pointer.
  3347. waypointIconWidth // Width of the offscreen pointer.
  3348. waypointOffscreenCornerRadius // Size of the rounded corners.
  3349. waypointOffscreenDistanceThresholdAlpha // Distance from the threshold over which offscreen objective icons lerp their alpha.
  3350. waypointOffscreenPadBottom // Offset from the edge.
  3351. waypointOffscreenPadLeft // Offset from the edge.
  3352. waypointOffscreenPadRight // Offset from the edge.
  3353. waypointOffscreenPadTop // Offset from the edge.
  3354. waypointOffscreenPointerDistance // Distance from the center of the offscreen objective icon to the center its arrow.
  3355. waypointOffscreenPointerHeight // Height of the offscreen pointer.
  3356. waypointOffscreenPointerWidth // Width of the offscreen pointer.
  3357. waypointOffscreenRoundedCorners // Off-screen icons take rounded corners when true. 90-degree corners when false.
  3358. waypointOffscreenScaleLength // How far the offscreen icon scale travels from full to smallest scale.
  3359. waypointOffscreenScaleSmallest // Smallest scale that the offscreen effect uses.
  3360. waypointPlayerOffsetCrouch // For waypoints pointing to players, how high to offset off of their origin when they are crouching.
  3361. waypointPlayerOffsetProne // For waypoints pointing to players, how high to offset off of their origin when they are prone.
  3362. waypointPlayerOffsetRevive // For waypoints pointing to players, how high to offset off of their origin when they are in last stand.
  3363. waypointPlayerOffsetStand // For waypoints pointing to players, how high to offset off of their origin when they are standing.
  3364. waypointSplitscreenScale // Scale applied to waypoint icons in splitscreen views.
  3365. waypointTimeFade // Time in ms to fade waypoints the player is ADS
  3366. waypointTweakY
  3367. weaponCamoLodDist // Distance to stop drawing the weapon camo.
  3368. weaponClanTagLodDist // Distance to stop drawing the weapon clan tag.
  3369. weaponEmblemLodDist // Distance to stop drawing the weapon emblem.
  3370. welcome_shown "0"
  3371. wideScreen // True if the game video is running in 16x9 aspect, false if 4x3.
  3372. wind_debug_display // shows wind debug display
  3373. wind_global_hi_altitude // altitude of global hi-level wind
  3374. wind_global_low_altitude // altitude of global low-level wind
  3375. wind_global_low_strength_percent // strength of global low-level wind, expressed as a percentage of wind_global_vector
  3376. wind_global_vector // global wind force in units/sec. This is also the hi-level wind
  3377. wind_grass_gustinterval // global wind force gust interval
  3378. wind_grass_gust_distance // max distance at which to place gusts
  3379. wind_grass_gust_radius // size of global wind gust effector
  3380. wind_grass_gust_speed // speed multiplier for gusts
  3381. wind_grass_gust_strength // percentage to bump the wind in a gust
  3382. wind_grass_scale // global wind force scaler
  3383. wind_grass_tension // global wind grass tension (stiffness)
  3384. wind_leaf_scale // global wind grass tension (stiffness)
  3385. wind_local_amplitude // localized wind amplitude
  3386. wind_local_frequency // frequency of tree bend oscillation
  3387. wind_local_gust_radius // size of local wind gust effector
  3388. wind_local_gust_strength // percentage to bump the wind in a local gust
  3389. wind_local_vector // localized wind force in units/sec
  3390. xblive_allmappacks // Set to true if the player has all the content packs available
  3391. xblive_anymappacks // Set to true if the player has any content packs
  3392. xblive_basictraining // Current game is basic training
  3393. xblive_basictraining_popup // The user has seen the basic training popup description
  3394. xblive_clanListChanged // Clan list gets updated
  3395. xblive_clanmatch // Current game is a clan match
  3396. xblive_contentpath "D:"
  3397. xblive_enablePadsForMarketplace // Allow the blade to work for controllers 2 - 4
  3398. xblive_friendsPresenceChanged // Friend presence info needs to be updated
  3399. xblive_hostingprivateparty // true only if we're hosting a party
  3400. xblive_livePresenceChanged // Clan and recent met player list presence info needs to be updated
  3401. xblive_loggedin // User is logged into xbox live
  3402. xblive_mappacks // 0 = original maps only, 1 = new maps only, 2 = both original and new
  3403. xblive_matchEndingSoon // True if the match is ending soon
  3404. xblive_privatematch // Current game is a private match
  3405. xblive_privatepartyclient // true only if we're in a party and not the host
  3406. xblive_rankedmatch // Current game is a ranked match
  3407. xblive_showmarketplace // true if the player doesn't have all the map packs
  3408. xblive_theater // Current game is a theater mode
  3409. xblive_wagermatch // Current game is a wager match
  3410. xenonGame "true"
  3411. xenon_getTitleXnAddrTimeSecs // Amount of time it tries (seconds) to retrieve the title's Xbox 360 network address before giving up. -1 means it will try till it fails or succeeds
  3412. xenon_maxVoicePacketsPerSec // Max voice packets per second a client will send
  3413. xenon_maxVoicePacketsPerSecForServer // Max voice packets per second the server will send
  3414. xenon_sysUIActive // Gets set when we open the Xbox System UI
  3415. xenon_voiceDebug // Debug voice communication
  3416. xenon_voiceDegrade // Degrade voice quality
  3417. xfriendsListFilter // Used for displaying appropriate list of friends
  3418. zombiefive_discovered // Zombie Five map discovered
  3419. zombiefive_norandomchar // Forces no random character when following the end game credits
  3420. zombiemode // Current game is an zombie game
  3421. zombieStopSplitScreen // Force Split Screen to Fullscreen (for HUD)
  3422. zombietron // Current game is an zombietron top down game
  3423. zombietron_discovered // Zombietron mode discovered
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