3214 console commands for Call of Duty: Black Ops - GAMERCONFIG
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3214 console commands for Call of Duty: Black Ops

  1. acousticSpikeMaxRange // The maximum range from the player in world space that objects will be shown on the acoustic spike
  2. acousticSpikeMinRadius // The minimum radius from the center of the sensor that objects will appear.
  3. acousticSpikeMinRange // The minimum range from the player in world space that objects will be shown on the acoustic spike
  4. acousticSpikeRingSize // Max size of the ping ring visual for a sensor
  5. acousticSpikeSize // Scale the acoustic sensor
  6. actionSlotsHide // Hide the actionslots.
  7. activeAction
  8. aim_accel_turnrate_debug // Turn on debugging info for the acceleration
  9. aim_accel_turnrate_enabled // Enable/disable acceleration of the turnrates
  10. aim_accel_turnrate_lerp // The acceleration of the turnrates
  11. aim_aimAssistRangeScale // Scales the weapon's aim assist range
  12. aim_assist_min_target_distance // Aim assist will not work on targets beyond this distance
  13. aim_assist_script_disable // Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)
  14. aim_autoAimRangeScale // Scales the weapon's auto aim range
  15. aim_autoaim_debug // Turn on auto aim debugging
  16. aim_autoaim_enabled // Turn on auto aim
  17. aim_autoaim_lerp // The rate in degrees per second that the auto aim will converge to its target
  18. aim_autoaim_region_height // The height of the auto aim region in virtual screen coordinates (0 - 480)
  19. aim_autoaim_region_width // The width of the auto aim region in virtual screen coordinates (0 - 640)
  20. aim_autobayonet_range // The range of the auto bayonet
  21. aim_automelee_debug // Turn on auto melee debugging
  22. aim_automelee_enabled // Turn on auto melee
  23. aim_automelee_lerp // The rate in degrees per second that the auto melee will converge to its target
  24. aim_automelee_range // The range of the auto melee
  25. aim_automelee_region_height // The height of the auto melee region in virtual screen coordinates (0 - 480)
  26. aim_automelee_region_width // The width of the auto melee region in virtual screen coordinates (0 - 640)
  27. aim_input_graph_debug // Debug the view input graphs
  28. aim_input_graph_enabled // Use graph for adjusting view input
  29. aim_input_graph_index // Which input graph to use
  30. aim_lockon_debug // Turn on debugging info for aim lock on
  31. aim_lockon_deflection // The amount of stick deflection for the lockon to activate
  32. aim_lockon_enabled // Aim lock on helps the player to stay on target
  33. aim_lockon_pitch_strength // The amount of aim assistance given by the target lock on (pitch)
  34. aim_lockon_region_height // The height of the auto aim region in virtual screen coordinates(0-480)
  35. aim_lockon_region_width // The width of the auto aim region in virtual screen coordinates(0-640)
  36. aim_lockon_strength // The amount of aim assistance given by the target lock on (yaw)
  37. aim_scale_view_axis // Scale the influence of each input axis so that the major axis has more influence on the control
  38. aim_slowdown_debug // Turn on debugging info for aim slowdown
  39. aim_slowdown_enabled // Slowdown the turn rate when the cross hair passes over a target
  40. aim_slowdown_pitch_scale // The vertical aim assist slowdown ratio from the hip


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