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- CHEAT: stays in the default value if cheats are not disabled
- REQUIRE_NET_SYNC: cannot be changed on client and when connecting it´s sent to the client
- SAVEGAME: stored when saving a savegame
- READONLY: can not be changed by the user
- -------------------------
- Command: _TestFormatMessage
- script:
- help:
- Command: ag_reload_ag
- script:
- help:
- Command: ag_reload_xml
- script:
- help:
- Command: ag_step
- script:
- help:
- Command: ag_testplanner
- script:
- help:
- Command: ai_CalcHumanMovementTable
- script:
- help:
- Command: ai_ReadabilityReload
- script:
- help: Reloads readability xml files.
- Command: ai_ReadabilityTest
- script:
- help: Tests the readability pack of specified entity.
- If no readability name is specified all readabilities will be played.
- Usage: ai_ReadabilityTest <entity name> [readability name] - to play a readability
- ai_ReadabilityTest stop - to stop the currently playing readability set.
- Command: ai_ReloadLookUp
- script:
- help: Reloads perception distance scale look-up xml files.
- Command: ban
- script:
- help: Bans player for 30 minutes from server.
- Command: ban_remove
- script:
- help: Removes player from ban list.
- Command: ban_status
- script:
- help: Shows currently banned players.
- Command: Bind
- script:
- help:
- Command: connect RESTRICTEDMODE
- script:
- help: Start a client and connect to a server
- Command: connect_crynet
- script:
- help: Connect to online game server
- Command: ConsoleHide
- script:
- help:
- Command: ConsoleShow
- script:
- help:
- Command: demo
- script:
- help: Plays a time demo from file.
- Usage: demo demoname
- Command: demo_StartDemoChain
- script:
- help: Load`s a file at 1st argument with the list of levels and play time demo on each
- Command: disconnect
- script:
- help: Stop a game (or a client or a server)
- Command: ds_Dump
- script:
- help:
- Command: ds_DumpSessions
- script:
- help:
- Command: ds_Reload
- script:
- help:
- Command: dump_action_maps
- script:
- help:
- Command: dump_maps
- script:
- help: Dumps currently scanned maps
- Command: dump_stats
- script:
- help: Dumps some player statistics
- Command: DumpCommandsVars
- script:
- help: This console command dumps all console variables and commands to disk
- DumpCommandsVars [prefix]
- Command: dumpnt
- script:
- help: Dump ItemString table.
- Command: dumpss
- script:
- help: test synched storage.
- Command: e_reloadSurfaces
- script:
- help:
- Command: eqp_DumpPacks
- script:
- help:
- Command: es_compile_area_grid
- script:
- help: Trigger a recompile of the area grid
- Command: es_dump_entities
- script:
- help: Dumps current entities and their states!
- Command: es_dump_entity_classes_in_use
- script:
- help: Dumps all used entity classes
- Command: exec
- script:
- help: executes a batch file of console commands
- Command: fg_InspectAction
- script:
- help: Inspects the specified AIAction graph
- Command: fg_InspectEntity
- script:
- help: Inspects the specified Entity graph
- Command: fg_Inspector
- script:
- help: Toggles FlowGraph System DefaultInspector.
- Usage: fg_Inspector [0/1]
- Default is 0 (off).
- Command: freeze
- script: g_gameRules:SetFrozenAmount(g_localActor,1)
- help: Freezes player
- Command: g_battleDust_reload
- script:
- help: Reload the battle dust parameters xml
- Command: g_dump_stats
- script:
- help:
- Command: g_loadMod
- script:
- help:
- Command: g_nextlevel
- script:
- help: Switch to next level in rotation or restart current one.
- Command: g_quickGame
- script:
- help: Quick connect to good server.
- Command: g_quickGameStop
- script:
- help: Cancel quick game search.
- Command: g_reloadGameRules
- script:
- help: Reload GameRules script
- Command: gamedata_playback
- script:
- help:
- Command: gamedata_record
- script:
- help:
- Command: gamedata_stop_record_or_playback
- script:
- help:
- Command: goto
- script: g_localActor:SetWorldPos({x=%1, y=%2, z=%3})
- help: Sets current player position.
- Command: gotoe
- script: local e=System.GetEntityByName(%1); if (e) then g_localActor:SetWorldPos(e:GetWorldPos()); end
- help: Sets current player position.
- Command: http_startserver
- script:
- help: Starts an HTTP server
- Command: http_stopserver
- script:
- help: Stops an HTTP server
- Command: i_giveallitems
- script:
- help: Gives all available items to the player!
- Command: i_givedebugitems
- script:
- help: Gives special debug items to the player!
- Command: i_giveitem
- script:
- help: Gives specified item to the player!
- Command: i_reload
- script:
- help: Reloads item scripts.
- Command: join_game RESTRICTEDMODE
- script:
- help: Enter the current ongoing game.
- Command: kick
- script:
- help: Kicks player from game
- Command: kickid
- script:
- help: Kicks player from game
- Command: kill RESTRICTEDMODE
- script:
- help: Kills the player.
- Command: lastinv
- script:
- help: Selects last inventory item used.
- Command: load RESTRICTEDMODE
- script:
- help: Load game
- Command: loadactionmap
- script:
- help: Loads a key configuration file
- Command: LoadConfig
- script:
- help: Load .cfg file from disk (from the Game/Config directory)
- e.g. LoadConfig lowspec.cfg
- Usage: LoadConfig <filename>
- Command: loadLastSave
- script:
- help: Loads the last savegame if available.
- Command: login
- script:
- help: Log in as to CryNetwork using nickname and password as arguments
- Command: login_profile
- script:
- help: Log in as to CryNetwork using email, profile and password as arguments
- Command: lua_debugger_show
- script:
- help:
- Command: lua_dump_state
- script:
- help:
- Command: map
- script:
- help: Load a map
- Command: mfx_Reload
- script:
- help: Reload MFX Spreadsheet
- Command: mfx_ReloadFGEffects
- script:
- help: Reload MaterialEffect's FlowGraphs
- Command: name RESTRICTEDMODE
- script:
- help: Sets player name.
- Command: net_check_for_patch
- script:
- help: Check whether a patch is available for download
- Command: net_download_patch
- script:
- help: If patch available, starts it downloading
- Command: net_dump_object_state
- script:
- help:
- Command: net_install_patch
- script:
- help: Quits Crysis and installs a downloaded patch
- Command: net_next_map
- script:
- help: Notify clients of the next map to play
- Command: net_pb_cl_enable
- script:
- help: Sets PunkBuster client enabled state
- Command: net_pb_sv_enable
- script:
- help: Sets PunkBuster server enabled state
- Command: net_set_cdkey DUMPTODISK
- script:
- help:
- Command: open_url
- script:
- help:
- Command: play
- script:
- help: Play back a recorded game
- Command: preloadforstats
- script: PreloadForStats()
- help: Preload multiplayer assets for memory statistics.
- Command: quit RESTRICTEDMODE
- script: System.Quit()
- help: Quits the game
- Command: r_debug_renderer_set_eye_pos
- script:
- help:
- Command: r_debug_renderer_show_window
- script:
- help:
- Command: r_FixMaterials
- script:
- help:
- Command: r_MergeShaders
- script:
- help:
- Command: r_OptimiseShaders
- script:
- help:
- Command: r_PrecacheShaderList
- script:
- help:
- Command: r_PrecacheShaders
- script:
- help:
- Command: rcon_command
- script:
- help: Issues a console command from a RCON client to a RCON server
- Command: rcon_connect
- script:
- help: Connects to a remote control server
- Command: rcon_disconnect
- script:
- help: Disconnects from a remote control server
- Command: rcon_startserver
- script:
- help: Starts a remote control server
- Command: rcon_stopserver
- script:
- help: Stops a remote control server
- Command: record
- script:
- help: Starts recording of a time demo.
- Usage: record demoname
- File 'demoname.tmd' will be created.
- Command: ReloadDialogData
- script:
- help:
- Command: restartgame
- script:
- help: Restarts Crysis completely.
- Command: save RESTRICTEDMODE
- script:
- help: Save game
- Command: save_genstrings
- script:
- help:
- Command: SaveLevelStats
- script:
- help: Calling this command creates multiple XML files with level statistics.
- The data includes file usage, dependencies, size in more/disk.
- The files can be loaded in Excel.
- Command: Screenshot
- script:
- help: Create a screenshot with annotation
- e.g. Screenshot beach scene with shark
- Usage: Screenshot <annotation text>
- Command: spectator
- script:
- help: Sets the player as a spectator.
- Command: startKickVoting RESTRICTEDMODE
- script:
- help: Initiate voting.
- Command: startNextMapVoting RESTRICTEDMODE
- script:
- help: Initiate voting.
- Command: status
- script:
- help: Shows connection status
- Command: stopdemo
- script:
- help: Stop playing a time demo.
- Command: stoprecording
- script:
- help: Stops recording of a time demo.
- Usage: stoprecording
- File 'demoname.?' will be saved.
- Command: sv_restart
- script:
- help: Restarts the round.
- Command: sv_say
- script:
- help: Broadcasts a message to all clients.
- Command: sys_LvlRes_finalstep
- script:
- help: to combine all recorded level resources and create finial stripped build
- Command: sys_LvlRes_findunused
- script:
- help: find unused level resources
- Command: sys_RestoreSpec
- script:
- help: Restore or test the cvar settings of game specific spec settings,
- 'test*' and 'info' log to the log file only
- Usage: sys_RestoreSpec [test|test*|apply|info]
- Command: team RESTRICTEDMODE
- script:
- help: Sets player team.
- Command: test_nsbrowse
- script:
- help:
- Command: test_nschat
- script:
- help:
- Command: test_nsnat
- script:
- help:
- Command: test_nsreport
- script:
- help:
- Command: test_nsstats
- script:
- help:
- Command: test_playersBounds
- script:
- help:
- Command: test_profile
- script:
- help:
- Command: test_reset
- script:
- help:
- Command: test_timeout
- script:
- help:
- Command: unload
- script:
- help: Unload current map
- Command: v_exit_player
- script:
- help: Makes the local player exit his current vehicle.
- Command: v_kill
- script:
- help: Kills the players vehicle.
- Command: v_reload_system
- script: VehicleSystem.ReloadVehicleSystem()
- help: Reloads VehicleSystem script
- Command: v_tpvDist
- script: VehicleSystem.SetTpvDistance(%1)
- help: Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)
- Command: v_tpvHeight
- script: VehicleSystem.SetTpvHeight(%1)
- help: Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)
- Command: viewnote
- script:
- help: View Note
- Command: voice_mute
- script:
- help: Mute player's voice comms
- Command: vote RESTRICTEDMODE
- script:
- help: Vote on current topic.
- variable: aa_maxDist
- type: float
- current: 10
- help: max lock distance
- variable: ac_animErrorClamp
- type: int
- current: 1
- help: Forces the animation to stay within the maximum error distance/angle.
- variable: ac_animErrorMaxAngle
- type: float
- current: 45
- help: Degrees animation orientation is allowed to stray from entity.
- variable: ac_animErrorMaxDistance
- type: float
- current: 0.5
- help: Meters animation location is allowed to stray from entity.
- variable: ac_clampTimeAnimation
- type: float
- current: 0.3
- help: Time it takes for carry clamping to reduce the deviation to zero.
- variable: ac_clampTimeEntity
- type: float
- current: 0.7
- help: Time it takes for carry clamping to reduce the deviation to zero.
- variable: ac_ColliderModeAI
- type: int
- current: 0
- help: Force override collider mode for all AI.
- variable: ac_ColliderModePlayer
- type: int
- current: 0
- help: Force override collider mode for all players.
- variable: ac_debugAnimEffects
- type: int
- current: 0
- help: Print log messages when anim events spawn effects.
- variable: ac_debugAnimError
- type: int
- current: 0
- help: Display debug history graphs of anim error distance and angle.
- variable: ac_debugAnimTarget
- type: int
- current: 0
- help: Display debug history graphs of anim target correction.
- variable: ac_debugCarryCorrection
- type: int
- current: 0
- help: .
- variable: ac_debugColliderMode
- type: int
- current: 0
- help: Display filtered and requested collider modes.
- variable: ac_debugEntityParams
- type: int
- current: 0
- help: Display entity params graphs
- variable: ac_DebugFilter
- type: string
- current: 0
- help: Debug specified entity name only.
- variable: ac_debugFutureAnimPath
- type: int
- current: 0
- help: Display future animation path given current motion parameters.
- variable: ac_debugLocations
- type: int
- current: 0
- help: Debug render entity (blue), animation (red) and prediction (yellow).
- variable: ac_debugLocationsGraphs
- type: int
- current: 0
- help: Display debug history graphs of anim and entity locations and movement.
- variable: ac_debugMotionParams
- type: int
- current: 0
- help: Display graph of motion parameters.
- variable: ac_debugMovementControlMethods
- type: int
- current: 0
- help: Display movement control methods.
- variable: ac_debugPrediction
- type: int
- current: 0
- help: Display graph of motion parameters.
- variable: ac_debugSelection
- type: int
- current: 0
- help: Display locomotion state selection as text.
- variable: ac_debugSelectionParams
- type: int
- current: 0
- help: Display graph of selection parameters values.
- variable: ac_debugText
- type: int
- current: 0
- help: Display entity/animation location/movement values, etc.
- variable: ac_debugTweakTrajectoryFit
- type: int
- current: 0
- help: Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.
- variable: ac_debugXXXValues
- type: int
- current: 0
- help: Display some values temporarily hooked into temp history graphs.
- variable: ac_disableFancyTransitions
- type: int
- current: 0
- help: Disabled Idle2Move and Move2Idle special transition animations.
- variable: ac_disableSlidingContactEvents
- type: int
- current: 0
- help: Force disable sliding contact events.
- variable: ac_enableExtraSolidCollider
- type: int
- current: 0
- help: Enable extra solid collider (for non-pushable characters).
- variable: ac_enableProceduralLeaning
- type: float
- current: 1
- help: Enable procedural leaning (disabled asset leaning and curving slowdown).
- variable: ac_entityAnimClamp
- type: int
- current: 1
- help: Forces the entity movement to be limited by animation.
- variable: ac_forceSimpleMovement
- type: int
- current: 0
- help: Force enable simplified movement (not visible, dedicated server, etc).
- variable: ac_frametime
- type: int
- current: 0
- help: Display a graph of the frametime.
- variable: ac_movementControlMethodFilter
- type: int
- current: 0
- help: Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
- variable: ac_movementControlMethodHor
- type: int
- current: 0
- help: Overrides the horizontal movement control method specified by AG (overrides filter).
- variable: ac_movementControlMethodVer
- type: int
- current: 0
- help: Overrides the vertical movement control method specified by AG (overrides filter).
- variable: ac_predictionProbabilityOri
- type: float
- current: -1
- help: .
- variable: ac_predictionProbabilityPos
- type: float
- current: -1
- help: .
- variable: ac_predictionSmoothingOri
- type: float
- current: 0
- help: .
- variable: ac_predictionSmoothingPos
- type: float
- current: 0
- help: .
- variable: ac_targetcorrectiontimescale
- type: float
- current: 4
- help: .
- variable: ac_templateMCMs
- type: int
- current: 1
- help: Use MCMs from AG state templates instead of AG state headers.
- variable: ac_triggercorrectiontimescale
- type: float
- current: 0.5
- help: .
- variable: ag_action
- type: string
- current:
- help: Force this action
- variable: ag_adjustToCatchUp
- type: int
- current: 0
- help: Adjust requested move direction of animation to catch up with entity
- variable: ag_averageTravelSpeed
- type: int
- current: 0
- help: Average travel speed over a few frames
- variable: ag_breakmode
- type: int
- current: 0
- help: 1=Enable debug break mode; 2=also lock inputs
- variable: ag_breakOnQuery
- type: string
- current:
- help: If we query for this state, enter break mode
- variable: ag_debug
- type: string
- current:
- help: Entity to display debug information for animation graph for
- variable: ag_debugErrors
- type: int
- current: 0
- help: Displays debug error info on the entities (0/1)
- variable: ag_debugExactPos
- type: int
- current: 0
- help: Enable/disable exact positioning debugger
- variable: ag_debugLayer
- type: int
- current: 0
- help: Animation graph layer to display debug information for
- variable: ag_debugMusic
- type: int
- current: 0
- help: Debug the music graph
- variable: ag_drawActorPos
- type: int
- current: 0
- help: Draw actor pos/dir
- variable: ag_ep_correctMovement
- type: int
- current: 1
- help: enable/disable position correction in exact positioning
- variable: ag_ep_showPath
- type: int
- current: 0
- help:
- variable: ag_forceAdjust
- type: int
- current: 0
- help: Enable forced small step adjustments
- variable: ag_forceInsideErrorDisc
- type: int
- current: 1
- help: Force animation to stay within maximum error distance
- variable: ag_fpAnimPop DUMPTODISK
- type: int
- current: 1
- help:
- variable: ag_humanBlending
- type: int
- current: 0
- help: Ivo's debug stuff. Don't ask!
- variable: ag_item
- type: string
- current:
- help: Force this item
- variable: ag_lockToEntity
- type: int
- current: 0
- help: Lock animation to entity (zero offsetting)
- variable: ag_log
- type: int
- current: 0
- help: Enable a log of animation graph decisions
- variable: ag_log_entity
- type: string
- current:
- help: Log only this entity
- variable: ag_logeffects
- type: int
- current: 0
- help: AGAttachmentEffect logging
- variable: ag_logselections
- type: int
- current: 0
- help: Log animation graph selection results
- variable: ag_logsounds
- type: int
- current: 0
- help: AGSound logging
- variable: ag_logtransitions
- type: int
- current: 0
- help: Log animation graph transition calls to the console
- variable: ag_measureActualSpeeds
- type: int
- current: 0
- help: Measure actual travel speeds of entity and animation origins
- variable: ag_physErrorInnerRadiusFactor DUMPTODISK
- type: float
- current: 0.05
- help:
- variable: ag_physErrorMaxOuterRadius DUMPTODISK
- type: float
- current: 0.5
- help:
- variable: ag_physErrorMinOuterRadius DUMPTODISK
- type: float
- current: 0.2
- help:
- variable: ag_physErrorOuterRadiusFactor DUMPTODISK
- type: float
- current: 0.2
- help:
- variable: ag_queue
- type: string
- current:
- help: Next state to force
- variable: ag_safeExactPositioning
- type: int
- current: 1
- help: Will teleport the entity to the requested position/orientation when EP think it's done.
- variable: ag_showmovement
- type: int
- current: 0
- help: Show movement requests
- variable: ag_showPhysSync
- type: int
- current: 0
- help: Show physics sync
- variable: ag_signal
- type: string
- current:
- help: Send this signal
- variable: ag_stance
- type: string
- current:
- help: Force this stance
- variable: ai_AdjustPathsAroundDynamicObstacles
- type: int
- current: 1
- help: Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
- variable: ai_AgentStatsDist DUMPTODISK
- type: int
- current: 150
- help: Sets agent statistics draw distance, such as current goalpipe, command and target.
- Usage: ai_AgentStatsDist [view distance]
- Default is 20 meters. Works with ai_DebugDraw enabled.
- variable: ai_AllowAccuracyDecrease SAVEGAME
- type: int
- current: 1
- help: Set to 1 to enable AI accuracy decrease when target is moving lateraly.
- variable: ai_AllowAccuracyIncrease SAVEGAME
- type: int
- current: 0
- help: Set to 1 to enable AI accuracy increase when target is standing still.
- variable: ai_AllTime
- type: int
- current: 0
- help: Displays the update times of all agents, in milliseconds.
- Usage: ai_AllTime [0/1]
- Default is 0 (off). Times all agents and displays the time used updating
- each of them. The name is colour coded to represent the update time.
- Green: less than 1 ms (ok)
- White: 1 ms to 5 ms
- Red: more than 5 ms
- You must enable ai_DebugDraw before you can use this tool.
- variable: ai_AmbientFireQuota DUMPTODISK
- type: int
- current: 2
- help: Number of units allowed to hit the player at a time.
- variable: ai_AmbientFireUpdateInterval DUMPTODISK
- type: float
- current: 2
- help: Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
- variable: ai_AttemptStraightPath
- type: int
- current: 1
- help: Toggles AI attempting a simple straight path when possible.
- Default is 1 (on).
- variable: ai_Autobalance
- type: int
- current: 0
- help: Set to 1 to enable autobalancing.
- variable: ai_BannedNavSoTime DUMPTODISK
- type: float
- current: 20
- help: Time indicating how long invalid navsos should be banned.
- variable: ai_BeautifyPath
- type: int
- current: 1
- help: Toggles AI optimisation of the generated path.
- Usage: ai_BeautifyPath [0/1]
- Default is 1 (on). Optimisation is on by default. Set to 0 to
- disable path optimisation (AI uses non-optimised path).
- variable: ai_BigBrushCheckLimitSize DUMPTODISK
- type: float
- current: 15
- help: to be used for finding big objects not enclosed into forbidden areas
- variable: ai_CloakIncrementMod DUMPTODISK
- type: float
- current: 1
- help: how fast cloak fades out
- variable: ai_CloakMaxDist DUMPTODISK
- type: float
- current: 5
- help: closer than that - cloak starts to fade out
- variable: ai_CloakMinDist DUMPTODISK
- type: float
- current: 1
- help: closer than that - cloak not effective
- variable: ai_CrowdControlInPathfind
- type: int
- current: 1
- help: Toggles AI using crowd control in pathfinding.
- Usage: ai_CrowdControlInPathfind [0/1]
- Default is 1 (on).
- variable: ai_DebugDraw DUMPTODISK
- type: int
- current: 0
- help: Toggles the AI debugging view.
- Usage: ai_DebugDraw [0/1]
- Default is 0 (off). ai_DebugDraw displays AI rays and targets
- and enables the view for other AI debugging tools.
- variable: ai_DebugDrawAdaptiveUrgency DUMPTODISK
- type: int
- current: 0
- help: Enables drawing the adaptive movement urgency.
- variable: ai_DebugDrawAmbientFire DUMPTODISK
- type: int
- current: 0
- help: Displays fire quota on puppets.
- variable: ai_DebugDrawAStarOpenList DUMPTODISK
- type: string
- current: 0
- help: Draws the A* open list for the specified AI agent.
- Usage: ai_DebugDrawAStarOpenList [AI agent name]
- Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.
- variable: ai_DebugDrawBannedNavsos
- type: int
- current: 0
- help: Toggles drawing banned navsos [default 0 is off]
- variable: ai_DebugDrawBulletEvents DUMPTODISK
- type: int
- current: 0
- help: Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
- variable: ai_DebugDrawCollisionEvents DUMPTODISK
- type: int
- current: 0
- help: Debug draw the collision events the AI system processes. 0=disable, 1=enable.
- variable: ai_DebugDrawCrowdControl
- type: int
- current: 0
- help: Draws crowd control debug information. 0=off, 1=on
- variable: ai_DebugDrawDamageControl DUMPTODISK
- type: int
- current: 0
- help: Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
- variable: ai_DebugDrawDamageParts DUMPTODISK
- type: int
- current: 0
- help: Draws the damage parts of puppets and vehicles.
- variable: ai_DebugDrawDeadBodies DUMPTODISK
- type: int
- current: 0
- help: Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).
- variable: ai_DebugDrawDynamicHideObjectsRange DUMPTODISK
- type: int
- current: 0
- help: Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).
- variable: ai_DebugDrawExpensiveAccessoryQuota DUMPTODISK
- type: int
- current: 0
- help: Displays expensive accessory usage quota on puppets.
- variable: ai_DebugDrawGrenadeEvents DUMPTODISK
- type: int
- current: 0
- help: Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
- variable: ai_DebugDrawHashSpaceAround DUMPTODISK
- type: string
- current: 0
- help: Validates and draws the navigation node hash space around specified entity.
- variable: ai_DebugDrawHidespotRange DUMPTODISK
- type: int
- current: 0
- help: Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
- variable: ai_DebugDrawLightLevel DUMPTODISK
- type: int
- current: 0
- help: Debug AI light level manager
- variable: ai_DebugDrawObstrSpheres DUMPTODISK
- type: int
- current: 0
- help: Draws all the existing obstruction spheres.
- variable: ai_DebugDrawPlayerActions DUMPTODISK
- type: int
- current: 0
- help: Debug draw special player actions.
- variable: ai_DebugDrawReinforcements DUMPTODISK
- type: int
- current: -1
- help: Enables debug draw for reinforcement logic for specified group.
- Usage: ai_DebugDrawReinforcements <groupid>, or -1 to disable.
- variable: ai_DebugDrawSoundEvents DUMPTODISK
- type: int
- current: 0
- help: Debug draw the sound events the AI system processes. 0=disable, 1=enable.
- variable: ai_DebugDrawStanceSize DUMPTODISK
- type: int
- current: 0
- help: Draws the game logic representation of the stance size of the AI agents.
- variable: ai_DebugDrawVegetationCollisionDist DUMPTODISK
- type: int
- current: 0
- help: Enables drawing vegetation collision closer than a distance projected onto the terrain.
- variable: ai_DebugDrawVolumeVoxels DUMPTODISK
- type: int
- current: 0
- help: Toggles the AI debugging drawing of voxels in volume generation.
- Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc]
- Default is 0 (off)
- +n draws all voxels with original value >= n-n draws all voxels with original value = n
- variable: ai_DebugInterestSystem DUMPTODISK
- type: int
- current: 0
- help: Display debugging information on interest system
- variable: ai_DebugPathfinding
- type: int
- current: 0
- help: Toggles output of pathfinding information [default 0 is off]
- variable: ai_DebugTargetSilhouette DUMPTODISK
- type: int
- current: 0
- help: Draws the silhouette used for missing the target while shooting.
- variable: ai_DrawagentFOV
- type: float
- current: 0
- help: Toggles the vision cone of the AI agent.
- Usage: ai_DrawagentFOV [0..1]
- Default is 0 (off), value 1 will draw the cone all the way to
- the sight range, value 0.1 will draw the cone to distance of 10%
- of the sight range, etc. ai_DebugDraw must be enabled before
- this tool can be used.
- variable: ai_DrawAreas DUMPTODISK
- type: int
- current: 0
- help: Enables/Disables drawing behavior related areas.
- variable: ai_DrawBadAnchors DUMPTODISK
- type: int
- current: -1
- help: Toggles drawing out of bounds AI objects of particular type for debugging AI.
- variable: ai_DrawDistanceLUT
- type: int
- current: 0
- help: Draws the distance lookup table graph overlay.
- variable: ai_DrawExplosions DUMPTODISK
- type: int
- current: 0
- help: enable displaying all the registered explosion-spots/craters
- variable: ai_DrawFakeDamageInd DUMPTODISK
- type: int
- current: 0
- help: Draws fake damage indicators on the player.
- variable: ai_DrawFakeHitEffects DUMPTODISK
- type: int
- current: 0
- help: Draws fake hit effects the player.
- variable: ai_DrawFakeTracers DUMPTODISK
- type: int
- current: 0
- help: Draws fake tracers around the player.
- variable: ai_DrawFormations DUMPTODISK
- type: int
- current: 0
- help: Draws all the currently active formations of the AI agents.
- Usage: ai_DrawFormations [0/1]
- Default is 0 (off). Set to 1 to draw the AI formations.
- variable: ai_DrawGetEnclosingFailures DUMPTODISK
- type: float
- current: 0
- help: Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
- variable: ai_DrawGoals DUMPTODISK
- type: int
- current: 0
- help: Draws all the active goal ops debug info.
- Usage: ai_DrawGoals [0/1]
- Default is 0 (off). Set to 1 to draw the AI goal op debug info.
- variable: ai_DrawGroup DUMPTODISK
- type: int
- current: -2
- help: draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing
- variable: ai_DrawGroupTactic DUMPTODISK
- type: int
- current: 0
- help: draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
- variable: ai_DrawHidespots DUMPTODISK
- type: int
- current: 0
- help: Draws latest hide-spot positions for all agents withing specified range.
- variable: ai_DrawModifiers
- type: int
- current: 0
- help: Toggles the AI debugging view of navigation modifiers.
- variable: ai_DrawNode DUMPTODISK
- type: string
- current: none
- help: Toggles visibility of named agent's position on AI triangulation.
- Usage: ai_DrawNode [ai agent's name]
- Default is 0. Set to 1 to show the current triangle on terrain level
- and closest vertex to player.
- variable: ai_DrawNodeLinkCutoff
- type: float
- current: 0
- help: Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.
- variable: ai_DrawNodeLinkType
- type: int
- current: 0
- help: Sets the link parameter to draw with ai_DrawNode.
- Values are:
- 0 - pass radius (default)
- 1 - exposure
- 2 - water max depth
- 3 - water min depth
- variable: ai_DrawOffset
- type: float
- current: 0.1
- help: vertical offset during debug drawing
- variable: ai_DrawPath DUMPTODISK
- type: string
- current: none
- help: Draws the generated paths of the AI agents.
- Usage: ai_DrawPath [name]
- Default is none (nobody).
- variable: ai_DrawPathAdjustment DUMPTODISK
- type: string
- current: none
- help: Draws the path adjustment for the AI agents.
- Usage: ai_DrawPathAdjustment [name]
- Default is none (nobody).
- variable: ai_DrawPatterns DUMPTODISK
- type: int
- current: 0
- help: Draws all the currently active track patterns of the AI agents.
- Usage: ai_DrawPatterns [0/1]
- Default is 0 (off). Set to 1 to draw the AI track patterns.
- variable: ai_DrawProbableTarget DUMPTODISK
- type: int
- current: 0
- help: Enables/Disables drawing the position of probable target.
- variable: ai_DrawRadar DUMPTODISK
- type: int
- current: 0
- help: Draws AI radar: 0=no radar, >0 = size of the radar on screen
- variable: ai_DrawRadarDist DUMPTODISK
- type: int
- current: 20
- help: AI radar draw distance in meters, default=20m.
- variable: ai_DrawReadibilities DUMPTODISK
- type: int
- current: 0
- help: Draws all the currently active readibilities of the AI agents.
- Usage: ai_DrawReadibilities [0/1]
- Default is 0 (off). Set to 1 to draw the AI readibilities.
- variable: ai_DrawRefPoints DUMPTODISK
- type: string
- current:
- help: Toggles reference points view for debugging AI.
- Usage: ai_DrawRefPoints [0/1]
- Default is 0 (off). Indicates the AI reference points by drawing
- cyan balls at their positions.
- variable: ai_DrawShooting
- type: string
- current: none
- help: Name of puppet to show fire stats
- variable: ai_DrawSmartObjects DUMPTODISK
- type: int
- current: 0
- help: Draws smart object debug information.
- Usage: ai_DrawSmartObjects [0/1]
- Default is 0 (off). Set to 1 to draw the smart objects.
- variable: ai_DrawStats DUMPTODISK
- type: int
- current: 0
- help: Toggles drawing stats for AI objects withing range.
- variable: ai_DrawTargets DUMPTODISK
- type: int
- current: 0
- help:
- variable: ai_DrawTrajectory DUMPTODISK
- type: int
- current: 0
- help: Records and draws the trajectory of the stats target: 0=do not record, 1=record.
- variable: ai_DrawType DUMPTODISK
- type: int
- current: -1
- help: Toggles drawing AI objects of particular type for debugging AI.
- variable: ai_DrawUpdate DUMPTODISK
- type: int
- current: 0
- help: list of AI forceUpdated entities
- variable: ai_DrawVisCheckQueue DUMPTODISK
- type: int
- current: 0
- help: list of pending vis-check trace requests
- variable: ai_DynamicTriangularUpdateTime
- type: float
- current: 0.002
- help: How long (max) to spend updating triangular waypoint regions per AI update (in sec)
- 0 disables dynamic updates. 0.002 is a sensible value
- variable: ai_DynamicVolumeUpdateTime
- type: float
- current: 0.001
- help: How long (max) to spend updating dynamic volume regions per AI update (in sec)
- 0 disables dynamic updates. 0.002 is a sensible value
- variable: ai_DynamicWaypointUpdateTime
- type: float
- current: 0.0005
- help: How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
- 0 disables dynamic updates. 0.0005 is a sensible value
- variable: ai_EnableAsserts DUMPTODISK
- type: int
- current: 0
- help: Enable AI asserts: 1 or 0
- variable: ai_EnableWarningsErrors DUMPTODISK
- type: int
- current: 1
- help: Enable AI warnings and errors: 1 or 0
- variable: ai_ExtraForbiddenRadiusDuringBeautification
- type: float
- current: 1
- help: Extra radius added to agents close to forbidden edges during beautification.
- variable: ai_ExtraRadiusDuringBeautification
- type: float
- current: 0.2
- help: Extra radius added to agents during beautification.
- variable: ai_ExtraVehicleAvoidanceRadiusBig DUMPTODISK
- type: float
- current: 4
- help: Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
- variable: ai_ExtraVehicleAvoidanceRadiusSmall DUMPTODISK
- type: float
- current: 0.5
- help: Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
- variable: ai_ForceAllowStrafing
- type: int
- current: -1
- help: Forces all AI characters to use/not use strafing (-1 disables)
- variable: ai_ForceLookAimTarget
- type: string
- current: none
- help: Forces all AI characters to use/not use a fixed look/aim target
- none disables
- x, y, xz or yz sets it to the appropriate direction
- otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))
- variable: ai_ForceStance
- type: int
- current: -1
- help: Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
- variable: ai_HideDraw
- type: int
- current: 0
- help: Toggles the triangulation display.
- Usage: ai_HideDraw [0/1]
- Default is 0 (off). Set to 1 to display the triangulation
- which the AI uses to hide (objects made 'hideable' affect
- AI triangulation). When ai_HideDraw is off, the normal
- obstacle triangulation is displayed instead.
- Used with ai_DebugDraw and other AI path tools.
- variable: ai_IgnorePlayer
- type: int
- current: 0
- help: Makes AI ignore the player.
- Usage: ai_IgnorePlayer [0/1]
- Default is 0 (off). Set to 1 to make AI ignore the player.
- Used with ai_DebugDraw enabled.
- variable: ai_IgnoreVisibilityChecks
- type: int
- current: 0
- help: Makes certain visibility checks (for teleporting etc) return false.
- variable: ai_IncludeNonColEntitiesInNavigation
- type: int
- current: 1
- help: Includes/Excludes noncolliding objects from navigation.
- variable: ai_InterestDetectMovement DUMPTODISK
- type: int
- current: 0
- help: Enable movement detection in interest system
- variable: ai_InterestEnableScan DUMPTODISK
- type: int
- current: 0
- help: Enable interest system scan mode
- variable: ai_InterestScalingAmbient DUMPTODISK
- type: float
- current: 1
- help: Scale the interest value given to Ambient interest items (e.g. static/passive objects)
- variable: ai_InterestScalingEyeCatching DUMPTODISK
- type: float
- current: 14
- help: Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
- variable: ai_InterestScalingMovement DUMPTODISK
- type: float
- current: 1
- help: Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
- variable: ai_InterestScalingScan DUMPTODISK
- type: float
- current: 50
- help: Scale the interest value given to passively scanning the environment
- variable: ai_InterestScalingView DUMPTODISK
- type: float
- current: 1
- help: Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
- variable: ai_InterestSwitchBoost DUMPTODISK
- type: float
- current: 2
- help: Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)
- variable: ai_InterestSystem DUMPTODISK
- type: int
- current: 0
- help: Enable interest system
- variable: ai_Locate DUMPTODISK
- type: string
- current: none
- help:
- variable: ai_LogConsoleVerbosity DUMPTODISK
- type: int
- current: 0
- help: None = 0, progress = 1, event = 2, comment = 3
- variable: ai_LogFileVerbosity DUMPTODISK
- type: int
- current: 1
- help: None = 0, progress = 1, event = 2, comment = 3
- variable: ai_LogSignals
- type: int
- current: 0
- help: Maximum radius at which player can interact with other entities
- variable: ai_MaxSignalDuration
- type: float
- current: 3
- help: Maximum radius at which player can interact with other entities
- variable: ai_MaxVisRaysPerFrame
- type: int
- current: 100
- help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed
- Usage: ai_MaxVisRaysPerFrame <number>
- Default is 100.
- variable: ai_MovementSpeedDarkIllumMod SAVEGAME
- type: float
- current: 0.6
- help: Multiplier for movement speed when the target is in dark light condition.
- variable: ai_MovementSpeedMediumIllumMod SAVEGAME
- type: float
- current: 0.8
- help: Multiplier for movement speed when the target is in medium light condition.
- variable: ai_NoUpdate
- type: int
- current: 0
- help:
- variable: ai_ObstacleSizeThreshold DUMPTODISK
- type: float
- current: 1.2
- help: Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
- variable: ai_OverlayMessageDuration DUMPTODISK
- type: float
- current: 5
- help: How long (seconds) to overlay AI warnings/errors
- variable: ai_PathfinderUpdateTime
- type: float
- current: 0.005
- help: Maximum pathfinder time per AI update
- variable: ai_PathfindTimeLimit
- type: float
- current: 2
- help: Specifies how many seconds an individual AI can hold the pathfinder blocked
- Usage: ai_PathfindTimeLimit 1.5
- Default is 2. A lower value will result in more path requests that end in NOPATH -
- although the path may actually exist.
- variable: ai_PredictivePathFollowing
- type: int
- current: 1
- help: Sets if AI should use the predictive path following if allowed by the type's config.
- variable: ai_ProfileGoals
- type: int
- current: 0
- help: Toggles timing of AI goal execution.
- Usage: ai_ProfileGoals [0/1]
- Default is 0 (off). Records the time used for each AI goal (like
- approach, run or pathfind) to execute. The longest execution time
- is displayed on screen. Used with ai_DebugDraw enabled.
- variable: ai_ProtoROD DUMPTODISK
- type: int
- current: 0
- help: Proto
- variable: ai_ProtoRODAffectMove DUMPTODISK
- type: int
- current: 0
- help: Proto
- variable: ai_ProtoRODAliveTime DUMPTODISK
- type: float
- current: 10
- help: Proto
- variable: ai_ProtoRODFireRange DUMPTODISK
- type: float
- current: 35
- help: Proto
- variable: ai_ProtoRODGrenades DUMPTODISK
- type: int
- current: 1
- help: Proto
- variable: ai_ProtoRODHealthGraph DUMPTODISK
- type: int
- current: 0
- help: Proto
- variable: ai_ProtoRODLogScale DUMPTODISK
- type: int
- current: 0
- help: Proto
- variable: ai_ProtoRODReactionTime DUMPTODISK
- type: float
- current: 2
- help: Proto
- variable: ai_ProtoRODRegenTime DUMPTODISK
- type: float
- current: 8
- help: Proto
- variable: ai_ProtoRODSilhuette DUMPTODISK
- type: int
- current: 0
- help: Proto
- variable: ai_ProtoRODSpeedMod DUMPTODISK
- type: int
- current: 1
- help: Proto
- variable: ai_PuppetDirSpeedControl
- type: int
- current: 1
- help: Does puppet speed control based on their current move dir
- variable: ai_RadiusForAutoForbidden
- type: float
- current: 1
- help: If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
- variable: ai_Recorder DUMPTODISK
- type: int
- current: 0
- help: Enables AI debug recording
- variable: ai_Recorder_Buffer DUMPTODISK
- type: int
- current: 1024
- help: Set the size of the AI debug recording buffer
- variable: ai_RecordFilter DUMPTODISK
- type: int
- current: 0
- help:
- variable: ai_RecordLog DUMPTODISK
- type: int
- current: 0
- help: log all the AI state changes on stats_target
- variable: ai_RODAliveTime DUMPTODISK
- type: float
- current: 6
- help: The base level time the player can survive under fire.
- variable: ai_RODAmbientFireInc DUMPTODISK
- type: float
- current: 3
- help: Increment for the alive time when the target is within the kill-zone of the target.
- variable: ai_RODCombatRangeMod DUMPTODISK
- type: float
- current: 0.55
- help: Combat-zone distance = attackRange * combatRangeMod.
- variable: ai_RODCoverFireTimeMod DUMPTODISK
- type: float
- current: 1
- help: Multiplier for cover fire times set in weapon descriptor.
- variable: ai_RODDirInc DUMPTODISK
- type: float
- current: 0
- help: Increment how the orientation of the target affects the alive time. 0=disable
- variable: ai_RODKillRangeMod DUMPTODISK
- type: float
- current: 0.15
- help: Kill-zone distance = attackRange * killRangeMod.
- variable: ai_RODKillZoneInc DUMPTODISK
- type: float
- current: -4
- help: Increment how the target is within the kill-zone of the target.
- variable: ai_RODLowHealthMercyTime DUMPTODISK
- type: float
- current: 4
- help: The amount of time the AI will not hit the target when the target crosses the low health threshold.
- variable: ai_RODMoveInc DUMPTODISK
- type: float
- current: 3
- help: Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
- variable: ai_RODReactionDarkIllumInc DUMPTODISK
- type: float
- current: 0.3
- help: Increase for reaction time when the target is in dark light condition.
- variable: ai_RODReactionDirInc DUMPTODISK
- type: float
- current: 1
- help: Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV.
- The increment is doubled when the target is behind the player.
- variable: ai_RODReactionDistInc DUMPTODISK
- type: float
- current: 0.1
- help: Increase for the reaction time when the target is in combat-far-zone or warn-zone.
- In warn-zone the increase is doubled.
- variable: ai_RODReactionLeanInc DUMPTODISK
- type: float
- current: 0.2
- help: Increase to the reaction to when the target is leaning.
- variable: ai_RODReactionMediumIllumInc DUMPTODISK
- type: float
- current: 0.2
- help: Increase for reaction time when the target is in medium light condition.
- variable: ai_RODReactionTime DUMPTODISK
- type: float
- current: 0.2
- help: Uses rate of death as damage control method.
- variable: ai_RODStanceInc DUMPTODISK
- type: float
- current: 2
- help: Increment how the stance of the target affects the alive time, 0=disable.
- The base value is for crouch, and it is doubled for prone.
- The crouch inc is disable in kill-zone and prone in kill and combat-near -zones
- variable: ai_SightRangeDarkIllumMod SAVEGAME
- type: float
- current: 0.5
- help: Multiplier for sightrange when the target is in dark light condition.
- variable: ai_SightRangeMediumIllumMod SAVEGAME
- type: float
- current: 0.8
- help: Multiplier for sightrange when the target is in medium light condition.
- variable: ai_SimpleWayptPassability DUMPTODISK
- type: int
- current: 1
- help: Use simplified and faster passability recalculation for human waypoint links where possible.
- variable: ai_SmartObjectUpdateTime
- type: float
- current: 0.002
- help: How long (max) to spend updating smart objects per AI update (in sec)
- default value is 0.002
- variable: ai_SOMSpeedCombat SAVEGAME
- type: float
- current: 4.5
- help: Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
- Usage: ai_SOMSpeedCombat 4.5
- Default is 4.5. A lower value causes the AI to react to the enemy
- to more slowly during combat.
- variable: ai_SOMSpeedRelaxed SAVEGAME
- type: float
- current: 1.5
- help: Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
- Usage: ai_SOMSpeedRelaxed 1.5
- Default is 4.5. A lower value causes the AI to react to the enemy
- to more slowly during combat.
- variable: ai_SoundPerception
- type: int
- current: 1
- help: Toggles AI sound perception.
- Usage: ai_SoundPerception [0/1]
- Default is 1 (on). Used to prevent AI from hearing sounds for
- debugging purposes. Works with ai_DebugDraw enabled.
- variable: ai_StatsTarget DUMPTODISK
- type: string
- current: none
- help: Focus debugging information on a specific AI
- Usage: ai_StatsTarget AIName
- Default is 'none'. AIName is the name of the AI
- on which to focus.
- variable: ai_SteepSlopeAcrossValue
- type: float
- current: 0.6
- help: Indicates slope value that is borderline-walkable across.
- Usage: ai_SteepSlopeAcrossValue 0.8
- Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue
- variable: ai_SteepSlopeUpValue
- type: float
- current: 1
- help: Indicates slope value that is borderline-walkable up.
- Usage: ai_SteepSlopeUpValue 0.5
- Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue
- variable: ai_SystemUpdate
- type: int
- current: 1
- help: Toggles the regular AI system update.
- Usage: ai_SystemUpdate [0/1]
- Default is 1 (on). Set to 0 to disable ai system updating.
- variable: ai_ThreadedVolumeNavPreprocess DUMPTODISK
- type: int
- current: 1
- help: Parallelizes volume navigation preprocessing by running it on multiple threads.
- If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)
- variable: ai_TickCounter DUMPTODISK
- type: int
- current: 0
- help: Enables AI tick counter
- variable: ai_UpdateAllAlways
- type: int
- current: 0
- help: If non-zero then over-rides the auto-disabling of invisible/distant AI
- variable: ai_UpdateInterval
- type: float
- current: 0.13
- help: In seconds the amount of time between two full updates for AI
- Usage: ai_UpdateInterval <number>
- Default is 0.1. Number is time in seconds
- variable: ai_UpdateProxy
- type: int
- current: 1
- help: Toggles update of AI proxy (model).
- Usage: ai_UpdateProxy [0/1]
- Default is 1 (on). Updates proxy (AI representation in game)
- set to 0 to disable proxy updating.
- variable: ai_UseAlternativeReadability SAVEGAME
- type: int
- current: 0
- help: Switch between normal and alternative SoundPack for AI readability.
- variable: ai_UseCalculationStopperCounter
- type: int
- current: 0
- help: Uses a (calibrated) counter instead of time in AI updates
- variable: ai_UseObjectPosWithExactPos DUMPTODISK
- type: int
- current: 0
- help: Use object position when playing exact positioning.
- variable: ai_WaterOcclusion DUMPTODISK
- type: float
- current: 0.5
- help: scales how much water hides player from AI
- variable: aim_assistAimEnabled
- type: int
- current: 1
- help: Enable/disable aim assitance on aim zooming
- variable: aim_assistAutoCoeff
- type: float
- current: 0.5
- help: The scale of auto weapons' aim assistance at continuous fire
- variable: aim_assistCrosshairDebug
- type: int
- current: 0
- help: debug crosshair aim assistance
- variable: aim_assistCrosshairSize
- type: int
- current: 25
- help: screen size used for crosshair aim assistance
- variable: aim_assistMaxDistance
- type: float
- current: 150
- help: The maximum range at which autoaim operates
- variable: aim_assistRestrictionTimeout
- type: float
- current: 20
- help: The restriction timeout on aim assistance after user uses a mouse
- variable: aim_assistSearchBox
- type: float
- current: 100
- help: The area autoaim looks for enemies within
- variable: aim_assistSingleCoeff
- type: float
- current: 1
- help: The scale of single-shot weapons' aim assistance
- variable: aim_assistSnapDistance
- type: float
- current: 3
- help: The maximum deviation autoaim is willing to compensate for
- variable: aim_assistTriggerEnabled
- type: int
- current: 1
- help: Enable/disable aim assistance on firing the weapon
- variable: aim_assistVerticalScale
- type: float
- current: 0.75
- help: The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)
- variable: aln_debug_filter
- type: string
- current:
- help:
- variable: aln_debug_movement
- type: int
- current: 0
- help:
- variable: ban_timeout DUMPTODISK
- type: int
- current: 30
- help: Ban timeout in minutes
- variable: c_shakeMult
- type: float
- current: 1
- help:
- variable: ca_AimIKFadeout
- type: int
- current: 1
- help: if set to 0, the Aim-IK will not fade out when aiming in extreme directions
- variable: ca_AnimationsUsageStatistics DUMPTODISK
- type: int
- current: 0
- help: Output animations usage statistics
- variable: ca_AnimWarningLevel DUMPTODISK
- type: int
- current: 0
- help: if you set this to 0, there won't be any
- frequest warnings from the animation system
- variable: ca_AttachmentCullingRation
- type: float
- current: 200
- help: ration between size of attachment and distance to camera
- variable: ca_CharEditModel
- type: string
- current: objects/characters/human/story/martin_hawker/CharEdit_MHawker_with_Rifle.cdf
- help:
- variable: ca_DeathBlendTime
- type: float
- current: 0.3
- help: Specifies the blending time between low-detail dead body skeleton and current skeleton
- variable: ca_DebugAnimUpdates
- type: int
- current: 0
- help: shows the amount of skeleton-updates
- variable: ca_DebugAnimUsage
- type: int
- current: 0
- help: shows what animation assets are used in the level
- variable: ca_debugCaps
- type: int
- current: 0
- help: Display current blended motion capabilities.
- variable: ca_DebugFacial
- type: int
- current: 0
- help: Debug facial playback info
- variable: ca_DebugFacialEyes
- type: int
- current: 0
- help: Debug facial eyes info
- variable: ca_DebugFootPlants DUMPTODISK
- type: int
- current: 0
- help: if this is 1, it will print some debug text on the screen
- variable: ca_DebugModelCache
- type: int
- current: 0
- help: shows what models are currently loaded
- variable: ca_DebugSkeletonEffects
- type: int
- current: 0
- help: If true, dump log messages when skeleton effects are handled.
- variable: ca_DebugText DUMPTODISK
- type: int
- current: 0
- help: if this is 1, it will print some debug text on the screen
- variable: ca_DecalSizeMultiplier
- type: float
- current: 1
- help: The multiplier for the decal sizes
- variable: ca_DisableAnimEvents
- type: int
- current: 0
- help: If this is not 0, then the OnAnimationEvent methods are not called upon animation events
- variable: ca_DrawAimPoses
- type: int
- current: 0
- help: draws the wireframe of the aim poses
- variable: ca_DrawAttachmentOBB
- type: int
- current: 0
- help: if this is 0, will not draw the attachments objects
- variable: ca_DrawAttachments
- type: int
- current: 1
- help: if this is 0, will not draw the attachments objects
- variable: ca_DrawBBox
- type: int
- current: 0
- help: if set to 1, the own bounding box of the character is drawn
- variable: ca_DrawBinormals
- type: int
- current: 0
- help: draws the binormals of the rendered character
- variable: ca_DrawBodyMoveDir
- type: int
- current: 0
- help: if this is 1, we will draw the body and move-direction
- variable: ca_DrawCharacter
- type: int
- current: 1
- help: if this is 0, will not draw the characters
- variable: ca_DrawDecalsBBoxes
- type: int
- current: 0
- help: if set to 1, the decals bboxes are drawn
- variable: ca_DrawEmptyAttachments
- type: int
- current: 0
- help: draws a wireframe cube if there is no object linked to an attachment
- variable: ca_DrawFaceAttachments
- type: int
- current: 1
- help: if this is 0, will not draw the skin attachments objects
- variable: ca_DrawFootPlants DUMPTODISK
- type: int
- current: 0
- help: if this is 1, it will print some debug boxes at the feet of the character
- variable: ca_DrawIdle2MoveDir
- type: int
- current: 0
- help: if this is 1, we will draw the initial Idle2Move dir
- variable: ca_DrawLookIK
- type: int
- current: 0
- help: draws a visualization of look ik
- variable: ca_DrawMotionBlurTest
- type: int
- current: 0
- help: if this is 1, we draw the motion-blur test mesh
- variable: ca_DrawNormals
- type: int
- current: 0
- help: draws the normals of the rendered character
- variable: ca_DrawPositionPost
- type: int
- current: 0
- help: draws the world position of the character (after update)
- variable: ca_DrawPositionPre
- type: int
- current: 0
- help: draws the world position of the character (before update)
- variable: ca_DrawSkeleton
- type: int
- current: 0
- help: if set to 1, the skeleton is drawn
- variable: ca_DrawTangents
- type: int
- current: 0
- help: draws the tangents of the rendered character
- variable: ca_DrawWireframe
- type: int
- current: 0
- help: draws a wireframe on top of the rendered character
- variable: ca_DumpAssetStatistics
- type: int
- current: 0
- help: writes animation asset statistics to the disk
- variable: ca_EnableAnimationLog
- type: int
- current: 0
- help: enables a special kind of log: Animation.log file, solely for debugging
- variable: ca_EnableAssetStrafing
- type: int
- current: 1
- help: asset strafing is disabled by default
- variable: ca_EnableAssetTurning
- type: int
- current: 1
- help: asset tuning is disabled by default
- variable: ca_EnableCoolReweighting
- type: int
- current: 0
- help: If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
- variable: ca_EnableCoolTransitions
- type: int
- current: 0
- help: If this is 1, then we adjust all transition-times for humans
- variable: ca_eyes_procedural
- type: int
- current: 1
- help: Enables/Disables procedural eyes animation
- variable: ca_FacialAnimationRadius
- type: float
- current: 30
- help: Maximum distance at which facial animations are updated - handles zooming correctly
- variable: ca_FootAnchoring DUMPTODISK
- type: int
- current: 0
- help: if this is 1, it will print some debug boxes at the feet of the character
- variable: ca_ForceNullAnimation
- type: int
- current: 0
- help: replaces the mocap-data by default position
- variable: ca_FPWeaponInCamSpace
- type: int
- current: 1
- help: if this is 1, then we attach the wepon to the camera
- variable: ca_GameControlledStrafing
- type: int
- current: 1
- help: Use game controlled strafing/curving flag, instead of low level calculated curving weight.
- variable: ca_GroundAlignment DUMPTODISK
- type: int
- current: 1
- help: if this is 1, the legs of human characters will align with the terrain
- variable: ca_JustRootUpdate
- type: int
- current: 0
- help: if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.
- variable: ca_KeepModels
- type: int
- current: 0
- help: If set to 1, will prevent models from unloading from memory
- upon destruction of the last referencing character
- variable: ca_lipsync_debug
- type: int
- current: 0
- help: Enables facial animation debug draw
- variable: ca_lipsync_phoneme_crossfade
- type: int
- current: 70
- help: Cross fade time between phonemes in milliseconds
- variable: ca_lipsync_phoneme_offset
- type: int
- current: 20
- help: Offset phoneme start time by this value in milliseconds
- variable: ca_lipsync_phoneme_strength
- type: float
- current: 1
- help: LipSync phoneme strength
- variable: ca_lipsync_vertex_drag
- type: float
- current: 1.2
- help: Vertex drag coefficient when blending morph targets
- variable: ca_LoadDatabase
- type: int
- current: 1
- help: Enable loading animations from database
- variable: ca_LoadUncompressedChunks
- type: int
- current: 0
- help: If this 1, then uncompressed chunks prefer compressed while loading
- variable: ca_lod_ratio DUMPTODISK
- type: float
- current: 6
- help: Caharcters LOD ratio
- variable: ca_LogAnimation
- type: string
- current:
- help:
- variable: ca_MemoryUsageLog
- type: int
- current: 0
- help: enables a memory usage log
- variable: ca_NoAnim
- type: int
- current: 0
- help: the animation isn't updated (the characters remain in the same pose)
- variable: ca_NoDeform
- type: int
- current: 0
- help: the skinning is not performed during rendering if this is 1
- variable: ca_PrintDesiredSpeed DUMPTODISK
- type: int
- current: 0
- help: if this is 1, it will print the desired speed of the human characters
- variable: ca_Profile
- type: int
- current: 0
- help: Enables a table of real-time profile statistics
- variable: ca_RandomScaling
- type: int
- current: 0
- help: If this is set to 1, then we apply ransom scaling to characters
- variable: ca_SaveAABB
- type: int
- current: 0
- help: if the AABB is invalid, replace it by the default AABB
- variable: ca_SphericalSkinning DUMPTODISK
- type: int
- current: 0
- help: If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
- variable: ca_travelSpeedScaleMax
- type: float
- current: 2
- help: Maximum motion travel speed scale (default 2.0).
- variable: ca_travelSpeedScaleMin
- type: float
- current: 0.5
- help: Minimum motion travel speed scale (default 0.5).
- variable: ca_UnloadAimPoses DUMPTODISK
- type: int
- current: 1
- help: remove aim-poses from memory
- variable: ca_UseAimIK
- type: int
- current: 1
- help: If this is set to 1, then we are adding a look-at animation to the skeleton
- variable: ca_UseAnimationsCache DUMPTODISK
- type: int
- current: 0
- help: use dynamically unpacked animations cache
- variable: ca_UseDecals
- type: int
- current: 1
- help: if set to 0, effectively disables creation of decals on characters
- 2 - alternative method of calculating/building the decals
- variable: ca_UseFacialAnimation
- type: int
- current: 1
- help: If this is set to 1, we can play facial animations
- variable: ca_UseLookIK
- type: int
- current: 1
- help: If this is set to 1, then we are adding a look-at animation to the skeleton
- variable: ca_UseMorph
- type: int
- current: 1
- help: the morph skinning step is skipped (it's part of overall skinning during rendering)
- variable: ca_UsePhysics
- type: int
- current: 1
- help: the physics is not applied (effectively, no IK)
- variable: capture_file_format
- type: string
- current: jpg
- help: Specifies file format of captured files (jpg, bmp, tga, hdr).
- variable: capture_folder
- type: string
- current: CaptureOutput
- help: Specifies sub folder to write captured frames.
- variable: capture_frames
- type: int
- current: 0
- help: Enables capturing of frames.
- variable: cl_actorsafemode
- type: int
- current: 0
- help: Enable/disable actor safe mode
- variable: cl_bandwidth
- type: int
- current: 50000
- help: Bit rate on client
- variable: cl_bob
- type: float
- current: 1
- help: view/weapon bobbing multiplier
- variable: cl_camera_nearz
- type: float
- current: 0.25
- help: Overrides default near z-range for camera.
- variable: cl_camera_noise
- type: float
- current: -1
- help: Adds hand-held like camera noise to the camera view.
- The higher the value, the higher the noise.
- A value <= 0 disables it.
- variable: cl_camera_noise_freq
- type: float
- current: 2.53262
- help: Defines camera noise frequency for the camera view.
- The higher the value, the higher the noise.
- variable: cl_crouchToggle DUMPTODISK
- type: int
- current: 0
- help: To make the crouch key work as a toggle
- variable: cl_debugFreezeShake DUMPTODISK
- type: int
- current: 0
- help: Toggle freeze shake debug draw
- variable: cl_debugSwimming
- type: int
- current: 0
- help: enable swimming debugging
- variable: cl_fov
- type: float
- current: 60
- help: field of view.
- variable: cl_fpBody
- type: int
- current: 2
- help: first person body
- variable: cl_frozenAngleMax
- type: float
- current: 10
- help: Frozen clamp angle max
- variable: cl_frozenAngleMin
- type: float
- current: 1
- help: Frozen clamp angle min
- variable: cl_frozenKeyMult
- type: float
- current: 0.02
- help: Frozen movement keys multiplier
- variable: cl_frozenMouseMult
- type: float
- current: 0.00015
- help: Frozen mouseshake multiplier
- variable: cl_frozenSensMax
- type: float
- current: 1
- help: Frozen sensitivity max
- variable: cl_frozenSensMin
- type: float
- current: 1
- help: Frozen sensitivity min
- variable: cl_frozenSoundDelta
- type: float
- current: 0.004
- help: Threshold for unfreeze shake to trigger a crack sound
- variable: cl_frozenSteps
- type: float
- current: 3
- help: Number of steps for unfreeze shaking
- variable: cl_gs_cdkey
- type: string
- current:
- help: CDKey for gamespy auth
- variable: cl_gs_email
- type: string
- current:
- help: Email address for Gamespy login
- variable: cl_gs_nick
- type: string
- current:
- help: Nickname for Gamespy login
- variable: cl_gs_password
- type: string
- current:
- help: Password for Gamespy login
- variable: cl_headBob
- type: float
- current: 1
- help: head bobbing multiplier
- variable: cl_headBobLimit
- type: float
- current: 0.06
- help: head bobbing distance limit
- variable: cl_hitBlur
- type: float
- current: 0.25
- help: blur on hit
- variable: cl_hitShake
- type: float
- current: 1.25
- help: hit shake
- variable: cl_hud
- type: int
- current: 1
- help: Show/Hide the HUD
- variable: cl_invertController DUMPTODISK
- type: int
- current: 0
- help: Controller Look Up-Down invert
- variable: cl_invertMouse DUMPTODISK
- type: int
- current: 0
- help: mouse invert?
- variable: cl_motionBlur
- type: float
- current: 2
- help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
- variable: cl_nearPlane
- type: float
- current: 0
- help: overrides the near clipping plane if != 0, just for testing.
- variable: cl_packetRate
- type: int
- current: 30
- help: Packet rate on client
- variable: cl_righthand
- type: int
- current: 1
- help: Select right-handed weapon!
- variable: cl_screeneffects
- type: int
- current: 1
- help: Enable player screen effects (depth-of-field, motion blur, ...).
- variable: cl_sensitivity DUMPTODISK
- type: float
- current: 45
- help: Set mouse sensitivity!
- variable: cl_sensitivityZeroG DUMPTODISK
- type: float
- current: 70
- help: Set mouse sensitivity in ZeroG!
- variable: cl_serveraddr DUMPTODISK
- type: string
- current: localhost
- help: Server address
- variable: cl_serverpassword DUMPTODISK
- type: string
- current:
- help: Server password
- variable: cl_serverport DUMPTODISK
- type: int
- current: 64087
- help: Server address
- variable: cl_shallowWaterDepthHi
- type: float
- current: 1
- help: Shallow water depth high (above has full slowdown)
- variable: cl_shallowWaterDepthLo
- type: float
- current: 0.3
- help: Shallow water depth low (below has zero slowdown)
- variable: cl_shallowWaterSpeedMulAI
- type: float
- current: 0.8
- help: Shallow water speed multiplier (AI only)
- variable: cl_shallowWaterSpeedMulPlayer
- type: float
- current: 0.6
- help: shallow water speed multiplier (Players only)
- variable: cl_sprintBlur
- type: float
- current: 0.6
- help: sprint blur
- variable: cl_sprintShake
- type: float
- current: 0
- help: sprint shake
- variable: cl_strengthscale
- type: float
- current: 1
- help: nanosuit strength scale
- variable: cl_tpvDist
- type: float
- current: 3.5
- help: camera distance in 3rd person view
- variable: cl_tpvYaw
- type: float
- current: 0
- help: camera angle offset in 3rd person view
- variable: cl_voice_recording
- type: int
- current: 0
- help: Enable client voice recording
- variable: cl_voice_volume
- type: float
- current: 1
- help: Set VOIP playback volume: 0-1
- variable: con_debug
- type: int
- current: 0
- help: Log call stack on every GetCVar call
- variable: con_display_last_messages
- type: int
- current: 0
- help:
- variable: con_line_buffer_size
- type: int
- current: 1000
- help:
- variable: con_restricted RESTRICTEDMODE
- type: int
- current: 0
- help: 0=normal mode / 1=restricted access to the console
- variable: con_showonload
- type: int
- current: 0
- help: Show console on level loading
- variable: demo_ai
- type: int
- current: 0
- help: Enable/Disable AI during the demo
- variable: demo_file
- type: string
- current: timedemo
- help: Time Demo Filename
- variable: demo_fixed_timestep
- type: int
- current: 30
- help: number of updates per second
- variable: demo_max_frames
- type: int
- current: 100000
- help: Max number of frames to save
- variable: demo_noinfo
- type: int
- current: 0
- help: Disable info display during demo playback
- variable: demo_num_runs
- type: int
- current: 1000
- help: Number of times to loop timedemo
- variable: demo_panormaic
- type: int
- current: 0
- help: Panormaic view when playing back demo
- variable: demo_profile
- type: int
- current: 0
- help: Enable profiling
- variable: demo_quit
- type: int
- current: 0
- help: Quit game after demo runs finished
- variable: demo_restart_level
- type: int
- current: 0
- help: Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start
- variable: demo_savestats
- type: int
- current: 0
- help: Save level stats at the end of the loop
- variable: demo_screenshot_frame
- type: int
- current: 0
- help: Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
- variable: demo_scroll_pause
- type: int
- current: 1
- help: ScrollLock pauses demo play/record
- variable: demo_time_of_day
- type: int
- current: -1
- help: Sets the time of day to override in game settings if not negative
- variable: demo_vtune
- type: int
- current: 0
- help: Enables VTune profiling when running time demo
- variable: ds_AutoReloadScripts
- type: int
- current: 0
- help: Automatically reload DialogScripts when jumping into GameMode from Editor
- variable: ds_LoadExcelScripts
- type: int
- current: 1
- help: Load legacy Excel based dialogs.
- variable: ds_LoadSoundsSync
- type: int
- current: 0
- help: Load Sounds synchronously
- variable: ds_LogLevel
- type: int
- current: 0
- help: Set the verbosity of DiaLOG Messages
- variable: ds_PrecacheSounds
- type: int
- current: 0
- help: Precache sounds on Dialog Begin
- variable: ds_WarnOnMissingLoc
- type: int
- current: 1
- help: Warn on Missing Localization Entries
- variable: dt_enable
- type: int
- current: 0
- help: suit actions activated by double-tapping
- variable: dt_meleeTime
- type: float
- current: 0.3
- help: time in seconds between double taps for melee
- variable: dt_time
- type: float
- current: 0.25
- help: time in seconds between double taps
- variable: e_allow_cvars_serialization
- type: int
- current: 1
- help: If set to zero - will not save cvars to cfg file
- variable: e_ambient_occlusion
- type: int
- current: 0
- help: Activate non deferred terrain occlusion and indirectional lighitng system
- variable: e_bboxes
- type: int
- current: 0
- help: Activates drawing of bounding boxes
- variable: e_brushes
- type: int
- current: 1
- help: Draw brushes
- variable: e_cbuffer
- type: int
- current: 1
- help: Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check
- variable: e_cbuffer_bias
- type: float
- current: 1.05
- help: Coverage buffer z-biasing
- variable: e_cbuffer_clip_planes_num
- type: int
- current: 6
- help: Debug
- variable: e_cbuffer_debug
- type: int
- current: 0
- help: Display content of main camera coverage buffer
- variable: e_cbuffer_debug_draw_scale
- type: float
- current: 1
- help: Debug
- variable: e_cbuffer_debug_freeze
- type: int
- current: 0
- help: Freezes viewmatrix/-frustum
- variable: e_cbuffer_draw_occluders
- type: int
- current: 0
- help: Debug draw of occluders for coverage buffer
- variable: e_cbuffer_hw
- type: int
- current: 0
- help: Debug
- variable: e_cbuffer_lazy_test
- type: int
- current: 1
- help: Dont test visible objects every frame
- variable: e_cbuffer_lc
- type: int
- current: 0
- help: Debug
- variable: e_cbuffer_lights_debug_side
- type: int
- current: -1
- help: Debug
- variable: e_cbuffer_max_add_render_mesh_time
- type: int
- current: 2
- help: Max time for unlimited AddRenderMesh
- variable: e_cbuffer_occluders_lod_ratio
- type: float
- current: 0.25
- help: Debug
- variable: e_cbuffer_occluders_test_min_tris_num
- type: int
- current: 0
- help: Debug
- variable: e_cbuffer_occluders_view_dist_ratio
- type: float
- current: 1
- help: Debug
- variable: e_cbuffer_resolution
- type: int
- current: 256
- help: Resolution of software coverage buffer
- variable: e_cbuffer_terrain
- type: int
- current: 0
- help: Activates usage of coverage buffer for terrain
- variable: e_cbuffer_terrain_elevation_shift
- type: float
- current: 4
- help: Shift low lods down in order to avoid false occlusion
- variable: e_cbuffer_terrain_lod_ratio
- type: float
- current: 4
- help: Terrain lod ratio for mesh rendered into cbuffer
- variable: e_cbuffer_terrain_lod_shift
- type: int
- current: 2
- help: Controlls tesselation of terrain mesh
- variable: e_cbuffer_terrain_max_distance
- type: float
- current: 512
- help: Only near sectors are rasterized
- variable: e_cbuffer_test_mode
- type: int
- current: 2
- help: Debug
- variable: e_cbuffer_tree_debug
- type: int
- current: 0
- help: Debug
- variable: e_cbuffer_tree_depth
- type: int
- current: 7
- help: Debug
- variable: e_cbuffer_version
- type: int
- current: 2
- help: 1 Vladimir's, 2MichaelK's
- variable: e_clouds
- type: int
- current: 0
- help: Enable clouds rendering
- variable: e_cull_lights_per_triangle_min_obj_radius
- type: float
- current: 8
- help: Debug
- variable: e_cull_veg_activation
- type: int
- current: 200
- help: Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
- variable: e_debug_draw
- type: int
- current: 0
- help: Draw helpers with information for each object (same number negative hides the text)
- 1: Name of the used cgf, polycount, used LOD
- 2: Color coded polygon count
- 3: Show color coded LODs count, flashing color indicates no Lod
- 4: Display object texture memory usage
- 5: Display color coded number of render materials
- 6: Display ambient color
- 7: Display tri count, number of render materials, texture memory
- 8: RenderWorld statistics (with view cones)
- 9: RenderWorld statistics (with view cones without lights)
- 10: Render geometry with simple lines and triangles
- 11: Render occlusion geometry additionally
- 12: Render occlusion geometry without render geometry
- 13: Render occlusion ammount (used during AO computations)
- 15: Display helpers
- variable: e_debug_lights
- type: float
- current: 0
- help: Use different colors for objects affected by different number of lights
- black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
- variable: e_debug_mask
- type: int
- current: 0
- help: debug variable to activate certain features for debugging (each bit represents one feature
- bit 0(1): use EFSLIST_TERRAINLAYER
- bit 1(2):
- bit 3(4):
- bit 4(8):
- variable: e_decals
- type: int
- current: 1
- help: Activates drawing of decals (game decals and hand-placed)
- variable: e_decals_allow_game_decals
- type: int
- current: 1
- help: Allows creation of decals by game (like weapon bullets marks)
- variable: e_decals_clip
- type: int
- current: 1
- help: Clip decal geometry by decal bbox
- variable: e_decals_hit_cache
- type: int
- current: 1
- help: Use smart hit cacheing for bullet hits (may cause no decals in some cases)
- variable: e_decals_life_time_scale DUMPTODISK
- type: float
- current: 1
- help: Allows to increase or reduce decals life time for different specs
- variable: e_decals_merge
- type: int
- current: 1
- help: Combine pieces of decals into one render call
- variable: e_decals_neighbor_max_life_time
- type: float
- current: 4
- help: If not zero - new decals will force old decals to fade in X seconds
- variable: e_decals_overlapping
- type: float
- current: 0
- help: If zero - new decals will not be spawned if the distance to nearest decals less than X
- variable: e_decals_precreate
- type: int
- current: 1
- help: Pre-create decals at load time
- variable: e_decals_range
- type: float
- current: 20
- help: Less precision for decals outside this range
- variable: e_decals_wrap_around_min_size
- type: float
- current: 0.05
- help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
- variable: e_default_material
- type: float
- current: 0
- help: use gray illum as default
- variable: e_deformable_objects
- type: int
- current: 1
- help: Enable / Disable morph based deformable objects
- variable: e_detail_materials
- type: int
- current: 1
- help: Activates drawing of detail materials on terrain ground
- variable: e_detail_materials_debug
- type: int
- current: 0
- help: Shows number of materials in use per terrain sector
- variable: e_detail_materials_view_dist_xy
- type: float
- current: 2048
- help: Max view distance of terrain XY materials
- variable: e_detail_materials_view_dist_z
- type: float
- current: 128
- help: Max view distance of terrain Z materials
- variable: e_detail_objects
- type: int
- current: 1
- help: Turn detail objects on/off
- variable: e_dissolve
- type: int
- current: 1
- help: Objects alphatest_noise_fading out on distance
- variable: e_dissolve_transition_threshold
- type: float
- current: 0.05
- help: Controls disabling of smooth transition if camera moves too fast
- variable: e_dissolve_transition_time
- type: float
- current: 0.3
- help: Lod switch duration
- variable: e_dynamic_light
- type: int
- current: 1
- help: Activates dynamic light sources
- variable: e_dynamic_light_consistent_sort_order
- type: int
- current: 1
- help: Debug
- variable: e_dynamic_light_frame_id_vis_test
- type: int
- current: 1
- help: Use based on last draw frame visibility test
- variable: e_entities
- type: int
- current: 1
- help: Activates drawing of entities and brushes
- variable: e_EntitySuppressionLevel
- type: int
- current: 0
- help: Defines the level at which entities are spawned.
- Entities marked with lower level will not be spawned - 0 means no level.
- Usage: e_EntitySuppressionLevel [0-infinity]
- Default is 0 (off).
- variable: e_flocks DUMPTODISK
- type: int
- current: 1
- help: Enable Flocks (Birds/Fishes)
- variable: e_flocks_hunt
- type: int
- current: 1
- help: Birds will fall down...
- variable: e_fog
- type: int
- current: 1
- help: Activates global height/distance based fog
- variable: e_fogvolumes
- type: int
- current: 1
- help: Activates local height/distance based fog volumes
- variable: e_foliage_branches_damping
- type: float
- current: 10
- help: Damping of branch ropes
- variable: e_foliage_branches_stiffness
- type: float
- current: 100
- help: Stiffness of branch ropes
- variable: e_foliage_branches_timeout
- type: float
- current: 4
- help: Maximum lifetime of branch ropes (if there are no collisions)
- variable: e_foliage_broken_branches_damping
- type: float
- current: 15
- help: Damping of branch ropes of broken vegetation
- variable: e_foliage_stiffness
- type: float
- current: 3.2
- help: Stiffness of the spongy obstruct geometry
- variable: e_foliage_wind_activation_dist
- type: float
- current: 0
- help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
- variable: e_force_detail_level_for_resolution
- type: int
- current: 0
- help: Force sprite distance and other values used for some specific screen resolution, 0 means current
- variable: e_gsm_cache
- type: float
- current: 1
- help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
- variable: e_gsm_cache_lod_offset
- type: int
- current: 3
- help: Makes first X GSM lods not cached
- variable: e_gsm_combined
- type: int
- current: 0
- help: Variable to tweak the performace of directional shadow maps
- 0=individual textures are used for each GSM level, 1=texture are combined into one texture
- variable: e_gsm_depth_bounds_debug
- type: int
- current: 0
- help: Debug GSM bounds regions calculation
- variable: e_gsm_lods_num
- type: int
- current: 5
- help: Number of GSM lods (0..5)
- variable: e_gsm_range
- type: float
- current: 3
- help: Size of LOD 0 GSM area (in meters)
- variable: e_gsm_range_step
- type: float
- current: 3
- help: Range of next GSM lod is previous range multiplied by step
- variable: e_gsm_range_step_terrain
- type: float
- current: 16
- help: gsm_range_step for last gsm lod containg terrain
- variable: e_gsm_scatter_lod_dist
- type: float
- current: 70
- help: Size of Scattering LOD GSM in meters
- variable: e_gsm_stats
- type: int
- current: 0
- help: Show GSM statistics 0=off, 1=enable debug to the screens
- variable: e_gsm_view_space
- type: int
- current: 0
- help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
- variable: e_hw_occlusion_culling_objects
- type: int
- current: 0
- help: Activates usage of HW occlusion test for objects
- variable: e_hw_occlusion_culling_water
- type: int
- current: 1
- help: Activates usage of HW occlusion test for ocean
- variable: e_joint_strength_scale
- type: float
- current: 1
- help: Scales the strength of prebroken objects' joints (for tweaking)
- variable: e_level_auto_precache_camera_jump_dist
- type: int
- current: 64
- help: When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start
- variable: e_level_auto_precache_terrain_and_proc_veget
- type: float
- current: 1
- help: Force auro pre-cache of terrain textures and procedural vegetation
- variable: e_level_auto_precache_textures_and_shaders
- type: float
- current: 0
- help: Force auro pre-cache of general textures and shaders
- variable: e_lod_max
- type: int
- current: 6
- help: Max LOD for objects
- variable: e_lod_min
- type: int
- current: 0
- help: Min LOD for objects
- variable: e_lod_min_tris
- type: int
- current: 300
- help: LODs with less triangles will not be used
- variable: e_lod_ratio
- type: float
- current: 6
- help: LOD distance ratio for objects
- variable: e_lods
- type: int
- current: 1
- help: Load and use LOD models for static geometry
- variable: e_lowspec_mode
- type: int
- current: 0
- help: Enables lowspec mode
- variable: e_materials
- type: int
- current: 1
- help: Activates material support for non animated objects
- variable: e_max_entity_lights
- type: int
- current: 16
- help: Set maximum number of lights affecting object
- variable: e_max_view_dst
- type: int
- current: -1
- help: Far clipping plane distance
- variable: e_max_view_dst_full_dist_cam_height
- type: float
- current: 1000
- help: Debug
- variable: e_max_view_dst_spec_lerp
- type: float
- current: 1
- help: 1 - use max view distance set by designer for very high spec
- 0 - for very low spec
- Values between 0 and 1 - will lerp between high and low spec max view distances
- variable: e_mesh_simplify
- type: float
- current: 0
- help: Mesh simplification debugging
- variable: e_obj
- type: int
- current: 1
- help: Render or not all objects
- variable: e_obj_fast_register
- type: int
- current: 1
- help: Debug
- variable: e_obj_quality
- type: int
- current: 0
- help: Current object detail quality
- variable: e_obj_stats
- type: int
- current: 0
- help: Show instances count
- variable: e_obj_tree_max_node_size
- type: int
- current: 0
- help: Debug draw of object tree bboxes
- variable: e_obj_tree_min_node_size
- type: int
- current: 0
- help: Debug draw of object tree bboxes
- variable: e_occlusion_culling_view_dist_ratio
- type: float
- current: 0.5
- help: Skip per object occlusion test for very far objects - culling on tree level will handle it
- variable: e_occlusion_volumes
- type: int
- current: 1
- help: Enable occlusion volumes(antiportals)
- variable: e_occlusion_volumes_view_dist_ratio
- type: float
- current: 0.05
- help: Controls how far occlusion volumes starts to occlude objects
- variable: e_on_demand_maxsize
- type: float
- current: 20
- help: Specifies the maximum size of vegetation objects that are physicalized on-demand
- variable: e_on_demand_physics
- type: int
- current: 1
- help: Turns on on-demand vegetation physicalization
- variable: e_particles
- type: int
- current: 1
- help: Activates drawing of particles
- variable: e_particles_debug
- type: int
- current: 0
- help: Particle debug flags:
- 1 = show basic stats
- f+ = show fill rate stats
- r+ = show reuse/reject stats
- b+ = draw bounding boxes and labels
- s+ = log emitter and particle counts by effect (for 1 frame)
- e+ = log particle system timing info (for 1 frame)
- t+ = log particle texture usage
- z+ = freeze particle system
- variable: e_particles_lights
- type: int
- current: 1
- help: Allows to have simpe light source attached to every article
- variable: e_particles_lod
- type: float
- current: 1
- help: Multiplier to particle count
- variable: e_particles_max_emitter_draw_screen
- type: float
- current: 4
- help: Max screen fill per emitter -- fade out earlier
- variable: e_particles_min_draw_pixels
- type: float
- current: 1
- help: Pixel size cutoff for rendering particles -- fade out earlier
- variable: e_particles_object_collisions
- type: int
- current: 1
- help: Enable particle/object collisions for SimpleCollision
- variable: e_particles_preload
- type: int
- current: 1
- help: Enable preloading of all particle effects at the begining
- variable: e_particles_quality
- type: int
- current: 0
- help: Current particles detail quality
- variable: e_particles_receive_shadows
- type: int
- current: 0
- help: Enable shadow maps receiving for particles
- variable: e_particles_thread
- type: int
- current: 1
- help: Enable particle threading
- variable: e_phys_foliage
- type: int
- current: 2
- help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
- variable: e_phys_ocean_cell
- type: float
- current: 0
- help: Cell size for ocean approximation in physics, 0 assumes flat plane
- variable: e_portals
- type: int
- current: 1
- help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
- variable: e_portals_big_entities_fix
- type: int
- current: 1
- help: Enables special processing of big entities like vehicles intersecting portals
- variable: e_precache_level
- type: int
- current: 0
- help: Pre-render objects right after level loading
- variable: e_proc_vegetation
- type: int
- current: 1
- help: Show procedurally distributed vegetation
- variable: e_proc_vegetation_max_view_distance
- type: int
- current: 128
- help: Debug
- variable: e_profile_level_loading
- type: int
- current: 1
- help: Output level loading stats into log
- 0 = Off
- 1 = Output basic info about loading time per function
- 2 = Output full statistics including loading time and memory allocations with call stack info
- variable: e_ram_DumpDXF
- type: int
- current: 0
- help: Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs
- variable: e_ram_maps DUMPTODISK, REQUIRE_LEVEL_RELOAD
- type: int
- current: 1
- help: Use RAM (realtime ambient maps) on brushes
- variable: e_recursion
- type: int
- current: 1
- help: If 0 - will skip recursive render calls like render into texture
- variable: e_recursion_occlusion_culling
- type: int
- current: 0
- help: If 0 - will disable occlusion tests for recursive render calls like render into texture
- variable: e_recursion_view_dist_ratio
- type: float
- current: 0.1
- help: Set all view distances shorter by factor of X
- variable: e_render
- type: int
- current: 1
- help: Enable engine rendering
- variable: e_roads
- type: int
- current: 1
- help: Activates drawing of road objects
- variable: e_ropes
- type: int
- current: 1
- help: Turn Rendering of Ropes on/off
- variable: e_scene_merging
- type: int
- current: 0
- help: Merge marked brushes during loading
- variable: e_scene_merging_compact_vertices
- type: int
- current: 1
- help: Minimize number of vertices in decals and merged brushes
- variable: e_scene_merging_max_time_ms
- type: int
- current: 5
- help: Spend only X ms per frame on merging
- variable: e_scene_merging_max_tris_in_chunk
- type: int
- current: 64
- help: Only objects having less than X triangles per chunk will me merged
- variable: e_scene_merging_min_merge_distance
- type: int
- current: 0
- help: Don't merge nodes closer than X
- variable: e_scene_merging_show_onlymerged
- type: int
- current: 0
- help: Show only merged brushes
- variable: e_scissor_debug
- type: int
- current: 0
- help: Debug
- variable: e_screenshot
- type: int
- current: 0
- help: Make screenshot combined up of multiple rendered frames
- (negative values for multiple frames, positive for a a single frame)
- 1 highres
- 2 360 degree panorama
- 3 Map top-down view
- see:
- e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x,
- e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug
- variable: e_screenshot_debug
- type: int
- current: 0
- help: 0 off
- 1 show stiching borders
- 2 show overlapping areas
- variable: e_screenshot_file_format
- type: string
- current: tga
- help: Set output image file format for hires screen shots. Can be JPG or TGA
- variable: e_screenshot_height
- type: int
- current: 1500
- help: used for e_panorama_screenshot to define the height of the destination image, 1500 default
- variable: e_screenshot_map_camheight
- type: float
- current: 4000
- help: param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map
- defines the y position of the bottom right corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (1.0 is default)
- variable: e_screenshot_map_center_x
- type: float
- current: 0
- help: param for the centerX position of the camera, see e_screenshot_map
- defines the x position of the top left corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (0.0 is default)
- variable: e_screenshot_map_center_y
- type: float
- current: 0
- help: param for the centerX position of the camera, see e_screenshot_map
- defines the y position of the top left corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (0.0 is default)
- variable: e_screenshot_map_size_x
- type: float
- current: 1024
- help: param for the size in worldunits of area to make map screenshot, see e_screenshot_map
- defines the x position of the bottom right corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (1.0 is default)
- variable: e_screenshot_map_size_y
- type: float
- current: 1024
- help: param for the size in worldunits of area to make map screenshot, see e_screenshot_map
- defines the x position of the bottom right corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (1.0 is default)
- variable: e_screenshot_min_slices
- type: int
- current: 4
- help: used for e_panorama_screenshot to define the quality
- 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- variable: e_screenshot_quality
- type: int
- current: 30
- help: used for e_panorama_screenshot to define the quality
- 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- variable: e_screenshot_width
- type: int
- current: 2000
- help: used for e_panorama_screenshot to define the width of the destination image, 2000 default
- variable: e_shadows
- type: int
- current: 1
- help: Activates drawing of shadows
- variable: e_shadows_cast_view_dist_ratio
- type: float
- current: 0.8
- help: View dist ratio for shadow maps
- variable: e_shadows_clouds
- type: int
- current: 1
- help: Cloud shadows
- variable: e_shadows_debug
- type: int
- current: 0
- help: 0=off, 2=visualize shadow maps on the screen
- variable: e_shadows_from_terrain_in_all_lods
- type: int
- current: 1
- help: Enable shadows from terrain
- variable: e_shadows_frustums
- type: int
- current: 0
- help: Debug
- variable: e_shadows_max_texture_size
- type: int
- current: 1024
- help: Set maximum resolution of shadow map
- 256(faster), 512(medium), 1024(better quality)
- variable: e_shadows_occ_check
- type: int
- current: 0
- help: Enable/disable shadow-caster test against the occlusion buffer
- variable: e_shadows_occ_cutCaster
- type: int
- current: 0
- help: Clips the caster extrusion to the zoro height.
- variable: e_shadows_on_alpha_blended
- type: int
- current: 1
- help: Enable shadows on aplhablended
- variable: e_shadows_slope_bias
- type: float
- current: 4
- help: Shadows slope bias for shadowgen
- variable: e_shadows_water
- type: int
- current: 0
- help: Enable/disable shadows on water
- variable: e_sketch_mode
- type: int
- current: 0
- help: Enables Sketch mode drawing
- variable: e_sky_box
- type: int
- current: 1
- help: Activates drawing of skybox and moving cloud layers
- variable: e_sky_quality
- type: int
- current: 1
- help: Quality of dynamic sky: 1 (very high), 2 (high).
- variable: e_sky_type
- type: int
- current: 1
- help: Type of sky used: 0 (static), 1 (dynamic).
- variable: e_sky_update_rate
- type: float
- current: 0.12
- help: Percentage of a full dynamic sky update calculated per frame (0..100].
- variable: e_sleep
- type: int
- current: 0
- help: Sleep X in C3DEngine::Draw
- variable: e_stat_obj_merge
- type: float
- current: 1
- help: Enable CGF sub-objects meshes merging
- variable: e_stream_areas
- type: int
- current: 0
- help: Stream content of terrain and indoor sectors
- variable: e_stream_cgf
- type: int
- current: 0
- help: Debug
- variable: e_stream_for_physics
- type: int
- current: 1
- help: Debug
- variable: e_stream_for_visuals
- type: int
- current: 1
- help: Debug
- variable: e_sun
- type: int
- current: 1
- help: Activates sun light source
- variable: e_sun_angle_snap_dot
- type: float
- current: 0.999999
- help: Sun dir snap control
- variable: e_sun_angle_snap_sec
- type: float
- current: 0.1
- help: Sun dir snap control
- variable: e_sun_clipplane_range
- type: float
- current: 192
- help: Max range for sun shadowmap frustum
- variable: e_terrain
- type: int
- current: 1
- help: Activates drawing of terrain ground
- variable: e_terrain_ao
- type: int
- current: 1
- help: Activate deferred terrain ambient occlusion
- variable: e_terrain_bboxes
- type: int
- current: 0
- help: Show terrain nodes bboxes
- variable: e_terrain_deformations
- type: int
- current: 0
- help: Allows in-game terrain surface deformations
- variable: e_terrain_draw_this_sector_only
- type: int
- current: 0
- help: 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
- variable: e_terrain_lm_gen_threshold
- type: float
- current: 0.1
- help: Debug
- variable: e_terrain_lod_ratio
- type: float
- current: 1
- help: Set heightmap LOD
- variable: e_terrain_log
- type: int
- current: 0
- help: Debug
- variable: e_terrain_normal_map
- type: int
- current: 1
- help: Use terrain normal map for base pass if available
- variable: e_terrain_occlusion_culling
- type: int
- current: 1
- help: heightmap occlusion culling with time coherency 0=off, 1=on
- variable: e_terrain_occlusion_culling_debug
- type: int
- current: 0
- help: Draw sphere onevery terrain height sample
- variable: e_terrain_occlusion_culling_max_dist
- type: float
- current: 200
- help: Max length of ray (for version 1)
- variable: e_terrain_occlusion_culling_max_steps
- type: int
- current: 50
- help: Max number of tests per ray (for version 0)
- variable: e_terrain_occlusion_culling_precision
- type: float
- current: 0.25
- help: Density of rays
- variable: e_terrain_occlusion_culling_precision_dist_ratio
- type: float
- current: 3
- help: Controlls density of rays depending on distance to the object
- variable: e_terrain_occlusion_culling_step_size
- type: int
- current: 4
- help: Initial size of single step (in heightmap units)
- variable: e_terrain_occlusion_culling_step_size_delta
- type: float
- current: 1.05
- help: Step size scale on every next step (for version 1)
- variable: e_terrain_occlusion_culling_version
- type: int
- current: 1
- help: 0 - old, 1 - new
- variable: e_terrain_texture_debug
- type: int
- current: 0
- help: Debug
- variable: e_terrain_texture_lod_ratio
- type: float
- current: 1
- help: Adjust terrain base texture resolution on distance
- variable: e_terrain_texture_streaming_debug
- type: int
- current: 0
- help: Debug
- variable: e_time_of_day
- type: float
- current: 0
- help: Current Time of Day
- variable: e_time_of_day_speed
- type: float
- current: 0
- help: Time of Day change speed
- variable: e_time_smoothing
- type: int
- current: 1
- help: 0=no smoothing, 1=smoothing
- variable: e_timedemo_frames
- type: int
- current: 0
- help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled
- variable: e_timer_debug
- type: int
- current: 0
- help: Timer debug
- variable: e_vegetation
- type: int
- current: 1
- help: Activates drawing of distributed objects like trees
- variable: e_vegetation_alpha_blend
- type: int
- current: 1
- help: Allow alpha blending for vegetations
- variable: e_vegetation_bending
- type: int
- current: 2
- help: Debug
- variable: e_vegetation_mem_sort_test
- type: int
- current: 0
- help: Debug
- variable: e_vegetation_min_size DUMPTODISK, REQUIRE_LEVEL_RELOAD
- type: float
- current: 0
- help: Minimal size of static object, smaller objects will be not rendered
- variable: e_vegetation_node_level
- type: int
- current: -1
- help: Debug
- variable: e_vegetation_sphericalskinning
- type: int
- current: 1
- help: Activates vegetation spherical skinning support
- variable: e_vegetation_sprites
- type: int
- current: 1
- help: Activates drawing of sprites instead of distributed objects at far distance
- variable: e_vegetation_sprites_distance_custom_ratio_min
- type: float
- current: 1
- help: Clamps SpriteDistRatio setting in vegetation properties
- variable: e_vegetation_sprites_distance_ratio
- type: float
- current: 1
- help: Allows changing distance on what vegetation switch into sprite
- variable: e_vegetation_sprites_min_distance
- type: float
- current: 8
- help: Sets minimal distance when distributed object can be replaced with sprite
- variable: e_vegetation_static_instancing
- type: int
- current: 0
- help: Enable 3dengine side static instancing
- variable: e_vegetation_use_terrain_color
- type: int
- current: 1
- help: Allow blend with terrain color for vegetations
- variable: e_vegetation_wind
- type: int
- current: 1
- help: Activates vegetation with wind support
- variable: e_view_dist_custom_ratio
- type: float
- current: 100
- help: View distance ratio for special marked objects (Players,AI,Vehicles)
- variable: e_view_dist_min
- type: float
- current: 0
- help: Min distance on what far objects will be culled out
- variable: e_view_dist_ratio
- type: float
- current: 60
- help: View distance ratio for objects
- variable: e_view_dist_ratio_detail
- type: float
- current: 30
- help: View distance ratio for detail objects
- variable: e_view_dist_ratio_vegetation
- type: float
- current: 30
- help: View distance ratio for vegetation
- variable: e_volobj_shadow_strength
- type: float
- current: 0.4
- help: Self shadow intensity of volume objects [0..1].
- variable: e_voxel
- type: int
- current: 1
- help: Render voxels
- variable: e_voxel_ao_radius
- type: int
- current: 6
- help: Ambient occlusion test range in units
- variable: e_voxel_ao_scale
- type: int
- current: 8
- help: Ambient occlusion amount
- variable: e_voxel_build
- type: int
- current: 0
- help: Regenerate voxel world
- variable: e_voxel_debug
- type: int
- current: 0
- help: Draw voxel debug info
- variable: e_voxel_fill_mode
- type: int
- current: 0
- help: Use create brush as fill brush
- variable: e_voxel_lods_num
- type: int
- current: 1
- help: Generate LODs for voxels
- variable: e_voxel_make_physics
- type: int
- current: 1
- help: Physicalize geometry
- variable: e_voxel_make_shadows
- type: int
- current: 0
- help: Calculate per vertex shadows
- variable: e_voxel_rasterize_selected_brush
- type: float
- current: 0
- help: Debug
- variable: e_water_ocean
- type: int
- current: 1
- help: Activates drawing of ocean
- variable: e_water_ocean_bottom
- type: int
- current: 1
- help: Activates drawing bottom of ocean
- variable: e_water_ocean_fft
- type: int
- current: 0
- help: Activates fft based ocean
- variable: e_water_ocean_soft_particles
- type: int
- current: 1
- help: Enables ocean soft particles
- variable: e_water_tesselation_amount
- type: int
- current: 10
- help: Set tesselation amount
- variable: e_water_tesselation_swath_width
- type: int
- current: 12
- help: Set the swath width for the boustrophedonic mesh stripping
- variable: e_water_volumes
- type: int
- current: 1
- help: Activates drawing of water volumes
- variable: e_water_waves
- type: int
- current: 0
- help: Activates drawing of water waves
- variable: e_water_waves_tesselation_amount
- type: int
- current: 5
- help: Sets water waves tesselation amount
- variable: e_wind
- type: int
- current: 1
- help: Debug
- variable: e_wind_areas
- type: int
- current: 1
- help: Debug
- variable: es_activateEntity
- type: string
- current:
- help: Activates an entity
- variable: es_bboxes
- type: int
- current: 0
- help: Toggles entity bounding boxes.
- Usage: es_bboxes [0/1]
- Default is 0 (off). Set to 1 to display bounding boxes.
- variable: es_CharZOffsetSpeed DUMPTODISK
- type: float
- current: 2
- help: sets the character Z-offset change speed (in m/s), used for IK
- variable: es_deactivateEntity
- type: string
- current:
- help: Deactivates an entity
- variable: es_DebrisLifetimeScale
- type: float
- current: 1
- help:
- Usage: es_DebrisLifetimeScale 1.0
- variable: es_debug
- type: int
- current: 0
- help: Enable entity debugging info
- Usage: es_debug [0/1]
- Default is 0 (on).
- variable: es_debug_not_seen_timeout DUMPTODISK
- type: int
- current: 0
- help: if true, log messages when entities undergo not seen timeout
- variable: es_DebugEvents
- type: int
- current: 0
- help: Enables logging of entity events
- variable: es_DebugFindEntity
- type: int
- current: 0
- help:
- variable: es_DebugTimers
- type: int
- current: 0
- help: This is for profiling and debugging (for game coders and level designer)
- By enabling this you get a lot of console printouts that show all entities that receive OnTimer
- events - it's good to minimize the call count. Certain entities might require this feature and
- using less active entities can often be defined by the level designer.
- Usage: es_DebugTimers 0/1
- variable: es_DrawAreaGrid
- type: int
- current: 0
- help: Enables drawing of Area Grid
- variable: es_DrawAreas
- type: int
- current: 0
- help: Enables drawing of Areas
- variable: es_enable_full_script_save SAVEGAME, DUMPTODISK
- type: int
- current: 0
- help: Enable (experimental) full script save functionality
- variable: es_FarPhysTimeout
- type: float
- current: 4
- help: Timeout for faraway physics forceful deactivation
- variable: es_helpers
- type: int
- current: 0
- help: Toggles helpers.
- Usage: es_helpers [0/1]
- Default is 0 (off). Set to 1 to display entity helpers.
- variable: es_HitCharacters
- type: int
- current: 1
- help: specifies whether alive characters are affected by bullet hits (0 or 1)
- variable: es_HitDeadBodies
- type: int
- current: 1
- help: specifies whether dead bodies are affected by bullet hits (0 or 1)
- variable: es_ImpulseScale
- type: float
- current: 0
- help:
- Usage: es_ImpulseScale 0.0
- variable: es_log_collisions
- type: int
- current: 0
- help: Enables collision events logging
- variable: es_MaxImpulseAdjMass
- type: float
- current: 2000
- help:
- Usage: es_MaxImpulseAdjMass 2000.0
- variable: es_MaxPhysDist
- type: float
- current: 300
- help: Physical entities farther from the camera than this are forcefully deactivated
- variable: es_MaxPhysDistInvisible
- type: float
- current: 40
- help: Invisible physical entities farther from the camera than this are forcefully deactivated
- variable: es_MinImpulseVel
- type: float
- current: 0
- help:
- Usage: es_MinImpulseVel 0.0
- variable: es_not_seen_timeout DUMPTODISK
- type: int
- current: 30
- help: number of seconds after which to cleanup temporary render buffers in entity
- variable: es_OnDemandPhysics
- type: int
- current: 0
- help:
- Usage: es_OnDemandPhysics [0/1]
- Default is 1 (on).
- variable: es_profileentities
- type: int
- current: 0
- help:
- Usage: 1,2,3
- Default is 0 (off).
- variable: es_removeEntity
- type: string
- current:
- help: Removes an entity
- variable: es_sortupdatesbyclass
- type: int
- current: 0
- help: Sort entity updates by class (possible optimization)
- variable: es_SplashThreshold
- type: float
- current: 1
- help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
- variable: es_SplashTimeout
- type: float
- current: 3
- help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
- variable: es_UpdateAI
- type: int
- current: 1
- help: Toggles updating of AI entities.
- Usage: es_UpdateAI [0/1]
- Default is 1 (on). Set to 0 to prevent AI entities from updating.
- variable: es_UpdateCollision
- type: int
- current: 1
- help: Toggles updating of entity collisions.
- Usage: es_UpdateCollision [0/1]
- Default is 1 (on). Set to 0 to disable entity collision updating.
- variable: es_UpdateCollisionScript
- type: int
- current: 1
- help:
- Usage: es_UpdateCollisionScript [0/1]
- Default is 1 (on).
- variable: es_UpdateContainer
- type: int
- current: 1
- help:
- Usage: es_UpdateContainer [0/1]
- Default is 1 (on).
- variable: es_UpdateEntities
- type: int
- current: 1
- help: Toggles entity updating.
- Usage: es_UpdateEntities [0/1]
- Default is 1 (on). Set to 0 to prevent all entities from updating.
- variable: es_UpdatePhysics
- type: int
- current: 1
- help: Toggles updating of entity physics.
- Usage: es_UpdatePhysics [0/1]
- Default is 1 (on). Set to 0 to prevent entity physics from updating.
- variable: es_UpdateScript
- type: int
- current: 1
- help:
- Usage:
- Default is 1 (on).
- variable: es_UpdateTimer
- type: int
- current: 1
- help:
- Usage: es_UpdateTimer [0/1]
- Default is 1 (on).
- variable: es_UsePhysVisibilityChecks
- type: int
- current: 1
- help: Activates physics quality degradation and forceful sleeping for invisible and faraway entities
- variable: es_VisCheckForUpdate
- type: int
- current: 1
- help:
- Usage: es_VisCheckForUpdate [0/1]
- Default is 1 (on).
- variable: ExitOnQuit
- type: int
- current: 1
- help:
- variable: fg_abortOnLoadError
- type: int
- current: 1
- help: Abort on load error of flowgraphs
- 2:abort, 1:dialog, 0:log only
- variable: fg_inspectorLog
- type: int
- current: 0
- help: Log inspector on console.
- variable: fg_noDebugText
- type: int
- current: 0
- help: Don't show debug text [0/1]
- Default is 0 (show debug text).
- variable: fg_profile
- type: int
- current: 0
- help: Flow graph profiling enable/disable
- variable: fg_SystemEnable
- type: int
- current: 1
- help: Toggles FlowGraph System Updates.
- Usage: fg_SystemEnable [0/1]
- Default is 1 (on).
- variable: fixed_time_step
- type: float
- current: 0
- help: Game updated with this fixed frame time
- variable: g_aimdebug
- type: int
- current: 0
- help: Enable/disable debug drawing for aiming direction
- variable: g_AiSuitArmorModeHealthRegenTime
- type: float
- current: 20
- help: Modify suit health recharge for AI in armor mode.
- variable: g_AiSuitEnergyRechargeTime
- type: float
- current: 10
- help: Modify suit energy recharge for AI.
- variable: g_AiSuitHealthRegenTime
- type: float
- current: 33.3
- help: Modify suit health recharge for AI.
- variable: g_AiSuitStrengthMeleeMult
- type: float
- current: 0.4
- help: Modify AI strength mode melee damage relative to player damage.
- variable: g_alienPhysicsAnimRatio
- type: float
- current: 0
- help:
- variable: g_autoteambalance
- type: int
- current: 0
- help: Enables auto team balance.
- variable: g_avmine_limit
- type: int
- current: 3
- help: Max avmines a player can place (recycled above this value)
- variable: g_battleDust_debug
- type: int
- current: 0
- help: 0: off, 1: text, 2: text+gfx
- variable: g_battleDust_effect
- type: string
- current: misc.battledust.light
- help: Sets the effect to use for battledust
- variable: g_battleDust_enable
- type: int
- current: 1
- help: Enable/Disable battledust
- variable: g_battleRange
- type: float
- current: 50
- help: sets the battle range in meters
- variable: g_blood
- type: int
- current: 1
- help: Toggle blood effects
- variable: g_breakage_particles_limit
- type: int
- current: 200
- help: Imposes a limit on particles generated during 2d surfaces breaking
- variable: g_breakagelog
- type: int
- current: 0
- help: Log break events
- variable: g_breakImpulseScale REQUIRE_LEVEL_RELOAD
- type: float
- current: 1
- help: How big do explosions need to be to break things?
- variable: g_breaktimeoutframes
- type: int
- current: 140
- help:
- variable: g_buddyMessagesIngame DUMPTODISK
- type: int
- current: 1
- help: Output incoming buddy messages in chat while playing game.
- variable: g_claymore_limit
- type: int
- current: 3
- help: Max claymores a player can place (recycled above this value)
- variable: g_combatFadeTime
- type: float
- current: 17
- help: sets the battle fade time in seconds
- variable: g_combatFadeTimeDelay
- type: float
- current: 7
- help: waiting time before the battle starts fading out, in seconds
- variable: g_cutsceneSkipDelay
- type: float
- current: 0
- help: Skip Delay for Cutscenes.
- variable: g_debug_fscommand
- type: int
- current: 0
- help: Print incoming fscommands to console
- variable: g_debugaimlook
- type: int
- current: 0
- help: Debug aim/look direction
- variable: g_debugCollisionDamage DUMPTODISK
- type: int
- current: 0
- help: Log collision damage
- variable: g_debugDirectMPMenu
- type: int
- current: 0
- help: Jump directly to MP menu on application start.
- variable: g_debugHits DUMPTODISK
- type: int
- current: 0
- help: Log hits
- variable: g_debugMines
- type: int
- current: 0
- help: Enable debug output for mines and claymores
- variable: g_debugNetPlayerInput
- type: int
- current: 0
- help: Show some debug for player input
- variable: g_detachCamera
- type: int
- current: 0
- help: Detach camera
- variable: g_difficultyHintSystem READONLY
- type: int
- current: 2
- help: Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)
- variable: g_difficultyLevel READONLY
- type: int
- current: 0
- help: Difficulty level
- variable: g_difficultyRadius READONLY
- type: float
- current: 300
- help: Radius in which player needs to die to display lower difficulty level hint.
- variable: g_difficultyRadiusThreshold READONLY
- type: int
- current: 5
- help: Number of times player has to die within radius to trigger difficulty hint.
- variable: g_difficultySaveThreshold READONLY
- type: int
- current: 5
- help: Number of times player has to die with same savegame active to trigger difficulty hint.
- variable: g_displayIgnoreList DUMPTODISK
- type: int
- current: 1
- help: Display ignore list in chat tab.
- variable: g_dof_averageAdjustSpeed
- type: float
- current: 20
- help: Speed that the average between min and max can be approached. Default = 20
- variable: g_dof_distAppart
- type: float
- current: 10
- help: Minimum distance that max and min can be apart. Default = 10
- variable: g_dof_ironsight
- type: int
- current: 1
- help: Enable ironsight dof. Default = 1
- variable: g_dof_maxAdjustSpeed
- type: float
- current: 200
- help: Speed that DoF can adjust the max value with. Default = 200
- variable: g_dof_maxHitScale
- type: float
- current: 2
- help: Scale of ray hit distance which Max tries to approach. Default = 2.0f
- variable: g_dof_minAdjustSpeed
- type: float
- current: 100
- help: Speed that DoF can adjust the min value with. Default = 100
- variable: g_dof_minHitScale
- type: float
- current: 0.25
- help: Scale of ray hit distance which Min tries to approach. Default = 0.25
- variable: g_dof_sampleAngle
- type: float
- current: 5
- help: Sample angle in degrees. Default = 5
- variable: g_dofset_limitScale
- type: float
- current: 9
- help: Scale Dof_FocusLimit param when it gets set Default = 9
- variable: g_dofset_maxScale
- type: float
- current: 3
- help: Scale Dof_FocusMax param when it gets set Default = 3
- variable: g_dofset_minScale
- type: float
- current: 1
- help: Scale Dof_FocusMin param when it gets set Default = 1
- variable: g_ec_enable
- type: int
- current: 1
- help: Enable/Disable explosion culling of small objects. Default = 1
- variable: g_ec_extent
- type: float
- current: 2
- help: Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
- variable: g_ec_radiusScale
- type: float
- current: 2
- help: Explosion culling scale to apply to explosion radius for object query.
- variable: g_ec_removeThreshold
- type: int
- current: 20
- help: At how many items in exploding area will it start removing items.
- variable: g_ec_volume
- type: float
- current: 0.75
- help: Explosion culling volume which needs to be exceed for objects to not be culled.
- variable: g_emp_nanosuit_downtime
- type: float
- current: 10
- help: Time that the nanosuit is deactivated after leaving the EMP field.
- variable: g_emp_style
- type: int
- current: 0
- help:
- variable: g_enableAlternateIronSight
- type: int
- current: 0
- help: Enable/Disable alternate ironsight mode
- variable: g_enableFriendlyFallAndPlay
- type: int
- current: 0
- help: Enables fall&play feedback for friendly actors.
- variable: g_enableIdleCheck
- type: int
- current: 1
- help:
- variable: g_enableitems
- type: int
- current: 1
- help: Enable/disable the item system
- variable: g_enableloadingscreen DUMPTODISK
- type: int
- current: 1
- help: Enable/disable the loading screen
- variable: g_enableMPStealthOMeter
- type: int
- current: 0
- help: Enables the stealth-o-meter to detect enemies in MP matches.
- variable: g_enableSpeedLean
- type: int
- current: 0
- help: Enables player-controlled curve leaning in speed mode.
- variable: g_enableTracers
- type: int
- current: 1
- help: Enable/Disable tracers.
- variable: g_energy_scale_income
- type: float
- current: 1
- help: Scales incoming energy.
- variable: g_energy_scale_price
- type: float
- current: 0
- help: Scales energy prices.
- variable: g_fallAndPlayThreshold
- type: float
- current: 50
- help: Minimum damage for fall and play.
- variable: g_fraglead
- type: int
- current: 1
- help: Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.
- variable: g_fraglimit
- type: int
- current: 0
- help: Number of frags before a round restarts. Default is 0, 0 means no frag-limit.
- variable: g_friendlyfireratio
- type: float
- current: 1
- help: Sets friendly damage ratio.
- variable: g_frostDecay
- type: float
- current: 0.25
- help: Frost decay speed when freezing actors
- variable: g_godMode
- type: int
- current: 0
- help: God Mode
- variable: g_goForceFastUpdate
- type: int
- current: 0
- help: GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
- variable: g_grabLog
- type: int
- current: 0
- help: verbosity for grab logging (0-2)
- variable: g_groundeffectsdebug
- type: int
- current: 0
- help: Enable/disable logging for GroundEffects
- variable: g_joint_breaking
- type: int
- current: 1
- help: Toggles jointed objects breaking
- variable: g_language
- type: string
- current: English
- help:
- variable: g_localPacketRate
- type: float
- current: 50
- help: Packet rate locally on faked network connection
- variable: g_meleeWhileSprinting
- type: int
- current: 0
- help: Enables option to melee while sprinting, using left mouse button.
- variable: g_minplayerlimit
- type: int
- current: 2
- help: Minimum number of players to start a match.
- variable: g_minteamlimit
- type: int
- current: 1
- help: Minimum number of players in each team to start a match.
- variable: g_MPDeathCam
- type: int
- current: 1
- help: Enables / disables the MP death camera (shows the killer's location)
- variable: g_mpSpeedRechargeDelay
- type: int
- current: 1
- help: Toggles delay when sprinting below 20% energy.
- variable: g_playerFallAndPlay
- type: int
- current: 0
- help: When enabled, the player doesn't die from direct damage, but goes to fall and play.
- variable: g_playerHealthValue
- type: int
- current: 100
- help: Maximum player health.
- variable: g_playerInteractorRadius
- type: float
- current: 2
- help: Maximum radius at which player can interact with other entities
- variable: g_playerLowHealthThreshold
- type: float
- current: 40
- help: The player health threshold when the low health effect kicks in.
- variable: g_playerRespawns SAVEGAME
- type: int
- current: 0
- help: Sets the player lives.
- variable: g_playerSuitArmorModeHealthRegenTime
- type: float
- current: 15
- help: Modify suit health recharge for Player in armor mode.
- variable: g_playerSuitArmorModeHealthRegenTimeMoving
- type: float
- current: 30
- help: Modify suit health recharge for Player moving in armor mode.
- variable: g_playerSuitEnergyRechargeDelay
- type: float
- current: 0
- help: Delay of energy recharge after the player has been hit.
- variable: g_playerSuitEnergyRechargeTime
- type: float
- current: 10
- help: Modify suit energy recharge for Player.
- variable: g_playerSuitEnergyRechargeTimeArmor
- type: float
- current: 10
- help: Modify suit energy recharge for Player in singleplayer in armor mode.
- variable: g_playerSuitEnergyRechargeTimeArmorMoving
- type: float
- current: 10
- help: Modify suit energy recharge for Player in singleplayer in armor mode while moving.
- variable: g_playerSuitEnergyRechargeTimeMultiplayer
- type: float
- current: 20
- help: Modify suit energy recharge for Player in multiplayer.
- variable: g_playerSuitHealthRegenDelay
- type: float
- current: 0
- help: Delay of health regeneration after the player has been hit.
- variable: g_playerSuitHealthRegenTime
- type: float
- current: 35
- help: Modify suit health recharge for Player.
- variable: g_playerSuitHealthRegenTimeMoving
- type: float
- current: 35
- help: Modify suit health recharge for moving Player.
- variable: g_pp_scale_income
- type: float
- current: 1
- help: Scales incoming PP.
- variable: g_pp_scale_price
- type: float
- current: 1
- help: Scales PP prices.
- variable: g_preroundtime
- type: int
- current: 8
- help: Frozen time before round starts. Default is 8, 0 Disables freeze time.
- variable: g_procedural_breaking
- type: int
- current: 1
- help: Toggles procedural mesh breaking (except explosion-breaking)
- variable: g_proneAimAngleRestrict_Enable
- type: int
- current: 1
- help: Test fix for matching aim restrictions between 1st and 3rd person
- variable: g_proneNotUsableWeapon_FixType
- type: int
- current: 1
- help: Test various fixes for not selecting hurricane while prone
- variable: g_PSTutorial_Enabled
- type: int
- current: 1
- help: Enable/disable powerstruggle tutorial
- variable: g_punishFriendlyDeaths
- type: int
- current: 1
- help: The player gets punished by death when killing a friendly unit.
- variable: g_quickGame_debug
- type: int
- current: 0
- help: QuickGame option
- variable: g_quickGame_map DUMPTODISK
- type: string
- current:
- help: QuickGame option
- variable: g_quickGame_min_players DUMPTODISK
- type: int
- current: 0
- help: QuickGame option
- variable: g_quickGame_mode DUMPTODISK
- type: string
- current: PowerStruggle
- help: QuickGame option
- variable: g_quickGame_ping1_level DUMPTODISK
- type: int
- current: 80
- help: QuickGame option
- variable: g_quickGame_ping2_level DUMPTODISK
- type: int
- current: 170
- help: QuickGame option
- variable: g_quickGame_prefer_favorites DUMPTODISK
- type: int
- current: 0
- help: QuickGame option
- variable: g_quickGame_prefer_lan DUMPTODISK
- type: int
- current: 0
- help: QuickGame option
- variable: g_quickGame_prefer_mycountry DUMPTODISK
- type: int
- current: 0
- help: QuickGame option
- variable: g_radialBlur
- type: float
- current: 1
- help: Radial blur on explosions. Default = 1, 0 to disable
- variable: g_ragdollDistance
- type: float
- current: 10
- help: distance in meters that the player has to be away from the ragdoll before it can disappear
- variable: g_ragdollMinTime
- type: float
- current: 10
- help: minimum time in seconds that a ragdoll will be visible
- variable: g_ragdollPollTime
- type: float
- current: 0.5
- help: time in seconds where 'unseen' polling is done
- variable: g_ragdollUnseenTime
- type: float
- current: 2
- help: time in seconds that the player has to look away from the ragdoll before it disappears
- variable: g_resetActionmapOnStart
- type: int
- current: 0
- help: Resets Keyboard mapping on application start.
- variable: g_revivetime
- type: int
- current: 20
- help: Revive wave timer.
- variable: g_roundlimit
- type: int
- current: 30
- help: Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
- variable: g_roundtime
- type: float
- current: 2
- help: Duration of a round (in minutes). Default is 0, 0 means no time-limit.
- variable: g_show_laptop_status
- type: int
- current: 0
- help: Show laptop status
- variable: g_show_laptop_status_test
- type: int
- current: 0
- help: Show fake laptop status for testing
- variable: g_showIdleStats
- type: int
- current: 0
- help:
- variable: g_showUpdateState
- type: int
- current: 0
- help: Show the game object update state of any activated entities; 3-4 -- AI objects only
- variable: g_skipIntro
- type: int
- current: 0
- help: Skip all the intro videos.
- variable: g_spectate_TeamOnly
- type: int
- current: 1
- help: If true, you can only spectate players on your team
- variable: g_spectatorcollisions
- type: int
- current: 1
- help: If set, spectator camera will not be able to pass through buildings
- variable: g_stanceTransitionSpeed
- type: float
- current: 15
- help: Set speed of camera transition from stance to stance
- variable: g_startFirstTime DUMPTODISK
- type: int
- current: 1
- help: 1 before the game was started first time ever.
- variable: g_suddendeathtime
- type: int
- current: 30
- help: Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.
- variable: g_suitArmorHealthValue
- type: float
- current: 200
- help: This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and <SuitMaxEnergy>.
- variable: g_suitCloakEnergyDrainAdjuster
- type: float
- current: 1
- help: Multiplier for energy reduction in cloak mode.
- variable: g_suitRecoilEnergyCost
- type: float
- current: 15
- help: Subtracted energy when weapon is fired in strength mode.
- variable: g_suitSpeedEnergyConsumption
- type: float
- current: 110
- help: Energy reduction in speed mode per second.
- variable: g_suitSpeedEnergyConsumptionMultiplayer
- type: float
- current: 50
- help: Energy reduction in speed mode per second in multiplayer.
- variable: g_suitSpeedMult
- type: float
- current: 1.85
- help: Modify speed mode effect.
- variable: g_suitSpeedMultMultiplayer
- type: float
- current: 0.35
- help: Modify speed mode effect for Multiplayer.
- variable: g_teamlock
- type: int
- current: 2
- help: Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.
- variable: g_tentacle_joint_limit
- type: float
- current: -1
- help: forces specific tentacle limits; used for tweaking
- variable: g_timelimit
- type: float
- current: 60
- help: Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.
- variable: g_tk_punish
- type: int
- current: 1
- help: Turns on punishment for team kills
- variable: g_tk_punish_limit
- type: int
- current: 5
- help: Number of team kills user will be banned for
- variable: g_tree_cut_reuse_dist
- type: float
- current: 0
- help: Maximum distance from a previously made cut that allows reusing
- variable: g_trooperBankingMultiplier DUMPTODISK
- type: float
- current: 1
- help: Trooper banking multiplier coeff (0..x)
- variable: g_trooperProneMinDistance DUMPTODISK
- type: float
- current: 10
- help: Distance to move for trooper to switch to prone stance
- variable: g_trooperTentacleAnimBlend DUMPTODISK
- type: float
- current: 0
- help: Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0
- variable: g_useProfile
- type: int
- current: 1
- help: Don't save anything to or load anything from profile.
- variable: g_VisibilityTimeout
- type: int
- current: 0
- help: Adds visibility timeout to IsProbablyVisible() calculations
- variable: g_VisibilityTimeoutTime
- type: float
- current: 30
- help: Visibility timeout time used by IsProbablyVisible() calculations
- variable: g_walkMultiplier SAVEGAME
- type: float
- current: 1
- help: Modify movement speed
- variable: gpu_particle_physics REQUIRE_APP_RESTART
- type: int
- current: 0
- help: Enable GPU physics if available (0=off / 1=enabled).
- variable: gt_debug
- type: int
- current: 0
- help: Debug Game Tokens
- variable: gt_show
- type: int
- current: 0
- help: Show Game Tokens with values started from specified parameter
- variable: h_drawSlippers
- type: int
- current: 0
- help: Red ball when tentacle is lifted, green when on ground
- variable: h_turnSpeed
- type: float
- current: 1.3
- help:
- variable: h_useIK
- type: int
- current: 1
- help: Hunter uses always IK
- variable: hit_assistMultiplayerEnabled
- type: int
- current: 1
- help: Enable/disable minimum damage hit assistance in multiplayer games
- variable: hit_assistSingleplayerEnabled
- type: int
- current: 1
- help: Enable/disable minimum damage hit assistance
- variable: hr_dotAngle
- type: float
- current: 0.75
- help: max angle for FOV change
- variable: hr_fovAmt
- type: float
- current: 0.03
- help: goal FOV when hit
- variable: hr_fovTime
- type: float
- current: 0.05
- help: fov time
- variable: hr_rotateFactor
- type: float
- current: -0.1
- help: rotate factor
- variable: hr_rotateTime
- type: float
- current: 0.07
- help: rotate time
- variable: hud_alienInterferenceStrength SAVEGAME
- type: float
- current: 0.8
- help: Scales alien interference effect strength.
- variable: hud_aspectCorrection
- type: int
- current: 2
- help: Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse
- variable: hud_attachBoughEquipment
- type: int
- current: 0
- help: Attach equipment in PS equipment packs to the last bought/selected weapon.
- variable: hud_binocsScanningWidth
- type: float
- current: 0.3
- help: Defines the width/height in which the binocular raycasts are offset from the center to scan objects.
- variable: hud_chDamageIndicator
- type: int
- current: 1
- help: Switch crosshair-damage indicator... (1 on, 0 off)
- variable: hud_colorLine
- type: int
- current: 4481854
- help: HUD line color.
- variable: hud_colorOver
- type: int
- current: 14125840
- help: HUD hovered color.
- variable: hud_colorText
- type: int
- current: 12386209
- help: HUD text color.
- variable: hud_crosshair
- type: int
- current: 1
- help: Select the crosshair (1-8)
- variable: hud_crosshair_enable
- type: int
- current: 1
- help: Toggles singleplayer crosshair visibility.
- variable: hud_ctrl_Coeff_X
- type: float
- current: 12.25
- help: Analog controller X rotation scale
- variable: hud_ctrl_Coeff_Z
- type: float
- current: 25
- help: Analog controller Z rotation scale
- variable: hud_ctrl_Curve_X
- type: float
- current: 3
- help: Analog controller X rotation curve
- variable: hud_ctrl_Curve_Z
- type: float
- current: 3
- help: Analog controller Z rotation curve
- variable: hud_ctrlZoomMode
- type: int
- current: 0
- help: Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release
- variable: hud_enableAlienInterference SAVEGAME
- type: int
- current: 1
- help: Switched the alien interference effect.
- variable: hud_faderDebug
- type: int
- current: 0
- help: Show Debug Information for FullScreen Faders.
- variable: hud_godFadeTime
- type: int
- current: 3
- help: sets the fade time of the god mode message
- variable: hud_mpNamesDuration
- type: int
- current: 2
- help: MP names will fade after this duration.
- variable: hud_mpNamesFarDistance
- type: int
- current: 100
- help: MP names will be fully invisible when farther than this.
- variable: hud_mpNamesNearDistance
- type: int
- current: 1
- help: MP names will be fully visible when nearer than this.
- variable: hud_nightVisionConsumption
- type: float
- current: 0.5
- help: Scales the energy consumption of the night vision.
- variable: hud_nightVisionRecharge
- type: float
- current: 2
- help: Scales the energy recharge of the night vision.
- variable: hud_onScreenFarDistance
- type: int
- current: 500
- help: On screen icons won't scale anymore, when farther than this.
- variable: hud_onScreenFarSize
- type: float
- current: 0.7
- help: On screen icon size when farthest.
- variable: hud_onScreenNearDistance
- type: int
- current: 10
- help: On screen icons won't scale anymore, when nearer than this.
- variable: hud_onScreenNearSize
- type: float
- current: 1.4
- help: On screen icon size when nearest.
- variable: hud_panoramicHeight
- type: int
- current: 10
- help: Set screen border for 'cinematic view' in percent.
- variable: hud_radarBackground
- type: int
- current: 1
- help: Switches the miniMap-background for the radar.
- variable: hud_radarJammingEffectScale
- type: float
- current: 0.75
- help: Scales the intensity of the radar jamming effect.
- variable: hud_radarJammingThreshold
- type: float
- current: 0.99
- help: Threshold to disable the radar (independent from effect).
- variable: hud_radarScanningDelay
- type: float
- current: 0.55
- help: Defines the delay in seconds the binoculars take to scan an object.
- variable: hud_showAllObjectives
- type: int
- current: 0
- help: Show all on screen objectives, not only the active one.
- variable: hud_showBigVehicleReload
- type: int
- current: 0
- help: Enables an additional reload bar around the crosshair in big vehicles.
- variable: hud_startPaused
- type: int
- current: 1
- help: The game starts paused, waiting for user input.
- variable: hud_subtitles
- type: int
- current: 0
- help: Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly
- variable: hud_subtitlesDebug
- type: int
- current: 0
- help: Debug subtitles
- variable: hud_subtitlesFontSize
- type: int
- current: 16
- help: FontSize for Subtitles.
- variable: hud_subtitlesHeight
- type: int
- current: 10
- help: Height of Subtitles in Percent. Normally same as hud_PanoramicHeight
- variable: hud_subtitlesQueueCount
- type: int
- current: 1
- help: Maximum amount of subtitles in Update Queue
- variable: hud_subtitlesRenderMode
- type: int
- current: 0
- help: Subtitle RenderMode. 0==Flash, 1=3DEngine
- variable: hud_subtitlesShowCharName
- type: int
- current: 1
- help: Show Character talking along with Subtitle
- variable: hud_subtitlesVisibleCount
- type: int
- current: 1
- help: Maximum amount of subtitles in Visible Queue
- variable: hud_voicemode
- type: int
- current: 1
- help: Usage of the voice when switching of Nanosuit mode.
- variable: i_auto_turret_target
- type: int
- current: 1
- help: Enables/Disables auto turrets aquiring targets.
- variable: i_auto_turret_target_tacshells
- type: int
- current: 0
- help: Enables/Disables auto turrets aquiring TAC shells as targets
- variable: i_debug_mp_flowgraph
- type: int
- current: 0
- help: Displays info on the MP flowgraph node
- variable: i_debug_projectiles
- type: int
- current: 0
- help: Displays info about projectile status, where available.
- variable: i_debug_sounds
- type: int
- current: 0
- help: Enable item sound debugging
- variable: i_debug_turrets
- type: int
- current: 0
- help: Enable GunTurret debugging.
- Values:
- 0: off1: basics
- 2: prediction
- 3: sweeping
- 4: searching
- 5: deviation
- variable: i_debug_zoom_mods
- type: int
- current: 0
- help: Use zoom mode spread/recoil mods
- variable: i_debuggun_1 DUMPTODISK
- type: string
- current: ai_statsTarget
- help: Command to execute on primary DebugGun fire
- variable: i_debuggun_2 DUMPTODISK
- type: string
- current: ag_debug
- help: Command to execute on secondary DebugGun fire
- variable: i_iceeffects
- type: int
- current: 0
- help: Enable/Disable specific weapon effects for ice environments
- variable: i_lighteffects DUMPTODISK
- type: int
- current: 1
- help: Enable/Disable lights spawned during item effects.
- variable: i_lying_item_limit
- type: int
- current: 64
- help: Max number of items lying around in a level. Only works in multiplayer.
- variable: i_noweaponlimit
- type: int
- current: 0
- help: Player can carry all weapons he wants
- variable: i_offset_front
- type: float
- current: 0
- help: Item position front offset
- variable: i_offset_right
- type: float
- current: 0
- help: Item position right offset
- variable: i_offset_up
- type: float
- current: 0
- help: Item position up offset
- variable: i_particleeffects DUMPTODISK
- type: int
- current: 1
- help: Enable/Disable particles spawned during item effects.
- variable: i_precache DUMPTODISK
- type: int
- current: 1
- help: Enables precaching of items during level loading.
- variable: i_rejecteffects DUMPTODISK
- type: int
- current: 1
- help: Enable/Disable ammo reject effects during weapon firing.
- variable: i_soundeffects DUMPTODISK
- type: int
- current: 1
- help: Enable/Disable playing item sound effects.
- variable: i_staticfiresounds DUMPTODISK
- type: int
- current: 1
- help: Enable/Disable static fire sounds. Static sounds are not unloaded when idle.
- variable: i_unlimitedammo
- type: int
- current: 0
- help: unlimited ammo
- variable: int_moveZoomTime
- type: float
- current: 0.1
- help: Number of seconds it takes to zoom out when moving. Default = 0.2
- variable: int_zoomAmount
- type: float
- current: 0.75
- help: Maximum zoom, between 0.0 and 1.0. Default = .75
- variable: int_zoomInTime
- type: float
- current: 5
- help: Number of seconds it takes to zoom in. Default = 5.0
- variable: int_zoomOutTime
- type: float
- current: 0.1
- help: Number of seconds it takes to zoom out when you stop firing. Default = 0.5
- variable: log_FileVerbosity DUMPTODISK
- type: int
- current: 1
- help: defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used)
- 0=suppress all logs(except eAlways)
- 1=additional errors
- 2=additional warnings
- 3=additional messages
- 4=additional comments
- variable: log_IncludeTime
- type: int
- current: 0
- help: Toggles time stamping of log entries.
- Usage: log_IncludeTime [0/1/2/3/4]
- 0=off (default)
- 1=current time
- 2=relative time
- 3=current+relative time
- 4=absolute time in seconds since this mode was started
- variable: log_Verbosity DUMPTODISK
- type: int
- current: 1
- help: defines the verbosity level for console log messages (use log_FileVerbosity for file logging)
- 0=suppress all logs(except eAlways)
- 1=additional errors
- 2=additional warnings
- 3=additional messages
- 4=additional comments
- variable: lua_debugger
- type: int
- current: 0
- help: Enables the script debugger.
- 1 to trigger on breakpoints and errors
- 2 to only trigger on errors
- Usage: lua_debugger [0/1/2]
- variable: lua_stackonmalloc
- type: int
- current: 0
- help:
- variable: lua_StopOnError
- type: int
- current: 0
- help: Stops on error.
- variable: max_time_step
- type: float
- current: 0.25
- help: Game systems clamped to this frame time
- variable: MemInfo
- type: int
- current: 0
- help: Display memory information by modules
- variable: MemStats
- type: int
- current: 0
- help: 0/x=refresh rate in milliseconds
- Use 1000 to switch on and 0 to switch off
- Usage: MemStats [0..]
- variable: MemStatsMaxDepth
- type: int
- current: 4
- help:
- variable: MemStatsThreshold
- type: int
- current: 32000
- help:
- variable: mfx_Debug
- type: int
- current: 0
- help: Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both
- variable: mfx_Enable
- type: int
- current: 1
- help: Enables MaterialEffects.
- variable: mfx_EnableFGEffects
- type: int
- current: 1
- help: Enabled Flowgraph based Material effects. Default: On
- variable: mfx_ParticleImpactThresh
- type: float
- current: 2
- help: Impact threshold for particle effects. Default: 2.0
- variable: mfx_pfx_maxDist
- type: float
- current: 35
- help: Max dist (how far away before scale is clamped)
- variable: mfx_pfx_maxScale
- type: float
- current: 1.5
- help: Max scale (when particle is far)
- variable: mfx_pfx_minScale
- type: float
- current: 0.5
- help: Min scale (when particle is close)
- variable: mfx_RaisedSoundImpactThresh
- type: float
- current: 3.5
- help: Impact threshold for sound effects if we're rolling. Default: 3.5
- variable: mfx_SerializeFGEffects
- type: int
- current: 1
- help: Serialize Flowgraph based effects. Default: On
- variable: mfx_SoundImpactThresh
- type: float
- current: 1.5
- help: Impact threshold for sound effects. Default: 1.5
- variable: mfx_Timeout
- type: float
- current: 0.2
- help: Timeout (in seconds) to avoid playing effects too often
- variable: net_backofftimeout
- type: int
- current: 360
- help: Maximum time to allow a remote machine to stall for before disconnecting
- variable: net_bw_aggressiveness
- type: float
- current: 0.5
- help: Balances TCP friendlyness versus prioritization of game traffic
- variable: net_channelstats
- type: int
- current: 0
- help: Display bandwidth statistics per-channel
- variable: net_connectivity_detection_interval
- type: float
- current: 1
- help:
- variable: net_defaultChannelBitRateDesired READONLY
- type: float
- current: 200000
- help:
- variable: net_defaultChannelBitRateToleranceHigh READONLY
- type: float
- current: 0.001
- help:
- variable: net_defaultChannelBitRateToleranceLow READONLY
- type: float
- current: 0.5
- help:
- variable: net_defaultChannelIdlePacketRateDesired READONLY
- type: float
- current: 0.05
- help:
- variable: net_defaultChannelPacketRateDesired READONLY
- type: float
- current: 50
- help:
- variable: net_defaultChannelPacketRateToleranceHigh READONLY
- type: float
- current: 2
- help:
- variable: net_defaultChannelPacketRateToleranceLow READONLY
- type: float
- current: 0.1
- help:
- variable: net_disconnect_on_rmi_error DUMPTODISK
- type: int
- current: 0
- help: Disconnect remote connections on script exceptions during RMI calls
- variable: net_enable_tfrc
- type: int
- current: 1
- help:
- variable: net_enable_voice_chat REQUIRE_APP_RESTART
- type: int
- current: 1
- help:
- variable: net_highlatencythreshold
- type: float
- current: 0.5
- help:
- variable: net_highlatencytimelimit
- type: float
- current: 1.5
- help:
- variable: net_inactivitytimeout
- type: float
- current: 30
- help: Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
- variable: net_input_dump
- type: int
- current: 0
- help: write net_input_trace output to a file (netinput.log)
- variable: net_input_trace
- type: string
- current: 0
- help: trace an entities input processing to assist finding sync errors
- variable: net_lan_scanport_first DUMPTODISK
- type: int
- current: 64087
- help: Starting port for LAN games scanning
- variable: net_lan_scanport_num DUMPTODISK
- type: int
- current: 5
- help: Num ports for LAN games scanning
- variable: net_lanbrowser
- type: int
- current: 0
- help: enable lan games browser
- variable: net_log
- type: int
- current: 0
- help: Logging level of network system
- variable: net_log_remote_methods DUMPTODISK
- type: int
- current: 0
- help: Log remote method invocations
- variable: net_phys_debug
- type: int
- current: 0
- help:
- variable: net_phys_lagsmooth
- type: float
- current: 0.1
- help:
- variable: net_phys_pingsmooth
- type: float
- current: 0.1
- help:
- variable: net_rtt_convergence_factor
- type: int
- current: 995
- help:
- variable: net_scheduler_debug
- type: string
- current: 0
- help: Show scheduler debugger for some channel
- variable: net_stats_login DUMPTODISK
- type: string
- current:
- help: Login for reporting stats on dedicated server
- variable: net_stats_pass DUMPTODISK
- type: string
- current:
- help: Password for reporting stats on dedicated server
- variable: net_voice_lead_packets
- type: int
- current: 5
- help:
- variable: net_voice_proximity
- type: float
- current: 0
- help:
- variable: net_voice_trail_packets
- type: int
- current: 5
- help:
- variable: p_accuracy_LCPCG
- type: float
- current: 0.005
- help: Desired accuracy of LCP CG solver (velocity-related, m/s)
- variable: p_accuracy_LCPCG_no_improvement
- type: float
- current: 0.05
- help: Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
- variable: p_accuracy_MC
- type: float
- current: 0.005
- help: Desired accuracy of microcontact solver (velocity-related, m/s)
- variable: p_approx_caps_len
- type: float
- current: 1.2
- help: Breakable trees are approximated with capsules of this length (0 disables approximation)
- variable: p_break_on_validation
- type: int
- current: 0
- help: Toggles break on validation error.
- Usage: p_break_on_validation [0/1]
- Default is 0 (off). Issues DebugBreak() call in case of
- a physics parameter validation error.
- variable: p_characterik
- type: int
- current: 1
- help: Toggles character IK.
- Usage: p_characterik [0/1]
- Default is 1 (on). Set to 0 to disable inverse kinematics.
- variable: p_collision_mode
- type: int
- current: 0
- help: This variable is obsolete.
- variable: p_cull_distance
- type: float
- current: 100
- help: Culling distance for physics helpers rendering
- variable: p_damping_group_size
- type: int
- current: 8
- help: Sets contacting objects group size
- before group damping is used.Usage: p_damping_group_size 3
- Used for internal tweaking only.
- variable: p_debug_explosions
- type: int
- current: 0
- help: Turns on explosions debug mode
- variable: p_debug_joints
- type: int
- current: 0
- help: If set, breakable objects will log tensions at the weakest spots
- variable: p_do_step
- type: int
- current: 0
- help: Steps physics system forward when in single step mode.
- Usage: p_do_step 1
- Default is 0 (off). Each 'p_do_step 1' instruction allows
- the physics system to advance a single step.
- variable: p_draw_helpers
- type: string
- current: 0
- help: Same as p_draw_helpers_num, but encoded in letters
- Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
- Entity Types:
- t - show terrain
- s - show static entities
- r - show sleeping rigid bodies
- R - show active rigid bodies
- l - show living entities
- i - show independent entities
- g - show triggers
- a - show areas
- y - show rays in RayWorldIntersection
- e - show explosion occlusion maps
- Helper Types
- g - show geometry
- c - show contact points
- b - show bounding boxes
- l - show tetrahedra lattices for breakable objects
- j - show structural joints (will force translucency on the main geometry)
- t(#) - show bounding volume trees up to the level #
- f(#) - only show geometries with this bit flag set (multiple f's stack)
- Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas
- variable: p_draw_helpers_num
- type: int
- current: 0
- help: Toggles display of various physical helpers. The value is a bitmask:
- bit 0 - show contact points
- bit 1 - show physical geometry
- bit 8 - show helpers for static objects
- bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
- bit 10 - show helpers for active physicalized objects
- bit 11 - show helpers for players
- bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes)
- bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
- Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050
- variable: p_enforce_contacts
- type: int
- current: 1
- help: This variable is obsolete.
- variable: p_fixed_timestep
- type: float
- current: 0
- help: Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
- Forces fixed time step when set to 1. When set to 0, the
- time step is variable, based on the frame rate.
- variable: p_fly_mode
- type: int
- current: 0
- help: Toggles fly mode.
- Usage: p_fly_mode [0/1]
- variable: p_GEB_max_cells
- type: int
- current: 800
- help: Specifies the cell number threshold after which GetEntitiesInBox issues a warning
- variable: p_gravity_z
- type: float
- current: -9.8
- help:
- variable: p_group_damping
- type: float
- current: 0.5
- help: Toggles damping for object groups.
- Usage: p_group_damping [0/1]
- Default is 1 (on). Used for internal tweaking only.
- variable: p_jump_to_profile_ent
- type: int
- current: 0
- help: Move the local player next to the corresponding entity in the p_profile_entities list
- variable: p_lattice_max_iters
- type: int
- current: 100000
- help: Limits the number of iterations of lattice tension solver
- variable: p_limit_simple_solver_energy
- type: int
- current: 1
- help: Specifies whether the energy added by the simple solver is limited (0 or 1)
- variable: p_list_active_objects
- type: int
- current: 0
- help:
- variable: p_log_lattice_tension
- type: int
- current: 0
- help: If set, breakable objects will log tensions at the weakest spots
- variable: p_max_approx_caps
- type: int
- current: 7
- help: Maximum number of capsule approximation levels for breakable trees
- variable: p_max_contact_gap
- type: float
- current: 0.01
- help: Sets the gap, enforced whenever possible, between
- contacting physical objects.Usage: p_max_contact_gap 0.01
- This variable is used for internal tweaking only.
- variable: p_max_contact_gap_player
- type: float
- current: 0.01
- help: Sets the safe contact gap for player collisions with
- the physical environment.Usage: p_max_contact_gap_player 0.01
- This variable is used for internal tweaking only.
- variable: p_max_contact_gap_simple
- type: float
- current: 0.03
- help: Specifies the maximum contact gap for objects that use the simple solver
- variable: p_max_contacts
- type: int
- current: 150
- help: Maximum contact number, after which contact reduction mode is activated
- variable: p_max_debris_mass
- type: float
- current: 10
- help: Broken pieces with mass<=this limit use debris collision settings
- variable: p_max_entity_cells
- type: int
- current: 300000
- help: Limits the number of entity grid cells an entity can occupy
- variable: p_max_LCPCG_contacts
- type: int
- current: 100
- help: Maximum number of contacts that LCPCG solver is allowed to handle
- variable: p_max_LCPCG_fruitless_iters
- type: int
- current: 4
- help: Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
- variable: p_max_LCPCG_iters
- type: int
- current: 5
- help: Maximum number of LCP CG iterations
- variable: p_max_LCPCG_microiters
- type: int
- current: 12000
- help: Limits the total number of per-contact iterations during one LCP CG iteration
- (number of microiters = number of subiters * number of contacts)
- variable: p_max_LCPCG_microiters_final
- type: int
- current: 25000
- help: Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
- variable: p_max_LCPCG_subiters
- type: int
- current: 120
- help: Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
- variable: p_max_LCPCG_subiters_final
- type: int
- current: 250
- help: Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
- variable: p_max_MC_iters
- type: int
- current: 6000
- help: Specifies the maximum number of microcontact solver iterations
- variable: p_max_MC_mass_ratio
- type: float
- current: 100
- help: Maximum mass ratio between objects in an island that MC solver is considered safe to handle
- variable: p_max_MC_vel
- type: float
- current: 15
- help: Maximum object velocity in an island that MC solver is considered safe to handle
- variable: p_max_object_splashes
- type: int
- current: 0
- help: Specifies how many splash events one entity is allowed to generate
- variable: p_max_plane_contacts
- type: int
- current: 8
- help: Maximum number of contacts lying in one plane between two rigid bodies
- (the system tries to remove the least important contacts to get to this value)
- variable: p_max_plane_contacts_distress
- type: int
- current: 4
- help: Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
- variable: p_max_player_velocity
- type: float
- current: 150
- help: Clamps players' velocities to this value
- variable: p_max_substeps
- type: int
- current: 5
- help: Limits the number of substeps allowed in variable time step mode.
- Usage: p_max_substeps 5
- Objects that are not allowed to perform time steps
- beyond some value make several substeps.
- variable: p_max_substeps_large_group
- type: int
- current: 5
- help: Limits the number of substeps large groups of objects can make
- variable: p_max_unproj_vel
- type: float
- current: 2.5
- help: Limits the maximum unprojection velocity request
- variable: p_max_velocity
- type: float
- current: 100
- help: Clamps physicalized objects' velocities to this value
- variable: p_max_world_step
- type: float
- current: 0.2
- help: Specifies the maximum step physical world can make (larger steps will be truncated)
- variable: p_min_LCPCG_improvement
- type: float
- current: 0.05
- help: Defines a required residual squared length improvement, in fractions of 1
- variable: p_min_separation_speed
- type: float
- current: 0.02
- help: Used a threshold in some places (namely, to determine when a particle
- goes to rest, and a sliding condition in microcontact solver)
- variable: p_net_angsnapmul
- type: float
- current: 0.01
- help: Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
- variable: p_net_minsnapdist
- type: float
- current: 0.1
- help: Minimum distance between server position and client position at which to start snapping
- variable: p_net_minsnapdot
- type: float
- current: 0.99
- help: Minimum quat dot product between server orientation and client orientation at which to start snapping
- variable: p_net_smoothtime
- type: float
- current: 5
- help: How much time should non-snapped positions take to synchronize completely?
- variable: p_net_velsnapmul
- type: float
- current: 0.1
- help: Multiplier to expand the p_net_minsnapdist based on the objects velocity
- variable: p_num_bodies_large_group
- type: int
- current: 30
- help: Group size to be used with p_max_substeps_large_group, in bodies
- variable: p_penalty_scale
- type: float
- current: 0.3
- help: Scales the penalty impulse for objects that use the simple solver
- variable: p_players_can_break
- type: int
- current: 0
- help: Whether living entities are allowed to break static objects with breakable joints
- variable: p_profile_entities
- type: int
- current: 0
- help: Enables per-entity time step profiling
- variable: p_profile_functions
- type: int
- current: 0
- help: Enables detailed profiling of physical environment-sampling functions
- variable: p_prohibit_unprojection
- type: int
- current: 1
- help: This variable is obsolete.
- variable: p_ray_fadein
- type: float
- current: 0.2
- help: Fade-in time for ray physics helpers
- variable: p_ray_peak_time
- type: float
- current: 0
- help: Rays that take longer then this (in ms) will use different color
- variable: p_single_step_mode
- type: int
- current: 0
- help: Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
- Default is 0 (off). Set to 1 to switch physics system (except
- players) to single step mode. Each step must be explicitly
- requested with a 'p_do_step' instruction.
- variable: p_skip_redundant_colldet
- type: int
- current: 1
- help: Specifies whether to skip furher collision checks between two convex objects using the simple solver
- when they have enough contacts between them
- variable: p_splash_dist0
- type: float
- current: 7
- help: Range start for splash event distance culling
- variable: p_splash_dist1
- type: float
- current: 30
- help: Range end for splash event distance culling
- variable: p_splash_force0
- type: float
- current: 15000
- help: Minimum water hit force to generate splash events at p_splash_dist0
- variable: p_splash_force1
- type: float
- current: 150000
- help: Minimum water hit force to generate splash events at p_splash_dist1
- variable: p_splash_vel0
- type: float
- current: 4.5
- help: Minimum water hit velocity to generate splash events at p_splash_dist0
- variable: p_splash_vel1
- type: float
- current: 10
- help: Minimum water hit velocity to generate splash events at p_splash_dist1
- variable: p_tick_breakable
- type: float
- current: 0.1
- help: Sets the breakable objects structure update interval
- variable: p_time_granularity
- type: float
- current: 0.0001
- help: Sets physical time step granularity.
- Usage: p_time_granularity [0..0.1]
- Used for internal tweaking only.
- variable: p_unproj_vel_scale
- type: float
- current: 10
- help: Requested unprojection velocity is set equal to penetration depth multiplied by this number
- variable: p_use_distance_contacts
- type: int
- current: 0
- help: Allows to use distance-based contacts (is forced off in multiplayer)
- variable: p_use_unproj_vel
- type: int
- current: 0
- help: internal solver tweak
- variable: p_wireframe_distance
- type: float
- current: 5
- help: Maximum distance at which wireframe is drawn on physics helpers
- variable: pl_curvingSlowdownSpeedScale
- type: float
- current: 0.5
- help: Player only slowdown speedscale when curving/leaning extremely.
- variable: pl_debug_filter
- type: string
- current:
- help:
- variable: pl_debug_jumping
- type: int
- current: 0
- help:
- variable: pl_debug_ladders
- type: int
- current: 0
- help:
- variable: pl_debug_movement
- type: int
- current: 0
- help:
- variable: pl_debugFallDamage
- type: int
- current: 0
- help: Enables console output of fall damage information.
- variable: pl_fallDamage_SpeedBias
- type: float
- current: 1.5
- help: Damage bias for medium fall speed: =1 linear, <1 more damage, >1 less damage.
- variable: pl_fallDamage_SpeedFatal
- type: float
- current: 13.7
- help: Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).
- variable: pl_fallDamage_SpeedSafe
- type: float
- current: 8
- help: Safe fall speed (in all modes, including strength jump on flat ground).
- variable: pl_inputAccel
- type: float
- current: 30
- help: Movement input acceleration
- variable: pl_swimBackSpeedMul
- type: float
- current: 0.8
- help: Swimming backwards speed mul.
- variable: pl_swimBaseSpeed
- type: float
- current: 4
- help: Swimming base speed.
- variable: pl_swimJumpSpeedBaseMul
- type: float
- current: 1
- help: Swimming speed normal jump velocity mul (dolphin rocket).
- variable: pl_swimJumpSpeedCost
- type: float
- current: 50
- help: Swimming speed shift+jump energy cost (dolphin rocket).
- variable: pl_swimJumpSpeedSprintMul
- type: float
- current: 2.5
- help: Swimming speed shift+jump velocity mul (dolphin rocket).
- variable: pl_swimJumpStrengthBaseMul
- type: float
- current: 1
- help: Swimming strength normal jump velocity mul (dolphin rocket).
- variable: pl_swimJumpStrengthCost
- type: float
- current: 50
- help: Swimming strength shift+jump energy cost (dolphin rocket).
- variable: pl_swimJumpStrengthSprintMul
- type: float
- current: 2.5
- help: Swimming strength shift+jump velocity mul (dolphin rocket).
- variable: pl_swimNormalSprintSpeedMul
- type: float
- current: 1.5
- help: Swimming Non-Speed sprint speed mul.
- variable: pl_swimSideSpeedMul
- type: float
- current: 0.9
- help: Swimming sideways speed mul.
- variable: pl_swimSpeedSprintSpeedMul
- type: float
- current: 2.5
- help: Swimming Speed sprint speed mul.
- variable: pl_swimUpSprintSpeedMul
- type: float
- current: 2
- help: Swimming sprint while looking up (dolphin rocket).
- variable: pl_swimVertSpeedMul
- type: float
- current: 0.5
- help: Swimming vertical speed mul.
- variable: pl_zeroGAimResponsiveness
- type: float
- current: 8
- help: ZeroG aim responsiveness vs. inertia (default is 8.0).
- variable: pl_zeroGBaseSpeed
- type: float
- current: 3
- help: Maximum player speed request limit for zeroG.
- variable: pl_zeroGDashEnergyConsumption
- type: float
- current: 0.25
- help: Percentage consumed when doing a dash in ZeroG.
- variable: pl_zeroGEnableGBoots
- type: int
- current: 0
- help: Switch G-Boots action on/off (if button assigned).
- variable: pl_zeroGEnableGyroFade
- type: int
- current: 2
- help: Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).
- variable: pl_zeroGFloatDuration
- type: float
- current: 1.25
- help: Floating duration until full stop (after stopped thrusting).
- variable: pl_zeroGGyroFadeAngleInner
- type: float
- current: 20
- help: ZeroG gyro inner angle (default is 20).
- variable: pl_zeroGGyroFadeAngleOuter
- type: float
- current: 60
- help: ZeroG gyro outer angle (default is 60).
- variable: pl_zeroGGyroFadeExp
- type: float
- current: 2
- help: ZeroG gyro angle bias (default is 2.0).
- variable: pl_zeroGGyroStrength
- type: float
- current: 1
- help: ZeroG gyro strength (default is 1.0).
- variable: pl_zeroGParticleTrail
- type: int
- current: 0
- help: Enable particle trail when in zerog.
- variable: pl_zeroGSpeedMaxSpeed
- type: float
- current: -1
- help: (DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.
- variable: pl_zeroGSpeedModeEnergyConsumption
- type: float
- current: 0.5
- help: Percentage consumed per second while speed sprinting in ZeroG.
- variable: pl_zeroGSpeedMultNormal
- type: float
- current: 1.2
- help: Modify movement speed in zeroG, in normal mode.
- variable: pl_zeroGSpeedMultNormalSprint
- type: float
- current: 1.7
- help: Modify movement speed in zeroG, in normal sprint.
- variable: pl_zeroGSpeedMultSpeed
- type: float
- current: 1.7
- help: Modify movement speed in zeroG, in speed mode.
- variable: pl_zeroGSpeedMultSpeedSprint
- type: float
- current: 5
- help: Modify movement speed in zeroG, in speed sprint.
- variable: pl_zeroGSwitchableGyro
- type: int
- current: 0
- help: MERGE/REVERT
- variable: pl_zeroGThrusterResponsiveness
- type: float
- current: 0.3
- help: Thrusting responsiveness.
- variable: pl_zeroGUpDown
- type: float
- current: 1
- help: Scales the z-axis movement speed in zeroG.
- variable: pp_RichSaveGames
- type: int
- current: 1
- help: Enable RichSaveGame Format for SaveGames
- variable: pp_RSFDebugWrite
- type: int
- current: 0
- help: When RichSaveGames are enabled, save plain XML Data alongside for debugging
- variable: pp_RSFDebugWriteOnLoad
- type: int
- current: 0
- help: When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame
- variable: profile
- type: int
- current: 0
- help: Enable profiling.
- Usage: profile #
- Where # sets the profiling to:
- 0: Profiling off
- 1: Self Time
- 2: Hierarchical Time
- 3: Extended Self Time
- 4: Extended Hierarchical Time
- 5: Peaks Time
- 6: Subsystem Info
- 7: Calls Numbers
- 8: Standard Deviation
- -1: Profiling enabled, but not displayed
- Default is 0 (off).
- variable: profile_allthreads
- type: int
- current: 0
- help: Enables profiling of non-main threads.
- variable: profile_callstack
- type: int
- current: 0
- help: Logs all Call Stacks of the selected profiler function for one frame
- variable: profile_filter
- type: string
- current:
- help: Profiles a specified subsystem.
- Usage: profile_filter subsystem
- Where 'subsystem' may be:
- Renderer
- 3DEngine
- Animation
- AI
- Entity
- Physics
- Sound
- System
- Game
- Editor
- Script
- Network
- variable: profile_graph
- type: int
- current: 0
- help: Enable drawing of profiling graph.
- variable: profile_graphScale
- type: float
- current: 100
- help: Sets the scale of profiling histograms.
- Usage: profileGraphScale 100
- variable: profile_log
- type: int
- current: 0
- help: Logs profiler output
- variable: profile_network
- type: int
- current: 0
- help: Enables network profiling.
- variable: profile_pagefaults
- type: int
- current: 0
- help: Enable drawing of page faults graph.
- variable: profile_peak
- type: float
- current: 10
- help: Profiler Peaks Tolerance in Milliseconds.
- variable: profile_sampler
- type: float
- current: 0
- help: Set to 1 to start sampling profiling
- variable: profile_sampler_max_samples
- type: float
- current: 2000
- help: Number of samples to collect for sampling profiler
- variable: profile_smooth
- type: float
- current: 0.35
- help: Profiler exponential smoothing interval (seconds).
- variable: profile_threads
- type: int
- current: 0
- help: Enables Threads Profiler (should be deactivated for final product)
- The C++ function CryThreadSetName(threadid,"Name") needs to be called on thread creation.
- o=off, 1=only active thready, 2+=show all threads
- Threads profiling may not work on all combinations of OS and CPUs (does not not on Win64)
- Usage: profile_threads [0/1/2+]
- variable: profile_weighting
- type: int
- current: 0
- help: Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold.
- variable: r_ATOC DUMPTODISK
- type: int
- current: 0
- help:
- variable: r_Beams
- type: int
- current: 3
- help: Toggles light beams.
- Usage: r_Beams [0/1/2/3]
- Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
- use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
- optimized and with glow support beams.
- variable: r_BeamsDistFactor
- type: float
- current: 0.01
- help: Distance between slices.
- Usage: r_BeamsDistFactor [fValue]
- Default is 0.01 (0.01 meters between slices).
- variable: r_BeamsHelpers
- type: int
- current: 0
- help: Toggles light beams helpers drawing.
- Usage: r_BeamsHelpers [0/1]
- Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
- variable: r_BeamsMaxSlices
- type: int
- current: 200
- help: Number of volumetric slices allowed per light beam.
- Usage: r_BeamsMaxSlices [1-300]
- Default is 200 (high-spec).
- variable: r_BeamsSoftClip
- type: int
- current: 1
- help: Toggles light beams clip type.
- Usage: r_BeamsSoftClip [0/1]
- Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
- variable: r_Brightness DUMPTODISK
- type: float
- current: 0.5
- help: Sets the diplay brightness.
- Usage: r_Brightness 0.5
- Default is 0.5.
- variable: r_Character_NoDeform
- type: int
- current: 0
- help:
- variable: r_CloudsDebug
- type: int
- current: 0
- help: Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2]
- Usage: r_CloudsDebug = 1: render just screen imposters
- Usage: r_CloudsDebug = 2: render just non-screen imposters
- Default is 0 (off)
- variable: r_CloudsUpdateAlways
- type: int
- current: 0
- help: Toggles updating of clouds each frame.
- Usage: r_CloudsUpdateAlways [0/1]
- Default is 0 (off.
- variable: r_ColorBits DUMPTODISK
- type: int
- current: 32
- help: Sets the color resolution, in bits per pixel. Default is 32.
- Usage: r_ColorBits [32/24/16/8]
- variable: r_ColorGrading
- type: int
- current: 1
- help: Enables color grading.
- Usage: r_ColorGrading [0/1]
- variable: r_ColorGradingDof
- type: int
- current: 1
- help: Enables color grading dof control.
- Usage: r_ColorGradingDof [0/1]
- variable: r_ColorGradingFilters
- type: int
- current: 1
- help: Enables color grading.
- Usage: r_ColorGradingFilters [0/1]
- variable: r_ColorGradingLevels
- type: int
- current: 1
- help: Enables color grading.
- Usage: r_ColorGradingLevels [0/1]
- variable: r_ColorGradingSelectiveColor
- type: int
- current: 1
- help: Enables color grading.
- Usage: r_ColorGradingSelectiveColor [0/1]
- variable: r_Contrast DUMPTODISK
- type: float
- current: 0.5
- help: Sets the diplay contrast.
- Usage: r_Contrast 0.5
- Default is 0.5.
- variable: r_CoronaColorScale
- type: float
- current: 1
- help:
- variable: r_CoronaFade
- type: float
- current: 0.5
- help: Time fading factor of the light coronas.
- Usage: r_CoronaFade 0.5Default is 0.5.
- variable: r_Coronas DUMPTODISK
- type: int
- current: 1
- help: Toggles light coronas around light sources.
- Usage: r_Coronas [0/1]Default is 1 (on).
- variable: r_CoronaSizeScale
- type: float
- current: 1
- help:
- variable: r_CullByClipPlanes
- type: int
- current: 1
- help:
- variable: r_CullGeometryForLights
- type: int
- current: 0
- help: Rendering optimization for lights.
- Usage: r_CullGeometryForLights [0/1/2]
- Default is 0 (off). Set to 1 to cull geometry behind
- light sources. Set to 2 to cull geometry behind static
- lights only.
- variable: r_CustomVisions
- type: int
- current: 1
- help: Enables custom visions, like heatvision, binocular view, etc.
- Usage: r_CustomVisions [0/1]
- Default is 0 (disabled). 1 enables
- variable: r_DebugLights
- type: int
- current: 0
- help: Display dynamic lights for debugging.
- Usage: r_DebugLights [0/1/2/3]
- Default is 0 (off). Set to 1 to display centres of light sources,
- or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen
- variable: r_DebugRefraction
- type: int
- current: 0
- help: Debug refraction usage. Displays red instead of refraction
- Usage: r_DebugRefraction
- Default is 0 (off)
- variable: r_DebugRenderMode
- type: int
- current: 0
- help:
- variable: r_DebugScreenEffects
- type: int
- current: 0
- help: Debugs screen effects textures.
- Usage: r_DebugScreenEffects #
- Where # represents:
- 0: disabled (default)
- 1: enabled
- variable: r_DepthBits DUMPTODISK
- type: int
- current: 32
- help:
- variable: r_DepthOfField
- type: int
- current: 1
- help: Enables depth of field.
- Usage: r_DepthOfField [0/1/2]
- Default is 0 (disabled). 1 enables, 2 enables and overrides game settings
- variable: r_DetailDistance DUMPTODISK
- type: float
- current: 6
- help: Distance used for per-pixel detail layers blending.
- Usage: r_DetailDistance (1-20)
- Default is 6.
- variable: r_DetailNumLayers DUMPTODISK
- type: int
- current: 2
- help: Sets the number of detail layers per surface.
- Usage: r_DetailNumLayers 2
- Default is 2.
- variable: r_DetailScale
- type: float
- current: 8
- help: Sets the default scaling for detail overlays.
- Usage: r_DetailScale 8
- Default is 8. This scale applies only if the object's
- detail scale was not previously defined (in MAX).
- variable: r_DetailTextures DUMPTODISK
- type: int
- current: 1
- help: Toggles detail texture overlays.
- Usage: r_DetailTextures [0/1]
- Default is 1 (detail textures on).
- variable: r_DisplayInfo DUMPTODISK, RESTRICTEDMODE
- type: int
- current: 0
- help: Toggles debugging information display.
- Usage: r_DisplayInfo [0=off/1=show/2=enhanced]
- variable: r_distant_rain
- type: int
- current: 1
- help: Enables distant rain rendering.
- Usage: r_distant_rain [0/1]
- Default is 1 (on). Set to 0 to disable.
- variable: r_DrawNearFoV
- type: int
- current: 60
- help: Sets the FoV for drawing of near objects.
- Usage: r_DrawNearFoV [n]
- Default is 60.
- variable: r_Driver DUMPTODISK
- type: string
- current: NULL
- help: Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise.
- Specify in system.cfg like this: r_Driver = "DX10"
- variable: r_DynTexAtlasCloudsMaxSize
- type: int
- current: 24
- help:
- variable: r_DynTexAtlasSpritesMaxSize
- type: int
- current: 32
- help:
- variable: r_DynTexMaxSize
- type: int
- current: 48
- help:
- variable: r_EnvCMResolution DUMPTODISK
- type: int
- current: 1
- help: Sets resolution for target environment cubemap, in pixels.
- Usage: r_EnvCMResolution #
- where # represents:
- 0: 64
- 1: 128
- 2: 256
- Default is 2 (256 by 256 pixels).
- variable: r_EnvCMupdateInterval DUMPTODISK
- type: float
- current: 0.04
- help: Sets the interval between environmental cube map texture updates.
- Usage: r_EnvCMupdateInterval #
- Default is 0.1.
- variable: r_EnvCMWrite
- type: int
- current: 0
- help: Writes cube-map textures to disk.
- Usage: r_EnvCMWrite [0/1]
- Default is 0 (off). The textures are written to 'Cube_posx.jpg'
- 'Cube_negx.jpg',...,'Cube_negz.jpg'. At least one of the real-time
- cube-map shaders should be present in the current scene.
- variable: r_EnvLCMupdateInterval DUMPTODISK
- type: float
- current: 0.1
- help: LEGACY - not used
- variable: r_EnvLightCMDebug
- type: int
- current: 0
- help: Draw debug cube for env radiosity.
- Usage: r_EnvLightCMDebug [0/1]
- Default is 0 (off).
- variable: r_EnvTexResolution DUMPTODISK
- type: int
- current: 3
- help: Sets resolution for 2d target environment texture, in pixels.
- Usage: r_EnvTexResolution #
- where # represents:
- 0: 64
- 1: 128
- 2: 256
- 3: 512
- Default is 3 (512 by 512 pixels).
- variable: r_EnvTexUpdateInterval DUMPTODISK
- type: float
- current: 0.001
- help: Sets the interval between environmental 2d texture updates.
- Usage: r_EnvTexUpdateInterval 0.001
- Default is 0.001.
- variable: r_ExcludeShader
- type: string
- current: 0
- help: Exclude the named shader from the render list.
- Usage: r_ExcludeShader ShaderName
- Sometimes this is useful when debugging.
- variable: r_EyeAdaptationBase
- type: float
- current: 0.25
- help: HDR rendering eye adaptation base value (smaller values result in brighter adaption)
- Usage: r_EyeAdaptationBase [Value]
- variable: r_EyeAdaptationFactor DUMPTODISK
- type: float
- current: 0.5
- help: HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
- Usage: r_HDREyeAdaptionFactor [Value]
- Default is 0.5
- variable: r_EyeAdaptionBase DUMPTODISK
- type: float
- current: 0
- help: HDR eye adaption property (0..1)
- Usage: r_EyeAdaptionBase [Value]
- Default is 0.0
- variable: r_EyeAdaptionClamp DUMPTODISK
- type: float
- current: 4
- help: HDR eye adaption property (0=full clamp .. ) unfinished feature - value around 3 is good, big values e.g. 10 to disable the clamp
- Usage: r_EyeAdaptionClamp [Value]
- Default is 4
- variable: r_EyeAdaptionMax DUMPTODISK
- type: float
- current: 4
- help: HDR eye adaption property (0..128)
- Usage: r_EyeAdaptionMax [Value]
- Default is 4
- variable: r_EyeAdaptionMin DUMPTODISK
- type: float
- current: 0.1
- help: HDR eye adaption property (0..128)
- Usage: r_EyeAdaptionMin [Value]
- Default is 0.1
- variable: r_EyeAdaptionScale DUMPTODISK
- type: float
- current: 1
- help: HDR eye adaption property (0..1, to scale the final result)
- Usage: r_EyeAdaptionScale [Value]
- Default is 1.0
- variable: r_EyeAdaptionSpeed DUMPTODISK
- type: float
- current: 50
- help: HDR eye adaption property (percent of adaption per second)
- Usage: r_EyeAdaptionMax [Value]
- Default is 50
- variable: r_FillLights
- type: int
- current: 1
- help: Activate simple differed light sources usage
- variable: r_FillLightsDebug
- type: int
- current: 0
- help: Visualize fill lights as spheres
- variable: r_FillLightsMode
- type: int
- current: 14
- help: Fill lights mode
- variable: r_Flares DUMPTODISK
- type: int
- current: 1
- help: Toggles sunlight lens flare effect.
- Usage: r_Flares [0/1]
- Default is 1 (on).
- variable: r_Flush
- type: int
- current: 1
- help:
- variable: r_Force3DcEmulation
- type: int
- current: 2
- help: Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only).
- (Emulation: DXT5, less quality but same memory requirements)
- 0=use only if driver doesn't support 3Dc
- 1=enforce on any hardware
- 2=use only if hardware doesn't support 3Dc
- Usage: r_Force3DcEmulation [0/1/2]
- variable: r_FSAA DUMPTODISK, REQUIRE_APP_RESTART
- type: int
- current: 0
- help:
- variable: r_FSAA_quality DUMPTODISK, REQUIRE_APP_RESTART
- type: int
- current: 0
- help:
- variable: r_FSAA_samples DUMPTODISK, REQUIRE_APP_RESTART
- type: int
- current: 4
- help:
- variable: r_Fullscreen DUMPTODISK
- type: int
- current: 1
- help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
- Usage: r_Fullscreen [0=window/1=fullscreen]
- variable: r_Gamma DUMPTODISK
- type: float
- current: 1
- help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
- Usage: r_Gamma 1.0
- 1 off (default), try values like 1.6 or 2.2
- variable: r_GeomInstancingThreshold
- type: int
- current: 0
- help: If the instance count gets bigger than the specified value the instancing feature is used.
- Usage: r_GeomInstancingThreshold [Num]
- Default is 0 (automatic depending on hardware, used value can be found in the log)
- variable: r_GetScreenShot
- type: int
- current: 0
- help: To capture one screenshot (variable is set to 0 after capturing)
- 0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot
- variable: r_GlitterAmount
- type: int
- current: 1024
- help: Sets amount of glitter sprites.
- Usage: r_GlitterAmount n (default is 1024)
- Where n represents a number: eg: 256
- variable: r_GlitterSize
- type: float
- current: 1
- help: Sets glitter sprite size.
- Usage: r_GlitterSize n (default is 1)
- Where n represents a number: eg: 0.5
- variable: r_GlitterSpecularPow
- type: float
- current: 2
- help: Sets glitter specular power.
- Usage: r_GlitterSpecularPow n (default is 2.0f)
- Where n represents a number: eg: 16.0
- variable: r_GlitterVariation
- type: float
- current: 1
- help: Sets glitter variation.
- Usage: r_GlitterVariation n (default is 1)
- Where n represents a number: eg: 0.5
- variable: r_Glow
- type: int
- current: 1
- help: Toggles the glow effect.
- Usage: r_Glow [0/1]
- Default is 0 (off). Set to 1 to enable glow effect.
- variable: r_GlowScreenMultiplier
- type: float
- current: 0.5
- help: Sets fullscreen glow multiplier.
- Usage: r_GlowScreenMultiplier [value]
- Default is 0.5
- variable: r_GlowScreenThreshold
- type: float
- current: 0.5
- help: Sets fullscreen glow threshold.
- Usage: r_GlowScreenThreshold [value]
- Default is 0.5
- variable: r_GraphStyle
- type: int
- current: 0
- help:
- variable: r_HairSortingQuality
- type: int
- current: 1
- help: Enables higher quality hair sorting.
- Usage: r_HairSortingQuality [0/1]
- variable: r_HDRAllowNonFP
- type: int
- current: 0
- help: Selects HDR FP blending.
- Usage: r_HDRAllowNonFP [0/1]
- Default is 0. Set to 1 to enable.
- variable: r_HDRBrightOffset DUMPTODISK
- type: float
- current: 6
- help: HDR rendering bright offset.
- Usage: r_HDRBrightOffset [Value]
- Default is 6.0f
- variable: r_HDRBrightThreshold DUMPTODISK
- type: float
- current: 3
- help: HDR rendering bright threshold.
- Usage: r_HDRBrightThreshold [Value]
- Default is 3.0f
- variable: r_HDRDebug
- type: int
- current: 0
- help: Toggles HDR debugging info (to debug HDR/eye adaptaion)
- Usage: r_HDRDebug [0/1/2]
- 0 off (default)
- 1 to show some internal HDR textures on the screen
- 2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)
- variable: r_HDRHistogram
- type: int
- current: 0
- help: Toggles HDR luminance measuring using histogram.
- Usage: r_HDRHistogram [0/1/2/3]
- Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable
- variable: r_HDRLevel DUMPTODISK
- type: float
- current: 0.6
- help: HDR rendering level (bloom multiplier, tweak together with threshold)
- Usage: r_HDRLevel [Value]
- Default is 0.6
- variable: r_HDRRendering DUMPTODISK
- type: int
- current: 2
- help: Toggles HDR rendering.
- Usage: r_HDRRendering [0/1]
- Default is 1 (on). Set to 0 to disable HDR rendering.
- variable: r_HDRType
- type: int
- current: 1
- help: Selects HDR type.
- Usage: r_HDRType [0/1/2]
- Default is 1 (OpenEXR). Set to 0 to disable.
- variable: r_Height DUMPTODISK
- type: int
- current: 768
- help: Sets the display height, in pixels. Default is 768.
- Usage: r_Height [600/768/..]
- variable: r_ImposterRatio
- type: float
- current: 1
- help: Allows to scale the texture resolution of imposters (clouds)
- Usage: r_ImposterRatio [1..]
- Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)
- variable: r_ImpostersDraw
- type: int
- current: 1
- help: Toggles imposters drawing.
- Usage: r_ImpostersDraw [0/1]
- Default is 1 (on). Set to 0 to disable imposters.
- variable: r_ImpostersUpdatePerFrame
- type: int
- current: 6000
- help: How many kilobytes to update per-frame.
- Usage: r_ImpostersUpdatePerFrame [1000-30000]
- Default is 6000 (6 megabytes).
- variable: r_LightsSinglePass
- type: int
- current: 0
- help:
- variable: r_LightVolumesDebug
- type: int
- current: 0
- help: 0=Disable
- 1=Enable
- Usage: r_LightVolumesDebug[0/1]
- variable: r_Log
- type: int
- current: 0
- help: Logs rendering information to Direct3DLog.txt.
- Usage: r_Log [0/1/2/3/4]
- 1: Logs a list of all shaders without profile info.
- 2: Log contains a list of all shaders with profile info.
- 3: Logs all API function calls.
- 4: Highly detailed pipeline log, including all passes,
- states, lights and pixel/vertex shaders.
- Default is 0 (off). Use this function carefully, because
- log files grow very quickly.
- variable: r_LogShaders
- type: int
- current: 0
- help: Logs shaders info to Direct3DLogShaders.txt
- 0: off
- 1: normal
- 2: extended
- variable: r_LogTexStreaming
- type: int
- current: 0
- help: Logs streaming info to Direct3DLogStreaming.txt
- 0: off
- 1: normal
- 2: extended
- variable: r_LogVBuffers
- type: int
- current: 0
- help: Logs vertex buffers in memory to 'LogVBuffers.txt'.
- Usage: r_LogVBuffers [0/1]
- Default is 0 (off).
- variable: r_MeasureOverdraw
- type: int
- current: 0
- help: 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
- Usage: r_MeasureOverdraw [0/1]
- variable: r_MeasureOverdrawScale
- type: float
- current: 1.5
- help:
- variable: r_MergeRenderChunksForDepth
- type: int
- current: 0
- help:
- variable: r_MeshPrecache
- type: int
- current: 1
- help:
- variable: r_MeshShort
- type: int
- current: 0
- help:
- variable: r_MotionBlur
- type: int
- current: 1
- help: Enables per object and screen motion blur.
- Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104]
- Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer
- variable: r_MotionBlurFrameTimeScale
- type: int
- current: 1
- help: Enables motion blur.frame time scalling - visually nicer on lower frame rates
- Usage: r_MotionBlurFrameTimeScale [0/1]
- variable: r_MotionBlurShutterSpeed
- type: float
- current: 0.015
- help: Sets motion blur camera shutter speed.
- Usage: r_MotionBlurShutterSpeed [0...1]
- Default is 0.015f.
- variable: r_MultiGPU
- type: int
- current: 2
- help: 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
- 2(default)=automatic detection (currently SLI only, means off for ATI)
- should be activated before rendering
- variable: r_NightVision
- type: int
- current: 1
- help: Toggles nightvision enabling.
- Usage: r_NightVision [0/1]
- Default is 1 (on). Set to 0 to completely disable nightvision.
- variable: r_NoDrawNear
- type: int
- current: 0
- help: Disable drawing of near objects.
- Usage: r_NoDrawNear [0/1]
- Default is 0 (near objects are drawn).
- variable: r_NoDrawShaders
- type: int
- current: 0
- help: Disable entire render pipeline.
- Usage: r_NoDrawShaders [0/1]
- Default is 0 (render pipeline enabled). Used for debugging and profiling.
- variable: r_NoHWGamma DUMPTODISK
- type: int
- current: 0
- help: Sets renderer to ignore hardware gamma correction.
- Usage: r_NoHWGamma [0/1]
- Default is 0 (allow hardware gamma correction).
- variable: r_NoLoadTextures
- type: int
- current: 0
- help:
- variable: r_NoPreprocess
- type: int
- current: 0
- help:
- variable: r_NormalsLength
- type: float
- current: 0.1
- help: Sets the length of displayed vectors.
- r_NormalsLength 0.1
- Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.
- variable: r_OceanHeightScale
- type: int
- current: 4
- help:
- variable: r_OceanLodDist
- type: int
- current: 100
- help:
- variable: r_OceanMaxSplashes
- type: int
- current: 8
- help:
- variable: r_OceanRendType
- type: int
- current: 0
- help:
- variable: r_OceanSectorSize
- type: int
- current: 128
- help:
- variable: r_OceanSplashScale
- type: float
- current: 1
- help:
- variable: r_OceanTexUpdate
- type: int
- current: 1
- help:
- variable: r_OptimisedLightSetup
- type: int
- current: 2
- help:
- variable: r_PolygonMode
- type: int
- current: 1
- help:
- variable: r_PostProcessEffects
- type: int
- current: 1
- help: Enables post processing special effects.
- Usage: r_PostProcessEffects [0/1/2]
- Default is 1 (enabled). 2 enables and displays active effects
- variable: r_PostProcessEffectsFilters
- type: int
- current: 1
- help: Enables post processing special effects filters.
- Usage: r_PostProcessEffectsFilters [0/1]
- Default is 1 (enabled). 0 disabled
- variable: r_PostProcessEffectsGameFx
- type: int
- current: 1
- help: Enables post processing special effects game fx.
- Usage: r_PostProcessEffectsGameFx [0/1]
- Default is 1 (enabled). 0 disabled
- variable: r_PostProcessEffectsParamsBlending
- type: int
- current: 1
- help: Enables post processing effects parameters smooth blending
- Usage: r_PostProcessEffectsParamsBlending [0/1]
- Default is 1 (enabled).
- variable: r_PostProcessEffectsReset
- type: int
- current: 0
- help: Enables post processing special effects reset.
- Usage: r_PostProcessEffectsReset [0/1]
- Default is 0 (disabled). 1 enabled
- variable: r_PostProcessProfileFillrate
- type: int
- current: 0
- help: Enables profile fillrate.
- Usage: r_PostProcessProfileFillrate [0/1]
- Default is 0 (disabled). 1 enabled
- variable: r_PrintMemoryLeaks
- type: int
- current: 0
- help:
- variable: r_ProfileDIPs
- type: int
- current: 1
- help: 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
- r_ProfileShaders needs to be activated to see the statistics
- variable: r_ProfileShaders
- type: int
- current: 0
- help: Enables display of render profiling information.
- Usage: r_ProfileShaders [0/1]
- Default is 0 (off). Set to 1 to display profiling
- of rendered shaders.
- variable: r_ProfileShadersSmooth
- type: int
- current: 2
- help: Enables display of render profiling information.
- Usage: r_ProfileShaders [0/1]
- Default is 0 (off). Set to 1 to display profiling
- of rendered shaders.
- variable: r_Rain
- type: int
- current: 1
- help: Enables rain rendering
- Usage: r_Rain [0/1/2]
- Default is 0 (disabled). 1 enables. 2 enables rain and rain fins
- variable: r_RainMaxViewDist
- type: float
- current: 32
- help: Sets rain max view distance
- Usage: r_RainMaxViewDist
- variable: r_RAM
- type: int
- current: 1
- help: Toggles Realtime Ambient Maps
- variable: r_RC_AutoInvoke
- type: int
- current: 0
- help: Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
- showes that the destination is older or does not exist.
- Usage: r_RC_AutoInvoke 0 (default is 1)
- variable: r_Reflections DUMPTODISK
- type: int
- current: 1
- help: Toggles reflections.
- Usage: r_Reflections [0/1]
- Default is 1 (reflects).
- variable: r_ReflectionsOffset
- type: float
- current: 0
- help:
- variable: r_ReflectionsQuality DUMPTODISK
- type: int
- current: 3
- help: Toggles reflections quality.
- Usage: r_ReflectionsQuality [0/1/2/3]
- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- variable: r_refraction
- type: int
- current: 1
- help: Enables refraction.
- Usage: r_refraction [0/1]
- Default is 1 (on). Set to 0 to disable.
- variable: r_ReleaseAllResourcesOnExit
- type: int
- current: 0
- help:
- variable: r_ReloadShaders
- type: int
- current: 0
- help: Reloads shaders.
- Usage: r_ReloadShaders [0/1]
- Default is 0. Set to 1 to reload shaders.
- variable: r_Scissor
- type: int
- current: 1
- help: Enables scissor test
- variable: r_ShadersAlwaysUseColors
- type: int
- current: 1
- help:
- variable: r_ShadersAsyncCompiling
- type: int
- current: 1
- help: Enable asynchronous shader compiling
- Usage: r_ShadersAsyncCompiling [0/1]
- 0 = off, (stalling) shadering compiling
- 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
- 2 = on, shaders are compiled in parallel, missing shaders are not rendered
- variable: r_ShadersAsyncMaxThreads DUMPTODISK
- type: int
- current: 1
- help:
- variable: r_ShadersCacheOptimiseLog
- type: int
- current: 0
- help:
- variable: r_ShadersDebug DUMPTODISK
- type: int
- current: 0
- help: Enable special logging when shaders become compiled
- Usage: r_ShadersDebug [0/1/2/3]
- 1 = assembly into directory Main/Game/shaders/cache/d3d9
- 2 = compiler input into directory Main/Game/testcg
- 3 = compiler input into directory Main/Game/testcg_1pass
- Default is 0 (off)
- variable: r_ShadersDynamicBranching
- type: int
- current: 0
- help:
- variable: r_ShadersIgnoreIncludesChanging
- type: int
- current: 0
- help:
- variable: r_ShadersIntCompiler DUMPTODISK
- type: int
- current: 1
- help:
- variable: r_ShadersPreactivate DUMPTODISK
- type: int
- current: 0
- help:
- variable: r_ShadersPrecacheAllLights
- type: int
- current: 1
- help:
- variable: r_ShadersStaticBranching
- type: int
- current: 1
- help:
- variable: r_ShadersUserFolder
- type: int
- current: 1
- help:
- variable: r_ShadowBlur DUMPTODISK
- type: int
- current: 3
- help: Selected shadow map screenspace blurring technique.
- Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
- variable: r_ShadowBluriness DUMPTODISK
- type: float
- current: 1
- help: Select shadow map bluriness if r_ShadowBlur is activated.
- Usage: r_ShadowBluriness [0.1 - 16]
- variable: r_ShadowGen
- type: int
- current: 1
- help: 0=disable shadow map updates, 1=enable shadow map updates
- variable: r_ShadowGenGS DUMPTODISK
- type: int
- current: 0
- help: Use geometry shader for shadow map generation (DX10 only, don't change at runtime)
- Usage: r_ShadowGenGS [0=off, 1=on]
- variable: r_ShadowGenMode
- type: int
- current: 0
- help: 0=Use Frustums Mask
- 1=Regenerate all sides
- Usage: r_ShadowGenMode [0/1]
- variable: r_ShadowJittering
- type: float
- current: 3.4
- help: Activate shadow map jittering.
- Usage: r_ShadowJittering [0=off, 1=on]
- variable: r_ShadowPass
- type: int
- current: 1
- help: Process shadow pass
- variable: r_ShadowsBias DUMPTODISK
- type: float
- current: 8e-005
- help: Select shadow map bluriness if r_ShadowsBias is activated.
- Usage: r_ShadowsBias [0.1 - 16]
- variable: r_ShadowsDeferredMode
- type: int
- current: 1
- help: 0=Quad light bounds
- 1=Use light volumes
- Usage: r_ShadowsDeferredMode [0/1]
- variable: r_ShadowsDepthBoundNV
- type: int
- current: 0
- help: 1=use NV Depth Bound extension
- Usage: CV_r_ShadowsDepthBoundNV [0/1]
- variable: r_ShadowsForwardPass
- type: int
- current: 1
- help: 1=use Forward prepare depth maps pass
- Usage: CV_r_ShadowsForwardPass [0/1]
- variable: r_ShadowsGridAligned DUMPTODISK
- type: int
- current: 1
- help: Selects algorithm to use for shadow mask generation:
- 0 - Disable shadows snapping
- 1 - Enable shadows snapping
- variable: r_ShadowsMaskDownScale
- type: int
- current: 0
- help: Saves video memory by using lower resolution for shadow masks except first one
- 0=per pixel shadow mask
- 1=half resolution shadow mask
- Usage: r_ShadowsMaskDownScale [0/1]
- variable: r_ShadowsMaskResolution
- type: int
- current: 0
- help: 0=per pixel shadow mask
- 1=horizontal half resolution shadow mask
- 2=horizontal and vertical half resolution shadow mask
- Usage: r_ShadowsMaskResolution [0/1/2]
- variable: r_ShadowsSlopeScaleBias DUMPTODISK
- type: float
- current: 1.8
- help: Select shadow map bluriness if r_ShadowBlur is activated.
- Usage: r_ShadowBluriness [0.1 - 16]
- variable: r_ShadowsStencilPrePass
- type: int
- current: 1
- help: 1=Use Stencil pre-pass for shadows
- Usage: r_ShadowsStencilPrePass [0/1]
- variable: r_ShadowTexFormat
- type: int
- current: 4
- help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target
- 2=use R32F texture format for depth map
- 3=use ATI's DF24 texture format for depth map
- 4=use NVIDIA's D24S8 texture format for depth map
- 5=use NVIDIA's D16 texture format for depth map
- Usage: r_ShadowTexFormat [0-5]
- variable: r_ShowDynTextureFilter
- type: string
- current: *
- help: Usage: r_ShowDynTextureFilter *end
- Usage: r_ShowDynTextureFilter *mid*
- Usage: r_ShowDynTextureFilter start*
- Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
- variable: r_ShowDynTextures
- type: int
- current: 0
- help: Display a dyn. textures, filtered by r_ShowDynTextureFilter
- Usage: r_ShowDynTextures 0/1/2
- Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
- variable: r_ShowLight
- type: string
- current: 0
- help: Display a light source by name.
- Usage: r_ShowLight lightname
- Default is 0. Set to 'lightname' to show only the light
- from the source named 'lightname'.
- variable: r_ShowLightBounds
- type: int
- current: 0
- help: Display light bounds - for debug purpose
- Usage: r_ShowLightBounds [0=off/1=on]
- variable: r_ShowLines
- type: int
- current: 0
- help: Toggles visibility of wireframe overlay.
- Usage: r_ShowLines [0/1]Default is 0 (off).
- variable: r_ShowLumHistogram
- type: int
- current: 0
- help: Configures graphic display of luminance histogram.
- Usage: r_ShowLumHistogram [0/1/2]
- 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- variable: r_ShowNormals
- type: int
- current: 0
- help: Toggles visibility of normal vectors.
- Usage: r_ShowNormals [0/1]Default is 0 (off).
- variable: r_ShowOnlyShader
- type: string
- current: 0
- help: Render only the named shader, ignoring all others.
- Usage: r_ShowOnlyShader ShaderName
- variable: r_ShowRenderTarget
- type: int
- current: 0
- help: Displays special render targets - for debug purpose
- Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9]
- 1: m_Text_ZTarget
- 2: m_Text_SceneTarget
- 3: m_Text_ScreenShadowMap[0]
- 4: m_Text_ScreenShadowMap[1]
- 5: m_Text_ScreenShadowMap[2]
- 6: gTexture
- 7: gTexture2
- 8: m_Text_ScatterLayer
- 9: pEnvTex->m_pTex->m_pTexture
- 10: m_Text_LightInfo[0]
- 11: SSAO render target
- 16: Downscaled depth target for SSAO
- variable: r_ShowRenderTarget_FullScreen
- type: int
- current: 0
- help:
- variable: r_ShowTangents
- type: int
- current: 0
- help: Toggles visibility of three tangent space vectors.
- Usage: r_ShowTangents [0/1]
- Default is 0 (off).
- variable: r_ShowTexTimeGraph
- type: int
- current: 0
- help: Configures graphic display of frame-times.
- Usage: r_ShowTexTimeGraph [0/1/2]
- 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- variable: r_ShowTimeGraph
- type: int
- current: 0
- help: Configures graphic display of frame-times.
- Usage: r_ShowTimeGraph [0/1/2]
- 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- variable: r_ShowVideoMemoryStats
- type: int
- current: 0
- help:
- variable: r_SSAO
- type: int
- current: 1
- help: Enable ambient occlusion
- variable: r_SSAO_amount
- type: float
- current: 1
- help: Controls how much SSAO affects ambient
- variable: r_SSAO_blur
- type: int
- current: 4
- help: SSAO mask blur
- variable: r_SSAO_blurriness
- type: float
- current: 1
- help: SSAO post-blur kernel size
- variable: r_SSAO_darkening
- type: float
- current: 0.075
- help: Controls how much SSAO darkens flat open surfaces
- variable: r_SSAO_depth_range
- type: float
- current: 0.99999
- help: Use depth test to avoid SSAO computations on sky, 0 = disabled
- variable: r_SSAO_downscale_result_mask
- type: int
- current: 0
- help: Downscale final mask
- variable: r_SSAO_downscale_ztarget
- type: int
- current: 1
- help: Use downscaled version of z-target
- variable: r_SSAO_quality
- type: int
- current: 2
- help: SSAO shader quality
- variable: r_SSAO_radius
- type: float
- current: 2
- help: Controls size of area tested
- variable: r_Stats
- type: int
- current: 0
- help: Toggles render statistics.
- 0=disabled,
- 1=global render stats,
- 2=print shaders for selected object,
- 11=print info about used RT's (switches),
- 12=print info about used unique RT's,
- 13=print info about cleared RT's
- Usage: r_Stats [0/1/2/3/11/12/13]
- variable: r_StencilBits DUMPTODISK
- type: int
- current: 8
- help:
- variable: r_sunshafts
- type: int
- current: 1
- help: Enables sun shafts.
- Usage: r_sunshafts [0/1]
- Default is 1 (on). Set to 0 to disable.
- variable: r_TerrainAO
- type: int
- current: 7
- help: 7=Activate terrain AO deferred passes
- variable: r_TerrainAO_FadeDist
- type: int
- current: 8
- help: Controls sky light fading in tree canopy in Z direction
- variable: r_TexAtlasSize
- type: int
- current: 1024
- help:
- variable: r_TexBindMode
- type: int
- current: 0
- help:
- variable: r_TexBumpHeightmap
- type: int
- current: 0
- help: Allows to combine _DDN and _BUMP and _BUMP to _DDN on load conversion (processing adds to loading time and compression might be less)
- This is a legacy feature and should not be used
- Usage: r_TexBumpHeightmap [0/1]
- When 0 (default) the feature is deactivated, 1 enables it
- variable: r_TexBumpResolution DUMPTODISK
- type: int
- current: 0
- help: Reduces texture resolution.
- Usage: r_TexBumpResolution [0/1/2 etc]
- When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- variable: r_TexGrid
- type: int
- current: 0
- help:
- variable: r_TexHWMipsGeneration
- type: int
- current: 1
- help:
- variable: r_TexLMResolution DUMPTODISK
- type: int
- current: 0
- help: Reduces texture resolution.
- Usage: r_TexLMResolution [0/1/2 etc]
- When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- variable: r_TexLog
- type: int
- current: 0
- help: Configures texture information logging.
- Usage: r_TexLog #
- where # represents:
- 0: Texture logging off
- 1: Texture information logged to screen
- 2: All loaded textures logged to 'UsedTextures.txt'
- 3: Missing textures logged to 'MissingTextures.txt
- variable: r_TexMaxAnisotropy REQUIRE_LEVEL_RELOAD
- type: int
- current: 8
- help:
- variable: r_TexMaxSize
- type: int
- current: 0
- help:
- variable: r_TexMinSize
- type: int
- current: 64
- help:
- variable: r_TexNoAniso DUMPTODISK
- type: int
- current: 0
- help:
- variable: r_TexNoLoad
- type: int
- current: 0
- help: Disables loading of textures.
- Usage: r_TexNoLoad [0/1]
- When 1 texture loading is disabled.
- variable: r_TexNormalMapType REQUIRE_LEVEL_RELOAD
- type: int
- current: 1
- help:
- variable: r_TexPostponeLoading
- type: int
- current: 1
- help:
- variable: r_TexResolution DUMPTODISK
- type: int
- current: 0
- help: Reduces texture resolution.
- Usage: r_TexResolution [0/1/2 etc]
- When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- variable: r_TexSkyQuality
- type: int
- current: 0
- help:
- variable: r_TexSkyResolution DUMPTODISK
- type: int
- current: 0
- help:
- variable: r_Texture_Anisotropic_Level DUMPTODISK
- type: int
- current: 1
- help:
- variable: r_TextureCompressor DUMPTODISK
- type: int
- current: 1
- help: Defines which texture compressor is used (fallback is DirectX)
- Usage: r_TextureCompressor [0/1]
- 0 uses nvDXT, 1 uses Squish if possible
- variable: r_TextureLodDistanceRatio
- type: float
- current: -1
- help: Controls dynamic LOD system for textures used in materials.
- Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
- Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
- Values bigger than 0 will activate texture LOD selection depending on distance to the objects.
- variable: r_TextureLodMaxLod
- type: int
- current: 1
- help: Controls dynamic LOD system for textures used in materials.
- Usage: r_TextureLodMaxLod [1 or bigger]
- Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame
- variable: r_TexturesFilteringQuality REQUIRE_LEVEL_RELOAD
- type: int
- current: 0
- help: Configures texture filtering adjusting.
- Usage: r_TexturesFilteringQuality [#]
- where # represents:
- 0: Highest quality
- 1: Medium quality
- 2: Low quality
- variable: r_TexturesMipBiasing
- type: int
- current: 0
- help: (null)
- variable: r_TexturesStreaming REQUIRE_APP_RESTART
- type: int
- current: 0
- help: Enables direct streaming of textures from disk during game.
- Usage: r_TexturesStreaming [0/1]
- Default is 0 (off). All textures save in native format with mips in a
- cache file. Textures are then loaded into texture memory from the cache.
- variable: r_TexturesStreamingMaxAsync
- type: float
- current: 0.25
- help:
- variable: r_TexturesStreamingNoUpload
- type: int
- current: 0
- help:
- variable: r_TexturesStreamingOnlyVideo
- type: int
- current: 0
- help:
- variable: r_TexturesStreamingSync
- type: int
- current: 0
- help:
- variable: r_TexturesStreamPoolSize
- type: int
- current: 128
- help:
- variable: r_UseAlphaBlend
- type: int
- current: 1
- help: Toggles alpha blended objects.
- Usage: r_UseAlphaBlend [0/1]
- Default is 1 (on). Set to 0 to disable all alpha blended object.
- variable: r_UseEdgeAA
- type: int
- current: 1
- help: Toggles edge blurring/antialiasing
- Usage: r_UseEdgeAA [0/1/2]
- Default is 1 (edge blurring)
- 1 = activate edge blurring mode
- 2 = activate edge antialiasing mode (previous version)
- variable: r_UseGSParticles
- type: int
- current: 1
- help: Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]
- variable: r_UseHWSkinning
- type: int
- current: 1
- help: Toggles HW skinning.
- Usage: r_UseHWSkinning [0/1]
- Default is 1 (on). Set to 0 to disable HW-skinning.
- variable: r_UseMaterialLayers
- type: int
- current: 2
- help: Enables material layers rendering.
- Usage: r_UseMaterialLayers [0/1/2]
- Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
- variable: r_UseParticlesGlow
- type: int
- current: 1
- help: Enables glow particles.
- Usage: CV_r_useparticles_glow [0/1]
- variable: r_UseParticlesRefraction
- type: int
- current: 1
- help: Enables refractive particles.
- Usage: r_UseParticlesRefraction [0/1]
- variable: r_UsePOM
- type: int
- current: 1
- help: Enables Parallax Occlusion Mapping.
- Usage: r_UsePOM [0/1]
- variable: r_UseShadowsPool
- type: int
- current: 0
- help: 0=Disable
- 1=Enable
- Usage: r_UseShadowsPool[0/1]
- variable: r_UseSoftParticles
- type: int
- current: 1
- help: Enables soft particles.
- Usage: r_UseSoftParticles [0/1]
- variable: r_UseZPass
- type: int
- current: 1
- help: Toggles Z pass optimizations.
- Usage: r_UseZPass [0/1]
- Default is 1 (on). Set to 0 to disable Z-pass.
- variable: r_ValidateDraw
- type: int
- current: 0
- help: 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
- variable: r_VarianceShadowMapBlurAmount DUMPTODISK
- type: float
- current: 1
- help: Activate shadow map blur.
- Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
- variable: r_VegetationSpritesAlphaBlend
- type: int
- current: 0
- help:
- variable: r_VegetationSpritesGenAlways
- type: int
- current: 0
- help:
- variable: r_VegetationSpritesNoBend
- type: int
- current: 2
- help:
- variable: r_VegetationSpritesNoGen
- type: int
- current: 0
- help:
- variable: r_VegetationSpritesTexRes
- type: int
- current: 64
- help:
- variable: r_VSync DUMPTODISK, RESTRICTEDMODE
- type: int
- current: 0
- help: Toggles vertical sync.
- Usage: r_VSync [0/1]
- variable: r_WaterCaustics
- type: int
- current: 1
- help: Toggles under water caustics.
- Usage: r_WaterCaustics [0/1]
- Default is 1 (enabled).
- variable: r_WaterGodRays
- type: int
- current: 1
- help: Enables under water god rays.
- Usage: r_WaterGodRays [0/1]
- Default is 1 (enabled).
- variable: r_WaterReflections DUMPTODISK
- type: int
- current: 1
- help: Toggles water reflections.
- Usage: r_WaterReflections [0/1]
- Default is 1 (water reflects).
- variable: r_WaterReflectionsMinVisiblePixelsUpdate DUMPTODISK
- type: float
- current: 0.05
- help: Activates water reflections if visible pixels above a certain threshold.
- variable: r_WaterReflectionsMinVisUpdateDistanceMul DUMPTODISK
- type: float
- current: 10
- help: Activates update distance multiplier when water mostly occluded.
- variable: r_WaterReflectionsMinVisUpdateFactorMul DUMPTODISK
- type: float
- current: 20
- help: Activates update factor multiplier when water mostly occluded.
- variable: r_WaterReflectionsQuality DUMPTODISK
- type: int
- current: 0
- help: Activates water reflections quality setting.
- Usage: r_WaterReflectionsQuality [0/1/2/3]
- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- variable: r_WaterReflectionsUseMinOffset DUMPTODISK
- type: int
- current: 1
- help: Activates water reflections use min distance offset.
- variable: r_WaterRefractions
- type: int
- current: 1
- help: Toggles water refractions.
- Usage: r_WaterRefractions [0/1]
- Default is 1 (water refracts).
- variable: r_WaterUpdateDistance
- type: float
- current: 2
- help:
- variable: r_WaterUpdateFactor DUMPTODISK
- type: float
- current: 0.01
- help: Distance factor for water reflected texture updating.
- Usage: r_WaterUpdateFactor 0.01
- Default is 0.01. 0 means update every frame
- variable: r_Width DUMPTODISK
- type: int
- current: 1024
- help: Sets the display width, in pixels. Default is 1024.
- Usage: r_Width [800/1024/..]
- variable: r_ZFightingDepthScale
- type: float
- current: 0.995
- help: Controls anti z-fighting measures in shaders (scaling homogeneous z).
- variable: r_ZFightingExtrude
- type: float
- current: 0.001
- help: Controls anti z-fighting measures in shaders (extrusion along normal in world units).
- variable: r_ZPassOnly
- type: int
- current: 0
- help:
- variable: sv_AISystem REQUIRE_APP_RESTART
- type: int
- current: 1
- help: Load and use the AI system on the server
- variable: sv_autoconfigurl
- type: string
- current:
- help: Automatically download configuration data from a URL
- variable: sv_bandwidth
- type: int
- current: 50000
- help: Bit rate on server
- variable: sv_bind REQUIRE_LEVEL_RELOAD
- type: string
- current: 0.0.0.0
- help: Bind the server to a specific IP address
- variable: sv_cheatprotection
- type: int
- current: 1
- help:
- variable: sv_DedicatedCPUPercent
- type: float
- current: 0
- help: Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero.
- Usage: sv_DedicatedCPUPercent [0..100]
- Default is 0 (disabled).
- variable: sv_DedicatedCPUVariance
- type: float
- current: 10
- help: Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.
- Usage: sv_DedicatedCPUVariance [5..50]
- Default is 10.
- variable: sv_DedicatedMaxRate
- type: float
- current: 30
- help: Sets the maximum update rate when running as a dedicated server.
- Usage: sv_DedicatedMaxRate [5..500]
- Default is 50.
- variable: sv_gamerules
- type: string
- current: PowerStruggle
- help: The game rules that the server should use
- variable: sv_gs_report
- type: int
- current: 1
- help: Enable Gamespy server reporting, this is necessary for NAT negotiation
- variable: sv_gs_trackstats
- type: int
- current: 1
- help: Enable Gamespy stats tracking
- variable: sv_input_timeout
- type: int
- current: 0
- help: Experimental timeout in ms to stop interpolating client inputs since last update.
- variable: sv_lanonly DUMPTODISK
- type: int
- current: 0
- help: Set for LAN games
- variable: sv_levelrotation
- type: string
- current: levelrotation
- help: Sequence of levels to load after each game ends
- variable: sv_map
- type: string
- current: ps_port
- help: The map the server should load
- variable: sv_maxmemoryusage
- type: int
- current: 0
- help: Maximum memory a dedicated server is allowed to use
- variable: sv_maxplayers DUMPTODISK
- type: int
- current: 32
- help: Maximum number of players allowed to join server.
- variable: sv_maxspectators DUMPTODISK
- type: int
- current: 32
- help: Maximum number of players allowed to be spectators during the game.
- variable: sv_pacifist
- type: int
- current: 0
- help: Pacifist mode (only works on dedicated server)
- variable: sv_packetRate
- type: int
- current: 30
- help: Packet rate on server
- variable: sv_password DUMPTODISK
- type: string
- current:
- help: Server password
- variable: sv_port DUMPTODISK
- type: int
- current: 64087
- help: Server address
- variable: sv_ranked
- type: int
- current: 1
- help: Enable statistics report, for official servers only.
- variable: sv_requireinputdevice DUMPTODISK, REQUIRE_LEVEL_RELOAD
- type: string
- current: dontcare
- help: Which input devices to require at connection (dontcare, none, gamepad, keyboard)
- variable: sv_servername DUMPTODISK
- type: string
- current:
- help: Server name will be displayed in server list. If empty, machine name will be used.
- variable: sv_timeofdayenable DUMPTODISK
- type: int
- current: 1
- help: Enables time of day simulation.
- variable: sv_timeofdaylength DUMPTODISK
- type: float
- current: 1
- help: Sets time of day changing speed.
- variable: sv_timeofdaystart DUMPTODISK
- type: float
- current: 12
- help: Sets time of day start time.
- variable: sv_timeout_disconnect
- type: int
- current: 0
- help: Timeout for fully disconnecting timeout connections
- variable: sv_voice_enable_groups
- type: int
- current: 1
- help:
- variable: sv_voicecodec REQUIRE_LEVEL_RELOAD
- type: string
- current: speex
- help:
- variable: sv_voting_cooldown
- type: int
- current: 180
- help: Voting cooldown
- variable: sv_voting_ratio
- type: float
- current: 0.51
- help: Part of player's votes needed for successful vote.
- variable: sv_voting_team_ratio
- type: float
- current: 0.67
- help: Part of team member's votes needed for successful vote.
- variable: sv_voting_timeout
- type: int
- current: 60
- help: Voting timeout
- variable: sys_affinity
- type: int
- current: 0
- help:
- variable: sys_AI
- type: int
- current: 1
- help: Enables AI Update
- variable: sys_budget_frametime DUMPTODISK
- type: float
- current: 50
- help: Sets the upper limit for frame time (in ms) when monitoring budget.
- variable: sys_budget_numdrawcalls DUMPTODISK
- type: int
- current: 2000
- help: Sets the upper limit for number of draw calls per frame.
- variable: sys_budget_soundchannels DUMPTODISK
- type: int
- current: 64
- help: Sets the upper limit for sound channels playing when monitoring budget.
- variable: sys_budget_soundmem DUMPTODISK
- type: int
- current: 128
- help: Sets the upper limit for sound memory (in MB) when monitoring budget.
- variable: sys_budget_sysmem DUMPTODISK
- type: int
- current: 512
- help: Sets the upper limit for system memory (in MB) when monitoring budget.
- variable: sys_budget_videomem DUMPTODISK
- type: int
- current: 256
- help: Sets the upper limit for video memory (in MB) when monitoring budget.
- variable: sys_crashtest
- type: int
- current: 0
- help:
- variable: sys_DeactivateConsole
- type: int
- current: 0
- help: 0: normal console behavior
- 1: hide the console
- variable: sys_EarlyMovieUpdate
- type: int
- current: 0
- help: 0 needed for game, 1 better for having artifact free movie playback
- Usage: sys_EarlyMovieUpdate [0/1]
- Default is 0
- variable: sys_enable_budgetmonitoring
- type: int
- current: 0
- help: Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB,
- frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem
- or sys_budget_fps to set budget limits.
- variable: sys_entities
- type: int
- current: 1
- help: Enables Entities Update
- variable: sys_firstlaunch
- type: int
- current: 0
- help: Indicates that the game was run for the first time.
- variable: sys_flash
- type: int
- current: 1
- help: Enables/disables execution of flash files.
- variable: sys_flash_curve_tess_error
- type: float
- current: 1
- help: Controls curve tessellation. Larger values result in coarser, more angular curves.
- variable: sys_flash_edgeaa
- type: int
- current: 1
- help: Enables/disables edge anti-aliased rendering of flash files.
- variable: sys_flash_info
- type: int
- current: 0
- help: Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).
- variable: sys_flash_info_histo_scale
- type: float
- current: 1
- help: Defines scaling of function histogram inside the flash profiler.
- variable: sys_flash_info_peak_exclude
- type: string
- current:
- help: Comma separated list of flash functions to excluded from peak history.
- variable: sys_flash_info_peak_tolerance
- type: float
- current: 5
- help: Defines tolerance value for peaks (in ms) inside the flash profiler.
- variable: sys_flash_log_options
- type: int
- current: 0
- help: Enables logging of several flash related aspects (add them to combine logging)...
- 1) Flash loading : 1
- 2) Flash actions script execution : 2
- 3) Flash related high-level calls inspected by the profiler into a file: 4
- Please note that for (3) the following cvars apply:
- * sys_flash_info
- * sys_flash_info_peak_exclude
- variable: sys_flash_warning_level
- type: int
- current: 1
- help: Sets verbosity level for CryEngine related warnings...
- 0) Omit warning
- 1) Log warning
- 2) Log warning and display message box
- variable: sys_float_exceptions
- type: int
- current: 0
- help: Use or not use floating point exceptions.
- variable: sys_logallocations DUMPTODISK
- type: int
- current: 0
- help: Save allocation call stack
- variable: sys_LowSpecPak
- type: int
- current: 0
- help: use low resolution textures from special pak file or emulate if no such pak exists
- 0=don't use lowspec.pak (full texture quality)
- 1=use lowspec.pak (faster loading of textures, reduced texture quality)
- Usage: sys_LowSpecPak 0/1
- variable: sys_max_step
- type: float
- current: 0.05
- help: Specifies the maximum physics step in a separate thread
- variable: sys_memory_debug
- type: int
- current: 0
- help: Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off
- variable: sys_min_step
- type: float
- current: 0.01
- help: Specifies the minimum physics step in a separate thread
- variable: sys_no_crash_dialog
- type: int
- current: 1
- help:
- variable: sys_noupdate
- type: int
- current: 0
- help: Toggles updating of system with sys_script_debugger.
- Usage: sys_noupdate [0/1]
- Default is 0 (system updates during debug).
- variable: sys_PakLogMissingFiles
- type: int
- current: 0
- help: If non-0, missing file names go to mastercd/MissingFilesX.log.
- 1) only resulting report
- 2) run-time report is ON, one entry per file
- 3) full run-time report
- variable: sys_PakPriority READONLY
- type: int
- current: 1
- help: If set to 1, tells CryPak to try to open the file in pak first, then go to file system
- variable: sys_PakReadSlice
- type: int
- current: 0
- help: If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels
- variable: sys_physics
- type: int
- current: 1
- help: Enables Physics Update
- variable: sys_physics_CPU
- type: int
- current: 1
- help: Specifies the physical CPU index physics will run on
- variable: sys_preload
- type: int
- current: 0
- help: Preload Game Resources
- variable: sys_root READONLY
- type: string
- current:
- help:
- variable: sys_SaveCVars
- type: int
- current: 0
- help: 1 to activate saving of console variables, 0 to deactivate
- The variables are stored in 'system.cfg' on quit, only marked variables are saved (0)
- Usage: sys_SaveCVars [0/1]
- Default is 0
- variable: sys_spec
- type: int
- current: 0
- help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)
- variable: sys_spec_Full
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Full [1/2/3/4/x]:
- ... sys_spec_GameEffects = 1/2/3/4/4
- ... sys_spec_ObjectDetail = 1/2/3/4/4
- ... sys_spec_Particles = 1/2/3/4/4
- ... sys_spec_Physics = 1/2/3/4/4
- ... sys_spec_PostProcessing = 1/2/3/4/4
- ... sys_spec_Shading = 1/2/3/4/4
- ... sys_spec_Shadows = 1/2/3/4/4
- ... sys_spec_Sound = 1/2/3/4/4
- ... sys_spec_Texture = 1/2/3/4/4
- ... sys_spec_VolumetricEffects = 1/2/3/4/4
- ... sys_spec_Water = 1/2/3/4/4
- variable: sys_spec_GameEffects
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_GameEffects [1/2/3/4/x]:
- ... g_battleDust_enable = 0/0/0/1/1
- ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0
- ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0
- ... g_ragdollUnseenTime = 2/2/2/2/2
- ... i_lighteffects = 0/0/1/1/1
- variable: sys_spec_ObjectDetail
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_ObjectDetail [1/2/3/4/x]:
- ... ca_AttachmentCullingRation = 100/120/160/200/200
- ... ca_DrawFaceAttachments = 0/1/1/1/1
- ... ca_useDecals = 0/1/1/1/1
- ... e_cbuffer_resolution = 128/128/256/256/256
- ... e_decals_allow_game_decals = 0/1/1/1/1
- ... e_decals_life_time_scale = 0.5/1/2/2/2
- ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048
- ... e_detail_materials_view_dist_z = 64/128/128/128/128
- ... e_dissolve = 0/0/1/1/1
- ... e_lod_min = 2/1/0/0/0
- ... e_lod_ratio = 3/4/6/6/6
- ... e_lods = 1/1/1/1/1
- ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1
- ... e_obj_quality = 1/2/3/4/4
- ... e_proc_vegetation = 0/1/1/1/1
- ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200
- ... e_vegetation_bending = 1/2/2/2/2
- ... e_vegetation_min_size = 1.0/0.5/0/0/0
- ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1
- ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5
- ... e_view_dist_ratio = 40/60/60/60/60
- ... e_view_dist_ratio_detail = 15/19/24/30/30
- ... e_view_dist_ratio_vegetation = 15/21/31/45/45
- ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1
- ... i_rejecteffects = 0/1/1/1/1
- ... sys_flash_curve_tess_error = 8/4/2/2/2
- variable: sys_spec_Particles
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Particles [1/2/3/4/x]:
- ... e_particles_lod = 0.75/1/1/1/1
- ... e_particles_max_emitter_draw_screen = 4/8/16/32/32
- ... e_particles_object_collisions = 0/1/1/1/1
- ... e_particles_quality = 1/2/3/4/4
- ... e_water_ocean_soft_particles = 0/1/1/1/1
- ... r_UseSoftParticles = 0/1/1/1/1
- variable: sys_spec_Physics
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Physics [1/2/3/4/x]:
- ... e_cull_veg_activation = 20/30/50/50/50
- ... e_foliage_wind_activation_dist = 0/10/20/25/25
- ... e_phys_foliage = 1/2/2/2/2
- ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5
- ... es_MaxPhysDist = 50/100/200/200/200
- ... es_MaxPhysDistInvisible = 10/15/25/25/25
- ... g_breakage_particles_limit = 80/130/200/250/250
- ... g_joint_breaking = 0/1/1/1/1
- ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0
- ... p_max_MC_iters = 4000/5000/6000/6000/6000
- ... p_max_object_splashes = 3/3/3/3/3
- ... p_max_substeps_large_group = 3/5/5/5/5
- ... p_num_bodies_large_group = 30/100/100/100/100
- ... p_splash_dist0 = 7/7/7/7/7
- ... p_splash_dist1 = 30/30/30/30/30
- ... p_splash_force0 = 10/10/10/10/10
- ... p_splash_force1 = 100/100/100/100/100
- ... p_splash_vel0 = 4.5/4.5/4.5/4.5/4.5
- ... p_splash_vel1 = 10/10/10/10/10
- ... v_vehicle_quality = 1/4/4/4/4
- variable: sys_spec_PostProcessing
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_PostProcessing [1/2/3/4/x]:
- ... r_Coronas = 1/1/1/1/1
- ... r_DepthOfField = 0/1/1/2/2
- ... r_Flares = 1/1/1/1/1
- ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2
- ... r_MotionBlur = 0/0/1/3/3
- ... r_UseEdgeAA = 0/0/1/1/1
- ... r_colorgrading = 0/1/0/1/1
- ... r_sunshafts = 0/0/0/1/1
- variable: sys_spec_Quality
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Quality [1/2/3/4/x]:
- ... q_Renderer = 0/1/2/3/3
- ... q_ShaderFX = 0/1/2/3/3
- ... q_ShaderGeneral = 0/1/2/3/3
- ... q_ShaderGlass = 0/1/2/3/3
- ... q_ShaderHDR = 0/1/2/3/3
- ... q_ShaderIce = 0/1/2/3/3
- ... q_ShaderMetal = 0/1/2/3/3
- ... q_ShaderPostProcess = 0/1/2/3/3
- ... q_ShaderShadow = 0/1/2/3/3
- ... q_ShaderSky = 0/1/2/3/3
- ... q_ShaderTerrain = 0/1/2/3/3
- ... q_ShaderVegetation = 0/1/2/3/3
- ... r_LightsSinglePass = 1/0/0/0/0
- variable: sys_spec_Shading
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Shading [1/2/3/4/x]:
- ... e_max_entity_lights = 4/7/11/16/16
- ... e_particles_lights = 0/0/1/1/1
- ... e_ram_maps = 0/1/1/1/1
- ... e_sky_type = 0/1/1/1/1
- ... e_sky_update_rate = 0.12/0.5/1/1/1
- ... e_terrain_ao = 0/0/1/1/1
- ... e_terrain_normal_map = 0/0/1/1/1
- ... e_vegetation_use_terrain_color = 0/1/1/1/1
- ... r_DetailDistance = 0/4/8/8/8
- ... r_DetailNumLayers = 0/1/1/2/2
- ... r_DetailTextures = 0/1/1/1/1
- ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05
- ... r_FillLights = 0/0/14/14/14
- ... r_HDRRendering = 0/0/2/2/2
- ... r_HairSortingQuality = 0/0/1/1/1
- ... r_SSAO = 0/0/1/1/1
- ... r_SSAO_quality = 1/1/1/2/2
- ... r_SSAO_radius = 1/1/1/2/2
- ... r_TexturesFilteringQuality = 2/1/0/0/0
- ... r_UsePom = 0/0/0/1/1
- ... r_refraction = 1/1/1/1/1
- ... sys_flash_edgeaa = 0/1/1/1/1
- ... sys_spec_Quality = 1/2/3/4/4
- variable: sys_spec_Shadows
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Shadows [1/2/3/4/x]:
- ... e_gsm_cache = 1/1/1/0/0
- ... e_gsm_lods_num = 3/4/5/5/5
- ... e_gsm_range = 4/3/3/3/3
- ... e_shadows = 0/1/1/1/1
- ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8
- ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1
- ... e_shadows_max_texture_size = 256/512/1024/1024/1024
- ... e_shadows_on_alpha_blended = 0/0/1/1/1
- ... r_ShadowBlur = 0/0/3/3/3
- ... r_ShadowJittering = 0/1/1/2.5/2.5
- ... r_ShadowsMaskResolution = 0/0/0/0/0
- variable: sys_spec_Sound
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Sound [1/2/3/4/x]:
- ... s_CacheSize = 50/60/70/80/80
- ... s_FormatSampleRate = 44100/48000/48000/48000/48000
- ... s_MPEGDecoders = 16/24/32/32/32
- ... s_Obstruction = 2/2/1/1/1
- ... s_ObstructionAccuracy = 0/1/1/1/1
- ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1
- ... s_ReverbType = 0/2/2/2/2
- ... s_SoundMoodsDSP = 0/1/1/1/1
- ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0
- variable: sys_spec_Texture
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Texture [1/2/3/4/x]:
- ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32
- ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32
- ... r_DynTexMaxSize = 50/60/80/80/80
- ... r_EnvCMResolution = 0/1/2/2/2
- ... r_EnvTexResolution = 1/2/3/3/3
- ... r_ImposterRatio = 2/1.5/1/1/1
- ... r_TexAtlasSize = 512/1024/1024/2048/2048
- ... r_TexSkyResolution = 1/0/0/0/0
- ... r_TexturesStreaming = 0/0/2/2/2
- ... r_VegetationSpritesTexRes = 64/64/64/64/64
- ... sys_LowSpecPak = 1/1/0/0/0
- variable: sys_spec_VolumetricEffects
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_VolumetricEffects [1/2/3/4/x]:
- ... e_Clouds = 0/1/1/1/1
- ... r_Beams = 4/3/3/3/3
- ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05
- ... r_BeamsMaxSlices = 16/32/64/200/200
- ... r_CloudsUpdateAlways = 0/0/0/0/0
- variable: sys_spec_Water
- type: int
- current: 4
- help: Console variable group to apply settings to multiple variables
- sys_spec_Water [1/2/3/4/x]:
- ... e_water_ocean_fft = 0/0/0/1/1
- ... e_water_tesselation_amount = 1/6/7/10/10
- ... e_water_tesselation_swath_width = 5/10/10/10/10
- ... q_ShaderWater = 0/1/2/2/2
- ... r_WaterCaustics = 0/1/1/1/1
- ... r_WaterReflections = 1/1/1/1/1
- ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05
- ... r_WaterReflectionsQuality = 0/1/2/4/4
- ... r_WaterRefractions = 0/0/1/1/1
- ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2
- ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05
- variable: sys_SSInfo
- type: int
- current: 0
- help: Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
- Default is 0 (off).
- variable: sys_StreamCallbackTimeBudget
- type: int
- current: 50000
- help: Time budget, in microseconds, to be spent every frame in StreamEngine callbacks.
- Additive with cap: if more time is spent, the next frame gets less budget, and
- there's never more than this value per frame.
- variable: sys_streaming_sleep
- type: int
- current: 0
- help:
- variable: sys_trackview
- type: int
- current: 1
- help: Enables TrackView Update
- variable: sys_vtune
- type: int
- current: 0
- help:
- variable: sys_warnings
- type: int
- current: 0
- help: Toggles printing system warnings.
- Usage: sys_warnings [0/1]
- Default is 0 (off).
- variable: sys_WER
- type: int
- current: 1
- help: Enables Windows Error Reporting
- variable: time_scale
- type: float
- current: 1
- help: Game time scaled by this - for variable slow motion
- variable: tracer_max_count
- type: int
- current: 32
- help: Max number of active tracers.
- variable: tracer_max_distance
- type: float
- current: 50
- help: Distance at which to stop scaling/lengthening tracers.
- variable: tracer_max_scale
- type: float
- current: 5
- help: Scale at max distance.
- variable: tracer_min_distance
- type: float
- current: 4
- help: Distance at which to start scaling/lengthening tracers.
- variable: tracer_min_scale
- type: float
- current: 0.5
- help: Scale at min distance.
- variable: tracer_player_radiusSqr
- type: float
- current: 400
- help: Sqr Distance around player at which to start decelerate/acelerate tracer speed.
- variable: v_altitudeLimit
- type: float
- current: 600
- help: Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.
- variable: v_altitudeLimitLowerOffset
- type: float
- current: 0.1
- help: Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.
- variable: v_autoDisable
- type: int
- current: 1
- help: Enables/disables vehicle autodisabling
- variable: v_damage
- type: int
- current: 1
- help: Enables/disables vehicle damage processing
- variable: v_debugCollisionDamage
- type: int
- current: 0
- help: Enable debug output for vehicle collisions
- variable: v_debugdraw DUMPTODISK
- type: int
- current: 0
- help: Displays vehicle status info on HUD
- Values:
- 1: common stuff
- 2: vehicle particles
- 3: parts
- 4: views
- 6: parts + partIds
- 7: parts + transformations and bboxes
- 8: component damage
- 10: vehicle editor
- variable: v_debugMountedWeapon
- type: int
- current: 0
- help: Enable/disable vehicle mounted weapon camera debug draw
- variable: v_debugSounds
- type: int
- current: 0
- help: Enable/disable vehicle sound debug drawing
- variable: v_debugVehicle
- type: string
- current:
- help: Vehicle entity name to use for debugging output
- variable: v_debugView DUMPTODISK
- type: int
- current: 0
- help: Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class
- variable: v_deformable
- type: int
- current: 0
- help: Enables/disables DeformMorph calls on vehicle parts
- variable: v_disable_hull
- type: int
- current: 0
- help: Disable hull proxies
- variable: v_draw_components DUMPTODISK
- type: int
- current: 0
- help: Enables/disables display of components and their damage count
- variable: v_draw_helpers
- type: int
- current: 0
- help: Enables/disables display of vehicle helpers
- variable: v_draw_passengers
- type: int
- current: 0
- help: draw passenger TMs set by VehicleSeat
- variable: v_draw_seats
- type: int
- current: 0
- help: Enables/disables display of seat positions
- variable: v_draw_slip DUMPTODISK
- type: int
- current: 0
- help: Draw wheel slip status
- variable: v_draw_suspension DUMPTODISK
- type: int
- current: 0
- help: Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled
- variable: v_draw_tm
- type: int
- current: 0
- help: Enables/disables drawing of local part matrices
- variable: v_driverControlledMountedGuns
- type: int
- current: 1
- help: Specifies if the driver can control the vehicles mounted gun when driving without gunner.
- variable: v_dumpFriction
- type: int
- current: 0
- help: Dump vehicle friction status
- variable: v_enable_lumberjacks
- type: int
- current: 0
- help: Enable/disable physicalization of lumberjack parts
- variable: v_enterDirRadius
- type: float
- current: 7
- help: Maximum direction radius tolerated to enter with transition animation (AI only)
- variable: v_goliathMode
- type: int
- current: 0
- help: Makes all vehicles invincible
- variable: v_help_tank_steering
- type: int
- current: 0
- help: Enable tank steering help for AI
- variable: v_independentMountedGuns
- type: int
- current: 1
- help: Whether mounted gunners operate their turret independently from the parent vehicle
- variable: v_invertPitchControl DUMPTODISK
- type: int
- current: 0
- help: Invert the pitch control for driving some vehicles, including the helicopter and the vtol
- variable: v_lights
- type: int
- current: 2
- help: Controls vehicle lights. 0: disable all lights, 1: disable all dynamic lights, 2: enable dynamic lights only for local player, 3: enable all lights
- variable: v_lights_enable_always
- type: int
- current: 0
- help: Vehicle lights are always on (debugging)
- variable: v_maxHeightBegin
- type: float
- current: 0
- help: Indicate the beginning of the max height zone (0 means that this feature is disabled)
- variable: v_maxHeightEnd
- type: float
- current: 0
- help: Indicate the end of the max height zone (0 means that this feature is disabled)
- variable: v_pa_surface
- type: int
- current: 1
- help: Enables/disables vehicle surface particles
- variable: v_profileMovement
- type: int
- current: 0
- help: Used to enable profiling of the current vehicle movement (1 to enable)
- variable: v_ragdollPassengers
- type: int
- current: 0
- help: Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle
- variable: v_rockBoats
- type: int
- current: 1
- help: Enable/disable boats idle rocking
- variable: v_set_passenger_tm
- type: int
- current: 1
- help: enable/disable passenger entity tm update
- variable: v_show_all
- type: int
- current: 0
- help:
- variable: v_slipFrictionModFront
- type: float
- current: 0
- help: if non-zero, used as slip friction modifier (front wheels)
- variable: v_slipFrictionModRear
- type: float
- current: 0
- help: if non-zero, used as slip friction modifier (rear wheels)
- variable: v_slipSlopeFront
- type: float
- current: 0
- help: coefficient for slip friction slope calculation (front wheels)
- variable: v_slipSlopeRear
- type: float
- current: 0
- help: coefficient for slip friction slope calculation (rear wheels)
- variable: v_sprintSpeed
- type: float
- current: 0
- help: Set speed for acceleration measuring
- variable: v_stabilizeVTOL DUMPTODISK
- type: float
- current: 0.35
- help: Specifies if the air movements should automatically stabilize
- variable: v_transitionAnimations
- type: int
- current: 1
- help: Enables enter/exit transition animations for vehicles
- variable: v_treadUpdateTime
- type: float
- current: 0
- help: delta time for tread UV update, 0 means always update
- variable: v_vehicle_quality
- type: int
- current: 4
- help: Geometry/Physics quality (1-lowspec, 4-highspec)
- variable: v_wind_minspeed
- type: float
- current: 0
- help: If non-zero, vehicle wind areas always set wind >= specified value
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