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- -- pure clientside effects (affects fps)
- CreateClientConVar("cl_tfa_3dscope", 0, true, true, "Enable 3D scopes?")
- CreateClientConVar("cl_tfa_3dscope_overlay", 0, true, true, "Enable 3D scope shadows?")
- CreateClientConVar("cl_tfa_laser_trails", 0, true, true, "Enable laser dot trails?")
- CreateClientConVar("cl_tfa_fx_gasblur", 0, true, true, "Enable muzzle gas blur?")
- CreateClientConVar("cl_tfa_fx_muzzlesmoke", 0, true, true, "Enable muzzle smoke trail?")
- CreateClientConVar("cl_tfa_fx_muzzlesmoke_limited", 0, true, true, "Limit muzzle smoke trails?")
- CreateClientConVar("cl_tfa_fx_ejectionsmoke", 0, true, true, "Enable shell ejection smoke?")
- CreateClientConVar("cl_tfa_legacy_shells", 0, true, true, "Use legacy shells?")
- CreateClientConVar("cl_tfa_fx_ejectionlife", 0, true, true, "How long shells exist in the world")
- CreateClientConVar("cl_tfa_fx_impact_enabled", 0, true, true, "Enable custom bullet impact effects?")
- CreateClientConVar("cl_tfa_fx_impact_ricochet_enabled", 0, true, true, "Enable bullet ricochet effect?")
- CreateClientConVar("cl_tfa_fx_impact_ricochet_sparks", 0, true, true, "Enable bullet ricochet sparks?")
- CreateClientConVar("cl_tfa_fx_impact_ricochet_sparklife", 0, true, true)
- CreateClientConVar("cl_tfa_fx_ads_dof", 0, true, true, "Enable iron sights DoF (Depth of Field)")
- CreateClientConVar("cl_tfa_fx_ads_dof_hd", 0, true, true, "Enable better quality for DoF")
- CreateClientConVar("cl_tfa_ballistics_fx_tracers_adv", "0", true, false, "Enable advanced tracer calculations for other users? This corrects smoke trail to their barrel")
- CreateClientConVar("cl_tfa_ballistics_fx_tracers_mp", "0", true, false, "Enable tracers for other TFA ballistics users?")
- CreateClientConVar("cl_tfa_ballistics_fx_tracers_style", "0", true, false, "Style of tracers for TFA ballistics? 0=disable,1=smoke")
- CreateClientConVar("cl_tfa_ballistics_fx_bullet", "0", true, false, "Display bullet models for each TFA ballistics bullet?")
- CreateClientConVar("cl_tfa_ballistics_mp", "0", true, false, "Receive bullet data from other players?") -- ?
- CreateClientConVar("cl_tfa_fx_rtscopeblur_mode", "0", true, false)
- CreateClientConVar("cl_tfa_fx_rtscopeblur_passes", "0", true, false)
- CreateClientConVar("cl_tfa_fx_rtscopeblur_intensity", "0", true, false)
- CreateClientConVar("cl_tfa_3dscope_quality", 0, true, true, "3D scope quality (leave -1 for autodetected)")
- -- serverside vars (affects cpu)
- CreateReplConVar("sv_tfa_penetration_limit", "0", "Number of objects we can penetrate through.")
- CreateReplConVar("sv_tfa_bullet_penetration", "0", "Allow bullet penetration?")
- CreateReplConVar("sv_tfa_bullet_ricochet", "0", "Allow bullet ricochet?")
- CreateReplConVar("sv_tfa_fx_penetration_decal", "0", "Enable decals on the other side of a penetrated object?")
- CreateReplConVar("sv_tfa_jamming", "0", "Enable jamming mechanics?")
- CreateReplConVar("sv_tfa_ballistics_substeps", 0, {FCVAR_REPLICATED, FCVAR_ARCHIVE}, "Substeps for ballistics; more is more precise, at the cost of performance.") -- default is one, you could reduce it to 0.5 i guess
- CreateReplConVar("sv_tfa_bullet_doordestruction", "0", "Allow players to shoot down doors?")
- CreateReplConVar("sv_tfa_ballistics_enabled", "0", {FCVAR_REPLICATED, FCVAR_ARCHIVE}, "Enable TFA Ballistics?")
- CreateReplConVar("sv_tfa_ballistics_bullet_life", 0, {FCVAR_REPLICATED, FCVAR_ARCHIVE}, "Time to process bullets before removing.")
- CreateReplConVar("sv_tfa_ammo_detonation", "0", "Ammo Detonation? (e.g. shoot ammo until it explodes) ")
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