Arsenal_Milliseconds_To_Upgrade_Purchase - Number of milliseconds to hold down the
A button when purchasing a weapon upgrade
Options: 1 = Enable, 2 = Show activity for weapon shadow set, 4 = Disable depth- test for slice rendering. Parallel lights are not included since they are always dynamic. Research_Milliseconds_To_Upgrade_Purchase - Number of milliseconds to hold down the A button when purchasing a suit upgrade SDPS_NeverStagger - Never allows SDPS to go to Stagger SDPS_timePerReaction - 1 - Time per reaction, 0 - Global timed Reactions SWF_StatsGUI - Enables the SWF Statistics Gui display. Slice triangles: blue<=16k, green<=64k, yellow<=256k, orange<=512k, red<=1M, purple>1M. SteamMaxAppTicketAge - Milliseconds until game will refresh user's Steam App Ticket View_Level_Fade_PPE - Defaults all infoLevelFade to be post process instead of set by user aa_DESIGN_AdhesionContributionPctMax - Max Adhesion Contribution Percentage (Value must be in 0..1 range) aa_DESIGN_AdhesionContributionPctMaxZoom - Max Adhesion Contribution Percentage while in Zoom (Value must be in 0..1 range) aa_DESIGN_AdhesionOptimalRadius - Optimal Distance for adhesion to take an effect aa_DESIGN_FrictionMultiplierMax - Maximum Friction Scalar - Value must be in 0..1 and larger than corresponding min value aa_DESIGN_FrictionMultiplierMaxZoom - Maximum Friction Scalar while in Zoom - Value must be in 0..1 and larger than corresponding min value aa_DESIGN_FrictionMultiplierMin - Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value aa_DESIGN_FrictionMultiplierMinZoom - Minimum Friction Scalar while in Zoom - Value must be in 0..1 and smaller than corresponding max value aa_DESIGN_FrictionOptimalRadius - Optimal Distance for Friction to take an effect aa_DESIGN_override - Allows designers to override the CVar override values. aa_MagnetismWithHostileTarget - 0 vWill disable magnetism if your cursor is over an enemy target. aa_MagnetismWithoutAimAssist - If 1 then use bullet magnetism even when not using aim assist (i.e. when using mouse+keyboard aa_mpAdhesionOffInput - Option to use input to key off adhesion instead of movement aa_targetAdhesionPlayerLookSpeedThreshold - Angular Speed Threshold in degrees/sec that determines how fast the player needs to look around before adhesion is allowed to kick in aa_targetAdhesionPlayerSpeedThreshold - Speed Threshold that determines how fast the player needs to move before adhesion is allowed to kick in aa_targetForceUseDefaults - Forces the aim assist system to use the CVAR values instead of the weapon values aa_targetZoomSnapMode - 0 - Enables Linear Time based Zoom Snapping 1 - Full Snap ( Lock on ) aa_useMPAdhesion - Option to use a different adhesion method aa_useMPBulletMagnetism - Option enables bullet magnetism aa_useMPFriction - Option to use a different friction method aas_alwaysRecacheRoutes - always recache routes - for debugging only aas_debugReachable - 1 = render results of FindClosestReachableAreaNum aas_debugSaveQuery - aas_debugTraversals - if > 0, traversal debug info will be shown for value * 1000 milliseconds aas_drawAreaFilled - aas_drawAreaNums - aas_drawAreaOutline - aas_drawClosestAreaEdge - aas_drawClusterNums - aas_drawEdgeDirection - aas_drawEdgeNums - aas_drawNormals - aas_drawReaches - aas_drawVertexNums - aas_history_enable - record aas changes made by game entities aas_locationMemory - used to remember a particular location, set to 'current' to store the current x,y,z location aas_obstacleAvoidance_useHeight - use vertical data for obstacle avoidance aas_obstacle_reachedEpsilon - replaces REACHED_EPSILON, how close path tree must be to seek pos aas_pullPlayer - pull the player to the specified area aas_randomPullPlayer - pull the player to a random area aas_showAreaBounds - draw area bounds aas_showAreaNumber - show the specific area number set aas_showAreas - 1 = show the player's current area in the test AAS using PointReachableAreaNum aas_showAreasByCluster - 1 = draw areas, showing only the areas in the same cluster as the player's current area aas_showAreasInCluster - draw areas that are in the specified cluster aas_showBadAreas - show bad AAS areas aas_showCacheMisses - show cache misses and time to cache aas_showCover - -1 = show all cover in the map aas_showCoverNum - > -1 = show a particular cover node in the map aas_showDisabledAreas - draw disabled areas aas_showFloorTrace - 1 = show trace 1024 units out. > 1, show trace to cvar's value aas_showFuncObstacles - show the AAS func_obstacles on the map aas_showHeightTrace - 1 = show height trace aas_showHopPath - show hop path to specified area aas_showManualReachabilities - show manually placed reachabilities aas_showNearestInsideArea - show the nearest area that is inside aas_showObstacleAvoidance - shows obstacles along paths aas_showObstaclePVS - show obstacle PVS for the given area aas_showObstaclePVSClipModels - aas_showObstacleScale - scale used when rendering the obstacles top down aas_showOptimizedPath - show optimized walk path aas_showPath - show the path to the walk specified area aas_showPathTree - 1 = show the path tree when drawing obstacle avoidance aas_showPushIntoArea - show an arrow going to the closest area aas_showReachabilities - 1 = show reachability flags aas_showReachabilityTravelTimes - 1 = show reachability travel times aas_showTravelTime - print the travel time to the specified goal area (only when aas_showAreas is set) aas_showTraversals - < -1 = draw radius in -world units with depth test aas_showTraversalsTypeFilter - 0 = draw traversals for all AI aas_showWallEdgeNums - show the number of the edges of walls aas_showWallEdges - show the edges of walls, 2 = project all to same height, 3 = project onscreen aas_skipObstacleAvoidance - ignore all dynamic obstacles along paths aas_subdivisionSize - the size of subdivisions to use for debug drawing aas_test - select which AAS to test (aas_monster48, etc) aas_testArea - area to be used as the origin for path debug display. -1 = use player position aas_testObstacleAvoidance - aas_timeClipGridToAreas - Time clip grid to areas. 0 - diable, 1 - enable. aas_tree - tree number in the AAS to show aas_useDebugTarget - 1 = use debug target's reachability flags for pathing aas_useObstacleAvoidanceJobs - 0 = off, 1 = threaded aasgui - 0 = no AAS debug GUI, 1-9 = debug page achievements_timeUpdateInterval - (ms) default value for how long we wait before updating the in game stat achievement actor_debugFailedDrop - 1 to draw volumes for failed actor drops actor_forceHostileFootstep - Force footstep code to use non-friendly footsteps actor_forceNonLocalFootstep - Force footstep code to use non-local footsteps actormod_debugPrint - Prints debug text related to the actor modifier system af_ballAndSocketJointConstraintTwistScale - af_ballAndSocketJointTwistFriction - Default twist friction on a ball and socket joint af_ballAndSocketJointTwistFrictionPassive - Hacked version of a friction af_blendDuration - duration over which animation will blend into ragdoll once ragdoll is active af_body_overrideDensity - Use to override the density of each af body af_body_overrideSelfCollision - Use to force 1 = on or 0 = off or -1 = decl specific the af body self collision af_collisionReductionMass - fraction of the original colliding mass that is removed for the collision impulse, this only applied to car-car damage af_constraintRampDuration - duration over which constraint tolerances will ramp back up to normal values after a sync to animation ends af_contactErrorReduction - af_contactErrorReductionMax - af_contactFrictionScale - scales the contact friction af_contactLcpEpsilon - af_debugNoclipBodies - Whether to print debug for when noclipbodies are enabled/disabled af_debugStartVelocity - Debug starting velocity of ragdolls af_drawDebug - Enable debug draw for articulated figure animator af_drawDebugBodies - 1 from bodies, 2 from joints, 3 overlapped af_drawDebugCollision - Enable debug draw for articulated figure tree animator collisions af_drawDebugJointsFromBodies - Enable debug draw for joints from bodies of articulated figure animator af_drawDebugLocation - Enable debug draw for articulated figure tree animator location af_drawDebugTrail - Enable trail debug draw for articulated figure animator af_errorReduction - af_errorReductionMax - af_expandLimits - Enable the expansion of constraint limits when the syncing animation is outside the AF constraint limits af_expandLimitsVerbose - Toggle verbose output of limit expansion af_forceFriction - force the given friction value af_forceScale - af_gen_hingeLimitMode - 0 = the simple method that's always effective, 1 = the proper accurate method af_gen_massDensity - The default mass density for the af bodies af_gen_minBodyWidth - The minimum width that the auto-gen af bodies are allowed to be af_highlightBody - name of the body to highlight af_highlightConstraint - name of the constraint to highlight af_hingeConstraintLimitScale - Hinge constraint scale limiter af_hingeConstraintSpiralTwistScaleU - Default spiral twist scale for a hinge joint (U). af_hingeConstraintSpiralTwistScaleV - Default spiral twist scale for a hinge joint (V). af_inheritVelocity - 1 = allow ragdolls to inherit velocity from animation af_jointFrictionScale - scales the joint friction af_lcpEpsilon - af_limitErrorReduction - af_limitErrorReductionMax - af_limitLcpEpsilon - af_loadCached - Load cached setup if it exists when initializing articulated figures af_maxAngularVelocity - maximum angular velocity af_maxAuxiliaryConstraints - maximum number of auxiliary constraints on an articulated figure af_maxLcpEpsilon - af_maxLinearVelocity - maximum linear velocity af_maxTwistErrorReduction - af_minBounceVelocity - Minimum velocity for bounces (anything less will stop bouncing.) af_minTwistErrorReduction - af_neverRest - never come to rest af_serializeDebug - Debug AF serialization af_serializeImpulses - Debug AF serialization af_showActive - show tree-like structures of articulated figures not at rest af_showBodies - show bodies af_showBodyNames - show body names af_showConstrainedBodies - show the two bodies constrained by the highlighted constraint af_showConstraintNames - show constraint names af_showConstraints - show constraints af_showInertia - show the inertia tensor of each body af_showLimits - 1 = always show joint limits, 2 = show only violated limits af_showMass - show the mass of each body af_showPrimaryOnly - show primary constraints only af_showTableResults - Show constraint values pulled from tables. af_showTimings - show articulated figure cpu usage af_showTotalMass - show the total mass of each articulated figure af_showTrees - show tree-like structures af_showTwist - af_showTwistName - af_showVelocity - show the velocity of each body af_skipAirFriction - skip air friction af_skipFriction - skip friction af_skipLimits - skip joint limits af_skipSelfCollision - skip self collision detection af_skipSlicingContactConstraints - Skips contacts that are slicing through or between two bodies af_skipSlicingContactConstraintsVerbose - Reports when skipping contact constraints af_skipTwistLimits - Toggle the tiwst limits on/off af_spamJointWarnings - 1 - spam the console with joint warnings af_spamUnmatchedAnimators - 1 - spam the console with animator mismatches af_startRagdollFromFloor - Toggle to allow starting the ragdoll from collisions with the floor during death animations af_staticFrictionThreshold - af_suspensionLcpEpsilon - af_testSolid - Enable to test solid on start from pose af_testSolidDebug - Debug AF solid testing af_timeScale - scales the time af_universalErrorReduction - af_universalErrorReductionMax - af_universalTorsionLcpEpsilon - amount of elasticity about the shaft of a universal joint af_unsatisfiedStrength - af_useDeferred - Debug AF solid testing af_useHingeTwist - af_useImpulseFriction - use impulse based contact friction af_useJointImpulseFriction - use impulse based joint friction af_useLinearTime - use linear time algorithm for tree-like structures af_useSymmetry - use constraint matrix symmetry af_useUVTwist - af_violationThreshold - aiCam_lerpScale - float aiCam_scale - float ai_CD_CanyonAngle - offset from the player where the hazard indicator changes color ai_CD_CanyonWidth - offset from the player where the hazard indicator changes color ai_CD_ChargeRocketArmLock - Milliseconds duration in which the arm no longer moves before firing. This is the period of time it would take the player to run into the offset position. ai_CD_ChargeRocketPointBlankDist - Distance in which the CD will point blank fire on the player. ai_CD_ChargeRocketTelegraphTime - Milliseconds final telegraph to firing charged rocket. The lasers turn from red to yellow and lock the offset. ai_CD_ChargeRocketTotalAimTime - Total time once the CD has brought his arm into the full aiming position. This includes the telegraph time. ai_CD_ChargeRocketUsePointBlankStomp - Use stomp instead of point blank shot. ai_CD_ChargeTrackingBuildup - Inverse scale for using player velocity in tracking with quick burst ai_CD_ChargeTrackingDecay - Scale for diminishing the tracking each frame ai_CD_ForceAttackByNumber - This needs to match what is in the particle lifetime ai_CD_StrafeAngleFromPlayerFacing - The unit distance buffer the CD will maintain from AAS edges when dashing ai_CD_StrafeMaxDistToPlayer - The unit distance buffer the CD will maintain from AAS edges when dashing ai_CD_StrafeMinDistToPlayer - The unit distance buffer the CD will maintain from AAS edges when dashing ai_CD_WallDuration - This needs to match what is in the particle lifetime ai_CD_cumulativeDamageThreshold - Limit of damage that will be sustained before the CD will attempt to move. ai_CD_cumulativeDamageTimeLimit - Time limit for damage to contribute to the cumulative damage test on the CD. ai_CD_minTauntWaitTime - Minimum wait time between taunts. ai_CD_walkAngle - Inverse scale for using player velocity in tracking with quick burst ai_CD_walkTurnRate - Per frame turn rate. ai_HKOffsetDist - extra distance from aas edges that hellknight model should be ai_HKOffsetRate - rate that HK can change its model offset ai_OG_ComboGKWeaponScale - Scaling on the staff for the combo guard during GK ai_OG_shieldPushbackRadius - radius to test for pushback on the player ai_OG_useShieldPushback - 1 = use constant shield pushback on the player ai_SMM_ArgentCloudDuration - Duration for the argent cloud. ai_SMM_ArgentCloudEndRadius - Final radius for the argent cloud. ai_SMM_ArgentCloudFXRadius - Distance between the centers of the argent cloud FX ents. ai_SMM_ArgentCloudFadeTime - Duration for the argent cloud. ai_SMM_ArgentCloudHeight - Height for the argent cloud. ai_SMM_ArgentCloudPathBuffer - Distance between the centers of the argent cloud FX ents. ai_SMM_ArgentCloudStartRadius - Starting radius for the argent cloud. ai_SMM_BrainBlendScaleMax - Max blend amount for brain additive playback ai_SMM_BrainBlendScaleMin - Min blend amount for brain additive playback ai_SMM_BrainDamageFeedbackMax - The amount of damage that needs to be done to a region of the brain for full shader blending. ai_SMM_BrainPlayRateMax - Max rate for brain additive playback ai_SMM_BrainPlayRateMin - Min rate for brain additive playback ai_SMM_BurstChargeDuration - Shots per second during the rapid fire attack. ai_SMM_BurstFireDuration - Duration (MS) of rapid fire attack. ai_SMM_CannonDisabledDuration - ai_SMM_CeilingMineMaxSpeed - Speed for range mine projectile ai_SMM_CeilingMineMinSpeed - Speed for range mine projectile ai_SMM_ChainChargeDuration - ai_SMM_ChainFireDuration - ai_SMM_ChainMaxDist - ai_SMM_ChainPillarIgniteTime - ai_SMM_ForcedMeleeDistance - Distance to stop actions and force melee. ai_SMM_LegStompWarningRadius - Radius of the leg stomp blast. ai_SMM_LegStompWarningTime - Period of time for the leg stomp warning. ai_SMM_MeleeMineInterval - Time (MS) between melee mine launches. ai_SMM_MeleeMineSpeed - Speed for melee mine projectile ai_SMM_MeleeRange - Min distance for SMM Melee ai_SMM_PillarDestroyRadius - Distance where a pillar is destroyed by the SMM ai_SMM_PillarEdgeBuffer - Distance from aas edges the pillars will not spawn ai_SMM_PillarSpawnCount - Period of time between pillar spawns ai_SMM_PillarSpawnPeriod - Period of time between pillar spawns ai_SMM_PlayerOptimalPillarDist - Optimal radius to spawn pillars away from the Player ai_SMM_RangeMineCount - ai_SMM_RangeMineInterval - Time (MS) between melee mine launches. ai_SMM_RangeMineSpeed - Speed for range mine projectile ai_SMM_RapidFireDuration - Duration (MS) of rapid fire attack. ai_SMM_RapidFireRate - Shots per second during the rapid fire attack. ai_SMM_RapidFireSpreadAngle - Duration (MS) of rapid fire attack. ai_SMM_RapidFireSpreadTime - Duration (MS) of rapid fire attack. ai_SMM_RapidFire_BurstMaxShot - Max shots in a burst. ai_SMM_RapidFire_BurstMaxWaitMS - Max wait time between bursts. ai_SMM_RapidFire_BurstMinShot - Min shots in a burst. ai_SMM_RapidFire_BurstMinWaitMS - Min wait time between bursts. ai_SMM_SMMOptimalPillarDist - Optimal radius to spawn pillars away from the SMM ai_SMM_ShortRangeMineMaxDist - Max distance for short range mine projectile calculations ai_SMM_ShortRangeMineMaxSpeed - Max speed for short range mine projectile ai_SMM_ShortRangeMineMinDist - Min distance for short range mine projectile calculations ai_SMM_ShortRangeMineMinSpeed - Min speed for short range mine projectile ai_SMM_SideLaserAngle - ai_SMM_SideLaserSweepAngle - ai_SMM_SideLaserSweepDuration - ai_SMM_SideLaserTiltAdjustment - ai_SMM_StaggerDuration - ai_SMM_StrafeAngleFromPlayerFacing - ai_SMM_StrafeInnerRadiusToPlayer - ai_SMM_StrafeOuterRadiusToPlayer - ai_SMM_TKChargeTime - ai_SMM_TKFlySpeed - ai_SMM_TKPullTime - ai_SMM_TrackingBuildup - Scale for using generic player velocity in tracking ai_SMM_TrackingDecay - Scale for diminishing the tracking each frame ai_SMM_WoundedMeleeMaxRange - Max distance for SMM wounded Melee ai_SMM_WoundedMeleeMinRange - Min distance for SMM wounded Melee ai_SMM_WoundedTK_ForwardOffset - ai_SMM_WoundedTK_Height - ai_SMM_finalStaggerDamageBuffer - The amount of damage required to get the SMM through each stage of the final stagger. This will also be replenished if stagger is not used in time. ai_SMM_minTauntWaitTimeMS - Minimum wait time between taunts. ai_SMM_walkAngle - Inverse scale for using player velocity in tracking with quick burst ai_SMM_walkTurnRate - Per frame turn rate. ai_SMM_woundedWalkPushback - 1 = use constant SMM body pushback on the player during wounded walk ai_TGFlameSpinAccelDuration - Length of time it takes to accelerate ai_TGFlameSpinMoveDuration - Duration of the spinning flame once moving at full speed. ai_TGFlameSpinStopDuration - Length of time the flames will stop when changing directions. ai_TGSaunterDelay - Length of time between saunters ai_aasCacheMissCap - max number of allowed cache misses per frame for non-essential routes ai_accuracy - set to >= 0 to force all AI to a specific accuracy rating ai_alignToPointDist - if > 0 AI will orient to destination point over this distance, if they have a straight path to the dest ai_allowCollapse - 1 = allow AI to play collapse animations, otherwise they will defer death until they're not in a solid. ai_allowStaggerPain - 1 = allow AI to play staggering pains when appropriate ai_alwaysStagger - Puts all AI into a constant stagger state ai_animation_rateScale - scale all AI animations by this much ai_animwebAbort_test - 1 = trigger abort failsafe functionality ai_arrivalAngleInfluence - ai_arrivalFallbackDistance - distance to destination under which any arrival will be considered, no matter how bad ai_arrivalMinAlignDot - ai_attack_debugArcAlpha - arc alpha ai_attack_timeout - any attack query will time out after this long and return invalid ai_attack_traversalMaxHeightDelta - ignore traversal attack endpoints over this height delta from actual traversal endpoint ai_attitude - override AIs attitude towards player faction ai_autokill_z_enable - if true, auto kill AI when they fall below z height specified on worldspawn ai_autokill_z_override - if nonzero, use this value isntead of map specific value ai_avoidObstacles - set to 1 to have AI use obstacle avoidance. ai_avoidanceEnabled - ai_baitTime - demonic bait time in secs. -1 = infinite. 0 = uses def time ai_blendDurationCorrection - added to demoninator when calculating blend rate ai_blendTreeName - name of blend tree to debug ai_bodyOrientAccelRate - accel for body orientation ai_boss_increasedFalterDamageScale - scale for increased damage scale on bosses ai_cacodemonSnareTurnPlayer - 0 = disable player camera turn towards cacodemon, 1 = enable camera turn ai_chainsawPainMS - how long to loop stun pain for ai_checkStuck - set to 0 to skip stuck checks ai_clearEvents - 1 = clear pending anim web events before changing state... testing only ai_clipDeltaToNavGraph - 1 = clips AI into the valid AAS ai_collision_pushablesClipDepth - extend clipmodel for pushables this far downward from normal clipmodel ai_collision_pushablesClipExpand - extend clipmodel for pushables this far in all directions from normal clipmodel ai_collision_pushablesDeltaScale - scale pushables query delta by this much, relative to stepmove query delta ai_combat_alwaysAllow - if true, don't delay entering combat for animation presentation reasons ai_cookGrenades - 1 = cook grenades when throwing them ai_cornerCircleRadius - normal distance to circle around corners ai_coverRadiusOverride - if not -1 this overrides all AI's cover radius ai_cover_maxVerticalRatio - ignore cover with over this vertical slope to target ai_cyberdemonBurstFireRate - Milliseconds between quick burst shots ai_cyberdemonBurstTrackingBuildup - Scale for using player velocity in tracking with quick burst ai_cyberdemonBurstTrackingDecay - Scale for diminishing the tracking each frame ai_cyberdemonBurstZOffset - Scale for using player velocity in tracking with quick burst ai_cyberdemonChargeColorChangeDist - offset from the player where the hazard indicator changes color ai_cyberdemonChargeForwardOffset - offset from the player where the hazard indicator changes color ai_cyberdemonDashAASBuffer - The unit distance buffer the CD will maintain from AAS edges when dashing ai_cyberdemonDashDistance - The unit distance buffer the CD will maintain from AAS edges when dashing ai_cyberdemonDashTrackDivisor - Divide distance by this to get the tracking multiplier...confusing but true ai_cyberdemonFirewallCooldownMS - time (in MS) to allow the firewall attack to cool down ai_cyberdemonFirewallWalkDistance - distance the cyberdemon will walk forward after making a firewall ai_cyberdemonMBPAR_offset - Offset from the CD ai_cyberdemonMBPAR_scale - Scale to apply to the parabola ai_cyberdemonMBPAR_widthCoef - Coefficient for parabola width ai_cyberdemonMBTopDown_PlayerSafeZoneRadius - ai_cyberdemonMBTopDown_RowCount - ai_cyberdemonMBTopDown_SafeZoneRadius - ai_cyberdemonMBTopDown_overlapPercent - ai_cyberdemonMBTopDown_postTargetingWait - ai_cyberdemonMBTopDown_radius - ai_cyberdemonMissileBarrageDropStagger - Missile Barrage launch stagger ai_cyberdemonMissileBarrageLandingAngle - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_cyberdemonMissileBarrageLandingDistance - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_cyberdemonMissileBarrageLandingSwingAngle - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_cyberdemonMissileBarrageRotationDecrementPct - Max percentage to decrease the rotation speed for longer travel times ai_cyberdemonMissileBarrageRotationSpeed - Missile Barrage rotation speed ai_cyberdemonMissileBarrageSpeed - Missile Barrage travel speed ai_cyberdemonMissileBarrageSwirlArmLength - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_cyberdemonMissileBarrageSwirlTime - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_cyberdemonMissileBarrageTargetSpacing - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_cyberdemonMissileBarrageTargetingDuration - Duration for the targeting phase of the missile barrage ai_cyberdemonStrafeFireRate - Milliseconds between strafe shots ai_cyberdemonTrackingBuildup - Scale for using generic player velocity in tracking ai_cyberdemonTrackingDecay - Scale for diminishing the tracking each frame ai_cyberdemonWalkDistance - The unit distance buffer the CD will maintain from AAS edges when dashing ai_damageScale - forced ai damage scale ai_deathAnimScale - scale death animation rate by this factor ai_death_FadeDelay - Delayes the fade out of Dead AI ai_death_delayForRagdollClear - if true, delays death anim until ragdoll is totally clear of solid ( old rage style ) ai_death_disableVO_ms - don't allow VO to play if AI has been dead for over this many ms ai_death_modelFadePhysDisable - disable physics collision on dead AI when model fade is lower than this ai_death_removeMSAfterBurn - remove AI entity x ticks after burn away fx start ai_death_revenant_forceJetpackDeath - forces revenant to always use jetpack death ai_death_stopAllChannels - when sounds are stopped after death, stop all channels ai_death_stopSoundsDelayMS_gib - stop sounds this long after death ai_death_stopSoundsDelayMS_intact - stop sounds this long after death ai_debugAASPosition - 1 = show debug markers for AAS position ai_debugActionNodes - 1 = debug actions node animation selection, 2 = verbose ai_debugActionScript - 1 = show debug info for action scripts ai_debugAim - set to 1 to show aim point debug info ai_debugAimRotationTracker - set to 1 to show debugging output for the aim focus idRotationTracker ai_debugAnimDeltaCorrection - entity number to display delta correction info on ai_debugAnimDeltaCorrectionType - enable/disable debugging anim delta correction, 1 = translation 2 = rotation. ai_debugAnimQueries - ai_debugAnimValidityQueries - entity number of AI to show anim validity query debug info for ai_debugAnimWebTransitions - ai_debugAnimWebTransitionsType - 1 = normal, 2 = include flag criteria ai_debugAnimatorAimTracker - show information about animator aim tracker for a given entity ai_debugAreaVisibility - lifetime for area visibility display ai_debugAreaVisibility_Detail - lifetime for area visibility display, detailed traces ai_debugAttackIndex - index of attack to show debug info for ai_debugAttacks - 1 = show debug info for debug entity's attacks, 2 = show chain info only ai_debugAvoid - true to show avoid decision lines ai_debugBadZones - show info about selected AI bad zones ai_debugBlendTree - >= 0, entity number of AI to debug the blend tree for ai_debugCDHealth - 1 = show cyberdemon health debug information ai_debugCacodemon - 1 = show cacodemon's debug information ai_debugCacodemonHealth - 1 = show cacodemon's health debug information ai_debugCam - enable debug camera ai_debugCharge - 1 = debug AI charge reasons ai_debugClimb - set to 1 to show debug information on climbing. ai_debugCollision - Draw AI Collision Info; -1 to draw all, or entity number for just that entity ai_debugCover - show debug info for cover determination ai_debugCoverActions - show cover action choice ai_debugCoverEntityId - -1: debug cover for all entities, 0: debug cover for current debug entity, > 0: debug cover for specified entity only ai_debugCyberdemonComponent - entity number to debug CD component on ai_debugCyberdemon_WallBackspace - Amount to send the wall Behind the cyberdemon ai_debugDeath - 1 = show debug output for death ai_debugDeathVolumes - 1 = show debug orientation for death volumes for ai's. ai_debugDeltas - 1 = show info for AI animation deltas ai_debugDodge - 1 to show dive resapons, 2 to show decision lines ai_debugEncounterGroupRoles - 1: show encounter group role changes, 2: also draw combat hints for current stage ai_debugEnemy - 1 = show debug lines for enemy debugging, 2 = show console prints also ai_debugEnemyTargetSelector - set to -1 to show all enemy targeting weight factors, or entity # to show just that AI ai_debugEvents - 1 = show debug info for received AI events ai_debugExtendedSenses - debug extended sense component ai_debugEyePos - number of milliseconds to show AI eye position markers. ai_debugFOV - 1 = show entity FOV checks. ai_debugFlightMap - 0 = nothing, 1 = only path, 2 = path + affected volumes, >2 = only volumes in this radius will be rendered ai_debugFlightMapShowBlockers - set to 1 to show the blocked areas in the flight map ai_debugFlightMapShowChildren - set to 1 to show the children of the flight volumes ai_debugFlightMap_RenderAlpha - alpha for the volume debug rendering ai_debugForwardRunIndex - show the forward run index and blend ai_debugFriendly - true to enable friendly debugging ai_debugGameState - 1 = output AI game state debug information ai_debugGoodWill - 1: show good will settings ai_debugGore - 1 to debug gore at ai level, 2 to provide reasons why gore levels not compatible ai_debugGreetingDistance - if true, debug info will be shown when AIs consider greeting players. ai_debugGrenadeHints - 1: show encounter group grenade hint timimgs ai_debugHealth - 1 = show health bar above ai, 2 = show text at damage location on ai, 3 = show health text above ai ai_debugHellknightComponent - entity number to debug HK component on ai_debugInjured - 1 = show debug output for injured state ai_debugLandingPoints - show information about landing points ai_debugLevel - 1 = show debug models for errors only, 2 = show talking & interaction state, 3 = show leg state, 4 = show torso state ai_debugLocalPlayerPredictionTime - ai_debugLocalPlayerPredictionTime ai_debugLook - set to 1 to show look point debug info ai_debugLookRotationTracker - set to 1 to show debugging output for the look focus idRotationTracker ai_debugLostSoul - 1 = show lost soul's debug information ai_debugMajorPositioning - entity number to visualize major position data ai_debugMissileBarrage - entity number to debug missile barrage for ai_debugMove - draws movement information for monsters ai_debugMoveFSM - ai_debugMoveFSMAvoidance - ai_debugMovementIntents - show ai movement intents ai_debugNewMelee - entity number to show new melee debug info for ai_debugNewMeleeIndex - anim index to show visualization for ( -1 implies all ) ai_debugOliviasGuard - 1 = show olivia's guard debug information ai_debugOliviasGuardApollyonReposition - 1 = show olivia's guard (apollyon) reposition debug information ai_debugOliviasGuardHealth - 1 = show olivia's guard health debug information ai_debugOrientation - 1 - show body, 2 - show move, 3 - show both ai_debugOriginSprings - 1 = show origin springs ai_debugPain - 1 = show debug output for pain and death, 2 = show traces that indicate if AI is at moving pain speed ai_debugPathToEnemy - shows approach point from the enemy and path time ai_debugPinky - set to 1 to see charge attack debug draw ai_debugPositionComponent - entity number to show position awareness info for ai_debugPositionDamage - entity number to show position awareness damage info for ai_debugPositionVisibility - entity number to show position awareness vis info for ai_debugPositioning - show positioning areas for the registered targets ai_debugPushPlayer - 1 = show debug push lines to see which way ais are pushing the player. ai_debugRage - 1 = show rage meter triggers, 2 = show rage meter current value ai_debugReactionBasedMovement - set to 1 for movement obstacles for current ai, 2 for movement for all ai's. ai_debugRetaliate - 1 = show retaliation debug info ai_debugRezComponent - entity number to show resurrection info for ai_debugRocketSpirals - debug rocket spirals visually ai_debugSMMHealth - 1 = show spider mastermind health debug information ai_debugScript - displays script calls for the specified monster entity number ai_debugSearch - true to enable search debugging ai_debugSilhouetteVisibility - entitynum to show silhouette visibility queries ai_debugStagger - Shows Stagger time in bar form. ai_debugState - 1 = show ai state information for debug entity, 2 = show for all ai, 3 = break on state Enter, 4 = break on state Exit, 5 = break on state Work ai_debugStrategy - entity to debug strategy component ai_debugStuck - set to 1 to show check stuck conditions ai_debugTakeOffPoints - show information about takeoff points ai_debugTargetList - set to 1 to show ai targeting weights ai_debugTracking - 1 = show aim and look tracking information ai_debugTransientFocus - debug transient focus component ai_debugTraversals - if > 0, show dynamic traversal visualization for value * 1000 milliseconds ai_debugTwitch - 1 = show debug info for additive twitch pains ai_debugVignettes - if true, show vignette debug info ai_debugVisibility - draw visibility queries ai_debugVoice - set to >= 1 to show voice calls, 2 for sound traces ai_debugWaveBlast - entity number to debug wave blast attacks for ai_debugWorldAnimQueries - entity number of world anim queries to debug ai_debugWorldAnimQueries_ms - ms debug time ai_debugWorldAnimQueries_type - 0 - none, 1 - muzzle traces, 2 - vis traces, 3- bounds, 4 - all, 5 - silhouette ai_debug_predictionAccuracy - if true, print out per-frame accuracy values ai_debugmelee - if true, show meele attack direction and target extrapolation ai_debugtransitiondirs - if true, show desired transition direciton ai_defaultChainForceFrames - frames for forced blends between chains ai_deltaCorrectionMinRatescale - lowest ratescale allowed during delta correction ai_departureAngleInfluence - ai_difficulty_accuracyWanderSeconds - seconds it takes AI to wander from one accuracy sample to the next ai_difficulty_predictionAccuracy - if >= 0.0f, how accurate AI target prediction is ai_disableGKOutline - disables GK outline drawing ai_disableRepositions - disable reposition transitions ai_disableWander - disables wandering for ai ai_displayHangoutDeadEnds - if true, display ugly pink spheres where hangout dead ends were found ai_drawBounds - 1 = draw AI bounds for debugging. 2 = only if alive. ai_dropCookingProjectiles - drop projectiles that the fx are cooking for ai_dropProjectilePainMS - random range for how long after pain taken to drop projectiles ai_droppedLootDistance - the max distance the dropped item can be to auto loot it ai_droppedProjectilePlayerAvoidanceAngle - degrees around player dropped projectiles should avoid ai_droppedProjectileSpeedMax - random interval applied to dropped projectiles speed ai_droppedProjectileSpeedMin - random interval applied to dropped projectiles speed ai_droppedProjectileZ - random interval applied to dropped projectiles z component ai_enable - enable AI think ai_enableAttacks - attacks ai_enableAutoFocus - 0 = no auto focusing ai_enableDeltaCorrection - 1 = enable delta correction anim events. ai_enableDodge - 0 = disable diving/dodging ai_enableDormancy - 1 = AI that is not rendered will stop thinking ai_enableFSM - enable finite state machine updates ai_enableFSMBreakpoints - 1 = enable FSM breakpoints ai_enableHKScytheRemnants - allow spawning of sub-projectiles as scythe breaks up ai_enableInfluenceTrails - if true will turn on influence spheres on spwan ai_enableInjuredRuns - false to disable injured runs ai_enableMovement - enable AI movement ai_enableMovingDeaths - false to disable moving deaths ai_enableMovingPains - false to disable moving pains (stumbles) ai_enablePhysics - enable AI physics ai_enablePositionAwareness - use position awareness functionality ai_enablePreArrivals - enable or disable pre-arrival deceleration animations ai_enableScrambles - true to enable AI scramble runs and transitions ai_enableSenseVolumes - true to enable designer placed sense scale volumes, false to disable for debugging ai_enableWaveBlasts - whether AI can use wave blasts ai_enableWorldState - enable AI world state updates ai_explicitMissDegrees - temp ai_exposedCoverCheckInterval - if > 0, time (in seconds) between exposed cover checks ai_extendedSenses_numTraceSets - number of trace sets per frame, eacch set is 2 translations ai_faceFocus - true to have AI always look at focus ai_faction_clearPerceptsWhenEmpty - if true, percepts against factions that are now empty will be cleared ai_faction_overrideDepth - override depth of faction graph, 0 for 'how it used to be' ai_faction_overrideEmotion_ai - override emotion towards ai, 0=MIN 1=TERRIFIED 2=FEAR 3=WARY 4=DESTROY_ALL_COSTS 5=DESTROY 6=HATE 7=ANGER 8=DISLIKE 9=ANNOYED 10=NEUTRAL 11=FRIENDLY 12=SQUADMATE 13=PARTNER ai_faction_overrideEmotion_player - override emotion towards player, 0=MIN 1=TERRIFIED 2=FEAR 3=WARY 4=DESTROY_ALL_COSTS 5=DESTROY 6=HATE 7=ANGER 8=DISLIKE 9=ANNOYED 10=NEUTRAL 11=FRIENDLY 12=SQUADMATE 13=PARTNER ai_flashIfLootable - if true the ai flash when lootable like the props ai_focus_maxFocusPointDeltaFraction - dont' let focus point travel per frame farther than this fraction of actual distance to focus point ai_forceBodyTurnRate - if != 0, force AI movement turn rates to ai_minTurnRate and ai_maxTurnRate. ai_forceCharge - force AI into locked charge role when they spawn ai_forceDeathWebNode - force the specified death animweb node to be used ai_forceHealth - maximum health of all AI, -1 for no change ai_forceIdle - force all AI into idle state ai_forceMoveSpeed - if > 0, force AI movement speeds to this value. ai_forceNewAimTracker - set to 1 to have AI load up with the new aim tracker ai_forceNoTransitions - ai_forceStrafing - force AI to straf while moving ai_forceWalk - forces the AI's walking state to the specified value ai_freezeMovement - 1 = don't let AI move at all. ai_fsmLog_enable - if true, log fsm changes ai_fsm_allowCache - if true, allow new ai fsms to be initialized using cache ai_groundFriction_ContactFriction - ground friction coefficient for AI ai_hk_enableKnockdowns - block hellknight knockdown ai_hk_runDistance - distance over which hellknight will start to run at target ai_hk_scytheDestroyMode - if true, treat scytheDestroyRate as a fraction ai_hk_scytheLifetime - seconds before scythes snuff themselves out ai_hk_sprintDistance - distance over which hellknight will start to sprint at target ai_ignoreEvents - 1 = ai will ignore events from the AI event system ai_ignorePathObstructions - 0 = AI ignore path obstructions. For testing only! ai_interactionView_CorrectionDistance - if where we are and where we think we are supposed to be exceeds this distance, correct ai_interactionView_Distance - how far away from the ai ai_interactionView_FOV - fov of interaction view ai_interactionView_OffsetToPlayer - if true we just do between the ai and player, if false, offset in ai look dir. ai_interactionView_PitchOffset - how far to offset the pitch of the camera we want when a job is offered ai_interactionView_RollOffset - how far to offset the roll of the camera we want when a job is offered ai_interactionView_YawOffset - how far to offset the yaw of the camera we want when a job is offered ai_interactionView_keepPitch - keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched. ai_interactionView_useCamera - if true we look for interaction cameras, otherwise we use code solution ai_interactionView_xoffset - target offset x ai_interactionView_yoffset - target offset y ai_interactionView_zoffset - target offset z ai_invulnerable - 1 = ai's health never goes down when damaged. ai_keepShootingNoSight - number of milliseconds AI will shoot at last known enemy position ai_laserSweep_farDist - distance at which AI will use minimal beam sweep ratio ai_laserSweep_minRatio - minimum blend of full sweep ai_laserSweep_nearDist - distance at which AI will use maximum beam sweep ratio ai_laser_sweep_arcRoll - arc of sweep, roll, in degrees, less than 0 implies use anim event parms ai_laser_sweep_arcYaw - arc of sweep, yaw, in degrees, less than 0 impliess use anim event parms ai_laser_sweep_prediction - enemy position predicted x seconds in future ai_laser_sweep_rate - angular rate for sweep, degrees per sec ai_laser_useSweep - laser soldier should use aim sweep instead of hold ai_limitFSMUpdates - 1 = don't allow AI FSM logic to update faster than 10Hz ai_locomotionForceFrames - frames for forced blends between locomotion anims, -1 for unused ai_lookAtPlayer - npc looks at player when near ai_lookRate - set to >= 0 to force all AI to a specific look rate ai_lookTargetDropThreshold - dot product of angle where searching AI will stop looking at a look target ai_lookTargetThreshold - dot product of angle where searching AI will start looking at a look target ai_lootDelay - delay in seconds before dead AI can be looted ai_lostSoulNoCharge - 1 = don't allow lost soul charges ai_mancubus_armFix - turn on hack to fix mancubus arms in snap package builds ai_maxBodyTurnRate - maximum turn rate if turn rate is forced ai_maxCorpses - max number of corpses in world ai_maxDeferDeathTime - maximum time in millseconds that an AI's death can be defered due to them being in a solid. ai_maxResurrectionProxies - maximum number of resurrection proxies ai_midFrameJob - toggle mid frame job on ai manager ( only disable for bug testing ) ai_midFrame_intents - run GenerateAIIntents() in midframe job ai_midFrame_pathfinds - run SubmitPathfinds() immediately after AI prethinks finish ai_midFrame_queries - run SubmitAnimQueries() in midframe job ai_minBodyTurnRate - minimum turn rate if turn rate is forced ai_minCornerCircleRadius - mininim distance to circle around corners ai_minPathDelta - minimum movement along path, when very close to arrival point ai_missileBarrageAppex1BaseRotation - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_missileBarrageAppex1Rotation - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_missileBarrageAppex2BaseRotation - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_missileBarrageAppex2Rotation - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_missileBarrageCount - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_missileBarrageLandingSpread - Scale for the flanged spread at the beginning of the landing pattern ai_missileBarrageLaunchArc - Angle from the center of the player's view in which the first missile will land. This is or tweeking missile visibility ai_moveOrientAccelRate - accel for move orientation ai_moveOrientTurnRate - turn speed for move orientation following path ai_move_allowFakeMove - allow archvile to use a fake move ai_move_allowSlowCorners - allow AI to slow down for corners ( if setup ) ai_move_assertDist - if >= 0, assert when destination is over this dist from origin ai_move_badZoneRateMultiplier - when in fallback rates, multiply last bad zone max rates by this ai_move_defaultArrivalHeight - ai won't reach goal unless it is within this height tolerance ai_move_fakeMoveCollapseInterval - particle collapse phase duration in ticks ai_move_fakeMoveTimeoutInterval - how long particle ribbons will be updated and phase out after a move stops ai_move_maxIdleTime - if AI is moving and remains in idle for more than x seconds, consider it an catastrophic move error ai_move_minObstructedTime - AI must be obstructed for this many seconds before failing a move ai_network_client_safeDeathCheck - 1 = client checks if an enemy has died and hasn't performed any death animations/ragdolls/gibs yet and forces ragdoll ai_network_client_safeDeathCheckExcludesNonRagdoll - 1 = when safe death check is enabled, this would exclude non-ragdoll enemies (e.g. cacodemon) ai_network_debugAnims - 1 = print ai anim networking info ai_network_usePath - 1 = serialize AI animweb paths instead of commands ai_noDeath - take damage normally down to a 1 hit point minimum. ai_nodeFailsafeTime - if AI linger in a node marked as failsafe for longer than this many seconds, restart FSM ai_openCombatCoverCheckInterval - if > 0, time (in seconds) between cover checks in open combat ai_originSpringExtrapolate - amount to extrapolate velocity in origin springs (0.1 seems to work) ai_otherFactionAttitude - override AIs attitude towards all other factions ai_painBlendFrames - number of blend frames for going into falter or stagger pains ai_painStimulusScale - forced ai pain scale ai_pain_allowFallbacks - if true, check stagger and falter pains to see if they would translate off AAS and if so, play non-translating versions ai_pain_forceFallbackPathSize - max path size for going to pains, not including source and destination state ai_pain_forcePainReaction - twitch = 1, heavy twitch = 2, light falter = 3, interrupt = 4, stun_loop = 5, falter = 6, pushback = 7, stun = 8 ,stagger = 9, stagger_vulnerable = 10, knockdown = 11, death = 12, gib = 13 ai_pain_movingImpulseWeight - add this much of normalized impulse to move dir ai_pain_noStaggerOnSlope - don't allow stagger pains on slopes > 30 degrees ai_pain_staggerEntryScale - overall stagger entry scale -- applied after everything else ai_pain_staggerTimescale - overall stagger animation timescale -- applied in addition to everything else ai_pathDebugDisplayTime - time to show path search debug info, in seconds ai_pathLeanDistance - distance along path to track point for lean purposes ai_pathManager_debug - debug path manager for debug entity ai_pathNodesPerFrame - testing A*, number of nodes to visit each frame ai_path_allowSpline - if true, archvile will use spline pathing ai_path_badTraversalDistance - bias travel times of bad traversals by this much ai_path_badTraversalScale - bias travel times of bad traversals by this much ai_path_cardinalDistanceBias - multiply cardinal distance by this much in A* ( pulls heuristic towards goal ) ai_path_destroyBlockingObstacles - if true, AI should want to destroy blocking obstacles ai_path_flatten_graph - if true, pathfinding ignores clusters ai_path_immediateServiceTime_highPriority - any high priority pathfinds older than this are immediately serviced ai_path_immediateServiceTime_lowPriority - any low priority pathfinds older than this are immediately serviced ai_path_inline - if true, AI will use inline A* pathing ( this will be slow ) ai_path_maxPendingSearches - max number of pending searches we can support before turning users away ai_path_printNoAvailable - if true, print warnings whenever a pathfind is queued but not added ai_path_printQueueOverrun - if true, print warnings whenever a pathfind isn't even queued because of too many pending ai_path_showAStar - if true, show A * debug info ai_path_show_execution_iterations - if true, print how many iterations of A* were required to find the path ai_path_snapDestToAASHeight - if true, snap pushed destination to near AAS height ai_path_useJobs - if true, AI will use jobs if pathing is not inline ai_path_useNew - if true, AI will use A * pathing ai_perceptionRadiusOverride - > 0: overrides AI actor perception radius ai_pinkyChargeArrivalHeight - Sets the height tolerance for the pinky arrival when charging ai_playInteractionVoiceOver_defaultLeaveDistance - if there is no interaction decl, default distance for this value ai_pool_enable - use AI pooling if map is setup for it ai_pool_reInitAF - if true, re-initialize the af instead of just restarting it ai_position_areaDensity - position samples every x units ai_position_cellSize - size of each cell in positioning raster ai_position_debug - debug positioning queryies ai_position_intentExpansionRadius - expand all intent attack radii by this much, if using ai physics radius ai_position_job - use a job for ai positioning raster generation ai_position_rasterSize - height and width of positioning raster, per AI ai_position_rasters_enable - if true, AI will use raster positioning system ai_position_useMelee - if true, AI can use dynamic melee positioning ai_positioningLevelDepth - depth of each level in the positioning system ai_positioningMinimizeFragmentation - whether to try and find contiguous wedges around an enemy ai_possessionTime - demonic possession time in secs. -1 = infinite. 0 = uses def time ai_ppTraceMaxLength - artificially cap muzzle and eye traces from pp component to this distance ai_predictionBiasWindow - window of time in sample array that is given highest bias ai_prediction_ConfidenceFactor - at 1.0, apply full dampening of predictions based on confidence of prediction ai_prediction_ConfidenceMaxVDelta - if the per-second velocities of actor change more than this on average during prediction, 0.0 confidence ai_prediction_ConfidenceMaxVDelta_Snap - if the per-second velocities of actor change more than this on average during prediction, 0.0 confidence ai_prediction_ConfidenceMinVDelta - if the per-second velocities of actor change less than this on average during prediction, 1.0 confidence ai_prediction_ConfidenceMinVDelta_Snap - if the per-second velocities of actor change less than this on average during prediction, 1.0 confidence ai_prediction_ConfidenceSampleBiasAge - any sample older that this, start to bias against it, when determining confidence ai_prediction_ConfidenceSampleWindow - sample history of actor this far back to determine confidence ai_prediction_SampleBiasAge - any sample older that this, start to bias against it ai_prediction_SampleWindow - sample history of actor this far back ai_prediction_normalizationSpeed - target speed at which accuracy values in difficulty decls are applied at 1.0 ai_prediction_radialDist_Max - outside of this distance apply no circle straf prediction ai_prediction_radialDist_Min - within this distance apply full circle straf prediction ai_prediction_radialFactor - if target is circle strafing, multiple their velocity by this much to trick prediction into hitting them ai_prediction_radialRatio_Max - radial speed ratio over this is considered not circle strafing at all ai_prediction_radialRatio_Min - any radial speed ratio under this is considered full circle strafing ai_prediction_useAccuracy - if true, apply accuracy downgrade in prediction code ai_prediction_useFixed - if true, use prediction code fixed to work properly with adaptive tick ai_prediction_useRandomSubSampling - if true, pick random accuracy sample from within probability slice instead of raw value of slice ai_prediction_velocityAdjust - tuning number, multiply predicted velocity by this much to zero in on perfection ai_prethink_animweb - 1 = run animweb update in prethink job ai_prethink_fsms - 1 = run fsm update in prethink job ai_prethink_job - use parallel jobs for running idAI2::PreThink() ai_prethink_time - 1 = print total time for all AI prethinks each frame ai_printDeltas - set to entity number to display ai's deltas from animation ai_prototypeType - 1 = linear flare attack, 2 = flare spike attack, 4 = souls ai_pushVelocityTolerance - linear velocity tolerance for push velocity ai_radar_forwardBlockedDist - when near obstacles, use higher turn rates if forward radar is less than this ai_ragdollKillLimit - AI can only kill AI when less than this number of ragdolls are active or syncing ai_recordFSMSnapshots - if true, record per-frame fsm snapshots to view in aigui ai_repulsors_show - 1 = show AI repulsors ai_rez_debugType - 1 - show proxy enemy vis traces, 2 - show build position vis traces ai_rez_enable - use summoning ai_rez_flyingZOffset - spawn flying AI this high up when summoning ai_rez_numUngroupedSpawns - number of guys to spawn when not in an encounter group ai_rez_ribbonZadd - ask jake ai_rez_riftVisBias - increase rift build speed by this much when player is visible ai_rez_summonGridSize - ask jake ai_rez_tracesPerFrame_buildPositions - total traces we can do per frame for continual tracking of build site visibility to enemies ai_rez_tracesPerFrame_init - total traces we can do per frame for initialization of summon system ai_rez_tracesPerFrame_riftPositions - total traces we can do per frame for continual tracking of rift site visibility to enemies ai_rotationTrackerSwapTime_Parms - time to blend between rotation tracker instances when changing tracker parms ai_rotationTrackerSwapTime_Tags - time to blend between rotation tracker instances when changing focus or orientation tags ai_runCycleBlendMode - set the blend mode for ai run cycles: 0: linear, 1: easein, 2: easeout, 3: easeinout ai_runMod - forces AI to use the specified aiWalkModifier_t state when walking ai_scrambleTime - ms for AI to scramble after being shot at ai_searchToStimDist - how far from a search stimulus AI will first search to that stimulus ai_senses_aggregation_debug - debug aggregation senses ai_senses_consolidation_job - sensory aggregation should run in a job ai_senses_debug - set to true to debug sense traces of current debug AI ai_senses_enable - set to true to turn on ai senses ai_senses_forcePriority - 1 = background, 2 = interested, 3 = focused ai_senses_jitterScale - amount of jitter in sensory traces ai_senses_perceptTimeout - individual percepts collapse into aggreggates after this long ai_senses_tracesPerFrame - maximum number of load-balanced sensory traces per frame ( visibility ) ai_showAASName - shows the name of the AAS that AI are using ai_showBlendTree - active md6 nodes from entire blend tree during aigui ai_showBlendTreeWeb - active md6 nodes from animweb during aigui ai_showDeathInfo - 1 = show pain info on death ai_showGoalInfo - 1 = show info about the AIs current goal (entity/position) ai_showObstacleAvoidance - draws obstacle avoidance information. 2,4 = draw obstacles for player, 3,4 = top-down view ai_showPath - set to entity number to show AAS path, or -1 to show all paths. ai_showSearchPath - shows the search path calculated by AIs ai_showTeam - 1 = Show the team of each AI in the game. ai_showVisTrace - 1 to show visibility traces, 2 only against player ai_silhouetteMaxTraceLength - artificially cap silhouette traces to this length ai_slideToIdleMagicFactor - magic number AI multiplies with time it takes to slide to idle ai_spawnTeleportFXBackoff - start teleport enter fx this far from spawn time ai_speed_applicationDist - use speed bias for OA within this radius ai_speed_inertia - inertia for OA speed bias ai_speed_normalizationSpeed - normalize speed for OA bias to 1, at this actual velocity ai_spewTagMismatchWarnings - set to true to see tag mismatch warnings for run and idle ai_stagger_rateOverride - if >= 0, override existing stagger playback rate with this value ai_stagger_rateScale - multiply existing stagger playback rate by this value ai_stairRunRate - sets the rate to scale run animations when on stairs ai_stairWalkRate - sets the rate to scale walk animations when on stairs ai_standingTraversalReservationTime - AI reserve any traversal within their bounds every x ticks ai_stuckCheckMinTranslationLength - ignore stuck status if our accumulated actual delta is above this ai_stuckDistanceFraction - ai_suicideCheck_aasDistXY - override distance for suicide invalid, lateral ai_suicideCheck_aasDistZ - override distance for suicide invalid, vertical ai_suicideCheck_aiCountToTest - number of AI remaining before an encounter should start testing for suicide ai_suicideCheck_disable - disable AI invalid suicide checks ai_suicideCheck_noSightSeconds - if ai is part of a waiting encounter, and hasn't seen player in x seconds, kill itself ai_suicideCheck_numStrikes - override number of strikes required before an invalid suicide ai_suicide_trap - if true, stoptime and set debug entity when AI suicides ai_sync_allowKillPlayer - enables sync kills against player ai_sync_blendSeconds - time in seconds to blend into a sync anim ai_sync_interaction_frame_buffer - the number of frames to remember the last valid synce for ai_sync_onlyDieFromGK - enables deaths ONLY from sync kills ai_testLeanBlends - for testing run lean stuff ai_testmove_lookAheadForce - force test moving AI to look ahead on path ai_thinkTrace - trace AI think ai_token_overrideCap_easy - only allow this many more tokens in override conditions ai_token_overrideCap_normal - only allow this many more tokens in override conditions ai_token_overrideDebug - display debug info for token override system ai_token_overrideDist - dist to players for an override ai_token_overrideEnable - enable override token system ai_token_overrideFOV - degrees in player's view for an override ai_token_overrideNum - number of AI selected to get override token chances, max 4 ai_trackHistory - start tracking, 1 == fsm, movement, misc, 2 = also animation calls, 3 = also animweb debugging ai_trajectory_boxSize - 0 == no box, 1 = 16x16, 2 = 24x24, 3 = 32x32 ai_trajectory_closeTargetDist - when targets are closer than this, try not to use highest trajectories ai_trajectory_job - use job with inline traces for trajectory tests ai_trajectory_overrideNumQueries - if > 0, use this number of steps in parabolic trajectory calculations ai_trapCatastrophicMoveErrors - stoptime and draw bounds where it happens ai_trapTraversalIssues - force a stoptime when guys get stuck in traversals ai_traversalReservationDistance - distance in front of traverals to start reserving them ai_traversalReservationTime - time AI reserve traversals ahead of them ( continuously ) ai_traversal_enableIK - allow AI to use IK in traversals ai_traversal_groundCheckDepth - depth into ground ( and above ) the AI will trace to find true traversal endpoint ai_turnAngleInfluence - ai_unawareDamageScale - Damage scale for unaware AI ai_updateRoleInterval - if > 0, this overloads the interval (in seconds) for role changes for ALL encounter groups ai_useAimTracker - 0 = disable aim tracking ai_useAnimBasedMovement - enable/disable anim based movement. ai_useBrakingTurns - enable/disable braking turns. ai_useCombatGroupingCoverFilter - if true prune cover queries to current combat groupings ai_useCombatSubtitles - set to = 1 to show combat subtitles ai_useDeathAnims - 0 = force AI to go straight to ragdoll upon dying. ai_useDeferredFiring - if true will use the deferred fire method for the AI fire control ai_useFormationCover - 1 - formation cover, such as behind regime shield units ai_useGrenades - 0 = ai will never throw grenades ai_useInternalSim - ai_useLeapAttacks - 1 = ai will use leap attacks ai_useLookTracker - 0 = disable look tracking ai_useMovingAim - enable/disable moving aim. ai_useOAAnimQueries - enable/disable AI using oa job for anim queries ai_useOriginFrameLookAhead - 1 = get origin deltas looking forward ai_useOriginSprings - ai_useRocketTag - if true use the rocket tag, if false use the joint ai_useStageCoverFilter - if true prune cover queries to active encounter group stage cover ai_useStartTransitions - 1 = use transitions from stop to moving if they exist ai_useStepTransitions - enable/disable step transitions. ai_useStopTransitions - 1 = use transitions from moving to stopped if they exist ai_useSyncInitialPhase - if true, AI will init sync phase based on starting pose ai_useThrowAttacks - 1 = ai will throw projectiles ai_useTokenManager - If true, AI reserve behavior tokens, limiting the number of AI that can do any particular behavior. ai_useWeaponSpread - set to 1 to add spread to aim model ai_useWeaponTracker - 0 = disable weapon tracking ai_visAreaNodesPerFrame - max number of vis nodes evaluated per frame ai_visAreaTracesPerFrame - max number of vis area traces per frame ai_visArea_job - use job with inline traces for vis area updates ai_visArea_maxTraceDist - consider vis area traces beyond this dist to be automatic failures, since AI shouldn't even stand that far away ai_visArea_nonDitherUpdateTime - vis area points that don't have dithering visibility, update this often ai_visRasterDebugDist - distance to display debug info for vis rasters ai_visRasterRadius - default radius for vis culling raster boxes ai_visRasterTraceResolutionPerFrame - max number of vis raster traces per frame, one dimension of resolution ( square to get total ) ai_visRasters_Enable - use vis raster system to speed up AI vis queries ai_visTraceOutsideFOV - 1: vis trace to entities that are outside FOV ai_visibilitySenseScale - scale of AI visual sensory input ai_voFadeTime - time in seconds VO will fade when walking away from a conversation ai_walkLerpScale - sets the rate at which the AI's blends between directional walk animations ai_walkMod - forces AI to use the specified aiWalkModifier_t state when walking ai_walkRate - sets the rate to scale walk animations ai_waveblast_particleCleanupTimeout - ms after a wave is done, to clean up spawned particle models ai_waveblast_tracesPerFrame_fx_summoner - if > -1, maximum traces per frame that summoner waveblast is allowed to use for sampling fx points ai_waveblast_tracesPerFrame_vis_summoner - if > -1, maximum traces per frame that summoner waveblast is allowed to use for checking vis to predicted target position ai_weaponKick - true to apply weapon kick to AI aiming. ai_worldAnimQueries_aasPushDist - push anim query endpoints onto aas up to this far away ai_worldAnimQueries_btContactHeight - push contact type bounds expansion this far up ai_worldAnimQueries_maxBoundsTranslations - maximum bounds translations per frame ai_worldAnimQueries_maxContentsChecks - maximum contents checks per frame ai_worldAnimQueries_maxPathfinds - maximum pathfinds per frame ai_worldAnimQueries_maxTraces - maximum traces per frame ai_worldAnimQueries_maxTrajectories - maximum trajectory tests per frame ai_worldAnimQueries_useEyeBox - use a single 16 x 16 box translation for eye visibility check ai_worldAnimQueries_useMuzzleBox - use a single 16 x 16 box translation for muzzle visibility check ai_zeroRollInTracking - if true, remove roll when determining focus tracking offsets ai_zeroVelocityFramesBeforeStuck - number of frames with no velocity before ai is considered stuck aic_allowRunningHordeZombies - 1 = Enable zombies that are part of a horde to run at the player. aic_debug - 1 = Enable debugging of AI Conductor. aic_debugIntensity - Debug player intensity tracking. aic_defaultDifficulty - Default difficulty of ai conductor. aic_lockCurrentDifficulty - 1 = Don't increment AI Conductor difficultly. aic_minDistFromEntsForSpawnNodeWithAnims - trying to see if spawn nodes with anims on them need to have the same min dist as those without aic_pause - 1 = Enable pausing of AI Conductor spawning. 2 = all conductor systems are paused. aic_showAIEncounterID - -1 = OFF. 0 = ON for all encounters. > 0 = show only AI with matching encounterID aic_showAIType - 1 = Show the type/role of each AI in the game. aic_showActiveAreaCylinder - 1 = Show the Active Area Cylinder around the player(s) aic_showHiddenAI - 0 = OFF. 1 = show AIC hidden AI. aic_showSpawnInhibitZones - 1 = Show the spawn inhibit zones in the map ( if they exist ) aic_showSpawnPoints - 0 = OFF. 1 = show AIC potential spawn points. aic_showTraceBlockers - 0 = OFF. 1 = show AIC trace blockers. aic_skipAICountChecks - 1 = Skip all AIC management of AI counts. Allows infinite number of AI to spawn. aic_spawnManager_debug - 1 = Enable debugging of AI Conductors spawn manager. aic_spawnManager_testDifficulty - test setting the encounter difficulty to a specific level. aievents_print - 1 to print AI events to the console. aievents_show - 1 to show ai event origins, 2 to show event bounds, > 2 = millseconds to show event bounds aigui - 0 = no AI debug GUI, 1-9 = debug page aigui_keyboardUse - 0 = no keys, 1 = arrow keys, 2 = arrows and NumPad aigui_scale - scale for AI GUI text aigui_titleSafe - title safe ratio region aimAssist_Debug - Debug Drawing for Aim Assist aimAssist_DebugAdhession - Debug Drawing for Aim Assist Adhesion aimAssist_DebugFriction - Debug Drawing for Aim Assist Friction aimAssist_DebugTracking - Debug Drawing for Aim Assist Tracking aimAssist_Debug_Show_DeclSettings - Debug Drawing for Aim Assist - Shows Current Decl Settings aimAssist_InterpolateValues - Interpolate the friction / Adhesion aimAssist_InterpolateValues_Rate - The Rate in which we Interpolate the friction / Adhesion aimAssist_adhes_LookSpeedThreshold - Speed Threshold that determines how fast the assistee needs to look before adhesion is allowed to kick in aimAssist_ignoreAimAssistModifiers - Ignore any active aim assist modifiers aimCompensationScalar_hitscan - Scale the things with the stuff aimCompensationScalar_projectile - Scale the things with the stuff aimTarget_altViewAngleScoring - If true, view angle score will be computed on a linear curve similar to distance. aimTarget_debug - Enables Debug drawing for aim Target system aimTarget_debug_currentSelection - Shows the currently selected point aimTarget_debug_showAllTargetSpheres - Shows the collision spheres for all targets aimTarget_debug_showSelectionSize - Shows the selection radius of target points aimTarget_debug_showSyncMelee - Shows the Sync Melee Spheres aimTarget_debug_showUsableSelecton - Shows the current Usable item Selection aimTarget_debug_showWeights - Shows the weighting values for targets aimTarget_maxTargetPoints - What is the maximum allowed number of target points. aimTarget_trace_debug - Enables Debug drawing of aim targeting systems trace mechanism aimTarget_viewAngleimportance - How important view angle is to our target scoring function aimTarget_viewAngleimportanceGK - How important view angle is to our target scoring function (used for GLory Kills) aimtarget_maxDistance - The Max Distance a target can be from the player to be considered a target aitest_freezeTracker - for testing ai rotation trackers alignedEnt_animIsDoneFrames - Default number of frames to look ahead to test whether an animation is 'done' alignedEnt_debugfc - > 0 = show frame commands callbacks alignedEnt_debugweb - 1 = show debug info for hands anim web alignedEnt_defaultAdditiveAlphaRate - Default blend duration, in frames alignedEnt_defaultAnimBlendDurationFrames - Default blend duration, in frames alignedEnt_defaultCameraBlendDurationMS - Default blend duration, in MS alignedEnt_defaultCameraViewConeDeg - Default View Cone Degrees if Camera Animation Events specify an invalid value alignedEnt_drawAlignJoint - Draw the entity's align joint alignedEnt_drawTargetJoint - Draw the target joint to align to alignedEnt_jointModTaperDistance - Taper the joint mod inward by the given distance during ledge grabs alignedEnt_traceAlign - Traces the data through the align process (1 for trans, 2 for rot, 3 for both) alignedEnt_traceAnims - Traces the anims played on all aligned entities alignedEnt_traceOriginDeltas - Outputs the origin deltas to the console (1 for trans, 2 for rot, 3 for both) alignedEnt_tracePos - Traces the entity position alignedEnt_useJointMods - Use the jointMod_t to set the positions of the hands alignedEnt_useRandomHandOffsets - Use to provide quasi-random hand position offsets (only works with jointMods) alignedEnt_useTAanimDeltaLogic - Use the tree animator's anim delta translation and rotation logic allowTaunts - if set will allow taunts to be used in game amqp_baseRetryConnectionDelay - Base interval at which AMQP library tries to reconnect to a server. amqp_connectionURI - AMQP connection URI for the AMQP server ... preferably RabbitMQ amqp_enable - Enables the AMQP traffic amqp_heartbeatDelay - heartbeat delay, in seconds - the client attempts to negotiate the heartbeat rate with the server on connect ( 0 = no heartbeats ) amqp_maxChannels - highest channel number permitted by server ( 0 = no specific limit ) amqp_maxFrameSize - frame size maximum, in bytes - the client can ask for a lower size than the server supports but not larger ( 0 = no specific limit ) amqp_maxRetryConnectionAttempts - Number of attempts AMQP library will make to connect to a server. ( -1=indefinite, 0=no retry ) amqp_verbose - Control AMQP library and client(s) chattiness. anim_DisableDuckAnimEvents - disable duck animation events for testing anim_SerializeBlendTreeMem - Serialize the animstack blend tree memory. anim_allowDefaultedBinaryAnims - If set to 1, allows defaulted binary anims to be written. This should only be set as a last resort for building resource packages. anim_autoWebTrace - 1 = automatically perform a PIX trace when the source and dest paths match anim_blendSnapshotDebug - Debug events in idAnimStack::BlendSnapshot anim_blendSnapshotNoLerp - Dont lerp between serialized animstacks, for testing anim_debugEvents - 1 = show triggered events anim_debugEvents_Name - optional animation to debug animevents for anim_debugFilterLogic - This outputs debugging information on the selection logic for idMD6BestLeaf and idMD6TagFilter anim_debugFilterLogicCode - This outputs debugging information on the selection logic for idMD6BestLeaf and idMD6TagFilter anim_debugSpawnId - if set only show event debugging for the entity with this spawn id, -1 = show output for all webs anim_debugTorsoTracker - 1 = show 3D debug info anim_debugWeb - 1 = output animweb debug info, filtered by anim_debugSpawnId anim_debugWebEventHandler - 1 = show debug info for the animweb event handler anim_debugWebPrintAlreadyThere - Whether to debug print web state changes that are 'already there' anim_debugWebSerialization - 1 = output animweb replication state change debug info anim_destPath - dest path for anim web timing trace anim_drawPose - draw current animated pose anim_enableSynchronization - use synchronization in anim stack anim_events_useActual - if true, track real prior frame in md6 leaves rather than re-deriving anim_forceCompression - If >= 0, force animation compression values to this anim_fxDeclName - fxDecl to use when testing in the model editor anim_generatorNumThreads - Num threads to use for anim generation (0 = generated inline) anim_meshKitMethod - anim_removeDefaultedAnimFiles - If set to 1, any generated binary .bmd6anim files that have the defaulted flag set on load are deleted from the generated cache. anim_showJointTrace - name of joint to show traces for, filtered by anim_debugSpawnId anim_showJointTraceTime - number of seconds to show joint traces for anim_showPlayerBlendTreeWeb - 1 = draws the anim blend tree of the player. 2 = draws hands anim blend tree of the player. anim_skipAdditives - skip applying all additives on joints anim_skipJointMods - skip applying all joint mods anim_skipModulus - Represents the number of frames we will compute animation for. ex: 1: every frame, 5: every 5th frame. anim_sourcePath - source path for anim web timing trace anim_torsoApplyOffsetToEndJointOnly - 1 = apply extra offset in torso trackers only to the end joint in the head tracking group anim_torsoTrackerZeroPitch - 1 = clear torso tracker pitch each frame anim_torsoTrackerZeroYaw - 1 = clear torso tracker yaw each frame anim_trackParents - track parentage in md6 anim system anim_tracker_disable - 1 = show 3D debug info anim_verifyPaths - 1 = verify paths for every change state at time of request anim_webTimeThreshold - warn if a path exceeds this threshold animatedAttachment_animIsDoneFrames - Default number of frames to look ahead to test whether an animation is 'done' animatedAttachment_defaultBlendDurationFrames - Default blend duration, in frames animatedAttachment_traceAnims - Traces the anims played on all animated Attachments animweb_skipWritingSubWebAnims - semi-colon delimited list of subwebs that won't have their anims saved. ar_targeting_disable_GK_KillGate - Disables the num kills vulnerability gating mechanic ar_targeting_distanceScale - Distance scale value applied to AR GUI objects ar_targeting_enable - Enables AR targeting. ar_targeting_infoViewAngleCos - View angle cosine that will for info target de- activation. ar_targeting_maxScale - Maximum scale value for AR GUI objects. A 0 value will scale infinitely. ar_targeting_minScale - Minimum scale value for AR GUI objects. A 0 value will scale infinitely. arcadeEnd_LevelCompleteTime - How long this screen stays up before transitioning arcadeEnd_MedalDisplayTime - How long this screen stays up before transitioning arcadeEnd_ScoreInterpolateTimeSec - How long it takes for score to interpolate. arcadeEnd_ScorebreakdownTime - How long this screen stays up before transitioning arcadeFuse_Debug - Turns on print statements to debug arcade fuse. arcadeMedals_streaknum - How many medals is considered a streak arcadeModeMaxFrameTime - (ms) default value for how long a frame can be any others indicate paused game arcadeModeMaxNumLives - the max num of lives per level in arcade mode arcadeMode_Lock - Whether or not arcade mode is locked until beating entire game arcadePersonalStats - turn on personal stats arcade_scoreIncreaseLerpTimeSec - How long to lerp to currect score, in seconds atlas_printFilter - fikter usage print by atlas id atlas_printUsage - set to 1 print out how much of the atlas has been used during allocation audioLog_TimeOutSec - How long before the audiolog times out autoMap_Awareness_Geo_Radius - Radius of geo to reveal around progression items autoMap_Item_Audio_Notification - Play an audio notification when an item is uncovered autoMap_Joy_DeadZone - autoMap_KeyPanSpeed - scales the pan movement of the keyboard input autoMap_MousePanSpeed - scales the pan movement of the mouse autoMap_MousePitchScale - autoMap_MouseYawScale - autoMap_ObjectiveBounceHeight - autoMap_ObjectiveBounceRate - autoMap_ObjectiveRotateRate - autoMap_Objective_rotation - how much to rotate the objective models when in top down view autoMap_OrbitPitch - Pitch in orbit mode autoMap_PanRate - autoMap_PitchRate - autoMap_Pitch_Default - autoMap_Pitch_Max - autoMap_Pitch_Min - autoMap_PlayerScale_Max - autoMap_PlayerScale_Min - autoMap_SectionWidth - autoMap_Show_Awareness_radius - Visually represent the awareness radius on the automap autoMap_Toggle - toggle the test automap on and off autoMap_TouchPadPanRate - autoMap_TouchPadYawScale - autoMap_VerticalPanRate_3D - autoMap_View_Transition_Time - Transition time between top down and orbit view autoMap_YawRate - autoMap_Zoom_Far - autoMap_Zoom_Near - autoMap_Zoom_Rate_3D - autoMap_Zoom_Rate_Mouse_3D - autoMap_Zoom_Rate_TouchPad - autoMap_awareness_radius_base - Non-upgraded awareness radius autoMap_awareness_radius_upgrade - Upgraded awareness radius autoMap_player_icon_maxScale - maximum scale for player icon autoMap_player_icon_minScale - minimum scale for player icon automap_AlwaysShowObjectives - Animate from objective every time the automap opens automap_BaseAlpha - Minimum alpha for automap surfaces during highlight layer automap_FloorFadeLength - automap_FogOfWarUpdate - Number of frames between fog of war updates automap_InteractableBaseAlpha - Base alpha value for map Interactables and Obstacles automap_Max_Zoom - automap_Min_Zoom - automap_Objective_Transition_Time - automap_Ortho_Max_Zoom - automap_Ortho_Min_Zoom - automap_Ortho_Pitch - automap_Pan_Speed - Scalar applied to lerp between mapPan and camera.targetPan automap_Pan_Tolerance - Distance to snap mapPan to camera.targetPan automap_Show_Objective_Time - automap_Show_Secrets - Show or hide secrets on the automap automap_TopDownPitch - Pitch in top down mode automap_UI_FadeTime - How long it takes for the UI to fade in and out when toggled automap_UseSoftEdges - automap_ViewRadius - automap_ViewradiusScalar - Set to scale the viewdistance, tilewidth and height automap_ZRangeScale - Scalar for z range of projection matrix automap_fog_tile_min_height - Minimum height of fog of war tiles automap_fog_tile_min_width - Minimum width of fog of war tiles automap_mouseLerp - Percentage to lerp per frame automap_orbit_offset - map camera offset length for orbit view automap_revealAll - Set to reveal all geometry automap_topdown_offset - map camera offset length for top down view awcmd_debug - debug animweb commands, 1 for all, > 1 for specific entity num awcmd_debugLevel - options: awcmd_disableDeltaCorrection - 1 = disable all code driven delta correction baron_chargeAnimBlendTime - How long to blend in/out between run and charge anim baron_chargeAutoStartMinSpeed - Min Speed to start charging automatically baron_chargeEnableBlur - Blur FX while charging baron_chargeEnableBlurForce - Force the blur FX while charging on baron_chargeFOV - FOV while charging baron_chargeMinForwardInput - How far forward does player have to press to validate charge (0-127) baron_chargeMinSpeed - Minimum speed that must be maintained to start or continue charging baron_chargeMinValueForBob - How far into the charge blend must we be to be consider 'sprinting' for the hands bob baron_chargeRightMoveModifier - How much of the left/right movement to limit while charging baron_chargeTurnRateModifier - How much of the turning to limit while charging baron_debugCharge - Whether do debug the damage done by baron charging baron_debugGroundPound - Debug ground pound baron_debugLeapAttackLockoutTime - Debug test for how long to lockout the player from firing after a leap baron_groundLeapGravityScale - Scalar for gravity while leaping (for a better arc) baron_groundLeapMaxDistance - Max distance a baron can leap (new secondary) baron_groundLeapMaxVertical - Max vertical height the baron can leap baron_groundLeapSpeedScale - Horizontal Speed scalar when you are leaping baron_groundPoundAirControlForward - Air control acceleration (per sec) for forward/backward during ground pound baron_groundPoundAirControlLateral - Air control acceleration (per sec) for left/right during ground pound baron_groundPoundBlocksSyncTarget - Whether being in a ground pound blocks being the glory kill victim baron_groundPoundCenterPitch - Pitch in degs to act as center point of view constraint during ground pound baron_groundPoundConstrainRate - Rate in degs/sec to constrain the view during ground pound baron_groundPoundContrainPos - Whether to constrain the baron's position during ground pounds baron_groundPoundContrainView - Whether to constrain the view during ground pounds baron_groundPoundDefaultTargetDist - If we're not using targeting, how far out do we leap by default baron_groundPoundEnableLine - 0 = never line, 1 = always line baron_groundPoundForceOrigin - Force the origin to the one given to us rather than using the Baron's current physics origin baron_groundPoundFramesBehind - How many frames behind we are during ground pound baron_groundPoundLineParentCheck - 0 = no parent check. 1 = check wave and column. 2 = check just wave. baron_groundPoundLineRange - How far out to send spikes when we do it in a line baron_groundPoundLineSpikeSpacing - How far between each row/column in the line? baron_groundPoundLineWidth - How wide to send spikes when we do it in a line baron_groundPoundMaxDeltaPitch - Max change in pitch in degs while constraining view during ground pound baron_groundPoundMaxDeltaYaw - Max change in yaw in degs while constraining view during ground pound baron_groundPoundMaxForwardSpeed - Max forward speed during ground pound air control baron_groundPoundMaxGroundHeight - Max Ground Height to allow when performing ground pound baron_groundPoundMaxLateralSpeed - Max lateral speed during ground pound air control baron_groundPoundMaxTimeForButton - Milliseconds that can elapse since last trigger push and still perform ground pound baron_groundPoundMinForwardSpeed - Min forward speed during ground pound air control baron_groundPoundRefireDelay - Time that must elapse after a ground pound finishes before you can do another baron_groundPoundSpikeAlignToNormal - Should the spikes align to the surface normals baron_groundPoundSpikeCheckContents - How to contents check the spike position baron_groundPoundSpikeCheckContentsZ - How far up to put the clip to contents check with baron_groundPoundSpikeCheckLOS - Whether to do the LOS check for each spike (0=off, 1=to parent, 2=to viewpos) baron_groundPoundSpikeCheckLOSDirect - Whether to do the LOS check from spike to spike or do an additional check up/down to the tallest then across baron_groundPoundSpikeClimbDown - How low can can a spike climb from its parent spike baron_groundPoundSpikeClimbUp - How high can can a spike climb from its parent spike baron_groundPoundSpikeDebug - Whether to debug ground pound spikes baron_groundPoundSpikeDebugContents - Debug contents checks baron_groundPoundSpikeDebugHeight - Height of debug arrows for spikes baron_groundPoundSpikeDebugLifetime - How long to display the debug info baron_groundPoundSpikeDebugParents - Whether to debug ground pound spikes parent relationships baron_groundPoundSpikeLOSHeight - At what height do I check LOS on the spike? baron_groundPoundSpikeLifetime - How long do spikes last, in milliseconds baron_groundPoundSpikeMinNormalDot - Min surface normal dot product off up a spike can appear on. baron_groundPoundSpikePointsInWave - How many points in each wave of the arc baron_groundPoundSpikeRandRangeAngle - Random max degrees offset to use when placing spikes baron_groundPoundSpikeSpacing - How far between each spike? baron_groundPoundSpikeWaveTime - How many MS between waves baron_groundPoundStandingDistance - Max distance you can aim to and still do a standing ground pound baron_groundPoundTargetEnable - Whether to use the ground pound target or not baron_meleeAnimDuration - Duration of melee attack anim baron_meleeDisableSwipe - Disable melee swipe on sync melee miss baron_meleeMaxTimeForButton - Milliseconds that can elapse since last trigger push and still perform melee baron_meleeRefireDelay - Time that must elapse before melee can fire again baron_meleeSyncAttemptTime - How much time in MS to continue to attempt a sync melee while swiping baron_meleeTargetTransitionTime - Time in game time(close to MS) it takes to transition reticle spread when switching targets baron_meleeWindupTime - How much time in MS do we spend in the windup without a valid response from server for syncmelee baron_minForwardForGroundPoundLeap - Minimum forward stick input to choose leaping ground pound over standing berzerkAttack_debug - debug berzerk attack berzerk_retryPreviousWeaponTimeSec - Amount of time to wait before trying to return player's previous weapon. bfgarc_debug - debugging bfg arc and chains bgl_debug - Set to 1 for console spew bgl_preallocateOversized - if true preallocate all oversized assets bindset - value of current bind set binkGUIGlobalMultiplier - global multiplier to bring the binks down, I love bringing the binks down bink_GotoFrameInsteadOfNextFrame - Use BinkGoto Instead of BinkNextFrame, because of com_fixedTic bink_UseBruteForcePlayback - Use BruteForce Playback bink_audioScale - bink specific volume slider bink_audioScaleCinematic - cinematic audio volume scale bink_debug - dump information bink_ioK - larger buffers for less seeks during load bink_ioMegs - larger buffers for less seeks during load bink_lerpInAudioFrames - number of frames to ramp up the audio over bink_lerpOutAudioFrames - number of frames to ramp down the audio over blendTree_maxNodeSpacing - maximum distance to offset nodes blendTree_panZoomEnable - disables dynamic sizing and instead allows panning and zooming around the blend tree blendTree_panZoomFixedDepth - allows a fixed depth to be specified, to prevent dynamic resizing of blend tree blendTree_panZoomNodeWidth - fixed node width for pan and zoom blendTree_panZoomScale - scale value for pan and zoom blendTree_panZoomXOffset - additional x offset for pan and zoom blendTree_panZoomYOffset - additional y offset for pan and zoom blendTree_scale - scale multiplier form blend tree rendering blendTree_x - x offset for blend tree rendering blendTree_y - y offset for blend tree rendering botGUI - 0 = no Bot debug GUI, 1 - 7 = Bot Info Debug Page bot_addAllAtOnce - if true, multiple empty players slots will be filled all in one go bot_aimSkill - If > -1, use this value for bot aim skill ( instead of the bot_skill cvar/match parms ). bot_allowFallBackAASLoading - 1 = Allow the fallback loading of a monster AAS file, if the bots AAS doesn't exist. bot_allowGrabItems - If true - allow bots to grab items in the map ( static and dynamic ). bot_allowJumping - 1 = Bots can jump when moving. 0 = bots can never jump. Useful for testing. bot_allowLedgeGrabbing - 1 = Bots can use ledge grabbing. bot_allowPlayerEscorting - If true, bots can escort players. bot_allowWeapons - If false, bot won't fire any weapons. bot_alwaysShowErrors - 1 = will always show bot related errors/warnings, even if idStudio isn't active. bot_debugMoveCmds - 1 = Show the bots move cmds. bot_debugTraceManager - draws trace manager debug information bot_disableWorldState - -1 = All bots worldstate is enabled. 0 = No bots pick enemies. > 0 == bot with matching clientNum doesn't update bot_drawBounds - 1 = draw bot's bounds. bot_drawHealth - 1 = draw bots health/armor as two bar over its head. 2 = draw bots health/armor as two numbers over its head. bot_drawRoamGoal - 1 = draw the bots roam goal location in the world. bot_enable - If true - load bot systems if allowed in MP and SNAP. If false - won't try to load bots at all in MP and SNAP. bot_enableCoverManager - 1 = Enable Bot cover manager. bot_enableMoveDebugging - If true, allow debugging tools that can control/override bot movement. bot_enable_sp - If true - load bot systems if allowed in SP. If false - won't try to load bots at all in SP. bot_entityManagerDebug - 1 = show all entities the bots entity manager is aware of bot_fakePing - If 1, show fake pings for bots in-game. Just for testing. bot_followBot - >= 1 - follow the bot with this entity number. Useful for testing. Will complain if you set it to the entNum of a player. bot_followPlayer - 1 = all bots follow Player 0 - useful for testing. bot_forceCrouch - 1 = Force all bots to crouch. bot_forceEquipmentThrowTimeMS - > 0 = time between throws in MS - bots throw whatever equipment they have, over and over. bot_forceFireWeapon - If true, bot will be forced to fire its weapon. bot_forceJumping - 1 = Force all bots to jump around. bot_forceMelee - 1 = Force all bots to melee. bot_forceRespawnTime - 0 = instant respawn. > 0, the time in seconds, that the bot will respawn. bot_forceWeaponSlotSelect - Forces bot to use weapon in particular loadout slot. 0 = OFF. 1 = Primary. 2 = Secondary. > 2 = Misc Slot bot_freezeMovement - 1 = Freeze the bot in place. 2 = Same as 1, but bot always considers itself as having reached its goal bot_goalManagerTickRate - Set the tick rate, in msec, of the bots goal manager bot_ignoreAimRequests - If 1, will always just look straight ahead. Debugging only feature bot_minClients - Keep a minimum number of clients on the server with bots and humans. 0 to disable. > 1 = Num clients to always keep in game. bot_numBotsToProtectPlayer - >=1 - num friendly bots to escort player around. Useful for testing. bot_pathManagerDebugRoutes - 1 = show the route nodes in the world bot_pathManagerShowPath - > 0 = how long to show the bots node path in the world. bot_pause - Pause all bot thinking bot_perfectAim - If set, never miss. bot_printSpawnDebug - If true, report bot spawning debug output. bot_recordTrace - Record a CPU trace on the 360 of: 0 = Nothing. 1 = Bot Systems. 2 = Bot Thinking. 3 = Player Think ( minus bot thinking ). 4 = Bot WorldState. 5 = Bot MoveState. 6 = Bot BehaviorTree. 7 = Bot TrajectoryManager bot_regressionReporting - 0 = no regression reporting, 1 = basic regression reporting. 2 = complete regression reporting bot_runMapAndModeChecks - if true, bots can only load on supported maps/modes. bot_showAimPoint - Set to 1 to show all bot aim points, or the bot number for a specific bot's aim point. bot_showPOIEntities - > 0 = dist to show all of the POI entities in the world. bot_showPath - Set to the client number of the bot that you want to show paths. bot_skill - Sets the bots default skill. 0 = EASY, 1 = NORMAL, 2 = HARD, 3 = EXPERT bot_standardName - If not empty: '1' = Use id standard testing name. '2' = id internal MP standard testing name. Any other string = use that as the standard name bot_targetAIOnly - 1 = will only target AI as enemies. bot_targetBotsOnly - 1 = will only target bot players as enemies. bot_targetEnemyHead - If 1, will always target the head. ONLY intended for testing! bot_targetHumansOnly - 1 = will only target human players as enemies. bot_targetMaxDist - 0 = disabled. > 0, max dist will select targets in world. bot_trackPlayer - 1 = force bot to always look at player 0. bot_useADS - If true, bot will use ADS on weapons that support it. bot_useCover - 1 = Bot uses cover when it thinks best. bot_useGrenades - 1 = bots use grenades. 0 = bots never use grenades. bot_useMelee - 1 = bots use melee. 0 = bots never use melee. bot_useObstacleAvoidance - 1 = use obstacle avoidance. 0 = use pathfinder only. 2 = use OA only if it returns a valid point, else use pathfinder. bp_debug - Debug bullet penetration breakable_NoFadeAndRemove - Dont fade and remove breakables. breakable_debugGoreEquations - Print debug information for gore equations breakable_jobPhysics - Use Job system for breakable Physics. breakable_useImpulseForExplosions - Use Apply Impulse instead of Adding another explosion. build_binaryCorrelation - binary build correlation build_binaryName - forge binary build name build_binaryRelevantChangelists - binary relevant Perforce changelists build_binaryRequestor - forge binary build requestor build_binarySource - forge binary build type build_binaryURL - forge binary build url build_binaryVersion - binary build version build_candidateDiscNumber - forge candidate disc number build_candidateName - forge candidate build name build_discLayoutName - forge disc layout build name build_packageCorrelation - package build correlation build_packageMapSet - forge package map set build_packageName - forge package build name build_packageRelevantChangelists - package relevant Perforce changelists build_packageRequestor - forge package build requestor build_packageSource - forge package build type build_packageURL - forge package build url cacodemon_debugSnareAttack - Enable debugging of cacodemon snare attack cacodemon_meleeSyncAttackDebugTime - How long to show debug information on targeting a potential sync attack victim cacodemon_meleeSyncAttackMinLengthSqr - The min length squared of the remaining path to avoid degenerate tests cacodemon_meleeSyncAttackRotationTime - How long to take to rotate cacodemon_meleeSyncAttackWeightAlongPath - The scalar to weigh the fractional distance along the path the target is from the Cacodemon cacodemon_meleeSyncAttackWeightFromPath - The scalar to weigh the fractional distance from the target to the Cacodemon's path cacodemon_meleeSyncStopDistance - How far to stop infront of target cacodemon_requiresCharge - Requires charge to shoot cacodemon_spawnOffset - How high to spawn the cacodemon above the player cacodemon_summonCameraOffset - How high the summon camera is, used to offset spawning to line up the cacodemon cam_accelerateMultiplier - free camera acceleration multiplier cam_debugOverTheShoulder - renders debug information for the over the shoulder cam. 1 - current look target, ideal look target, and worst case position. 2 - ideal camera position from worst case perspective cam_decelerateMultiplier - free camera deceleration multiplier cam_demoPlaybackHackRotateMultiplier - In free cam mode in demos, multiplies input this much. cam_lerpRate - follow camera lerp rate cam_maxDist - max distance a utility camera can be from its target. cam_minDist - min distance a utility camera wants to be from its target. cam_minDistFromFocalPoint - min distance a utility camera can be from its target. cam_otsFadeBeginDistance - camera distance from player to begin fade transition cam_otsFadeEndDistance - camera distance from player to end fade transition cam_otsFadeMinAlpha - minimum alpha to use for distance based fading cam_otsIdealEyeOffsetX - ideal cam position offset from the target's eyes cam_otsIdealEyeOffsetY - ideal cam position offset from the target's eyes cam_otsIdealEyeOffsetZ - ideal cam position offset from the target's eyes cam_otsLookTargetOffsetX - the camera's focal point offset from the target's eyes cam_otsLookTargetOffsetY - the camera's focal point offset from the target's eyes cam_otsLookTargetOffsetZ - the camera's focal point offset from the target's eyes cam_otsWorstEyeOffsetX - worst case cam position offset from the target's eyes cam_spectateInterpolationBuffer - Length of the interpolation buffer compared to previous snapshot interval. cam_spectateInterpolationBufferLerp - The lerp rate every frame towards the interpolation buffer. cam_spectateInterpolationMaxDelta - The largest interval size in milliseconds to consider for lerp positions. cam_spectateInterpolationMaxTravel - The most distance in snap intervals a player can lerp towards the target. cam_targetLerpRate - follow camera's target lerp rate campaign_AllowMenuShellActivation - Allow the shell to be activated or not ce_corpseEditorDamageMode - Toggles between move / damage when in corpse editor ce_corpseEditorMoveEntity - Toggles move entity mode ce_corpseEditorMoveJoint - Toggles move joint mode ce_corpseEditorRotateJoint - Toggles rotate joint mode cg_predictProjectileExpire - Time in seconds until client predicted presentable will expire if the server version has not arrived yet. cg_predictProjectiles - Predict projectile spawning on clients cg_projectile_clientAuthoritative - cg_projectile_clientAuthoritative_maxCatchup - Maximum amount of milliseconds the server will simulate projectiles to catch up with the client that launched it. cg_showPresentableInfo - If true, shows info of nearby presentables. cg_showSnapSerializePerformance - Print snapshot serialize timings cg_tracerMuzzleAxisError - the min cosine of the angle between the projectile dir and the muzzle axis to allow a tracer to be added cg_tracerSoundDebug - if one, it will show in the world where the tracer sound is located and print out the name of the sound shader cg_useGuiReferencePath - Render the reference path ui ch_animateTime - time for ch to animate from top to bottom ch_debug - Display debug info ch_drawCrosshairAlways - If false we only draw the crosshair when there is a valid target ch_drawDebugVisuals - Draw debug 3rd person crosshair ch_drawVisuals - Draw the 3rd person crosshair ch_ignoreFaction - Ignores factions .. targets everyone. ch_lockangle - Max angle for target locking ch_lockdist - Max distance for target locking (0 = use decl value .. 4500 default decl value) ch_locktodead - Lock to 'non lockable' objects (ie: dead things / empty vehicles / ammo pickups...) [ for debugging ] ch_movespeed - Move speed when user is controlling ch_shoottolock - Shooting activates target lock ch_targetspeed - Move speed when target is locked ch_unlockpitch - Max pitch before unlocking from target ch_unlockyaw - Max yaw before unlocking from target ch_unlockzoomedpitch - Max pitch before unlocking from target when zoomed ch_unlockzoomedyaw - Max yaw before unlocking from target when zoomed ch_usemouse - Makes using crosshair easier with mouse chain_aiImpulse - testing ai impulse chain_aiImpulseZ - testing ai impulse Z chain_debug - show debug info chain_dragBailoutTimeMS - stop dragging after this time passes (stuck or something) chaingun_QuickSpinupBlend - MP only quicker spinup blending chainsaw_AttackAnimAlphaBlendSpringK - spring constant for blend alpha chainsaw_EnableAttackFinisher - Enables or disables the chainsaw finisher animation sequece chainsaw_RevSpringK - Spring constant for rev spring chainsaw_autoStart - 0 = plays pull cord animation to start, 1 = starts automatically without pull cord animation chainsaw_chainJitterAmmount - How much does the chain advance when it jitters. Random value with this as the max chainsaw_chainJitterRandVal - Random value that determines how often the chain jitters. Lower values = higher frequency chainsaw_debugCanRun - -1=ignored, 0=not allowed to start or run, 1=allowed to start and run chainsaw_debugSounds - Print debug information about the chainsaw sounds chainsaw_debugStates - Print debug information about the chainsaw states (1==actual state, 2==base state, 3==both chainsaw_debugTraceCuttingKicks - if true, then cutting kick info will be output to the console chainsaw_forceChainSpeed - override speed for chainsaw chain, -1 to use procedural speed chainsaw_gloryKillsCostNoAmmo - If true then glory kills are free chainsaw_kickPosAccuracy - Allows the kick to move the player toward a point this far from the actual ideal kick position chainsaw_kickPosImpulse - Strength of kick impulse on attacker and target during chainsaw attacking chainsaw_kickPosIntervalMaxMS - maximum interval between kicks during cutting chainsaw_kickPosIntervalMinMS - minimum interval between kicks during cutting chainsaw_kickPosSeparation - how far apart should the attacker and target be kicked from each other? chainsaw_kickViewPitchDegs - maximum pitch kick during cutting, in degrees chainsaw_kickViewRollDegs - maximum roll kick during cutting, in degrees chainsaw_kickViewYawDegs - maximum yaw kick during cutting, in degrees chainsaw_wWiseSounds - use wWise to handle sounds challenge_noFail - if true, hell challenge won't fail challengesAlwaysShowProgress - shows all progress on challenges rather then only at certain completion percentages. challengesDisplayTime - time to show challenges. chargeAttack_debug - show helper arrows and text for charge attack chargeball_alwaysUseInitialSpawns - forces chargeball to always use initial spawn nodes chargeball_ballClearRadiusOverride - outside of the radius a ball is considered cleared of the goal chargeball_ballThrowEnabled - Enables throwing for the chargeball chargeball_ballVisionBlendTime - Blend time in milliseconds to and from ball vision. chargeball_ballVisionDelayTime - Delay in milliseconds before the ball vision starts to blend in. chargeball_bannerInitialMessageDuration - how long to show the initial score message chargeball_debug - 0 - disabled, 1 - debug chargeball state, 2 - debugs chargeball medals chargeball_debugPortalsDisplayDuration - how long in ms to display portal debug information (negative values disables) chargeball_enablePersistentAdditiveAnimations - enables persistant additive anims on the chargeball weapon (blink, eg.) chargeball_enableQuickPass - enables quick pass targeting (a lateral pass that disregards thrower fov) chargeball_goalPoiCenterDuration - time to force the goal poi to the center after a respawn in milliseconds chargeball_goalScoreLogEnabled - Enables scoring log for goal based chargeball chargeball_groundNormalCheck - Min Cos for the chargeball to be considered grounded chargeball_halftimeDebugScores - Overrides halftime scoring with debug values for easier testing. TEAM_TWO always trails by one point. chargeball_halftimeFadeDuration - how long to keep the screen black during halftime chargeball_halftimeFadeInTime - how quickly to fade back from black at the end of halftime chargeball_halftimeFadeOutTime - how quickly to fade to black at the start of halftime chargeball_halftimeRecapDuration - how long to display score recap during halftime chargeball_initialFireRestrictionMS - the amount of time to ignore fire input on the chargeball chargeball_inventoryLogging - turns on logging related to inventory changes incited by chargeball chargeball_invertGoalColors - Invert the color of the goal material and POI on just the client-side for user options. chargeball_maxAssistTimeSecondsOverride - max time a pass will be considered for an assist chargeball_maxSeekTargetStep - how far a target can move between frames before we give up chargeball_minLinearVelocity - the minimum velocity the chargeball can be moving to be considered in motion chargeball_minTimeBeforeReequipMS - amount of time before the ball can be picked up again by the previous carrier chargeball_personalTeleporterDebug - turns on logging related to personal teleporter and chargeball usage chargeball_pointTargetSeekOffset - the vertical offset from a target origin to seek towards (if an old target invalidated itself) chargeball_portalTestStepDistance - how far to look ahead when doing collision testing for portal creation chargeball_postThrowStowAnimRate - Bring down/stow animation rate override just after a throw. chargeball_resetOutOfBoundsMode - Reset the chargeball chargeball_respawnTimeOverrideMS - overrides default respawn time for players chargeball_scoreBannerDelay - how long the score banner will show chargeball_scoreBannerDuration - how long the score banner will show chargeball_scoreOnEnemy - score on the enemy's goal instead when enabled. chargeball_scoringType - Type of scoring to use for chargeball. 0 - score while possessing ball, amount and frequency are based on charge. 1 - score only when the ball reaches full charge. 2 - score using goals chargeball_seekArrivalRadius - when a ball is within this radius stop seeking chargeball_threateningScoreRadiusOverride - radius in which a team is considered in position to score (used for clearing logic) chargeball_throwerPickupDelay - Delay before the thrower can pickup the ball after throwing it chargeball_xRayDesiredIntensity - The intensity of the x-ray vision at full power. chargeball_xRayMaxDistance - Max distance the x-ray vision for the carrier. chroma_debug - Show Debug Output for the chroma keyboard library cine_cam_debug - debug cinematic camera cine_captureFrames - set to 1 to capture the cinematic frames to jpgs/tgas clientGame_ImpactDist - the distance that must be in between impact effects clip_coopGranularity - The number of model gathers to handle per cooperative job step. Higher for lower overhead, lower for better load balancing. clip_submitCollisionQueryMethod - Which method to use for collision query submission: 0 = original, 1 = chasing (coop) clip_useDeferredClipGraph - 1 to use the deferred clip graph code, 0 to use the original path clip_useSweptBoxGathers - For translation checks that pass a clip model, use=1 or do-not-use=0 swept box checks for the model gather process. cloth_WeaponTraceMultiplier - Used to tune the response of the weapon knockback value on the cloth cloth_explosionScale - strength of weapon traces cloth_playerCollisionSize - size of player's collision with flags cloth_weaponPower - strength of weapon traces cloth_windVelocityX - X component of the global wind velocity cloth_windVelocityY - Y component of the global wind velocity cloth_windVelocityZ - Z component of the global wind velocity clothsim_useJobs - 0 = off, 1 = threaded cm_DisableCollisionQueryStats - Print collision query stats when failure happens cm_backFaceCull - cull back facing polygons cm_catchLargeQueries - Catch queries which intersect more than this many submodels cm_catchLargeQueriesDrawTime - How long to draw the large query submodels for. cm_catchLargeQueriesMode - The Drawing mode for Catching Large Queries. 0 - No Draw, 1 - Simple Draw, 2 - Complex Draw, 3 - Draw Both cm_debugCollision - debug the collision detection cm_debugRotation - debug rotation failure cm_debugSetParms - debug set parameters cm_debugTimeoutError - When the debug timeout occurs on a collision query, Error (1) or Warn (0) that it occurred. cm_debugTimeoutWaitingForQueryResults - MS to wait before giving up on collision query results; 0 = never stop waiting cm_debugTranslation - debug translation failure cm_depthTest - depth test the collision model primitives cm_drawArrows - 1 = draw edges as arrows, 0 = draw edges as lines cm_drawColor - color used to draw the collision models cm_drawFilled - draw filled polygons cm_drawIndexScale - scale of primitive indices cm_drawIndices - draw primitive indices cm_drawInternal - draw internal edges green cm_drawMask - collision mask cm_drawNormals - draw polygon and edge normals cm_drawSubModelBounds - draw sub model bounds cm_drawSurfaceColor - draw filled polygons with the surface color stored on the material cm_enableStreaming - enable streaming cm_memoryMap - enable the memory mapped file streaming cm_showCollisionModelMaterial - Material to use when debug rendering collisionmodel cm_showDependencies - cm_showMemory - cm_showProfile - cm_showStreamedData - 1 = show not streamed, 2 = show streaming, 3 = show streamed cm_testAngle - cm_testBox - cm_testBoxRotation - cm_testCollision - cm_testLength - cm_testModel - cm_testOrigin - cm_testQueries - cm_testRadius - cm_testRandomMany - cm_testReset - cm_testRotation - cm_testTimes - cm_testTranslation - cm_testWalk - cm_useJobs - 0 = off, 1 = job chain, 2 = coop job cm_useSubModelQueries - codexReplaceTime - Time for codex, collectible, and classic maps notifications to be shown when there is another notification in the wings codexShowTime - Time for codex, collectible, and classic map notifications to be on screen collectible_allUnlocked - All Collectibles are unlocked com_BethesdaMarketingEmailURI - https uri to send end-user emails com_CrashOnFatal - if enabled we will crash on a fatal rather than throwing an exception com_InstallCheck - Check if chunk is installed when doing map transitions com_adaptiveTick - adapt the game hz dynamically com_adaptiveTickAdjHz - hz adjustment going up/down com_adaptiveTickImmediateMode - immediately adjust game hz based on last frame's duration com_adaptiveTickMaxHz - max game hz com_adaptiveTickMinHz - min game hz com_adaptiveTickSettleMS - how long in ms to stay at an adjusted hz before trying to go back up com_adaptiveTick_MaxRate - when hz is adjusted up or down, only allow gameTimePerSec rate to vary by this much per frame com_adaptiveTick_StressTest - stress test to find bugs with adaptive tick com_adaptiveTick_StressTest_BaseHZ - base HZ value to deviate from com_adaptiveTick_StressTest_RandomHZAdjust - stress test HZ deviation amount +/- amount com_adaptiveTick_StressTest_RandomHZAdjustDelay - delay for adjust stress test HZ deviation com_allowRefreshOnPrint - 0 = never force a render frame during a console print com_assertOnce - Only assert once per assert instance (file/line combination) com_assertOutOfDebugger - by default, do not assert while not running under the debugger com_assertSkipsDialogInDebugger - whether to pop up the break, continue, ignore dialog or just break when an assert is hit com_breakableDialogBoxOnPCFatalError - Whether to pop up a dialog box that allows breaking into the debugger for fatal errors - PC only. com_canSkipLoadingVideo - Can you skip the inital loading video com_captureFrameCount - number of frames to capture if com_captureFrames is 2 com_captureFrames - 1 to capture each frame and output it com_capturePath - optional outpath for screenshots, this path is appended to screeenshots/ com_captureSamples - set to number of samples for screenshots com_captureSounds - set to 1 to start capture, 2 while capturing, 0 when disabled com_captureStartIn - number of frames to start capturing in com_captureTGA - format for capture screenshots, 0 = JPG, 1 = TGA com_cleanGeneratedFolder - set on command line to disable cleaning generated folders - temporary cvar until cooked assets stale check fixed com_cookedReloadWritableOnly - This will only allow reload of files that are writable on your system while using cooked assets. com_debugFixedTic - com_debugHUD - 1 = show debug HUD com_debugSnapShotInterpolation - com_demoPlaybackRate - Rate to playback demos, 0 for realtime com_demoPlaybackScale - Scales playback time of demos com_demoStats - Print stats on demo compression rates com_deviceZeroOverride - change input routing for device 0 to poll a different device com_disableGameScripts - disable script loading com_displayReferenceStrings - if set, shows the reference strings (ie: #str_blah_blah) rather than the language strings com_drawThreadSpeeds - 1 = dynamic draw, 2 = static draw, 3 = dynamic draw until stall com_editorActive - 1 when an editor has focus com_enableCmdSystemTypoSuggestions - If enabled, the command system will suggest possible commands and/or cvars if the input text is unrecognized. com_enableCrashHandler - enable the crash exception handler com_exitAfterTests - if set, exits game after regression tests complete (not part of the testing framework) com_exitProcessOnError - Exits the process on a com_error. com_finishFeedbackMaxTimeInSeconds - com_fixedTic - run a single game frame per render frame com_forceAllMapLayersToLoad - com_forceCookedInBuildGame - This will force buildGame to always use the cooked version of the assets. com_forceLatestSnap - com_forceProductionCvars - Set to force production cvars to specific values during build com_forceSound - Force sound to play even if not the focused app com_forceSoundOnlyInPID - When >-1, sound will only play for a certain PID. Useful for multile instance sound debugging com_frameStampPrints - print frame number on each console print com_gameDLLPath - path for game DLL to pull from com_gameModuleRestarts - allow restarts when switching game modes com_gameType - Request a particular game type com_gaugeHeartbeat - time between subsequent gauge pushes across the wire. com_hidePrintWarnings - Disables showing Warnings from calls to PrintWarnings() (called during initialization) com_hitchThresholdMS - sets com_drawThreadSpeeds to 2 if a frame takes longer than this time in milliseconds com_ignoreFixedTicClamp - com_loadlooseLanguages - if 1 loads the language files loosly com_maxResidualGameFrames - if non zero only run this many residual game frames com_memStampPrints - print total memory usage on each console print com_overrideDOF - com_override_dof - com_override_dof_far - com_override_dof_focus - com_override_dof_intensity - com_override_dof_near - com_pid - process id com_preloadSnapEdit - If true will preload snap editor com_printFilter - print only if the filter is present in the print message. com_printWarning - whether to show development warning com_prod_regression - Regression tests require certain functionality in production builds. com_production - Used to enable and/or inhibit specific behaviour during production building mode. All demo and retail builds are built with this on. com_removeVmtrOnLoad - remove the default vmtr on load. com_requireNonProductionSignIn - If true, will require sign in, even on non production builds. com_resetResidualTime - com_safemode - deletes the video.cfg & rageConfig.cfg and reverts video settings to game default com_saveAttemptTimeout - timeout to drop a recurring save that is stuck because the savegamemanager is already working com_screenshotMode - 1 = allow dof overrides using the shell_dof_* cvars com_sendSnapshots - For debugging, will not send snapshots when false. com_showCameraPosition - Shows the camera's position and rotation. com_showConsumerPerfMetrics - shows consumer friendly performance metrics com_showFPS - show frames rendered per second, 3 == retail version of show FPS com_showMapLoadStatus - show level load pacifier text com_showMemoryUsage - show memory usage. 1 = always, 2 = only with com_showFPS. 3 = only show usage of currently active heap. com_showReminders - whether to show development reminders com_skipGameRenderView - skip generating the GUIs com_skipGuiStartFrame - 1 to skip gui start frame com_skipInputRouting - com_skipIntroVideo - skips the intro video com_skipJoystickRumble - Whether to skip adding joystick rumble in common_frame or not com_skipKeyPressOnLoadScreens - skips keypress on load screens com_skipSignInManager - com_sleepGame - sleep for this many milliseconds between frames to simulate long game frames. com_snapLoadScreen - Use the load screen code while waiting on the host (0: safer, use a dialog instead) com_snapMapUseMapHeap - SnapMap uses the map heap com_sourceControl - name of the source control dll to load com_speeds - show engine timings. 1 = print on console, 2 = print on screen, 3 = also show graph, 4 = retail version of graphs com_statsFile - logfile name com_structuredLogFileName - File name relative to the save path for the human readable structured log com_superScriptDLLPath - path for superscript to pull from com_syncToTime - com_threadSpeedScale - Time to screen scale com_timeStampPrints - print time with each console print, 1 = sec, 2 = msec, 3 = actual time com_timer - replaces FPS with a seconds counter, set to -1 to start, set to 0 to turn off com_useCookedAssets - set on command line to enable loading of cooked assets com_useCookedMD6Anims - set on command line to enable loading of cooked MD6 anims com_useCookedMaterials - set on command line to enable loading of cooked materials com_useCookedModels - set on command line to enable loading of cooked models com_useCookedPreCompressedBvimages - set on command line to enable loading of cooked pre-compressed bvimages com_useEntitiesFiles - if set use .entities files instead of .map files for production and buildgame loads com_useMapHeap - Use a separate heap for each map load com_waitForSavegames - during map heap reset, wait for the savegames to complete com_warningSeverityFilter - print only if the severity of a warning is greater than threshold com_writeMissingDeclFiles - write out any missing decls for a specific decl type, using the default decl (hit tab to display supported decl types) compass_ObjectiveFadeTime - milliseconds for the objective marker to fade out when shown in world compass_ShowObjectiveTime - how long to show objectives in world when player presses Y compass_showObjectivesDelayTime - MS to delay before showing objectives when Y is pressed con_cpuUtilizationFrequency - The number of times per second to query CPU utilization. Higher frequencies make the numbers less accurate. con_fontSize - Use con_fontName at this many pixels wide per char con_logThreadSpeeds - log the thread speeds for offline graphing con_noPrint - print on the console but not onscreen when console is pulled up con_notifyTime - time messages are displayed onscreen when console is pulled up con_speed - speed at which the console moves up and down cone_lerpRate - cone_limit - cone_segmentLen - coop_dmgRumbleDurHigh - Rumble high duration when taking damage in coop coop_dmgRumbleDurLow - Rumble high duration when taking damage in coop coop_dmgRumbleScalarHigh - Rumble high scalar when taking damage in coop coop_dmgRumbleScalarLow - Rumble high scalar when taking damage in coop corpseManager_Debug - Debug Information for the Corpse Manager corpseManager_MaxEntities - The max number of corpse entities to allow in the game, -1 indicates use default from entity decl corpseManager_MaxTime - The max time allowed for a corpse to remain in the game, -1 indicates use default from entity decl corpse_optimzationStartTime - When can we start checking to turn things off corpse_useEntityPool - Determines whether corpses will be created using entity pools crosshair_UseDeferredTrace - cu_enable - enable CUDA support custom_player_rot - cyberdemon_offsetScale - scale applied to target offsets cyberdemon_swarmMissilesTrackEnemy - swarm missile will track player while in flight cyberdemon_trackingScale - tracking scale as missile nears player cyberdemon_trackingTransitionScale - tracking scale as missile re-aligns to target cyberdemon_useTestTarget - use test pos as final target cyberdemon_userDeferredFiring - uses deferred firing deathHistory_Debug - Prints debug info about death history. debugDeferredWorldRefresh - Toggle a box around the AI's head which indicates the results of his refresh update. debugDeferredWorldState - Toggle a box around the AI's head which indicates the results of his sense update. debugHud_textScale - Com_DebugHUD text Scale debugIgnoreCustomRequirements - Whether or not to check custom requirements on unlockable updates. debugLevelScoreBreakDown - prints out the score breakdown for a level when calling compute score debugMapSpecificChallenges - print the name of the completed map specific challenges. debug_channelWeight - enable Animator_ChannelWeight debug info for the specified entity number debug_playerVelocity - turns on player velocity debug line and uses the value as the time to display in seconds debug_print_game_settings - 1 = prints out gameSettings whenever the engine Cvars get set. debug_snapDialogRequestEnabled - Used only during debug environment. 1 = handle vote requests debug_weaponTrace - decal_DrawGroup - Draw decal groups holding closest decals together. decal_ForceFadeOutDuration - How long to take when fading a killed decal decal_MaxDecalGroupingRadius - Max Radius we use to group decals decal_MaxDecalsInRadius - How many decals are allowed in the radius decal_goreBloodPoolPriority - the priority for the decal blood pools used to ensure we create and rendering order decal_skipDecals - Don't add decals for testing declOverride_verbose - Print debug information regarding decl overriding decl_mergeGenericMaterials - set to 0 to not merge generic materials on model load decl_useTransparentUberShader - set to 1 to use the transparent uber shader demo_ignoreBuildCheck - Normally demos will only play for the appropriate build. This ignores that check. WARNING: Enabling this can result in strange behaviors and crashes. demo_netdebug_buildSnapshotSummary - When starting playback, should the demo manager build a summary of the snapshot data in the file? demo_netdebug_largeSnapshotSize - In bytes, how big a snapshot should we call out from the snapshot summary? demo_netdebug_slowSnapshotDelay - In milliseconds, how far apart should snapshot be for us to call out a warning from the snapshot summary? demo_numPacketsPerCheckpoint - How many packets are used to store checkpoints? Must be enough to store a complete base state for a full level. demo_overrideLoadingScreen - Name of the loading screen GUI to use when loading a level demo_pause - Pauses the demo at the current point. Not a true pause, just an interpolation pause (good enough for now) demo_processPauseBreakType - During playback, which type of pause break should we pause on? 0 = NONE, 1 = BAD SPAWN, 2 = FAILED GLORY KILL, 3 = BAD TELEPORT, 4 = SERVER GLORY KILL VALIDATION FAILED demo_processStoredReliables - During playback, should we process stored reliables? If not, we'll skip them. demo_recording_globaldisable - Flat-out disable demo recording from being initiated (won't stop in-progress demos) demo_timeScale - Scales the demo speed based on this value demonCam_debug - Debug the DemonPlayerCamera demonCam_enableKick - Whether to apply weapon kick at the camera level or not demonCam_lerpScale - Scale the position lerp demonCam_scale - Scale the forward camera axis demonCrush_AllowAnyMove - Allow the player to swap any two tiles demonCrush_HighScoreScale - How much to scale the floating text when > 1000 demonCrush_flashTime - How long a tile should flash before dying in MS demonCrush_startingX - base X Offset of the game board demonCrush_startingY - base Y Offset of the game board demonCrush_tileHeight - How far should each tile be incremented in the X Axis demonCrush_tileWidth - How far should each tile be incremented in the X Axis demonCrush_useDirtyTileCheck - Use dirty tile check or check the whole board every frame demonHands_bobCycleBlendAlphaSpringK - spring constant for blend alpha demonHands_bobCycleCanFireWhileSprinting - If true, then the sprint anims will immediately blend to the sprint shoot anims when attacking. If false, then the sprint attack anims will not be used and the bob cycle will track when the sprint cycle is finished blending out demonHands_bobCycleChangeDelay - timeout on blending bob cycle between states to slow down fast transitioning demonHands_bobCycleDebug - enables debugging for the bob cycle animweb demonHands_bobCycleDebugForwardMove - forced forwardmove for debugging demonHands_bobCycleDebugRightMove - forced rightmove for debugging demonHands_bobCycleDebugWeb - dumps trace info about the hands bob cycle animweb demonHands_bobCycleDirectionSpringK - spring constant for direction spring demonHands_bobCycleDoubleJumpIdleDelayMS - timeout on blending bob cycle back to idle after double jumping demonHands_bobCycleEnable - enables the bob cycle animweb demonHands_bobCycleFallIdleDelayMS - timeout on blending bob cycle back to idle after falling without jumping demonHands_bobCycleFootStepEventTimeoutMS - timeout on footstep events to allow bogus events to be rejected demonHands_bobCycleIdleCmdTimeThreshold - no-input time in MS before before switching to idle bob cycle demonHands_bobCycleJumpIdleDelayMS - timeout on blending bob cycle back to idle after jumping demonHands_bobCycleShowBlendTree - draws the blend tree for the animated hands bob cycle demonHands_bobCycleSprintEnable - enables the bob cycle sprint animweb demonHands_bobCycleSprintMinForward - min forward input for the bob cycle sprint animweb demonHands_debugLag - enable debugging for demon hands lag demonHands_debugMeleeImpactDecal - enable debugging for demon hands melee impacts demonHands_hitReactionsDebugTraceStates - dumps trace info about the demon hands hit reaction states demonHands_hitReactionsDebugWeb - dumps trace info about the demon hands hit reaction animweb demonHands_hitReactionsEnable - enables the hit reaction animweb demonHands_hitReactionsTimeoutMs - timeout after a hit reaction plays before another can play demonHands_hitReactionsYawSmoothSpringK - spring constant for smoothing the hit direction yaw demonHands_lagEnable - enable demon hands lag demonHands_lagForwardBackEnable - enable forward/back lag demonHands_lagPitchEnable - enable pitch lag demonHands_lagStrafeEnable - enable strafe lag demonHands_lagYawEnable - enable yaw lag demonHands_meleeUsesTagData - Whether demon melee uses the tag data or just damages in front of the viewPos demonHands_meleeVerticalOffsetCheck - How much to check up and down during each melee trace update demonLockCam_debug - Debug demon lock cam demonLockCam_lockDistance - Distance for camera to follow player demonLockCam_offsetDist - Distance to move the eye backwards demonLockCam_turnBlendTime - Blend time to turn the camera in MS devMode_enable - Enable entering developer mode devMode_fatalErrorOnEnter - FatalError rather than enter Dev Mode devMode_skipCorruptedSaves - Skip entering developer mode when loading corrupted saves dev_allowAllUnlocks - If true, every unlock ( inventory, armor, vanity, etc ) is permissible for use regardless of unlock condition. devgui - 0 = disable DevGUI, 1 = enable DevGUI, 2 = enable DevGUI with key legend devgui_aasTestType - AAS type we want to debug. devgui_botTeamNum - -1 = random, 0 = team_one. 1 = team_two devgui_botToGiveItem - Bot to give item devgui_color - If empty, will use default color. Anything else will be parse as a comma delimited RGBA color. EX: '0, 0, 1, .5' creates a blue colored menu. devgui_curDebugLightingValue - debug lighting cvar only for devGUI devgui_currentSyncMeleeAINum - 0 = disable, 1 - 7, show a different AI and its various sync styles. devgui_currentSyncMeleeNum - 0 = disable, 1 - n, show a different AI sync melee interaction. devgui_demonNumToGive - N/A devgui_drawClipType - Draw Clip Types By Name devgui_forceAITeam - Force AI team devgui_killBotNum - -1 = enemy, 0 = friendly. > 1 = clientNum of bot to teleport devgui_powerUpNumToGive - N/A devgui_showAASObstacles - 1 = show state of AAS obstacles in game. devgui_showClipMaterialName - Show Clip Materials By Name devgui_showSessionStats - 1 = session stat overlay devgui_teleportAI - 1 = Spawn AI in teleporting devgui_teleportBotNum - -1 = enemy, 0 = friendly. > 1 = clientNum of bot to teleport devlist_conan - Conan Build dialog_saveClearLevel1 - Time required to show short message dialog_saveClearLevel2 - Time required to show long message dialog_useNewSaveIndicator - dict_debugCheckSum - debug the checksum process for the dictionary dict_strictSaveRules - if true it does not allow pre/post white spaces in sentences on the saved files, data can result in checksum fail dlts_cookiesGracePeriodMS - Time after a cookie expires that it will still be accepted dof_blur - dof_far - dof_focus - dof_focusScale - dof_lerpPerFrame - dof_near - dof_useFocusScale - dossierOnlyShowMission - Should hide all pages except mission? dossierSelectorInterpTime - Interp time for selector dossierShowCodex - Should we show the codex tab in the Dossier? dossier_dof_enable - Enable DoF change when weapon wheel is brought up dossier_dof_fadein - Weapon Wheel DOF Fade In time in MS dossier_dof_fadeout - Weapon Wheel DOF Fade Out time in MS dossier_dof_far - Weapon Wheel DOF far field distance - temporary cvar for debug dossier_dof_focus - Weapon Wheel DOF focal distance - temporary cvar for debug dossier_dof_near - Weapon Wheel DOF near field distance - temporary cvar for debug dossier_model_bobheight - Dossier Model Bob Speed dossier_model_bobspeed - Dossier Model Bob Speed dossier_model_deadzone - How Fast we rotate the weapons dossier_model_pitch_clamp - Clamp Pitch Rotation dossier_model_return_speed - How Fast we rotate back the weapons original rotation dossier_model_rot_pitch_speed - How Fast we rotate the weapons dossier_model_rot_yaw_speed - How Fast we rotate the weapons dossier_model_yaw_clamp - Clamp Yaw Rotation dossier_noNavigation - Dont allow Navigation within the Dossier dossier_test_research_project_states - Keep one research project locked, another active and the rest unlocked to test all states dossier_timeoutMS - Length of time in MS after closing dossier before it can be opened again dossier_weapon_bobheight - Dossier Weapon Bob Speed dossier_weapon_bobspeed - Dossier Weapon Bob Speed dossier_weapon_deadzone - How Fast we rotate the weapons dossier_weapon_pitch_clamp - Clamp Pitch Rotation dossier_weapon_return_speed - How Fast we rotate back the weapons original rotation dossier_weapon_rot_pitch_speed - How Fast we rotate the weapons dossier_weapon_rot_yaw_speed - How Fast we rotate the weapons dossier_weapon_yaw_clamp - Clamp Yaw Rotation dp_aimFireAxisDebug - Debug fire axis for all demons dp_aimFireAxisMinDot - When debugging the fire axis, warn if the dot product between the view and fire axis drops below dp_aimMuzzlePosDebug - Whether to display debug information on the aim vs muzzle pos when testing for obstructed firing dp_aimMuzzlePosDistSqr - Max Dist Sqr between aim target pos and muzzle to target trace endpos dp_aimTrackerDebug - Debug aim trackers for all demons dp_aimTrackerDisableBlendTime - Milliseconds of time to blend aim trackers on/off dp_aimTrackerEnable - Whether aim trackers are enabled for demons at all dp_aimViewMuzzlePercentDiff - Percent diff required between muzzle trace and view trace before fire pos moves to center of screen. dp_allowDemonPlayerCorpses - Allow demon player corpses. Off for the dedicated server dp_allowForceCameraPitch - Test to turn off camera pitching dp_animInitialState - the starting sub-web state for the demon player dp_animLeanLerpRate - Maximum percentage lean blend can change per frame dp_animLeanMinSpeed - Minimum speed required for leaning while running dp_animWebLerpRate - Demon's anim web scalars max lerp change from 0.0 to 1.0 dp_animWebLerpScale - anim web lerp scale dp_controlTimeToAddDueToSpawn - Milliseconds to add to control time to account for spawn duration dp_critHitFXDebug - Whether to debug the crit hit fx or not dp_deadHideDemonTime - Default Duration in MS the demon stays dead before hiding the demon body and creating a corpse dp_deadMaxSpeedForStationary - Max speed to play stationary anim dp_deadRemoveDemonTime - Duration in MS the demon stays dead before removing the demon body dp_debugCameraDistance - Debug distance to move out the floater camera dp_debugCameraYawOffset - Debug Camera rotation around the demon dp_debugControlTime - Debug demon control time dp_debugControlTimeOverrideMS - Debug milliseconds control time before reverting to human dp_debugDeath - Debug DemonPlayer dying sequence dp_debugDemonPickup - 1 = Log state of spawning/dropping demon pickups dp_debugDemonPickupOpening - Debug opening/closing spawn points dp_debugFSM - Debug DemonPlayerFSM for all demons dp_debugInterpolation - Debug physics interpolation for all demon's dp_debugMeleeTag - shows melee_trace tag in world space dp_debugMeleeTargetPoints - Debug the melee target points on the target dp_debugPoint - shows focus point dp_debugRuneSpawnForceOpening - If >= 0.0, will force the rune opening dp_debugRuneSpawnForceOpeningIdx - Index into spawnPoints list of which dp_debugRuneSpawnForceOpening affects dp_debugRuneSpawnPlayOpening - Play the rune spawn opening and closing dp_debugScalars - Turn on to see debug for demons 3rd person anims dp_debugScalarsPrint - Turn on to see debug for demons 3rd person anims output to console dp_debugSpawning - Whether to debug DemonPlayer spawning sequence dp_debugTurningAnims - Debug turning animation choices dp_demonVisionDisable - Debug to disable demon vision across the board for whatever reason dp_disableMeleeGloryKill - Disallow melee glory kills by all demons. They should just swipe. dp_enableLavaDeathAnim - Enable special lava death anim dp_enableThirdPersonWalkAnimData - Enables an alternate code path that scales the motion playback to an exact set of speeds. dp_enableWalkIK - Simple cvar that specifies if the demonplayer should ever have walk ik on dp_filterAnimBodyVelocity - Controls whether or not the DemonPlayer animweb is driven off of filtered velocities dp_freezePhysicsDuringSync - Whether to freeze the physics of DemonPlayer during a sync interaction dp_fsmAllowQueuing - Whether the DemonPlayerFSM allows queuing of states or instantly transitions upon recieving the msg dp_fsmPreserveQueued - Whether queued states should typically be preserved when SetState is called dp_fxDebug - List out start fx conditions on the active demonPlayer dp_fxLimitThirdPerson - Whether to limit third person FX while in 1st person dp_gloryKillDemonDamageTakenMultiplier - When in a glory kill(as the instigator), what ratio of normal damage do mp demons take? dp_gloryKillMaxAllowableDistanceForRandom - When choosing a random glory kill, how close must it be to the best one to be valid. dp_groundHeightCheckDebug - Output debug from ground height checks dp_groundHeightCheckDistance - Distance to check down for ground under the demon to determine lastValidPickupPosition & our ground heigh trace dp_groundHeightCheckInAirDistance - Distance by which we're considered 'in air' for the idle anim and which we look for ground for footsteps dp_handsChannelBlendMs - Demon hands channel animator blend time dp_hideCorpseOnLavaDeath - Enable hiding the corpse if you die in lava dp_hornsDebug - Debug demon horns dp_invulnerabilityOnSpawnDuration - Duration in MS the demon is invulnerable after spawning dp_jumpDebug - Output debug data for the demon's jump dp_jumpLaunchDuration - MS duration after jumping before we can leave that anim to play movement/turning anims dp_jumpTraversalMinApexHeight - Min apex height from the higher of starting or landing pos dp_ledgeGrabDebug - Enable/disable ledge grab debugging dp_ledgeGrabHeightCheckDistance - Distance which we look for ground for ledge grab 'footsteps' dp_maxHealthScalar - MP specific demon max health scalar dp_meleeAutoLunge - How much movement to automatically move foward dp_meleeDo2dLunge - Whether to limit the melee lunge to 2D or allow 3D dp_meshHideDistance - aiCamera distance to hide the demon mesh at dp_minAirTimeForJump - Duration in MS the demon has to be in the air before transitioning out dp_modelRotationBiasDot - Which direction to bias towards if the modelAxis and modelIdealDir are in opposite directions dp_modelRotationRate - Rotation rate while moving in degrees per sec dp_modelScaleOverride - Override for demon's render model scale dp_movePlayerToSpawnPos - Move the Player to the DemonPlayer's position while in the Spawn state for the demon dp_moveSpeedThresholdStart - How fast does the demon have to move to start animating his movement dp_moveSpeedThresholdStop - How slow does the demon have to move to stop animating movement dp_painAdditiveAlpha - dp_painAnim - Anim to force play for pain demonplayer dp_painAnimDebug - Debug demonplayer pain animations dp_painAnimDelay - Required delay before playing next pain anims on demonplayer dp_painAnimEnabled - Enable pain anims on demonplayer dp_painAnimForce - Force using dp_painAnim for pain animations. For debugging dp_painBlendInTimeMS - Blend in time in MS on pain anims on demonplayer dp_painBlendOutTimeMS - Blend out time in MS on pain anims on demonplayer dp_painSoundDelay - Required delay before playing next pain sounds on demonplayer dp_printDemonPlayerData - Print out demonplayer data when spawned in dp_printDmg - prints out dmg and health value when damaged dp_ragdollDeath - Whether to do a ragdoll-driven instead of an animation-driven death dp_runeOverrideRespawnTimeMs - Override the demon rune respawn time. dp_runeSpawnClosingTime - Time in MS it takes for the rune spawner cracks to close dp_runeSpawnOpeningTime - Time in MS it takes for the rune spawner cracks to open dp_runeTimerStartOnPlayerDeath - Preserve behavior of starting rune timer on player death dp_spawnClipDebug - Debug using the smaller spawn clip model dp_spawnClipEnableMode - 0 = Always use full sized clip. 1 = Start with smaller clip then switch when big one fits. 2 = Always use smaller clip. dp_spawnDamageMitigationDebug - Should we debug damage mitigation damage immediately after spawn dp_spawnDamageMitigationEnable - Should we mitigate damage immediately after spawn dp_spawnHeight - Offset to spawn above the player to avoid collision problems. dp_strafeThreshold - Cos of angle to transition into strafe animations dp_timeOutDuration - How many seconds before we time out do we start the time out sequence of fx dp_validPickupCheckAAS - Whether to check AAS when validating lastValidPickupPosition. Default is off until maps are closer to final. dp_validPickupCheckAASBounds - Whether to check if the point is within the AAS area bounds. dp_validPickupCheckAASDistanceZ - When checking if the lastValidPickupPosition is on AAS, how far off in the Z direciton do we allow. dp_validPickupClipHeight - Height to use for valid pickup contents check dp_validPickupClipTaperWidth - Width to use for valid pickup contents check on the tapered bottom dp_validPickupClipWidth - Width to use for valid pickup contents check dp_validPickupDebug - Output debug from checks for the lastValidPickupPosition dp_validPickupDebugAAS - Show the area we validated dp_validPickupIgnoreContentsHeight - When our ground trace exceeds this height, ignore the contents check. dp_validPickupNormalCheck - Min Cos of ground plane normal to be valid for lastValidPickupPosition dp_visionOutline_BaseColor_B - Base Color for the enemy player hightlight dp_visionOutline_BaseColor_G - Base Color for the enemy player hightlight dp_visionOutline_BaseColor_R - Base Color for the enemy player hightlight dp_visionOutline_ColorScale - Scalar to multiply the color by so they can be brightend uniformly. dp_visionOutline_Debug - Debug mode for enemy highlight colors. 1 == invis, 2 = quad, 3 = haste, 4 = regen dp_visionOutline_HasteColor_B - Haste Color for the enemy player hightlight dp_visionOutline_HasteColor_G - Haste Color for the enemy player hightlight dp_visionOutline_HasteColor_R - Haste Color for the enemy player hightlight dp_visionOutline_QuadColor_B - Quad Damage Color for the enemy player hightlight dp_visionOutline_QuadColor_G - Quad Damage Color for the enemy player hightlight dp_visionOutline_QuadColor_R - Quad Damage Color for the enemy player hightlight dp_visionOutline_RegenColor_B - Regen Color for the enemy player hightlight dp_visionOutline_RegenColor_G - Regen Color for the enemy player hightlight dp_visionOutline_RegenColor_R - Regen Color for the enemy player hightlight dp_walkRunBlendWindowSize - Percentage of the difference between targetWalkSpeed and targetRunSpeed to use as a blend window dp_walkRunBlendWindowStart - Percentage of the difference between targetWalkSpeed and targetRunSpeed to start the blend window dplg_AnimBlendFrames - Animation blend frames dplg_BlockCheckUse8x8 - If set, then the block check uses an 8x8 cube instead of a point dplg_CheckStandHeightOffsetZ - Fudge value to help with small geometry issue with contents checks for where we can stand at the end of the grab dplg_CheckVerticalVelocity - Enables preventing ledge grab if vertical velocity would take us above the ledge dplg_Debug - 1=Debug player ledge grab behavior, 2=verbose output dplg_DebugActivateNoQueryUpdateOnGrab - If true then freeze the query at the next grab dplg_DebugCylinderDurationMS - How long the debug cylinder that shows the player's resulting position lasts dplg_DebugNoQueryUpdate - Update the query or not dplg_DebugTextForwardDist - Debug text in world positioning dplg_DebugTextOffset - Debug text in world positioning dplg_DebugTextResultsOffset - Debug text in world positioning dplg_DebugTextSideSpacing - Debug text in world positioning dplg_DebugTraceStates - 1=Debug trace the player ledge grab states, 2=verbose output dplg_Enable - Enable or disable player contextual ledge grab behavior dplg_EnableDeferredTraces - 0 = inline traces, 1 = deferred traces, 2 = deferred and inline traces for comparison error checking dplg_EnableRailingAboveLedgeGrab - This enables or disables the ability to climb a railing above a ledge dplg_ForceState - Force the ledge grab to use a particular state. Use for viewing all states. dplg_InitiateLookATMaxAngle - maximum angle in degrees between the player view direction and the line from the view to the ledge grab position dplg_InitiateMaxAngle - maximum angle in degrees between the ledge face normal and the player heading to validate a ledge for grabbing dplg_LedgeFaceMaxDegsFromVertical - Maximum degrees away from vertical the ledge face is allowed to be dplg_LedgeSurfaceMaxDegsFromHorizontal - Maximum degrees away from horizontal the ledge surface is allowed to be dplg_MinInputToInitiate - The minimum forward input to initiate a grab (0-1) dplg_NoGrabTimeMS - This many MS after releasing before player can grab again dplg_OutputDeltaMove - How many delta moves to output dplg_RequireLookAtLedge - Require player to look at the ledge in order to grab it dplg_UseAnyValidPos - If true, a ledge grab can be performed if ANY of the center, right, or left positions validate. Otherwise, ALL of those positions must validate. dpp_debug - Debug demonplayer presence dpp_debugDistance - Debug demonplayer presence distance to demon dpp_debugFXPosition - Debug demonplayer presence fx positions dpp_debugFXPositionLifetime - Debug demonplayer presence fx position lifetime dpp_enable - Enable or disable demonplayer presence dpp_fxAroundDemonChance - Percent chance of spawning fx around the demon dpp_fxAroundDemonPitchRange - Degrees to +/- around demon to spawn fx dpp_fxAroundDemonYawRange - Degrees to +/- around demon to spawn fx dpp_fxLOSChecksEnabled - FX does LOS checks to player before validating position dpp_fxMaxValidCheckDirection - Max number of attempts we try to not collide with other decals dpp_fxMinLifetimeMs - Minimum FX lifetime allowed dpp_fxRandomBellCurveAccuracy - Higher number means our randomness will more closely approximate a bell curve dpp_fxRandomPitchRange - Degrees to +/- onto current view pitch when selecting a random direction to spawn FX dpp_fxRandomYawRange - Degrees to +/- onto current view yaw when selecting a random direction to spawn FX dpp_fxSpacingCloseAngle - Close angle to use when distance to fx <= dpp_fxSpacingCloseDistance dpp_fxSpacingCloseDistance - Close distance to use when lerping between dpp_fxSpacingCloseAngle and dpp_fxSpacingFarAngle dpp_fxSpacingFarAngle - Far angle to use when distance to fx >= dpp_fxSpacingFarDistance dpp_fxSpacingFarDistance - Far distance to use when lerping between dpp_fxSpacingCloseAngle and dpp_fxSpacingFarAngle dpp_fxValidFailedDelay - Ms to delay trying again for a slot dpp_spacingDist - Distance fx need to be from each other dpp_useNormalDistCheck - Whether to check the dist from the center of the fx to where the new fx line intersects the normal plane for spacing distance dpp_useOcclusion - Presence uses sound occlusion for distance to demon rather than a straight line check dpp_useSpacingDistCheck - Whether to use the angle check or the distance check to determine if the fx are too close to one another dsDoor_Debug - if true show debug info on screen for the designsystems door entities dsTurret_ClampRotation - 0: none. 1: clamp yaw. 2: clamp pitch. 3: clamp yaw & pitch dsTurret_Debug - dsTurret_DebugFiring - dsTurret_DebugPlayerTurning - dsTurret_DebugTurning - dsTurret_NoReloadTimer - Instant Reloads dsTurret_ShowAngles - dsTurret_TargetPlayer - dsTurret_UseDeferredFiring - set to use deferred firing ds_contextMenuDisabled - disables/enables the interactive context menu ds_debug - if true show debug info on screen for the designsystems entities ds_disableOutlineModels - disables outlines on design systems entities ds_turnoffthink - if true we try to turn off the think flags on designsystem entities dtls_cipherSuitesPreference - List of cipher suites in decreasing order of preference separated by ','. dtls_cookiesCallsLimit - Number of calls before a new cookie secret needs to be generated (must be > than COOKIE_CALLS_MINIMUM) dtls_cookiesLifetimeMS - Time before the cookie secret needs to be generated dtls_enableAlternateSignatureAlgorithms - DTLS enable alternate signature algorithms dtls_enableCertificateTypes - DTLS enable sending non-x509 certificates dtls_enableEncryptThenMAC - DTLS enable encrypt then MAC extension (more secure) dtls_enableHeartbeatRequests - DTLS enable being sent heartbeat request messages dtls_enableHeartbeats - DTLS enable heartbeat messages (helps determine PTMU) dtls_enableRenegotiationInfo - DTLS enable renegotiation info extension (secures renegotiations) dtls_enableTruncatedHMAC - DTLS enable trucated HMAC values extension (first 80 bits instead of full value) dtls_maxCbcExtraPaddingBlocks - Maximum number of padding blocks to add when using CBC mode (up to 14) dtls_maximumFragmentLength - DTLS Maximum Fragment Length extension value (0 = 2**14, 1 = 2**9, 2 = 2**10, 3 = 2**11, 4 = 2**12) dtls_maximumHandshakeMessageRetransmit - Maximum number of handshake message retransmits before aborting the connection dtls_verbose - Controls logging dtls messages (0 = none, 1 = debug, 2 = trace) echo_glitch_value - the echo glitch distortion value economy_debug - Enables Debug Display for Player Economy elimination_assistBonusOverride - lives to award for assist, -1 indicates use value from data elimination_barStartLagSeconds - How long the secondary bar should wait to begin its tween elimination_barTransitionSeconds - How long the secondary bar should take to catch up elimination_clientJoinGraceTime - how long new clients are allowed to join the match, game mode is guaranteed to persist at least this long elimination_deathPenaltyOverride - lives to penalize for death, -1 indicates use value from data elimination_debugHudEnabled - enables game state hud (debug version) elimination_decayAppliesToDeadPlayers - is decay applied to dead players? elimination_decayOverride - sets one decay for the entire match elimination_enableOverTheShoulderSpectatorCamera - enables the ots spectator cam in elimination elimination_gameModeOverride - 0 - standard elimination, 1 - global culling timer, lives are culled. 2 - global culling timer, max lives are culled. 3 - personal culling timer elimination_hideNameplateUntilFrenzy - should nameplates be hidden until frenzy mode happens? elimination_initialArmorBonus - armor to grant players on spawn elimination_initialNumberOfLivesOverride - number of lives players get at beginning of round elimination_killBonusOverride - lives to award for kill, -1 indicates use value from data elimination_maxNumberOfLivesOverride - override max life count elimination_nameplateDisplayMode - 0 - 'x lives', 1 - '* * *' elimination_numKillsToEarnBonusLifeOverride - override number of kills to earn bonus life elimination_remainingDisplayOverride - used to debug remaining player count display, < 0 to disable elimination_secondsPerBarPulse - how fast to pulse the bar elimination_suppressEndGame - prevents the game from ending for any reason enableLeaderboards - turn off to disable leaderboard callbacks enableSnapPostMatchStats - 0 to stop posting stats enableSnapShareProfile - 0 to stop sharing profiles encounterScript_debug - debug info for the encounter script encounterScript_debugCombatGroups - debug info for the encounter manager spawner selection encounterScript_debugSpawners - debug info for the encounter manager spawner selection encounterScript_debugSpawners_PauseUpdates - debug info for the encounter manager encounterScript_disable - disable update and spawning routines for encounter scripts. encounterScript_globalMaxAI - Max number of AI that will be allowed through the encounter system energyshield_EnableDebug - Enables debug drawing for the energyshield energyshield_MaxTargets - How many targets we can gather for energyshield deflections energyshield_ParryAlways - Parry will always succeed energyshield_ReflectPlayerForward - Projectile reflection goes to player's forward direction energyshield_ShowProjectileArc - Enables debug drawing for the energyshield energyshield_lerpAmount - How fast the projectile lerps to reflection entity_enterDormancyCheckFrequency - How often to perform full enter dormancy checks. Set to 1 to disable. entity_leaveDormancyCheckFrequency - How often to perform full leave dormancy checks. Set to 1 to disable. envShot_conservation_bias - balance for power scaling envSuit_dbgReviveFromProps - turn on info about reviving the player using health props envSuit_debugHazards - Enables Designers to see what their intervals are doing envSuit_debugSavingThrow - prints debug info for saving throw envSuit_disableHazardMeter - disables the environmental hazards, 1 - HUD meter still damages, 2 - HUD Meter no damage eol_Conan - Go Back to Dev Menu on End of Level face_animFrameOffset - animation frame offset face_blinkScale - scale blink intervals by this much face_debug - 1 = show debugging info for face / lip-sync animation face_debugEyes - 1 = show debugging info for eye alignment face_debugFluff - entity number to display debug info regarding facial fluff face_debugTextEvent - break when the text in a text event matches this value face_debugTime - if true, so debugging info for timing face_debugWeights - 1 = show unnormalized weights for each frame face_enableFidgeting - enable fidgeting face_enableGlancing - enable glancing face_eyeDampen - dampen factor for eye tracking face_eyeJitter - maximum jitter offset at a distance of eyeJitterMinDist face_eyeSpreadScale - scale to apply to the delta between the AI's eyes when offsetting the left eye's focus point face_eyeZOffset - offset to apply to focus Z face_fidgetIntervalMax - maximum interval between fidgets face_fidgetIntervalMin - minimum interval between fidgets face_fluffIntervalMax - maximum min interval between any fluff face_fluffIntervalMin - minimum min interval between any fluff face_glanceIntervalMax - maximum interval between glances face_glanceIntervalMin - minimum interval between glances face_jitterMinDist - distance at which eye jitter clamps to minimum face_lipsyncWeight - max weight for lips face_mapWeightsToSine - if true, alpha values for visemes are mapped to sine waves for to ease blends in and out face_serialize - Serialize face animators face_skipBlink - 1 = don't blink face_skipGestures - 1 = don't play gestures face_skipHead - 1 = don't play head anims face_skipLidDeform - 1 = don't do eye lid deformation face_skipLipsync - 1 = don't do eye lip syncing face_skipMood - 1 = don't play mood anims face_skipProcedural - 1 = don't play procedurally triggered anims (blink, lid deform, lip sync, and mood ) face_syncToGameTime - if true, sync lipsync and gestures to game time instead of real time face_syncToRealTime - if true, sync lipsync and gestures to real time instead of game time face_voStreamDelay - delay ( in ms ) to suspend vo starts to accommodate sound streaming fc_checkHdcTimestamps - If zero, don't clear the hard disk cache when timestamps are dirty fc_hardDiskNoSeekOffset - number of cache lines that can be skipped without seeking fc_hardDiskRequestTimeOut - milliseconds after which a request times out fc_maxCacheMemoryMB - Maximum cache size in megabytes fc_minCacheMemoryMB - Minumum cache size in megabytes, take this much even if over comited fc_opticalDiskNoSeekOffset - number of cache lines that can be skipped without seeking fc_opticalDiskRequestTimeOut - milliseconds after which a request times out fc_opticalDiskSkipOffset - keep on reading if the next cache line is less than this many lines ahead fc_periodicStreamControlJobFrequency - Frequency of stream control job fc_printProcessRequestsPerformanceWarning - print the "idStreamControlThread::ProcessRequests() took x msec" performance warning fc_useHdc - 1 = enable hard hard cache, 2 = force hard disk cache fc_usePeriodicJob - Use periodic job instead of thread for stream control fc_verifyCacheReadData - Compare every cache read with an actual ReadOfs flightmap_useBinaryFiles - read and write binary flightmaps flightmap_useOptimized - use optimized flight map building fnc_show - distance to render flight nav voxels focus_defaultUsableDistance - Distance threshold to display and perform usable forge_currentNetwork - Location for forge network traffic routing. forge_taskName - forge task name forge_userId - forge user identifier fpArmorAdjustments - Turn on code path for 1st person armor piece offsets fpArmorLeftArmOffsetPosX - 1st person armor LeftForeArmRoll1 offset x fpArmorLeftArmOffsetPosY - 1st person armor LeftForeArmRoll1 offset y fpArmorLeftArmOffsetPosZ - 1st person armor LeftForeArmRoll1 offset z fpArmorLeftArmOffsetRotX - 1st person armor LeftForeArmRoll1 rotation x fpArmorLeftArmOffsetRotY - 1st person armor LeftForeArmRoll1 rotation y fpArmorLeftArmOffsetRotZ - 1st person armor LeftForeArmRoll1 rotation z fpArmorLeftHandOffsetPosX - 1st person armor LeftHand offset x fpArmorLeftHandOffsetPosY - 1st person armor LeftHand offset y fpArmorLeftHandOffsetPosZ - 1st person armor LeftHand offset z fpArmorLeftHandOffsetRotX - 1st person armor LeftHand rotation x fpArmorLeftHandOffsetRotY - 1st person armor LeftHand rotation y fpArmorLeftHandOffsetRotZ - 1st person armor LeftHand rotation z fpArmorRightArmOffsetPosX - 1st person armor RightForeArmRoll1 offset x fpArmorRightArmOffsetPosY - 1st person armor RightForeArmRoll1 offset y fpArmorRightArmOffsetPosZ - 1st person armor RightForeArmRoll1 offset z fpArmorRightArmOffsetRotX - 1st person armor RightForeArmRoll1 rotation x fpArmorRightArmOffsetRotY - 1st person armor RightForeArmRoll1 rotation y fpArmorRightArmOffsetRotZ - 1st person armor RightForeArmRoll1 rotation z fpArmorRightHandOffsetPosX - 1st person armor RightHand offset x fpArmorRightHandOffsetPosY - 1st person armor RightHand offset y fpArmorRightHandOffsetPosZ - 1st person armor RightHand offset z fpArmorRightHandOffsetRotX - 1st person armor RightHand rotation x fpArmorRightHandOffsetRotY - 1st person armor RightHand rotation y fpArmorRightHandOffsetRotZ - 1st person armor RightHand rotation z fs_OnDemandZipReads - Closes opened zip files after they're opened and re-opens them when file IO needs to take place fs_arbitraryZipSupport - default = 1, 0 = will not load zip files fs_atomicFileWrite - Return idFile_AtomicWrite instead of idFile_Permanent on OpenFileWrite fs_basepath - (Read Only) Location for game files fs_benchmarkSeekMicroseconds - If benchmark < this, assume HD fs_cachepath - (Read/Write) Location for temporary files fs_caseSensitiveFS - fs_copyfiles - If set will copy all files opened for read to this path, i.e. 'fs_copyfiles x:/work/d00m/' may be set on the command line or post engine load fs_debug - fs_generatedPath - Location of generated data fs_installpath - (Read/Write) Location for installed files fs_mtpWholeReadThreshold - if an mtp file size is less than this threshold, block read the entire thing and return a memory file fs_nfsRetries - nfs connection error retries before failure, -1 for infinite fs_nfsRetryWait - nfs connection error wait before retry in seconds fs_noCheckout - 1 = chmod local files for writing/deleting instead of checking out fs_noOverlappedIO - default = 0, 1 = uses blocking reads instead of overlapped reads fs_pathDeclOverride - (Read Only) Secondary Location for decl game files fs_readOnly - default = 0, 1 = will set file system to read only fs_reportReads - Report every filesystem reads fs_savepath - (Read/Write) Location for development storage files, overwrites the default savegame path as well for the PC fs_shareRetry - default = 0, 1 = retry opening files when encountering a sharing error fs_sourceControlEnable - enable automatic source control gets for missing files fs_sourceControlGetWholeFolders - update the entire folder on a source control get, only gets files with the same extension, currently excludes tgas fs_sourceControlWorkspace - use an explicit workspace for source control operations fs_sourcepath - (Read Only) Location for source files fx_skipSounds - Don't play FX sounds fx_verbose - print verbose warnings for fx g_AmmoScalar - Scales max ammo capacity g_EBoltDamageEpsilon - Margin of error for entity collisions g_EnableGore - 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all g_EntityShowSpawns - 1 = show everything that spawns, 0 - dont. g_EnvironmentDamageDebug - used for debugging environmental damage g_LootDropOffsetLength - How much to offset entities being dropped by loot crates g_SetShowWeaknessIndicator - Set ShowWeaknessIndicator on weapons using WMT_WEAPON_DAMAGE_HEADSHOT_ADD_DAMAGE_SCALE g_SpawnablePropShotImpulse - impulse to apply when shot g_TestClothComponentWind - g_VolumeClientDeath - If true, will predict death on clients that fall into kill volumes before server authorizes the death g_VolumeDebug - used for debugging volumes g_VolumeUMBFriendlyCheck - Perform the friendly check on the Unstable Matter Ball volume player slowing g_VolumeVirtualGUINumDebugPoints - how many points to create for debugging g_aiIncomingDamageScale_DIFFICULTY_EASY - Difficulty Scaling g_aiIncomingDamageScale_DIFFICULTY_HARD - Difficulty Scaling g_aiIncomingDamageScale_DIFFICULTY_MEDIUM - Difficulty Scaling g_aiIncomingDamageScale_DIFFICULTY_NIGHTMARE - Difficulty Scaling g_aiSpawnFilter - if set to an entity name, only AI with the specified name will be spawned. Intended for debugging problem AI in isolation. g_allowDemonPickup - If true, this will allow the demon pickup to work normally. If false, you will not become the demon g_allowReloadsWhenFull - allow weapon reloads even when weapon is full g_allowSingleEntityDebug - Allows system to debug on a single entity basis which is more expensive since each has to be checked g_allowWeaponSwitchToEmpty - Allow the player to cycle through empty weapons g_ammoDropScale - scales amount of ammo you get that was dropped by AI. if -1 use the tables from the game g_ammoPickupScale - scales amount of ammo you get from pickups manually placed in maps. if -1 use the tables from the game g_armorDropScale - scales amount of armor you get that was dropped by AI. if -1 use the tables from the game g_armorPickupScale - scales amount of armor you get from pickups manually placed in maps. if -1 use the tables from the game g_attackPauseMSAfterDemonPossession - MS after demon possession ends before attacking is allowed, to demon input being mistaken for player input g_autoDOFOnGK - Enables Auto DOF for GloryKills g_autoDOFOnGK_FadeoutTime - Auto DOF for GloryKills - Fadeout Time g_autoDOFOnGK_Far - Auto DOF for GloryKills- Far Plane g_autoDOFOnGK_Focus - Auto DOF for GloryKills - Focus Plane g_autoDOFOnGK_Near - Auto DOF for GloryKills - Near Plane g_autoEquipNewWeapon - When a new weapon is picked up, automatically equip it g_autoMotionBlurOnGK - turn on motion blur during glory kills g_badSpawnDamageDealtTime - After spawning, if player deals damage under this time. Send bad spawn event. g_badSpawnDamageReceivedTime - After spawning, if player receives damage under this time. Send bad spawn event. g_badSpawnDeathTime - After spawning, if player dies under this time. Send bad spawn event. g_berserkMode - 0 - latest mode, 1 - latest test mode g_bfgAmmoDropScale - scales amount of BFG ammo you get that was dropped by AI. if -1 use the tables from the game g_bfgAmmoPickupScale - scales amount of BFG ammo you get from pickups manually placed in maps. if -1 use the tables from the game g_blendRoot - name of animator to treat as root for g_showBlendTree g_blendedZoom_disable - Globally disable blended zoom for all weapons. g_blendedZoom_fovDelay - When using a blended zoom, we delay the FOV lerp by this amount to compensate for the lack of zoom animation g_blendedZoom_nonLinear - Do a non linear blended lerp for g_bloodEffects - show blood splats, sprays and gibs g_bloodSphereScale - Maximum amount to scale a blood sphere compared to the size of the incoming blood sphere radius g_breakableAngular - g_breakableDebugDecals - g_breakableDebugIslands - g_breakableDebugPos - Render debug positions of breakable rigid bodies g_breakableDuration - g_breakableExplosionImpulseScale - g_breakableFXRandomPercentage - if > 0.0f, this value will override the percentage in the decl g_breakableImpulseScale - g_breakableMass - g_breakableMaxHeightDifference - max delta from base to body in z for the body to live. g_breakableOffset - g_breakableRadius - g_breakableRayUpPercent - g_breakableSpin - g_breakablefloorsplatfromceiling - g_breathDamageDuration - number of seconds the damage sounds, heartbeat or breathing lasts g_cameraPlayerHack - true = force player 0 for camera g_checkForClientDeleteVerificationAmount - When first and last obj id awaiting deletion verification are this far apart, run a check (could just be 2 objects if the numbers are far apart. g_clientDrop_Dist - if this should show the ribbon g_clientDrop_debug - if this should show the ribbon g_clientFire_checkDeathDebug - Debug messages about dead clients doing damage g_clientFire_checkDeathMode - 0=Always allow hit msgs. Fairest (but still unfair) for HPB but results in more double deaths. 1=Server interpolated time; favors LPBs, less double kills. 2=Server absolute time. Highly favors LPBs, no double kills g_clientFire_clientHitScanOnDeath - If true, we will send a hitscan message even if the entity is already dead g_clientFire_damageMessageCutoffMs - Hit messages with a server time of hit larger than this (in Ms) behind current time will get rejected and not apply the damage from them g_clientFire_useBackupWeapon - If ClientWeaponFire shows a NULL weapon, attempt to figure out which weapon the client actually fired and use that. g_clientUpdateInfoAllowIfWrongSpawnId - if true, idPlayers and idDemonPlayers will allow clientToServerUpdateInfo for the wrong spawnId g_clonePortalRendermodels - g_conveyorUseRendezvousForSpawn - Should we used estimated rendezvous points when choosing a spawn point? g_coop_revivePCT - PCT of health to revive to in coop (player to player) g_damageHealthLimitHeavy - health level to start heartbeat g_damageHealthLimitMedium - health level to start medium breathing g_damageImpulseMultiplier - A multiplier to apply to damage numbers to get physics impulses for props. g_damageSave - reduces damage taken based on percentage of health vs maxhealth g_damageScale - scale final damage on player by this factor g_damage_debugExpansion - show expansion g_damage_overrideExpansionSpeed - override expansion speed, -1.0 for default g_damage_useExpansionSpeed - use expansion speed with radius damage g_damageablePowerBase - g_damageablePowerScale - g_deactivatedEntityPruneThreshold - [-?..0] = disable, >0 triggers a prune of the activeEntities list for every N entities that are removed g_deathCamDataManagerUpdateRateHz - Update rate in Hz g_debugAISpawnNodes - 1 = debug AI spawn nodes g_debugActorModifierComponents - Prints out debug information regarding actor modifier components g_debugActorModifiers - Draw debug actor modifier info to the HUD g_debugActorRepulsors - 1 = debug actor repulsors g_debugAnim - displays information on which animations are playing on the specified entity number. set to -1 to disable. g_debugBinaryModelControllerRadius - Draw a sphere to represent the radius of binary model controller entities. g_debugBinaryModelControllerTargetBounds - Draw the bounds that were calculated from the target binary models; used for toggleOffScreen. g_debugChargeablePistol - print debug information about pistol states g_debugCheatCodes - used to debug cheat codes being used g_debugClothAxis - g_debugClothComponent - g_debugCombatScoring - Turns on the combat scoring system. g_debugCounts - print debug information about entity counts and calls to expensive functions g_debugDamage - print debug information about damage taken (armor / health / location) g_debugDamageGroup - Show damage information for damage groups g_debugDeviation - if true draws debug info about projectile deviation g_debugDormancy - show when entities begin and end dormancy g_debugDrawEntityInterpolation - will draw the debug interpolation info g_debugEBolt - g_debugEjectShells - debug the ejected shells g_debugEntityInactiveForClient - print out debug text when a server authoritative entity becomes inactive on the client g_debugEntityInterpolation - will print out the entity interpolation calculations g_debugEventQueue - 1-prints a message if event queue num exceeds this amount, 2- Prints the information for each event processed g_debugEventQueueDuplicates - 1-prints message if events of the same type are sent to the same object per frame, 2-prints a message if exact event is found in queue multiple times per frame g_debugFX - 1 = fx start/stop debug, 2 = verbose start/stop debug, 3 = distance debug, 4+ = serialization g_debugFireManager - show fire manager debug visualization g_debugFireSounds - 1: Print debugging info about fire sounds, 2: verbose spew g_debugFixedSpreadRandomDecals - shows where the damage traces are hitting g_debugFootStepEffect - print debug information about footstep impact effects g_debugGore - 1 = output enableGore() results to screen, 2 = visualize gore cloth, 3 = visualize gib spray g_debugHologram - print debug information about the hologram g_debugHologramLifetimeMS - debug for lifetime of hologram g_debugImpactEffect - print debug information about projectile impact effects g_debugImpactMgr - impact manager debug g_debugLaserSight - if true draws debug info for the player/ai laser sight g_debugLayerChanges - shows info on layer changes g_debugLayers - print information about layer changes during play g_debugLines - 1 = show debug points as lines g_debugManagedObjectRegistration - Turn on printf debuging for managed objects register and unregister g_debugMeleeTraces - 1 = show melee traces. 2 = show melee traces and bounds g_debugMeleeTracesLifetime - How long to leave visible the debugMeleeTraces g_debugMove - print debug information about player movement (sets idPhysics_Player::debugLevel) g_debugMover - print debug information about movers moving g_debugMoverModifiers - if true, will print debug information on mover modifiers g_debugMoverMods - show information about specified mover modifier. g_debugMoverSpeedSoundBindings - if true, will print debug information on mover modifiers g_debugOldSlicerUI - Show the old slicer UI g_debugParametricMM - debug parametricMM movement g_debugParametricSplineAngles - Debug spline angular movement g_debugParametricSplineMovement - Debug spline movement g_debugParametricSplineVelocity - Debug spline angular movement g_debugParry_farPlane - far plane to use for parry g_debugParry_fov - fov to use for parry (default: 0, uses g_fov) g_debugParry_maxHeight - max height to use for parry g_debugParry_nearPlane - near plane to use for parry g_debugParry_time - amount of time (secs) parry lasts g_debugPlayer - Player for debug commands like noclip. If -1, it will use the local player g_debugPlayerZoom - Debug zoom values g_debugPowerWeaponPickup - 1 = Log state of spawning/dropping GBF pickups g_debugProjectileProximityMine - Show debug logging for idProjectileProximityMine g_debugPushBounds - Display push bounds g_debugRagdollImpulses - Prints and draws debug information for ragdoll impulses g_debugRenderForceDepthTest - if true, then debug render geometry will always depth test g_debugRewards - 1 = prints out in game rewards, 0 = off g_debugScript - print debug information about threads being created and destroyed g_debugShowMoverAttachmentAxis - show axis for the mover entities g_debugSiphon - Debug damage -> health transfer. g_debugSiphonRadius - Show expanding siphon radius. g_debugSnapMapIssues - 1 = debug snapmap issues. g_debugSounds - shows start and stop info and channel for all entity sounds. g_debugSphereModelTrace - time to show debug info for sphere model traces g_debugStaticCannon - print debug information about static cannon states g_debugSyncEntity - debug sync entities g_debugTeleporterPath - If non zero, will show results of teleporter collision tests for X ms. Where x is the value of this variable g_debugTeslaRadius - Show tesla damage radius. g_debugThreatSensorOrientation - Show threat sensor axis. g_debugTriggers - print 'x activated by y' when a trigger activates something g_debugWeapon - print debug information about weapon states, also draws lines when monsters are alerted and shows melee range g_debugWeaponDisplayDuration - Duration to display weapon debug visuals g_debugWeaponDrift - 1 = print weapon drift debug info. g_debugWeaponJointHits - Show joint hit g_debugWeaponKick - Debug weapon kick g_debugWeaponMagnetism - if true will display weapon magnetism data for the local player g_debugWeaponStats - prints debug strings for weapon stats g_debugWeaponSwitch - Debug weapon switch g_debugZoomBlur - Debug zoom blur values g_debug_overdrive - Enables debug text for overdrive g_debug_static_damage_impulse - g_debug_static_damage_springs - g_demoAmmo - If true, will fully replenish all weapon ammo in inventory every time player picks up any ammo g_demoDevMode - demo mode used for main menu with a dev map list g_demoHealth - if set the player should never take enough damage to die g_demoMode - demo mode used for main menu g_demoModeCyberDemonDamageScale - scale cyberdemon damage to player by this in VC ( demo mode ) g_demonPickupDebug - If true, will output lots of info about the BecomeDemonComponent g_demonPickupOverrideIncomingTimeMS - if >= 0 will override idProp2::timeBeforeInitialSpawnMS g_demon_KillCountRequired - Number of kills required activate demon g_disableBFG - If true then any BFG in the inventory will be removed. g_disableParticleGeneratedBinaries - If true; will not generate and read binary data for particles g_disablePressButtonToFadeIn - disable the map load fade in button g_disablePropAttraction - If true, prevents the attraction component from moving items closer to players that are within range g_disableSyncPlayerDeaths - g_disasm - disassemble script into base/script/disasm.txt on the local drive when script is compiled g_dominationPointMinTeamControl - A team controlling a control point that's underdispute needs to still have this much control (out of 1.0) for it to influence spawning g_dpadCyclesEquipment - if true, DPAD left/right cycles between equipment. Otherwise, specific DPAD buttons select specific equipment items. g_dragDamping - set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy) g_dragEntity - allows dragging physics objects around by placing the crosshair over them and holding the fire button g_dragEntityViewOffset - Offset the view trace for drag entity by this much. g_dragShowSelection - draw the bounding box of the selected entity g_drawAASAroundPlayer - > 0 = draw AAS areas around player in radius defined by this cvar. g_drawAASCentersAroundPlayer - > 0 = draw AAS area centers around player in radius defined by this cvar. g_drawAASIslandsAroundPlayer - > 0 = draw AAS island areas around player in radius defined by this cvar. g_drawBob - draw a graph of view bob ( angle and offset ) g_drawCrouch - draw a graph of crouch correction g_drawDPSFromPlayer - Draw the damage per second inflicted by the player g_drawDPSFromPlayerHeight - How far above each entity's origin to draw the DPS text g_drawDPSFromPlayerScale - How large to draw the DPS text g_drawObstructedNavmesh - 2 = draw Navmesh areas that are obstructed by geometry. g_drawPlayerAngles - shows the player view angles g_drawPlayerGround - shows the player ground height g_drawPlayerHealth - shows the player health and max health g_drawPlayerInput - shows the current player input g_drawPlayerInventory - draws the player inventory g_drawPlayerModelTransform - 1 = shows the players origin/axis according to the model g_drawPlayerPos - 1 = shows the player position, 2 = also draws the player origin in the world g_drawPlayerSpeed - shows the player speed (scalar) g_drawPlayerUpgradeInfo - shows the players current upgrades g_drawPlayerVel - shows the player velocity (vector) g_drawPlayerViewAngles - shows the player view angles g_drawPlayerViewPos - shows the player view position g_drawPlayerWeaponEngagementInfo - 1 = draws the engagement info for the players current weapon in hand. 2 = same as 1, but also shows the aim assist params. g_drawReachabilitiesAroundPlayer - > 0 = draw AAS reachabilities around player. g_drawSway - draw a graph of hands sway g_drawTVSafe - draws a tv-save overlay on the HUD g_drawUCmdTracker1ViewAngles - draw the umdTracker1 angles g_drawUCmdTracker2ViewAngles - draw the umdTracker2 angles g_drawWeaponLineAngleIncrement - the weapon line increment to use for drawing weapon lines g_drawWeaponLines - shows weapon model lines g_droppableMaxRange - max droppable range before they disassemble g_droppedLootDistance - max distance the lootable can be away from its owner to loot both g_dumpActiveEntities - Dump the names of the active entities to the console g_dumpActors - Dump the names of actors to the console g_dumpSpawnedEntities - Dump the names of spawned entities to the console g_eboltDebug - 1=display wireframe brightness, 2=display wireframe gradient, 3=display wireframe bolt reveal g_echoPulseTimeScalar - Scales the speed of the echo pulse g_editEntityCloneDist - how far from the camera the newly cloned entity is placed, default = 128 g_editEntityGridSize - snap to grid for entity dragging, default = 0 g_editEntityMode - 0 = off g_editEntityMouseDrag - 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities g_effectPhysicsBoxFountain - g_effectPhysicsRespawnTime - g_ejectShells - eject shells g_enableARGui - enable ar targeting GUI g_enableChainedGloryKills - If true perform an automatic glory kill g_enableClothSim - g_enableCombatScoring - Turns on the combat scoring system. g_enableDamageRecording - Enable recording of damage for DPS debugging g_enableGameTimeScaling - Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game g_enableGoreOnDemonPossession - If true, gore the player when he becomes a demon g_enableHologramTraces - enable/disable additional traces for hologram flickering g_enableMPGloryKills - If true perform glory kills in PvP. g_enableMPGloryKillsMaxSpeed - Max speed target can be moving forward to be able to glory kill in PVP g_enableMPGloryKillsMaxSpeedDebug - Show debug spheres for GK speed checks g_enableMPGloryKillsMaxSpeedTime - Time in MS that must elapse after going exceeding the glory kill speed before you can be glory killed g_enablePistol - If on, then player will always have a pistol sidearm, which can be selected with D-pad down g_endOfMatchHackModuleRewards - How many hack modules to give players at the end of a match g_entityPerf_DrawEnts - 0 - Thinking, 1 - Running Physics, 2 - Animating g_entityPoolLog - Display entity pool timings. g_entityPoolMode - 0 = off, 1 = per-def pools, 2 = shared (per-type) pools g_entityPoolTypeInfoClone - Use TypeInfo cloning to instantiate entities in entity pool (requires map restart). g_entity_forceFillUpdateList - if true, force FillEntityUpdateList() to run every frame g_eventTimeThreshold - only show times for events that exceed this g_explodeOldestProximityProjectileOnNew - When max reached, explode oldest and create new one. If false, ban creation until an existing one explodes. g_explodeOriginEnts - spread out all entities at world origin g_explodeProjectilesOnAltFire - explodes all launched projectiles when Alt Fire is pressed g_explodeProximityProjectilesOnDeath - Explodes launched proximity mine projectiles when player dies. If false, just removes them on death. g_fixupForAdaptiveTick - fix g_fixupForAdaptiveTick_PrecisionMode - 0 == use old on all, 1 == precise for AI, 2 == precise for all g_focusedEntityNumber - Specify a specific focus entity g_forceWeaponSwitchOnDryFire - Force a weapon switch on a dry fire g_fov - camera field of view g_freeCam - enable free camera g_freezeTime - 1 = stop all game time and go into free camera mode g_gameDifficulty - the difficulty setting for the game, if -1 will not use the cvar but the var in gameLocal currentGameDifficulty ( 0: easy, 1: medium, 2: hard, 3: ultra-violent, 4: nightmare ) g_glideHudPosX - g_glideHudPosX g_glideHudPosY - g_glideHudPosY g_globalBounds - bounds to show for info/bounds g_goreBloodSphereExpandDistance - Maximum distance for one blood sphere to expand to encompass another g_goreClippingSpheres - Enables debug drawing for the gore index's gore clipping spheres. g_goreDamageMultiplier - Increases the damage given to Limbs/Gore Pieces g_goreDeadDamageMultiplier - Increases the damage given to Limbs/Gore Pieces when owner is dead g_goreEnableWoundsImplicitly - Allows wounds to automaticaly enable, rather than waiting for pain reaction g_goreForceGibs - Allows wounds to automaticaly enable, rather than waiting for pain reaction g_goreJointRadius - Joint sphere radius for wound activation g_goreJointRadiusSplash - Joint sphere radius for splash damage wound activation g_goreNoFullBodyGibs - If True, no FBG will be executed. g_goreSpawnChunksOnInit - if true, gore entities are spawned then removed on map load and AI spawn g_goreSplashJointsUsed - How many get used for splash damage splatters g_goreSplatterDecalTime - How long before another splatter decal can be spawned. g_gravity - control the force of gravity on physics objects g_healthDropScale - scales amount of health you get that was dropped by AI. if -1 use the tables from the game g_healthPickupScale - scales amount of health you get from pickups manually placed in maps. if -1 use the tables from the game g_heartBeatIntervals - time in MS to wait between player heartbeats g_hideTutorialsOnDifficulty - Whether or not to disable tutorials if difficulty is ultraviolent or higher. g_ignoreQuickUseCooldown - Override all quick use cooldown timer. g_impactSoundInterval - if nonzero this overrides soundInterval specified in impactSound decls g_infiniteAmmo - 1 = infinite ammunition g_infiniteClips - 1 = infinite clips g_infiniteEnergy - Infinite Energy g_infinitePossession - can cast possession while others are still possessed g_infiniteThrowItems - 1 = infinite throw items (grenades) g_inhibitAI - g_invulnerabilityOnRespawnDurationSeconds - Length of time, in seconds, a player is invulnerable for after respawning g_kickAmplitude - scale how far a damage kick to the view angles moves g_kickBarrelProjectileLift - The increase in height when kicking barrel g_kickBarrelProjectileSpeed - The initial speed of the projectile when barrel kicked. g_kickTime - scale how long a damage kick to the view angles lasts g_killStreak_KillCountRequired - Number of sequential kills per life required activate an active ability g_knockback - If -1, use knockback value from damage decl. If > -1, this cvar will override the damage decl's knockback value. g_laserSightEmitterOffsetX - laser sight emitter x offset g_laserSightEmitterOffsetY - laser sight emitter y offset g_laserSightEmitterOffsetZ - laser sight emitter z offset g_laserSightEmitterScaleX - laser sight emitter x scale g_laserSightEmitterScaleY - laser sight emitter y scale g_laserSightEmitterScaleZ - laser sight emitter z scale g_laser_fadeout_delta - deviation from view direction for laser fadeout g_laser_fadeout_distancesq - distance threshold for laser fadeout g_loadAllLayers - 1 = loads all entities in all layers g_loadingPacifier - Show loading Pacifier g_lootDropMovementDelayAddition - Increases the randomness of loot drop delays g_lootDropMovementLingerTime - Time to linger in the air before attracting g_lootDropPopUpVelocity - How far we popup for. g_lootDropPopupTime - How long we popup for. g_lotteryDropChance - Chance that additional armor shards will drop from lottery perk g_maxNetLagToUnpauseClientsMs - Max time (in MS) between snapshots we must get below before we'll unpause the client g_maxPlayerMeleeWeapons - maximum number of melee weapons the player is allowed to carry at one time g_maxPlayerWeapons - maximum number of weapons the player is allowed to carry at one time g_maxSpawnLocations - Approximate limit to generated spawn locations. g_maxTurretPitch - g_maxTurretYaw - g_meleeTracePreviousPositionUpdate - Melee traces - previous position is updated to be current position (sweep test) g_minLoadMapTimeMs - To test loading screen g_minNetLagToPauseClientsMs - Min time (in MS) since the last snapshot before we decide to pause the client g_mpGloryKillDamageTakenMultiplier - When in a glory kill(as the instigator), what ratio of normal damage do multiplayer players take? g_mpLevelUpRewardMethod - How level up rewards are given. 0 = random roll from tables (old way), 1 = specific items per level (new way) g_noCoopPlayerCollision - allow co-op players to clip through one another. g_noFadeIn - g_noFiringSpread - 1 = disable firing spread. g_noWeaponDrift - 1 = disable weapon drift. g_noWeaponOverheat - 1 = disable weapon overheating. g_onlineDebug - Print online debug text. g_overdrive_PointsRequired - Number of overdrive points required activate overdrive ability g_penetrationScale - the ammount to scale the damage by per penetration g_permaGodMode - player never loses god mode g_playerHealthAndArmorScale_DIFFICULTY_EASY - Difficulty Scaling g_playerHealthAndArmorScale_DIFFICULTY_HARD - Difficulty Scaling g_playerHealthAndArmorScale_DIFFICULTY_MEDIUM - Difficulty Scaling g_playerHealthAndArmorScale_DIFFICULTY_NIGHTMARE - Difficulty Scaling g_playerHealthRegenDelay - seconds we wait after last damage to give health back to player g_playerHealthRegenInterval - once regenerating health how often to increment g_playerHealthRegenRate - if regenerating health is enabled in mode settings, how much we give per second g_playerIncomingDamageScale_DIFFICULTY_EASY - Difficulty Scaling g_playerIncomingDamageScale_DIFFICULTY_HARD - Difficulty Scaling g_playerIncomingDamageScale_DIFFICULTY_MEDIUM - Difficulty Scaling g_playerIncomingDamageScale_DIFFICULTY_NIGHTMARE - Difficulty Scaling g_playerShieldRegenDelay - seconds we wait after last damage to give shield back to player g_playerShieldRegenInterval - once regenerating shield how often to increment g_playerShieldRegenRate - once regenerating shield, how much we give per second g_playerShowStats - detailed view of new player metrics system g_postSerializeReadUsesSpawnedList - Whether PostSerializeRead calls all spawned entities or just those serialized this frame g_powerWeaponDropHeight - How high above the player's physics origin they will drop prop2's upon death g_predictHit - If true, client will predict hits and do the hit flash beep g_predictUseDamageDeclClientAuth - If true, use the damage decl's hitClientAuthoritative functionality g_printSlowGameFrames - when non-zero, shows info about game frames that exceed # of milliseconds specified g_projectileAdjustStart - the offset dir from the trace point g_projectileClientAuthoritative - If true, client will send reliables when his projectiles hit enemies. g_projectileClientDontMove - Debug projectiles g_projectileDebug - Debug projectiles g_projectileDebugLifetime - Debug draw lifetime in milliseconds g_projectileDebugStuck - Debug projectile getting stuck g_projectileEMPstick - g_projectileHologramTrace - submit collision queries against holograms to make them flicker g_projectileImpactDistance - how far we should test to see what surf type the explosion would hit g_projectileImpale - to allow rockets to impale AI on contact g_projectileRocketImpactDistance - how far we should test to see what surf type the rocket explosion would hit g_projectileTraceSeek - trace the seek behavior g_projectileUnStuck - If true, projectiles will attempt to prevent a stuck condition. g_prop2DebugMovement - If true, prop will draw its movement radius when active, if tracking towards someone it will show an arrow g_propDropPlayerVelMod - Percent of velocity from the player to be applied to the dropped prop g_propDropVelocity - Velocity to apply to the prop in the dropping player's view direction g_propOverrideRespawnTimeMs - Override the respawn time for all props controlled by idItemPropSpawn. g_pvsLocationMemory - used to store a position that will be checked against the players PVS. Set to 'current' to tag your current pos, or 'clear' to clear. g_radiusDamageHitProjectiles - if true radius damage can hit projectiles in the world causing them to explode g_radiusDamageMultiplier - Damage multiplier to all RadiusDamage() calls. g_radiusDamageRadiusMultiplier - Radius multiplier to all RadiusDamage() calls. g_radiusDamageUseSimpleHitMsg - if true radius damage will only send a single hit trace across the network g_ragdollLootImpulse - impulse to apply to AI ragdolls when looting g_railSearchThreshold - Threshold used to determine when to stop searching for closeset point on a rail. g_railSpeed - Speed to move when player is on a rail. (units / sec) g_recordDamageSecs - How many seconds of damage should be recorded g_reticleIndicatorsUseMP - Whether or not to use an alternative swf for mp reticle indicators g_reticleMode - How to draw the reticles. 0 - Full, 1 - Dot, 2 - hide g_reticleModeMP - How to draw the reticles in multiplayer. 0 - Full, 1 - Dot, 2 - hide g_runFrames - you can set g_runFrames while g_stopTime is set to have the game run that many frames, then stop again g_scoreboardSplashTimeMS - Number of milliseconds to display the results splash screen. In PVP, this includes the victory/defeat, then team scores, then podium. The scoreboard is on the following screen after this timer expires. g_screenshots - Take screenshots for this many successive frames g_sendAllReliables - Should we record data about reliable game messages g_sendEntityCountIntervalMS - How often to send entity counts to telemetry g_setCombatScore - Sets a score value for the ui. g_setNumHellChallengesRuneProgress - Sets number of hell challenges finished for perk slot purposes g_setting_aim_assist - 0 = off, 1 = on, 2 = singleplayer only, 3 = multiplayer only, 4 = joystick only g_setting_boss_health - Show or hide the boss health g_setting_combatScoring - show or hide the combat scoring on the hud g_setting_compass - Show or hide the compass g_setting_gk_highlight - show or hide the GK highlight g_setting_hudNotifications - show or hide the hud notifications g_setting_hud_show - Show or hide the hud g_setting_interact_prompt - show or hid the interact prompt g_setting_mp_challenge - show or hide challenge notifications in mp g_setting_mp_rating - show or hide rating notifications in mp g_setting_mp_score - show or hide score in mp g_setting_objectiveMarkers - show or hide the objective markers g_setting_objectiveUpdate - show or hide the objective updates g_setting_photomode - enable/disable photomode g_setting_razerChroma - Use Razer Chroma effects g_setting_subtitles - show or hide the subtitles g_setting_tutorials - show or hide the tutorials g_shouldReturnToRace - temporary stores return state for main menu g_showAASUnderPlayerCrosshair - 1 = show AAS where you're looking. g_showActiveEntities - draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. g_showAllPlayerInfo - shows player information for All players. g_showBlendTree - shows the blend tree for the entity with the specified number, if the entity has a blend tree g_showBreakableCollision - g_showChallenges - whether to show the challenges ui g_showCloth - shows cloth springs and points. 1 = show points, 2 = show springs, 3 = show collisions, 4 = show all g_showClothBounds - g_showCollisionDistance - maximum distance collision geometry will draw when g_showCollisionWorld or g_showCollisionModels is used g_showCollisionModels - draws the collision geometry for models g_showCollisionNoSkipEntity - if set to 1, g_showcollisionModels will not skip any entity (including current) g_showCollisionQueries - g_showCollisionQueryName - 1 to show the query name, 0 to show the type of query g_showCollisionSpheres - draws the collision geometry for sphere models g_showCollisionStreamAreas - 1 = show all collision stream areas. 2 = show active collision stream area. 0 = OFF g_showCollisionSubModels - show complete sub models g_showCollisionSurfaces - show collision surface info, 1 = for all content types, 2 = for only content shotclip g_showCollisionSurfacesDistance - Distance to trace when showing collision surfaces g_showCollisionSurfacesFilled - show filled collision surface info, 1 = for all content types, 2 = for only content shotclip g_showCollisionTraces - print statistics from the collision system every frame g_showCollisionWorld - draws the collision geometry for the world (bsp geometry) g_showCrosshair - if true we draw the crosshair g_showCrosshairInfo - 1 = Show dist to entity we have our crosshair over. 2 = Show dist to whatever colliding surface we have our crosshair over. 3 = Same as 2, but skip everything but the world for the trace g_showDormant - if true, show entities entering and leaving dormancy. g_showEditEntityDepthTested - draws the debug bounds in edit mode with depth testing g_showEditEntityDialog - enabled poping up the editor window after edit entity duplication g_showEditEntityInfo - draws debug info when editing entities with g_editEntityMode > 0 g_showEditEntityLocalAxes - draws the local axes of the selected entity instead of world axes g_showEditLayerNames - draws the layer names when g_editEntityMode is enabled g_showEffectsModelRecyclerStats - g_showEntityInfo - draws boxes around all entities. cyan for actors, orange for triggers, green for solid, grey for everything else. also prints the entity name and number in the box g_showEntityWarnings - set to 1 to see entities that are incorrectly placed/configured/etc g_showEventTimes - 1 = show execution times for game events g_showFlareDebug - 1 = render flare debug, 2 = render flare debug depth-tested g_showFxResourceErrors - print fx resource errors (such as out of slots). 0 = off, 1 = all, 2 = lights only, 3 = particles only, 4 = static models only g_showFxResourceLights - debug render active lights g_showFxResourceParticles - debug render active particles g_showFxResourceStats - print fx resource usage g_showGameDeclHeapWarnings - Issues warnings for game decls that are allocated on the global heap g_showGuis - enables drawing of GUI elements other then HUD g_showHud - enables drawing of HUD elements g_showLightEntities - includes light entities when editing sounds ( g_editEntityMode == 2 ) g_showMapUpdate - enable target objective map update g_showMoverMods - show information about specified mover modifier. g_showNumActiveEntities - If true it displays the number of currently active entities g_showPieceCollision - g_showPlayerArmorFX - If on, show the player armor FX g_showPlayerInfo - enables drawing of Player Information elements in the HUD (e.g. name and health). g_showPlayerModuleLocation - 1 = show which snapmap module that player is in. g_showPlayerShadow - enables shadow of player model g_showPlayerSprintInfo - 1 = Show info about player sprinting ( stamina amount, time, dist, etc ). g_showPoiInfo - enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag). g_showPowerLineBounds - g_showPushHits - Shows traces for pushers applying impulses on colliding objects g_showPushes - Shows pushes g_showSpeeds - shows the speed for the player with the specified entity number g_showSpread - draws a debug circle to show the spread on the weapon g_showStatics - draws boxes around func/static entities. g_showSwarmSplines - show the splines of swarm mover g_showTargets - draws entities and their targets. hidden entities are drawn gray. g_showThinks - show entity thinks g_showTrajectories - 1 = show projectile trajectory tests. g_showTrajectoryStats - 1 = show statistics about trajectories g_showTrajectoryTime - how long in MS to display the trajectories g_showTriggers - draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey. g_showWaterDebug - render water surface debug g_showXPGainInfo - If true, shows info about XP gain for clients. g_skipAnimEventSounds - skip anim event sounds g_skipBreakableParticles - g_skipCloth - skips cloth simulation g_skipFXManager - skip fx g_skipFlightVolumesOnLoad - Skip flight volume generation on map load. Flying creature will not work. This is meant for quick iteration and should not be archived. g_skipImpacts - skip impacts g_skipViewEffects - skip damage and other view effects g_skipWaterSim - skips water surface simulation g_sleep - Testing tool to force longer game frames g_slicerAlignmentTimeMs - Time in ms for slicer to align to movement vector g_slicerAvoidanceTargetThreshold - If the avoidance collision happens within this close to the target, don't avoid. g_slicerDebugDuration - Debug slicer mine vectors duration. g_slicerDebugLaser - Debug the slicer mine laser beam. g_slicerDebugPlaneFunc - 0: Singular Value Decomp, 1: Closest points g_slicerDebugWeaponCollide - Debug the slicer mine when it collides on deploy. g_slicerDebugWeaponLaunched - Debug the slicer mine when it's launched. g_slicerDebugWeaponRecollide - Debug the slicer mine when it recollide on first collision. g_slicerDebugWeaponTriggered - Debug the slicer mine when it's triggered. g_slicerLOSInsetScale - Percentage in from the extent top and bottom that line-of- sight will be shot at g_slicerLaserRotSpeed - Rotation speed on laser scan effect. g_slicerLaserScaleX - Fixup scale on laser to be 1 unit in size in X dimension g_slicerLaserScaleY - Fixup scale on laser to be 1 unit in size in Y dimension g_slicerLaserScaleZ - Fixup scale on laser to be 1 unit in size in Z dimension g_slicerLaunchClearanceRatio - When slicer launches toward a player, this is a fraction of slicer radius over which it will initially collide with nothing. g_slicerMaxForwardTraceRatio - After primary collision, maximum fraction of slicer radius to search forward for placement collision. g_slicerMaxPlacementQueries - Number of raycast samples to use for detecting placement. g_slicerMinThrowDistance - Minimum distance you can throw the slicer without recolliding from the player position to ensure we don't hit walls g_slicerNormalVarianceThresh - The amount the avg primary trace normal must be greater than secondary to be used. g_slicerTraceDepthRatio - When creating salvo of trace samples, how far forward to test for collisions, as fraction of slicer radius. g_slicerTraceRadialRatio - When creating salvo of trace samples, how far out along radial to test for collisions, as fraction of slicer radius. g_spawnDebugInfluencerGroup - Enables debug drawing for spawn influencers with matching debugGroup (specified on the decl). -1 disables g_spawnDebugLevel - Amount of detail to show when drawing system debugging information. 0 = only scores, 1 = locations, 2 = volumes, 3 = LoS checks g_spawnDebugPauseBotsWhenSpawn - If on, whenever the debug player respawns, pause all bots g_spawnDebugRenderDuration - How long debug spawn render lines stick around g_spawnDebugShowInfluencerRanges - Enables more detailed visualization for spawn influencers g_spawnDebugShowSpawnNodes - Show spawn point cylinders g_spawnJitter - Amount of random variation in spawn location values. g_spectatorAllowFrozenLocalPlayerTargets - allow spectating of frozen player targets who are the local player g_spectatorAllowFrozenRemotePlayerTargets - allow spectating of frozen player targets who are not the local player g_splatterMaterial - -1 random, 0+ index in splatter goregraph g_splinePause - Debug spline angular movement g_spreadRNG - 0 = idRandom, 1 = idRandomMersenne, 2 = idRandomWELL1024 g_spread_noSpread - Toggles Weapon Spread On/Off for debugging g_stopTime - 1 - stops all entity updating, but the player can still run around, 2 - stop all entity updating, including player uses free cam g_suppressFriendlyFireImpactEffects - If true, friendly fire impact effects won't play g_swfFloatingTextScale - 0 = off, 100 = full size g_tauntLengthMS - length of player taunts g_tauntRespawnWindowMS - window after respawning when you cannot taunt, so mashing x button to respawn doesn't put you in a taunt g_teleporterPressToReleaseTime - How long between press and release to register a teleporter activation. g_teleporterSecondsDelayAfterUse - After activating the personal teleporter, how many seconds before you will actually get teleported. g_tempProjectileTest - if true we try the new system for detecting throwing through geometry g_testDeath - disable fading and respawning when you die so you can see what happens when you die g_testEffects - testing effect for jeremy g_testFxName - fx decl name used for the testFx command in absence of a name parameter g_testMaterial - name of material to draw over screen g_testNightmareProgress - test the nightmare progress system outside of the nightmare mode g_testParticleName - particle decl name used for the testParticle command in absence of a name parameter g_testPlayerTrail - g_testPlayerTrailLengthScale - g_threadedSubmitCollisionQueries - Use parallel job to submit collision queries g_timeEntities - when non-zero, shows entities whose think functions exceeded the # of milliseconds specified g_timer - set to 1 to start timing, set back to 0 to stop timing and report the interval g_tracePlayerAccel - outputs the player acceleration to the console every frame g_tracePlayerAngles - outputs the player angles to the console every frame g_tracePlayerDamage - outputs the incoming damage to the player g_tracePlayerPos - outputs the player position to the console every frame g_tracePlayerVel - outputs the player velocity to the console every frame g_tracePlayerViewAngles - outputs the player view angles to the console every frame g_tracePlayerViewPos - outputs the player view pos to the console every frame g_trackXPGain - Enable tracking of xp events g_trackXPGainDamage - Enable tracking of xp events for damage gain (g_trackXPGain must also be enabled) g_trackedChallenge_declName - The unlockable decl name (path) of the challenge the user is tracking g_trackedChallenge_pinned - Whether to pin or always update the tracked challenge g_trackedChallenge_tierIndex - The tierIndex of the challenge being tracked g_trajectoryArcSegments - decompose parabolic trajectories into this many segments prior to trace discretization g_trajectoryTimestep - time in milliseconds for each timestep during trajectory simulation g_ultraNightmareMinDistance - The minimum distance between shown ultra nightmare helmets. Negative values disable the check. g_universalAmmoDirectToClip - If true, universal ammo pickups will load directly into weapon clips, bypassing inventory. g_unlockChallengeGate - if set, challenges are never gated g_useAutoMapManager - Whether to create the autoMapManager g_useDeferredDecalManagerForWeapons - If true, bullet decals will go through deferred decal manager and will get removed if they overlap. g_useGaussianAimSpread - Player weapons use approximated gaussian spread (0 uses uniform linear spread) g_useImageBlackList - 0 = ignore the image blacklist and load everything. 1 = filter out files based on a blacklist g_useImpactColor - if true, pass through the trace point surface color for an impact to the impact particle g_useMPReferenceHUD - Runs MP hud through reference path that skips as much SWF as possible g_useMPReferenceHUD_Death - Run death message reference g_useRadialTracePattern - 0 = use sphere point tests (expensive), 1 = trace hard coded patterns against collinear planes g_useResourceBlackList - 0 = ignore the model blacklist and load everything. 1 = filter out files based on a blacklist g_useReverseRadialTraces - 1 = do traces from target->explosion, not explosion- >target, where possible. Only works with g_useRadialTracePattern and not on AF entities g_useSpawnInfluencers - If on, use the new spawn influencers system. g_useSpreadMagnetism - If true, adjusts hitscan traces during weapon spread calculation g_verboseImageBlackList - 0 = be silent. 1 = print exclusion information to the console for each file g_verboseResourceBlackList - 0 = be silent. 1 = print exclusion information to the console for each file g_viewNodalX - eye distance from the neck in the x direction g_viewNodalZ - eye distance from the neck in the z direction g_viewNoteDevTrack - default viewnote devtrack setting g_viewNotePriority - default viewnote priority setting g_viewNoteRepeat - default viewnote repeatability setting g_viewNoteType - default viewnote type setting g_visorHeavyDamageThreshold - damage amount to be considered heavy g_waterForceGenerate - force water surfaces to regenerate g_weaponAutoSwitchOnEmpty - 0 - no auto switching, 1 - auto switch as soon as the weapon is empty g_weaponAutoSwitchRequiresEmpty - If this is true, weapons will not autoswitch on dryfire unless they have no ammo at all for any fire mode g_weaponChangeMinIntervalMS - This is the smallest interval allowed between weapon changes g_weaponDoomClassicPose - 0 for default angled pose, 1 for centered Doom classic weapon pose g_weaponDoomClassicPoseMP - 0 for default angled pose, 1 for centered Doom classic weapon pose in multiplayer g_weaponDoomClassicPoseSM - 0 for default angled pose, 1 for centered Doom classic weapon pose in SnapMap g_weaponDoomMPUseDoomHands - 0 for default hands in MP & SnapMap, 1 for Doom Praetor hands g_weaponKickBackRatio - Changes the ratio how far back/up we get pushed g_weaponShowRibbon - if this should show the ribbon g_weaponSkipSound - if true will skip fire sounds. g_weaponSpreadScale - Global player weapon spread scale g_weaponUpdateLaser - if true will update the laser (Rage version) g_weaponkick - apply first person weapon kick gameMode_defaultComponent - Number for the component that should start by default. 0 = OFF. gamedate - gc_autoRecordDemos - When 1, automatically records demos for each match in PRODUCTION (packaged) builds. When 2, automatically records demos for each match in all builds. gc_avengerTimeLimit - Time allowed for kill to counted as an Avenger Kill. gc_bleedOutDamage - How much damage is applied every gc_bleedOutDamageInterval gc_bleedOutDamageInterval - How often bleed out damage is applied while in the bleed-out state gc_bloodthirst_deniedDistance - Distance in world units needed for a 'Denied' kill in Bloodthirst gc_carryStatusSpeedScaleOverride - Override the speed modifier for carrying an object. gc_closeAndPersonalDistance - Distance in world units needed for a kill to be awarded for an 'Up Close And Personal' kill with the Double Barrel Shotgun gc_coop_assistPct - Percentage of damage a player must do to get an assist (while not getting killing blow) gc_coop_defendTime - Time in MS after an AI melees a player where the other player can register a defend kill gc_coop_killStreakTimeLimit - Time allowed for consecutive kills to be counted as a streak (in seconds). gc_criticalDamageCountsForKillTimeLimit - Time in MS a player has to kill after doing critical damage for kill to count as critical gc_criticismTimeLimit - Time in MS a player has to get a second critical kill in order to be awarded the criticism medal gc_debugGameEventCallouts - Toggle debug text when playing callouts. gc_doubleHelixCapturePointFadeInTime - The transition time capture points will fade in for. gc_doubleHelixCapturePointFadeOutTime - The transition time capture points will fade out for. gc_doubleHelixCapturePointOffsetZ - The vertical offset applied to the capture point gc_doubleHelixCaterpillarDistance - Distance between extra zones. gc_doubleHelixDebugGround - Debug spline objects snapping to the ground gc_doubleHelixDisplaySpline - Show Double Helix spline gc_doubleHelixFXTime - Looping time between spline FX being triggered gc_doubleHelixFlagIncomingTime - The time before a flag respawns to begin displaying the POI. gc_doubleHelixFlagRespawnTime - The time after capture before a flag respawns. gc_doubleHelixGroundDistanceBetweenSamples - Spline distance for ground tests gc_doubleHelixGroundLerpStyle - Spline lerp style 0-Cosine 1-Linear 2-Per Frame gc_doubleHelixMaxSnapDist - Max distance to snap spline objects gc_doubleHelixPathDebugRender - If TRUE, render debug geometry for the spline path. gc_doubleHelixRenderDeliveryTrail - If TRUE, render flag delivery trail. gc_doubleHelixShouldSnapToGround - Are spline objects snapped to the ground gc_doubleHelixShowCapturedFlagProp - Show a captured flag prop for the remainder of the delivery sequence after the animation completes gc_doubleHelixSpeedScale - How fast spline moves. gc_doubleHelixSplineGradientPower - The length of the gradient effect. gc_doubleHelixSplinePercentageOfTotalLength - The length of each gradient as a percentage of the total spline length. gc_enablePowerUpAndWeaponCallouts - If on, gameeventcallouts will occur for all power ups and power weapons in MP gc_enablePowerUpAndWeaponPOIs - If on, POIs will show for all power ups and power weapons in MP gc_enableRoundScoreDisplay - Should round scores be displayed at the end of each round? gc_ffaSplashIdleMS - num ms for FFA match-end splash screen to display gc_flagAutoReturnTime - How long a flag may remain uncaptured before returning to spawn. gc_flagCarriedGlowFactor - Flag emissive glow multiplier when carried gc_flagDeliveryAnimTime - Ms from animation start to end gc_flagDeliveryPointPOIFocusTime - Time the delivery point POI stays in focus upon flag pick-up. gc_flagDeliverySequenceOverrideTime - Ms from delivery sequence start to end, 0 to disable override and use decl value gc_flagDeliveryShakeTime - Ms from animation start to play screen shake gc_flagDeliveryUseShake - Play screen shake for flag delivery animation gc_flagDeliveryUseVFX - Play VFX for flag delivery animation gc_flagDeliveryVFXTime - Ms from animation start to play VFX. -1 uses editor defined flagDeliveryFXTime gc_flagDroppedGlowFactor - Flag emissive glow multiplier when dropped gc_flagPickupArmorBonus - Armor to give to flag carrier upon pickup. gc_flagPickupHudStyle - Set to 0 to display pickup overlay, set 1 to focus delivery POI, and set to 2 to do both. gc_flagPickupVisualsMask - Flag pickup visuals multiplier applied when flag is carried gc_flagPoiSonarCurve - 0 for linear sonar pulse and 1 for an inverse exponential decay sonar pulse. gc_flagPoiSonarFreqMs - Flag carrier POI sonar frequency override in Ms gc_flagPoiUseSonar - Does the flag carrier POI use a sonar effect gc_flagResetToNearestGround - When the flag hits a kill volume, will it reset to the nearest ground position instead of returning to the spawn gc_flagShowOnlyRelevantBasePOIs - Display only relevant base POIs or all flag base POIs at all times. gc_flagVisionBlendTime - Blend time in seconds to and from flag vision. gc_forceTeamColors - Player models will be colored according to teams in team based modes gc_freezetag_multiThawTimeLimit - Time in MS a player has to thaw a second player to get the multithaw medal gc_ft_debugPlayerDeath - Prints for debugging player death handling gc_gameOverEndDurationMS - Duration of time between game over starting and the round results. gc_genocideMinPlayerCount - Minimum number of enemy players needed for a player to be awarded the genocide medal gc_globalCalloutTicker - Toggle using the objective ticker on the right for global callouts. gc_humiliatorTimeLimit - Time in MS a player has to perform a taunt after a kill to get the humiliator medal gc_incapacitatedStartingHealth - How much health we start with when we're incapacitated. gc_killStreakTimeLimit - Time allowed for consecutive kills to be counted as a streak (in seconds). gc_killStreakTimeLimitChainsaw - Time allowed for consecutive chainsaw kills to be counted as a streak (in seconds). gc_longshotDistance - Distance in world units needed for a kill to be awarded a Longshot medal gc_matchOutroSeconds - num seconds for the match ended outro screen gc_matchSplashSeconds - num seconds for the match splash gc_minPlayersInPrivateMatch - If greater than 1, private matches will end if player count drops below this number gc_oneHitKillDamageAmount - Minimum amount of damage the attacker must deal for a kill to count as a one hit kill gc_oneHitKillTimeLimit - The attacker must not have damaged this victim for this number of MS before the kill to qualify for a one hit kill gc_podiumAllowTaunts - allow taunting in the podium gc_podiumFadeOutMS - num ms for podium screen to fade out at end gc_podiumSeconds - num seconds for podium screen gc_powerItemCalloutTimeBeforeSpawnSec - Time in seconds before power item spawns that callout plays gc_powerItemRespawnTimeMultiplier - If > 0, multiplies respawn time for power items gc_powerItemsAlternate - If on, power item spawners are forced to spawn one at a time gc_powerSeekerShowsHolderPOI - If on, power seeker will show POI over holders of power items gc_powerWeaponKillsPerMatch - Minimum number of kills with a power weapon a player needs during a match to qualify for the corresponding challenge gc_preGameDurationMS - Duration of pre-game in milliseconds. Controls the entire duration of pre-game, including intro, loadout selection and remainder of countdown. gc_protectorTimeLimit - Time allowed for kill to counted as a Protector Kill. gc_runebaitDistance - Distance in units a player needs to be near a rune for the killer to qualify for the Rune Bait medal gc_showPickupTimesForEveryone - If on, everyone in MP will see pickup timers (as if they had time management hack module) gc_surpriseTimeLimit - Time in MS a player has to get a kill after teleporting to get the 'Surprise!' medal gc_survivorHealthLimit - Maximum health for a kill to be counted as a survivor kill gc_timeUntilAllowRespawn - How long to wait after dying before allowing respawn gc_timeUntilHackModuleSelect - How long to wait after dying before allowing hack module select in milliseconds gc_timeUntilLoadoutSelect - How long to wait after dying before allowing weapon loadout select gc_totalReviveTimeRequired - Amount of time required to revive a player before he actually revives giveXP - if set will show XP in game and allow it to be gained gl_debugServerClientFrameParms - Turn on to debug the server/client frame parms gl_threadWaitSelection - How long to wait for serialization jobs to finish. 0 = shortest. wait immediately, 1 = middle. wait at the end of ReadSnapshot, 2 = longest. wait until right before PostSerializeRead glass_useJobs - 0 = off, 1 = threaded globalCursor_RayLength - Length of the trace used for the global cursor. globalEncounterScript_debug - debug info for the global encounter script manager goreGUI - Enables the Gore Editing Gui display. gore_disable_BFG_fullBodyGib - Disables Full Body Gibbing when using the BFG. gore_enable_fullBodyGib - Enables Full Body Gibbing. gore_maxLivingGoreEnts - How many gore entities can be out in the world at one time gore_minDistanceforDirectionCalc - If the inflictor distance is less than this, we dont check direction gore_neverFadeAndRemove - Prevent gore entities from being removed and fading away groundPound_debug - show timing marks for ground pound hackModuleAdrenalineInvertalSeconds - how long to apply speed burst for adrenaline hackModuleAlarmAudioInterval - how long in milliseconds before next audio cue is played. hackModuleAlarmDistance - base distance to check for enemy players to play audio cue. hackModuleAlarmHorizontalFOV - alarm horizontal fov degree to see hostile players hackModuleAlarmVerticalFOV - alarm vertical fov degree to see hostile players hackModuleDemonHunterShowClockTier - specify which tier value to show demon hunter clock hackModuleDemonHunterShowPOITier - specify which tier value to show demon hunter poi hackModuleInputStartWaitTime - how long to wait when first holding button to move hack select hackModuleInputWaitTime - how long to wait after first holding button to move hack select hackModuleManHuntTargetMinDeathTime - minimum time to wait until target player is dead before getting new target hackModuleMaxSpeedPercentage - max speed percentage to limit speed demon and adrenaline hackModuleMinAnalogStickMove - minimum recognized input for analog stick control hackModuleMinTimeToExpire - minimum time to set if you die to allow respawn with that hack module active hackModulePlayUseSound - toggle playing use effect sound hackModuleTestRangeFirst - first hack module in range to force give hack modules hackModuleTestRangeLast - last hack module in range to force give hack modules hackModuleTimeBetweenStartAndUseEffect - how long to let the start effect play before allowing it to be interrupted by use effects hackModuleTimeWarning - time left to show time warning hackModuleUseEffectCooldownTime - cooldown time before can play use sound again hackModuleUseEffectTime - minimum amount of time between showing use effect hackModuleWaitToShowTime - how long to wait after dying before showing hack select hackModulesExpire - if true, hack modules will expire during matches when their timer runs out hackModulesGetSpent - if true, hack modules get spent when they are equipped in matches hack_ownsPhoenixDemo - Temporary hack for Phoenix. 0 - has not downloaded free demo, 1 - has downloaded free demo hack_ownsPhoenixFullGame - Temporary hack for Phoenix. 0 - does not own paid Game, 1 - owns paid Game handsBobCycle_AttackHoldTimeMS - how long the gun remains in attack pose after attacking stops handsBobCycle_AttackSpringK - spring constant for spring controlling blend from relax to attack handsBobCycle_BlendAlphaSpringK - spring constant for blend alpha handsBobCycle_CanAttackWhileSprinting - If true, then the sprint anims will immediately blend to the sprint shoot anims when attacking. If false, then the sprint attack anims will not be used and the bob cycle will track when the sprint cycle is finished blending out handsBobCycle_Debug - enables debugging for the bob cycle animweb handsBobCycle_DebugForwardMove - forced forwardmove for debugging handsBobCycle_DebugRightMove - forced rightmove for debugging handsBobCycle_DebugTraceStates - traces debugging info to the console handsBobCycle_DebugWeb - dumps trace info about the hands bob cycle animweb handsBobCycle_DirectionSpringK - spring constant for direction spring handsBobCycle_DoubleJumpIdleDelayMS - timeout on blending bob cycle back to idle after double jumping handsBobCycle_Enable - enables the bob cycle animweb handsBobCycle_FallIdleDelayMS - timeout on blending bob cycle back to idle after falling without jumping handsBobCycle_FootStepEventTimeoutMS - timeout on footstep events to allow bogus events to be rejected handsBobCycle_IdleCmdTimeThreshold - no-input time in MS before before switching to idle bob cycle handsBobCycle_JumpIdleDelayMS - timeout on blending bob cycle back to idle after jumping handsBobCycle_RelaxSpringK - spring constant for spring controlling blend from attack to relax handsBobCycle_ShowBlendTree - draws the blend tree for the animated hands bob cycle hands_FovScale - scale the fov for gun models by this float value hands_NoIntroBringup - ShouldPlayIntroBringup always returns false if enabled hands_additiveAnimBlendMS - blend duration for additive channel animator hands_additiveAnimBlendOutMS - Default blend out duration hands_additiveAnimIsDoneFrames - Default number of frames to look ahead to test whether an animation is 'done' hands_additiveOffsetBlendDurationMS - If >= 0, this overrides any other blend duration for the additive offset hands_additiveShootAnimEnable - enable the additive shoot (shake) anim hands_adjustFirePosDistCheck - Min units difference between aim position and trace endpos required to adjust firePos to viewPos from muzzlePos hands_allowMeleeInterrupt - Allows melee to interrupt the transition back to idle hands_allowMeleeWhileTriggerPulled - Allow melee to interrupt trigger pulling for weapons hands_allowQueuedFireFromSprint - Allow queued firing from spint hands_applyAnimationDeltas - apply animation deltas from hands anims hands_autoDryfire - allows auto-fire weapons to also auto-dryfire when empty hands_blendIntoCustomLength - the number of frames to blend during a transition to the custom hand state while shooting hands_chainsawAttack1StabInsteadOfSwipe - if true then attack1 will be a stab, if false it will be the 2-stage swipes hands_chainsawDebugCutting - pumps out debug info related to cutting hands_chainsawDebugInstaGib - if true then force chainsaw to do instagibs against targets hands_chainsawDefaultShake - default shake to use when engine is running hands_chainsawIdleRelaxSpringK - spring constant for transition from stab to relaxed hands_chainsawIdleStabEnable - enable the chainsaw idle stab behavior hands_chainsawIdleStabSpringK - spring constant for transition from relaxed to stab hands_chainsawJitterScaleMaxLoad - Strength of jitter animation at maximum cutting load hands_chainsawJitterScaleMinLoad - Strength of jitter animation at minimum cutting load hands_chainsawMeleeJitterScale - scale to apply to the alpha on the additive jitter anim hands_chainsawMeleeRateScaleMaxLoad - rate scale to use at maximum cutting load hands_chainsawMeleeRateScaleMinLoad - rate scale to use at minimum cutting load hands_chainsawMeleeScaleCut - rate scale to use during chainsaw cutting hands_chainsawMeleeScaleCutDurationMaxMS - maximum duration of a single cutting slowdown hands_chainsawMeleeScaleCutDurationMinMS - minimum duration of a single cutting slowdown hands_chainsawMeleeScaleCutIntervalMaxMS - maximum interval between cutting slowdowns hands_chainsawMeleeScaleCutIntervalMinMS - minimum interval between cutting slowdowns hands_chainsawMeleeScaleSpringK - spring k for chainsaw melee rate scale hands_chainsawMeleeScaleSurge - rate scale to use during chainsaw surging hands_chainsawUseMeleeScaleSpring - if true then values are smoothed with a spring and if false they are immediate hands_debugAlignment - >= 1 draws axis for hands alignment debugging. hands_debugFire - true to display debugging into related to firing hands_debugFireFlags - Prints the current state of the fire flags when updating the weapon hands_debugFiringInterval - Prints numbers of milliseconds between weapon fires hands_debugFrustumDepth - Depth of debug frustum, drawn when hands_updatePos = 0 hands_debugOutputShowFrames - use 0 to output frame info and 1 to output MS info hands_debugProjectileTrajectory - enable / disable debug display of projectile trajectories with debug lines hands_debugTraceNextFireTime - trace the next fire time hands_debuganimTime - 1 = show debug info for hands anim web hands_debugfc - > 0 = show frame commands callbacks hands_debugflags - 1 = show debug info for hands flags hands_debugstates - 1 = show debug info for hands anim states, 2 = also show handsFlags hands_debugtracepos - trace hands position hands_debugtracestates - 1 = trace hands anim states hands_debugweapon - 1 = show debug info for the current weapon hands_debugweb - 1 = show debug info for hands anim web, 2 = also show web var info hands_debugwebvars - 1 = show debug info for hands anim web variables hands_depthHack - tweak to avoid hands / weapons being clipped by world hands_directionalMeleeDegs - How wide an angular sector to test for directional melee enemies hands_directionalMeleeDist - How far out to test for directional melee enemies hands_directionalMeleeForceSelect - If >=0, force the directional melee to select the specified strike hands_directionalMeleeForwardDegs - Angular size of the forward cone where enemies will be directionally meleed with the FORWARD directional melee attack hands_directionalMeleeSideAttackBias - Scale the side dist to bias selection of side attacks against vertical attacks hands_doCosmeticReloads - if true, play a cosmetic reload animation to transition an empty weapon to a full state instead of doing an ugly instant snap hands_drawMuzzlePos - 1 = draw the muzzle position and orientation hands_drawShellEjectPos - 1 = draw the shell eject position and orientation hands_drawThrowItemHoldTime - 1 = draw the throw item hold time hands_endDofLerpTime - Milliseconds to lerp out DoF when weapon intro animations are interrupted hands_envReactionsAlphaRate - alpha rate for animator, 0 for instantaneous hands_envReactionsDebug - enables debugging for the environmental reaction animweb hands_envReactionsDebugWeb - dumps trace info about the hands environmental reaction animweb hands_envReactionsDrawReactionDir - if true, draw the dominant reaction dir hands_envReactionsEnable - enables the environmental reaction animweb hands_envReactionsForceReactionByName - the name of the reaction to force hands_envReactionsForceReactionByType - -1 = don't force anything, 0 = force no reaction, 1 = force steam, 2 = force smoke, 3 = force gag, 4 = force poison gas, 5 = force quake hands_envReactionsForceReactionRadius - the radius to use for calculating strength for a forced reaction hands_envReactionsForceReactionStrength - the strength of the forced reaction hands_envReactionsYawSmoothSpringK - spring constant for smoothing the reaction direction hands_forceDryfire - force the weapon to dryfire hands_forceFire - force the weapon to fire, 1=primary, 2=secondary hands_forceInterruptibleTransition - forces all transitions to be interruptible hands_forceIntroAccentBringup - forces all bringups to use the intro accent bringup if it exists hands_forceIntroBringup - forces all bringups to use the intro bringup if it exists hands_forceReloadFromEmpty - 1 = set 'isReloadingFromEmpty' hands_forceWeaponLoadedAppearance - 0 = off, 1 = force unloaded appearance, 2 = force loaded appearance (for weapons with different loaded and unloaded appearances) hands_fovVerticalScaleHack - Hands vertical FOV multiplier hands_genericlHideBlendFrames - Frame duration for the generic hide hands_grenade_allowCook - Allow grenade cooking hands_grenade_debugThrowDelay - Prints numbers of milliseconds from letting go of throw button to spawning projectile hands_grenade_pitchOffsetOverride - If greater than -1, will use this value instead of the value in the throwable decl for pitchOffsetForPlayer hands_hitReactionsDebugTraceStates - dumps trace info about the hands hit reaction states hands_hitReactionsDebugWeb - dumps trace info about the hands hit reaction animweb hands_hitReactionsEnable - enables the hit reaction animweb hands_hitReactionsTimeoutMs - timeout after a hit reaction plays before another can play hands_hitReactionsYawSmoothSpringK - spring constant for smoothing the hit direction yaw hands_ignoreTagCheckOnMeleeLunge - Ignores the tag distance check for melee lunge hands_landAnimsCannotInterupt - If false, landing anims can never interupt another active state (requires idle to play) hands_loopingShootStateSpringK - spring constant for looping shoot state anim weights hands_loopingShootStateUpdateIntervalMaxMS - maximum update interval for gross weapon pose in looping shoot state, in MS hands_loopingShootStateUpdateIntervalMinMS - minimum update interval for gross weapon pose in looping shoot state, in MS hands_meleeAllowOneHitKill - If true, allow a one hit kill on players hands_meleeFromLungeDistance - How far away from the target we must be to start playing the melee strike animation from the lunge hands_meleeOneHitConeTestRadius - Cone radius used for checking player position and facing for one-hit-kill melee hands_meleeOneHitIsBehindDegrees - Angle for checking attacker's relative position to target for one-hit-kill melee (Is attacker behind target?) hands_meleeOneHitIsFacingDegrees - Angle for checking attacker's facing relative to target for one-hit-kill melee (Is attacker facing target?) hands_mpMeleeMinimumTimeMS - Minimum time (in ms) between melee strikes (MP only) hands_offsetForCrosshairFireHeightScale - Scale the offset value for the fire axis height hands_offsetForCrosshairFirePitchScale - Scale the offset value for the fire axis pitch hands_offsetForCrosshairModelHeightScale - Scale the offset value for the model height hands_offsetForCrosshairModelPitchScale - Scale the offset value for the model pitch hands_offsetPitch - extra pitch hands_offsetRoll - extra roll hands_offsetX - position of the gun in the x coordinate hands_offsetY - position of the gun in the y coordinate hands_offsetYaw - extra yaw hands_offsetZ - position of the gun in the z coordinate hands_pendingActionTimeout - If >= 0, this determines how long an action can stay pending before being cleared hands_show - 1 = show gun hands_showBlendTree - 1 = show the blend tree for the hands animweb, 2=show the blend tree for the right hand item, 3= show the blend tree for the left hand item, 4=show the blend tree for the entire hands animstack hands_show_mp - 1 = show gun - (MP Only), should override 'hands_show' when in MP hands_startMeleeFromLungeScaler - Scale when we start the melee from the lunge, the base distance is how far the tag is from the origin of the gun hands_syncMeleeInterruptsAll - Whether syncMelee attacks can interrupt anything or are part of the regular melee system hands_timeInSprintForSprintMelee - how long in MS the player has to be in sprint to do a sprint melee hands_updateAnim - 1 = update hands animations hands_updatePos - 1 = update position to match player view, 0 = leave hands where they currently are hands_useDeferredFire - 0 - always use non-deferred fire, 1 = always use deferred fire, 2 = use non-deferred on the first fire and deferred after that hands_useLastProcessAnimEventTime - Keep track of the last time we actually processed anim events and use it instead of always using the previous frame's game time hands_useThrowBranch - Should we use the 'throwbranch' code or simpler 'throw' path hands_usecvars - Use cvars for hand movement/rotation hands_weaponChangeTimingScheme - 0 - weapon change time = bringdown time (cur weapon ) + bringup time (next weapon), 1 - weapon change time = bringup time (next weapon) hands_weaponLagDebug - enable debugging for weapon lag hands_weaponLagEnable - enable weapon lag hands_weaponLagForwardBackEnable - enable forward/back lag hands_weaponLagIntegrationMethod - Toggles between the various integration methods (ie 0 = Euler, 1 = RK4) hands_weaponLagPitchEnable - enable pitch lag hands_weaponLagStrafeEnable - enable strafe lag hands_weaponLagYawEnable - enable yaw lag hands_weaponLoadedBlendSpringK - spring constant for weaponLoadedBlendVal hands_weaponZoomPCTPower - the power for the weapon zoom pct hansoft_forgeNetwork - AMQP Forge network topic to use when sending messages to Forge; defaults to forge_currentNetwork or AMQP vhost harvester_beamEnableSmoothing - Enable Harvester ribbon smoothing for the beam harvester_beamMaxRangeDitherDist - How much to dither down from the normal max range harvester_beamOnlyShowHit - Only show the 'hit' beam when we hit harvester_beamRibbonPointCount - Number of points in the beam ribbon. Minimum of 2 (start and end) harvester_debugDetonate - Enable debug display of detonate ability harvester_detonateAllowMovement - Whether to allow movement during the detonate harvester_detonateAsProjectile - Whether to use the projectiles or the AE detonation harvester_detonateBallDebug - Whether to show the debug for harvester's detonate ball harvester_detonateBallDebugDepthTest - Harvester's detonate ball debug depth test harvester_detonateBallDebugFilled - Whether to show the debug for harvester's detonate ball filled harvester_detonateBallDebugLifetime - Harvester's detonate ball debug lifetime harvester_detonateFireDelay - How many milliseconds until the Harvester can fire again after a detonate. 0 = immediate. harvester_detonateInvalidInputTime - How many milliseconds do we hold the invalidInput UI on screen harvester_detonateProjectilePattern - Which pattern to use 0 = single forward. 1 = front arc. 2 = 360 harvester_detonateRefireDelay - How many milliseconds until the Harvester can detonate again. 0 = immediate. harvester_detonateTime - How many milliseconds until the Harvester detonates after pulling trigger harvester_enableClimbTraversal - Allow the harvester to do the climb traversals harvester_enableJumpTraversal - Allow the harvester to do the jump traversals harvester_energyMinForVisuals - Min energy value to start ramping visuals harvester_energyMultiplier - Multiplier to use for damage to energy conversion harvester_fireForceLookForward - Force the harvester to look forward while firing harvester_forceEnergyPercent - Force an amount of energy towards maxEnergy to test visuals/etc harvester_forceFireHandedness - Force the harvester to fire using one hand or the other (0=right, 1=left, -1=off) harvester_forceStopFireSound - When we StopFireSound, force it to stop rather than relying on the stopFireSound wwise event harvester_groundFXEnable - Whether to enable the harvester ground fx harvester_groundFXFadeTime - Time the ground fx stay after leaving the ground harvester_groundFXMaxHeight - Furthest off the ground the harvester can be to have ground fx harvester_handsChannelBlendMs - Hands channel animator blend time harvester_minTimeToRemainInFire - Min time harvester must remain firing after starting fire healthRegen_debug - show helper arrows and text for charge attack heap_forceProductionReset - Force the map heap to follow the production path when resetting http_connectTimeout - Default HTTP connection timeout in MS http_receiveTimeout - Default HTTP receive timeout in MS http_resolveTimeout - Default HTTP resolve timeout in MS (0 = infinite) http_sendTimeout - Default HTTP send timeout in MS http_useProxy - Control whether to use system proxy configuration http_verbose - Control HTTP client chattiness hud_WeaponRotation - hud_WeaponScale - Scale of the equipped weapon's render model. hud_XPTweenRollOffTime - time for the xp to perform its tweens hud_XPTweenRollOnTime - time for the xp to perform its tweens hud_advDamageNumberAnimScaleMax - Maximum multiplier to use on the damage number font size scale hud_advDamageNumberAnimScaleMin - Minimum multiplier to use on the damage number font size scale hud_advDamageNumberAnimTimeScale - The time scale to use when animating the damage number font size scale hud_advDamageNumberArcGravityMax - Maximum gravity to use for animating damage numbers down hud_advDamageNumberArcGravityMin - Minimum gravity to use for animating damage numbers down hud_advDamageNumberArcMaxVelocityX - Maximum damage number velocity on the horizontal plane hud_advDamageNumberArcMaxVelocityY - Maximum damage number velocity in the vertical direction hud_advDamageNumberArcMinVelocityX - Minimum damage number velocity on the horizontal plane hud_advDamageNumberArcMinVelocityY - Minimum damage number velocity in the vertical direction hud_advDamageNumberArcSafeDegrees - The maximum angle (in degrees) from the player's view under which we will try to keep the damage numbers visible hud_advDamageNumberDistanceScaleMax - The maximum percentage that damage numbers are allowed to be scaled, regardless of how close they are hud_advDamageNumberDistanceScaleMin - The minimum percentage that damage numbers are allowed to be scaled, regardless of how far away they are hud_advDamageNumberEnabled - If true, world space damage numbers will be used, rather than the 2D damage number system hud_advDamageNumberPosCorrectionDemonDistance - The distance at which damage numbers will begin having their positions adjusted when damaging demons. hud_advDamageNumberPosCorrectionEnabled - If true, damage numbers will have their positions adjusted to try to keep them on screen. hud_advDamageNumberPosCorrectionPlayerDistance - The distance at which damage numbers will begin having their positions adjusted when damaging players. hud_advDamageNumberPosCorrectionVerticalOffset - Vertical offset to add to the final calculated corrected damage number position. hud_advDamageNumberScaleFarDistance - The distance from the player at which damage numbers should be fully scaled to their minimum hud_advDamageNumberScaleMaxRadians - The maximum angle (in radians) that the font scale is allowed to be before it is clamped hud_advDamageNumberScaleNearDistance - The distance from the player at which damage numbers should be fully scaled to their maximum hud_alliesAliveOverride - how many alive allies to display in allies enemies info hud_allyTotalOverride - how many allies to display in allies enemies info hud_always_show_adrenaline - Always sets adrenaline bar alpha to 1.0 hud_arAnalysisScreenPosX - temp - analysis widget screen pos x hud_arAnalysisScreenPosY - temp - analysis widget screen pos y hud_arTargetMoverDuration - duration of the target mover icon move hud_automapDownloadTime - time it takes to download automap data hud_bottomScale - scale of the bottom hud manager hud_cardPoseScale - scale of card pose tree animator hud_centerScale - scale for the center hud hud_challengesBannerDuration - how long the challenges banner update should stay on screen hud_cinematic_scale - scale for the fullscreen cinematic hud_compass_FOV_offset_High - vertical offset for adjusting FoV at highest setting hud_compass_FOV_offset_Low - vertical offset for adjusting FoV at lowest setting hud_compass_OT_auto_rollup - roll up automatically after hud_compass_OT_max_hangtime.GetFloat milliseconds hud_compass_OT_distance_offset - Offset for distance test against in world objectives hud_compass_OT_max_hangtime - how long to be in the world before objectives float up to the compass hud_compass_OT_max_scale_distance - The maximum distance it will scale the world gui model hud_compass_OT_minimum_orientation - how closely does the player need to look at a marker until its acknowledged? hud_compass_OT_minimum_scale_factor - the minimum amount it will scale the world scale hud_compass_OT_transition_time - How many MS should the objective marker take to travel from world to compass? hud_compass_OT_world_hangtime - how long to be in the world before objectives respond to player input hud_compass_OT_world_scale - How should the Objective marker be scaled when it's in world? hud_compass_OT_zValue - Z Value to set normalized device coordinates to hud_compass_marker_scale - Scale of the compass markers hud_compass_objective_show_distance - How far away should an objective be before it shows up in world? hud_compass_objective_width_offset - scale horizontal location of objective markers hud_compass_scale - Scale amount for the compas element hud_compass_secretPingInnerRadius - radius for fast ping speed when near secret hud_compass_secretPingMidRadius - radius for medium ping speed when near secret hud_compass_secretPingOuterRadius - radius for slow ping speed when near secret hud_compass_secretPingVerticalityZone - How far above or below should it be to show the verticality indicators? hud_compass_vertical_fudge - Vertical Detector fudge hud_conan_build - Turn this on to disable select notifications for conan the barbarian hud_coopLeftScale - left hud display scale hud_damageNumberArmorColor - Color used to draw the armor damage numbers hud_damageNumberCombineEnabled - If true, damage numbers will never be combined. hud_damageNumberDirXMax - X Force max hud_damageNumberDirXMin - X Force min hud_damageNumberDirYMax - Y Force max hud_damageNumberDirYMin - Y Force min hud_damageNumberEquipmentColor - Color used to draw the equipment damage numbers hud_damageNumberFadeTime - Time for number to fade out in seconds hud_damageNumberFallRate - Rate at which damage numbers fall hud_damageNumberHeadshotColor - Color used to draw the headshot damage numbers hud_damageNumberHealthColor - Color used to draw the health damage numbers hud_damageNumberHideRender - Whether or not we want to hide the rendering of the damage numbers hud_damageNumberShowCritText - Whether or not to show the 'crit' text on critical hits hud_damageNumberShowDamgeText - Whether or not to show the damage text on hits hud_debugMedals - log medals when they are shown hud_debugSpawnVerbosityDistance - The distance that you must be closer than to get detailed information on spawn scoring hud_demonHealthTextScale - Text scale for Allied/Enemy Demon Health label hud_demonHealthTextXOffset - Text X offset for Allied/Enemy Demon Health label hud_demonHealthTextYOffset - Text Y offset for Allied/Enemy Demon Health label hud_disableHudNotifications - if true, we dont show any Hud Notifications hud_disableLowAmmoIndicator - Disables the low ammo indicator. hud_drawSpectatorHud - Draw the spectator HUD when spectating (demo timeline etc) hud_enableForcedGUISurfaceRemoval - Whether or not to enable forced GUI surface cleanup. hud_enemiesAliveOverride - how many alive enemies to display in allies enemies info hud_enemyDamageCritFontSize - font size for critical hit (headshot) floating enemy damage numbers hud_enemyDamageDurationMS - floating enemy damage numbers speed floating up hud_enemyDamageFollowTarget - Do enemy damage numbers follow the target damaged? hud_enemyDamageFontSize - font size for floating enemy damage numbers hud_enemyTotalOverride - how many enemies to display in allies enemies info hud_flagDeliveryWarningDistance - distance in meters between the flag carrier and delivery zone before the status text glows hud_forceCrosshairType - override the type of crosshair being used hud_gameChallengeDuration - how long the game challenge banner update should stay on screen hud_gameChallengeRapidDuration - how long the game challenge rapid banner update should stay on screen hud_globalAlpha - Alpha value for all HUD Elements. hud_globalCalloutDuration - how long the global callout stays on screen hud_health_lowWarning - percent at which the low warning indicator shows hud_health_lowWarning_sound_delay - How long before the sound plays again when player is tipped into low health. hud_hideAllExceptReticle - Hide everything in the in-game hud except for the reticle hud_hideDamageNumbers - 0 = Show damage numbers; 1 = hide damage numbers hud_hideNotifications - Whether to hide HUD notificiations hud_hide_bfg_meter - Whether or not the BFG meter should show hud_invalidWeaponInputDisplayTime - Time it takes for invalid input clip to fade hud_killCalloutDuration - how long the you killed callout stays on screen hud_killCardScale - scale of the kill card display hud_killCardWaitTime - How long to wait after dying before showing kill card hud_killEventTimeMaxMS - how long to show kill messages (max time, for when no other kill messages are pending) hud_killEventTimeMinMS - how long to show kill messages (min time, for when multiple kill messages are pending) hud_killFeedMaxTotalPlayerNameLength - If player names (killer + assister + victim) have more than this many characters, drop the assister. Set to <= 0 to disable. hud_levelUpBannerDuration - how long the level up banner update should stay on screen hud_matchRankScale - match rank display scale hud_medalBetweenTime - time to wait between showing medal icons hud_medalDisplayTime - time to show medal icons hud_medalShowName - should medal name and xp be shown hud_medalTimeoutMS - time since the medal is added for it to be removed if it hasn't been shown hud_medalsEnabled - Whether or not to display XP medals hud_missileImpacts_scale - scale of missile impact decls hud_mpIntroScale - scale of the mp intro hud manager hud_msgBottomScale - scale for the bottom message on the hud hud_objectiveBannerDuration - how long the objective banner update should stay on screen hud_objectiveProgressUpdateDuration - how long the objective progress update should stay on screen hud_objective_adjustScale - scale to adjust the objective indicator window by hud_objective_displayTime - length of time that the objective displays for hud_objective_fadeStartPercent - percentage when indicator starts to fade in opacity hud_objective_maxScale - scale of the in world objective indicator when at max distance hud_objective_maxXBounds - maximum horizontal display area for objective icon hud_objective_maxYBounds - maximum vertical display area for objective icon hud_objective_maxZDistance - max zdepth into the screen for the objective indicator hud_objective_minScale - min scale of in world objective indicator hud_objective_showDistance - max radius at which to show/hide the objective indicator in world hud_onWeaponDisplay_Scale - scale for the on weapon display hud_personalCalloutDuration - how long the personal callout stays on screen hud_playerInfoScale - player info display scale hud_playerPickupProgressTextScale - Text scale for player pickup progress text hud_playerPickupProgressYOffset - Text Y offset for player pickup progress text hud_playerVitalTweenTime - tween time for player vital animations hud_playerVitalsShowAbsoluteValue - whether to show player vital's text as absolute values or percentages hud_podiumScale - scale of the podium hud manager hud_pointNumberColor - Color used to draw points hud_printEnemyDmgMsgText - Print enemy damage msg debug text hud_renderDiagnosticGauge - Display a diagnostic telemetry gauge(if telemetry enabled) on screen. 0 = Off. 1 = Positioning Error. hud_renderPlayerNamesUnderCrosshair - Toggle showing enemy names under crosshair. hud_resourceNumberColor - Color used to draw resource hud_reticleDisableShowUse - Disable the Press Use to blah hud_reticleFadeTime - How long to wait (in milliseconds) before fading the reticles after they have brightened hud_reticle_animSpeed - speed at which the reticle grows and shirnks for spread hud_reticle_critical_a - alpha channel of critical hit reticle hud_reticle_critical_b - blue color channel of critical hit reticle hud_reticle_critical_g - green color channel of critical hit reticle hud_reticle_critical_r - red color channel of critical hit reticle hud_reticle_hide_chainsaw_pips - Turn off the ammo pips for insufficient ammo with the chainsaw hud_reticle_indicators_scale - scale of the reticle indicators display hud_reticle_scale - scale of the reticle display hud_reticle_scaler - speed at which the reticle grows and shirnks for spread hud_reticle_scalerZoomed - speed at which the reticle grows and shirnks for spread hud_showAdrenalineMeter - if true we draw the adrenaline meter hud_showDamageNumbersInWorld - 0 = Show xp callouts on hud, 1 = show damage above target hud_showDamageXPCallouts - 1 - Show XP Callouts, 0 - Don't show XP Callouts hud_showDemonicEnergy - whether to show the player's demonic energy (campaign only) hud_showGameFacts - Whether or not to show game fact tool tips while loading maps hud_showObjectiveTracker - if true we draw the objective tracker hud_showSkillpointReminder - Whether to show the skill point reminder or not. hud_showUsernameInModeInfo - show local user name instead of mode info in top left hud_showXPGainsInPrivateMatch - if true, xp gains will be shown in private match (even though they won't count) hud_show_intro_bink - Should we show the bink on level start? hud_skip_cinematics - skips intro cinematics after load hud_teamScoreCalloutDurationMS - how long the team score callout stays on screen hud_testRenderX - value for testing debug hud element placement hud_testRenderY - value for testing debug hud element placement hud_tickerFadeTime - time it takes a message to fade out hud_tickerMessageTime - time to display an individual ticker message for before fade out time hud_tickerMessageTimeSelf - time to display an individual ticker message for before fade out time for self hud_topLeftScale - scale for the top left hud hud_tutorialNotificationDelay - Delay for other notifications to appear after a tutorial pops up hud_updateMedalsWhileDead - if true, medals will continue to be udpated while the player is dead hud_upgradeTimer - temp hud_useFXModel - use the fx model for the visor hud_vegaCallout_MaxDistance - min scale for the vega in world callouts hud_vegaCallout_MaxScale - max scale for the vega in world callouts hud_vegaCallout_MinDistance - min scale for the vega in world callouts hud_vegaCallout_MinScale - min scale for the vega in world callouts hud_vegaVo_scale - scale for the vega vo hud_weaponDisplayScale - weapon display ( barb ) scale hud_weaponInfoScale - weapon info display scale hud_weaponInfo_tweenTime - tween time for weapon info fade out hurtSurface_bounds_x - hurtSurface_bounds_y - hurtSurface_bounds_z - hurtSurface_debug - hurtSurface_offset_x - hurtSurface_offset_y - hurtSurface_offset_z - hurtSurface_particleIndex - hydra_dedicatedServerRegionString - String recorded in a hydra match as dedicatedServerRegion hydra_dedicatedServerUseMatchTelemetryChance - Chance that a dedicated server will enable match telemetry (0 to 1) hydra_enabled - Turn on to save and load profile to/from Hydra hydra_overrideHydraAPIKey - Override the hydra API key hydra_overrideHydraURL - Override the hydra URL hydra_profileMP_enable - If true, store the MP parts of the player profile on hydra. hydra_signInWhenOnline - 1: Sign in to hydra when the user is online, -1: don't auto sign in, 0: Don't sign in ever hydra_useMatchTelemetry - 1 = use match telemetry hydra_verbose - If true, will display all hydra messages. idNetTelemetry_disabled - disable system idNetTelemetry_intervalTime - how long should we track idNetTelemetry_maxTimePerInterval - if a single client has taken up too much time in an interval drop him idStudio_enableAutoReloadModels - Enables reloading of models automatically as soon as any change is detected. ik_debug - show IK debug lines ik_enable - enable IK ik_enableSmoothing - enable IK smoothing ik_pullBackMode - How to handle WalkIK 'pull back from edge': 0 - Disable; 1 - Pull back directly towards center; 2 - Try to pull back on the X or Y planes ik_waistDebugTime - ms to show previous waist positions image_BC6Hcompressor - Set to choose which compressor is used for BC6H ( 0 = intel, 1 = amd ) image_BC7compressor - Set to choose which compressor is used for BC7 ( 0 = intel, 1 = amd ) image_BCCompressionQuality - Compression quality for BC* 0-5 ( 0 = best -- 4 = fastest ) ship with 0, develop with 2 image_anisotropy - set the maximum texture anisotropy if available image_filter - changes texture filtering on mipmapped images image_ignoreHQCompression - ignore hq and use fast image compression image_lodbias - change lod bias on mipmapped images image_mipFilter - 0 = Old filter, 1 = Cubic, 2 = Mitchell, 3 = Lanczos image_screenshotQuality - sets the compression quality for jpeg screenshots, 100 is best quality image_useDxtEncodeJobs - Set to use jobs for DXT encoding image_watermark - places a watermark each image with a watermark in_MarkJoystickInactiveOnMouseInput - 1 - Will mark joystick inactive on mouse input events 0 - will not mark inactive in_anglespeedkey - angle change scale when holding down _speed button in_controlInactiveWindow - allow joystick input to control game instances that don't have win focus in_invertLook - inverts the look controls so the forward looks up (flight controls) in_joystick - enables joystick input in_joystickRumble - enables joystick rumble in_mouse - enable mouse input in_noFocusJoystickInput - allow joystick on a specific input even when there is no focus in_pitchspeed - pitch change speed when holding down look _lookUp or _lookDown button in_requireGameWindowActive - true - input will be cleared when game window loses focus, false - input present when window lost focus will repeat in_testJoystickRumble - enables joystick rumble testing from console and key binding via 'playRumble' in_unlockMouseInMenus - If true, the mouse cursor can move outside the game window while in menus. in_yawspeed - yaw change speed when holding down _left or _right button input_maxBindings - maximum number of bindings an action can have interactDoor_Debug - if true show debug info on screen for the interact door entities interactable_MoveableDebug - debug acceleration interactable_alwaysAnimate - Use this only in desperate measures interactable_debug - Draws debug information for interactables. 1 = CurrentState intro_debug_output - Show MP intro debug output intro_debug_spoof_team - If > 1, spoofs extra players to fill team by copying first player data intro_default_avatar_animweb - Animweb used by the player models in intro screen intro_default_avatar_md6 - Default md6 for player models in intro screen intro_default_spawn_fx - Default spawn fx for intro avatars intro_fov - Intro screen field of view intro_hud_dist_x - intro screen distance from viewer x intro_hud_dist_y - intro screen distance from viewer y intro_hud_dist_z - intro screen distance from viewer z intro_hud_scale - intro screen scale factor intro_model_depth_hack - Depth hack for intro models intro_model_scale - Scale for player models intro_model_transition_speed - Speed models transition intro_model_transition_threshold - Unary dist from next player transition before can go to next intro_show_ffa_name_pois - Show gamer tags above avatars, of players that are above the max team size. intro_show_name_pois - Show gamer tags above avatars intro_spawn_delay - Time after FX starts that player actually appears intro_spawn_depth - Spawn FX depth intro_spawn_spacing - Time gap between each player spawning in intro_spawn_start - Earliest time avatars can appear intro_team_bravo_flag - Bravo team's flag entity intro_team_echo_flag - Echo team's flag entity inventory_serialize_debug - Debug inventory serializiation invis_springK - Spring constant for the repeater recoil spring jobs_JPUBackgroundAlpha - alpha value of the background rectangles (per JPU row.) jobs_allowCore6 - Only for consoles. Do or do not allow worker threads to be scheduled onto core 6. jobs_backdropAlpha - Alpha for the backdrop. jobs_drawDebugGUI - 0 = off, 1 = dynamic stats, 2 = umbra only jobs_enableBackdrop - Enable (1) or Disable (0) the a black backdrop to enhance the debug view (for screenshots.) jobs_enableCollection - enables or disabled job timing data collection jobs_enableLogging - Enable or disable job system logging entirely. jobs_filterByName - Filter to only show results for a particular job chain. (case insensitive) jobs_forceSingleThreaded - Force the job system to run single threaded, executing them immediately upon being submitted. jobs_frameTimeTargetMs - target frame time in milliseconds. time beyond this value is rendered with a yellow background. jobs_globalAlpha - Global alpha multiplier for the job system debug window. jobs_largeFontSize - job system debugger large font size jobs_logLevel - Sets the logging level of the job system. 0=None, 1=Error, 2=Warnings, 3=Debug, 4=Everything jobs_longJobMicroSec - Print a warning for jobs that take more than this number of microseconds jobs_maxJobChainTime - The maximum amount of time, in seconds, to wait for a job chain before giving up. jobs_mediumFontSize - job system debugger medium font size jobs_numThreads - The number of threads used to crunch through jobs. if -1, use the maximum number of hyperthreads, minus one for main. jobs_packageTestFirstCore - The index of the first core to schedule on. The last core is jobs_jobs_packageTestNumCores + this. jobs_packageTestNumCores - The number of cores to use for the package separation testing jobs_packageTestNumIterations - The number of iterations to make in each test. For example, a single test pass normalizes this amount of vectors. jobs_packageTestNumPasses - The number of passes to make in each test. For example, each test includes this number of runs, which are averaged together for the final timing. Higher is better, but slower to run. jobs_packageTestNumTestRuns - The number of times to run the tests jobs_showFrameOverrun - color excess frame time (see jobs_frameTimeTargetMs) as yellow for the exceeded portion of the frame. jobs_showJPUBar - Show/hide the JPU bar jobs_smallFontSize - job system debugger small font size jobs_smoothingRate - Smoothing rate, or how many iterations are considered for data contribution jobs_stepCollectionFrame - collects job timing data for one frame, displaying the results jobs_testNumLights - Number of rays to run in the job system test jobs_testNumRays - Number of rays to run in the job system test jobs_varyJobColor - Vary the colors of the jobs jobs_waitModifiesPriority - When a wait or try-wait occurs on a job chain, it will set the priority to high (does not take effect until the next group is scheduled.) jostle_DebugBounds - joy_circleToSquare - Convert view input from circle to square to prevent diag slowdown. joy_circleToSquarePower - Power exponent for the circle to square lerp joy_dampenLook - Do not allow full acceleration on look joy_deadZone - specifies how large the dead-zone is on the joystick joy_deltaPerMSLook - Max amount to be added on look per MS joy_edgeAccelerationAcceleration - Max turn acceleration when edge acceleration is active joy_edgeAccelerationScalar - Percentage of max turn rate to add when edge acceleration is active (0.0 does nothing; 1.0 doubles turn speed) joy_edgeAccelerationThreshold - Percentage of joystick deflection needed before edge acceleration kicks in joy_gammaLook - use a log curve instead of a power curve for movement joy_mergedDeadZoneAngle - If joy_mergedThreshold is enabled, this value is used as an angular dead zone joy_mergedThreshold - If the thresholds aren't merged, you drift more off center joy_pitchSpeed - pitch speed when pressing left or right on the joystick joy_powerScale - Raise joystick values to this power joy_range - allow full range to be mapped to a smaller offset joy_smoothingAcceleration - Max turn acceleration joy_smoothingEnabled - Enable look smoothing joy_smoothingSensitivityScalar - Additional joystick sensitivity scalar when smoothing is enabled joy_triggerThreshold - how far the joystick triggers have to be pressed before they register as down joy_useGameDeltaTime - Use game delta time instead of immediate system queried delta time joy_yawSpeed - yaw speed when pressing left or right on the joystick kc_DebugModelBounds - kc_QuickItemModel - kc_QuickItemRotation - kc_WeaponModel - kc_armorAddAlways - kc_armorDepthHack - kc_armorNeverCull - kc_humanSize - Default size of vertical bound for human player kc_killerDetailsEnabled - kc_largeKillerModelDepthOffset - Depth offset to use when rendering the killer model kc_largeKillerModelHorizontalOffset - Horizontal offset to use when rendering the killer model kc_largeKillerModelScale - Scale to use when rendering the killer model kc_largeKillerModelVerticalOffset - Vertical offset to use when rendering the killer model kc_largeKillerModelXRotationOffset - Additional rotation (around the forward axis) to apply the large rendering of the killer model kc_largeKillerModelYRotationOffset - Additional rotation (around the left axis) to apply the large rendering of the killer model kc_largeKillerModelZRotationOffset - Additional rotation (around the up axis) to apply the large rendering of the killer model kc_lightColor0 - kc_lightColor1 - kc_lightColor2 - kc_lightColor3 - kc_lightRadius - Killer card light radius kc_pitch - kc_roll - kc_showKillerModel - Enables / Disables showing the 3D model of the character who killed the player kc_showPlayerCustomization - Shows the player customization in the kill card. kc_smallKillerModelDepthOffset - Depth offset to use when rendering the killer model kc_smallKillerModelHorizontalOffset - Horizontal offset to use when rendering the killer model kc_smallKillerModelScale - Scale to use when rendering the killer model kc_smallKillerModelVerticalOffset - Vertical offset to use when rendering the killer model kc_smallKillerModelXRotationOffset - Additional rotation (around the forward axis) to apply the small rendering of the killer model kc_smallKillerModelYRotationOffset - Additional rotation (around the left axis) to apply the small rendering of the killer model kc_smallKillerModelZRotationOffset - Additional rotation (around the up axis) to apply the small rendering of the killer model kc_useDetailedKillerInfoForSuicides - kc_yaw - key_debugBinds - if 1 then prints debug info as bind commands are received key_deviceBindOverride - if > -1 will use that device to exec bind commmands on lang_displayReferenceStrings - if set, shows the reference strings (ie: #str_blah_blah) rather than the language strings lang_maskLocalizedStrings - Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string table load time. launcher_launchId - id of the current launch instance launcher_launcherId - id of the Forge launcher running the game lcp_showFailures - show LCP solver failures lobby_FinalCountdownSec - lobby_IntermissionSecMax - lobby_IntermissionSecMin - lobby_MinPlayersToStartCountdown - lobby_MinPlayersToStartCountdownCoop - lobby_MinPlayersToStartGame - lobby_MinPlayersToStartGameCoop - lobby_MinPlayersToStartGamePrivate - lobby_VoteSec - Duration, in seconds, of the vote in a lobby. Must be <= intermission time. lobby_alwaysReportFull - The lobby host always behaves as though the lobby was full so external clients are unable to join. lobby_autoReady - Just mark a user as ready to play as soon as they're added by the lobby controller. lobby_emulatePrivateAsPublic - Enable to make private match lobbies work like public ones - intermission timer, final countdown, ready up to start early. lobby_enableInitialTeamAssignment - If enabled the lobby controller will assign an initial team; otherwise it takes what the lobby user has set. lobby_forceSpinOnSearch - Force the session to spin in the searching state; even if it has found something to connect to. ( For debug purposes only ) lobby_listAllPublicLobbies - Make the game browser list all public games instead of friends games. Set to 1 for dev purposes only. lobby_localUserForceSpectate - Force the local user to be a non-participant spectator lobby_localUserInitialTeam - Force the local users to an initial team when joining a lobby. Must be used in conjunction with lobby_enableInitialTeamAssignment = 0 on the host. lobby_reservedUserTimeout - The max amount of time a lobby user can be reserved for. lobby_timeBetweenGameAndPartyLobbyParityCheck - How often the party host checks the game lobby to see if a party client is missing and then fix that. loc_sendStringUsageTelemetry - enables the uploading of string usage telemetry to the forge telemetry data loc_updateStringTableWithStringLengthsFromGuis - on load of a swf we update the string table with strings max length logFile - 1 = buffer log, 2 = flush after each print logFileName - name of log file, if empty, qconsole.log will be used logFilePathType - 0 = FSPATH_SAVE, 1 = FSPATH_BASE logFilePersistent - If the qconsole log should persist between launches loot_debug - Output debug info loot_enable - Enable loot dropping loot_noAmmoDrops - Disable ammo loot drops loot_noDropChance - Drops will always spawn, no random chance loot_teamRestrictedDrops - Drops will/won't be restricted to a team preventing friendly pickup loot_tracking - Enabled the loot tracking system loot_trackingDebug - Debug output for loot tracking system m_menu_sensitivity - mouse menu sensitivity used because using the same unscaled mouse view sensitivity is way to high m_pitch - mouse pitch scale m_sensitivity - mouse view sensitivity m_showMouseRate - shows mouse movement m_smooth - number of samples blended for mouse viewing m_smoothing - enable mouse smoothing m_yaw - mouse yaw scale managedChannelAnimator_animBlendInMS - Default blend in duration managedChannelAnimator_animBlendOutMS - Default blend out duration managedChannelAnimator_animIsDoneFrames - Default number of frames to look ahead to test whether an animation is 'done' mancubusSteam_checkContents - Whether to do the contents check for each child mancubusSteam_checkLOS - Whether to do the los check for each child mancubusSteam_contentsCheckSize - How big is the box we check contents for mancubusSteam_debug - Whether to debug mancubus steam volumes mancubusSteam_debugChecks - Whether to debug mancubus steam contents checks mancubusSteam_debugGrid - Whether to display the mancubus steam grid for debugging mancubusSteam_debugLifetime - How long to display the debug info for mancubus steam mancubusSteam_enableDiagonal - Does the steam grow diagonally mancubus_climbCameraDistance - How far back to slide the camera while climbing (0 to remain in first person) mancubus_climbCameraSlideTime - How long in ms to slide the camera out for third person transitions mancubus_climbThrustSpeed - How fast is the Mancubus ascending while performing a climb traversal (units/sec) mancubus_deadGKHideDemonTime - Duration in MS the mancubus ragdolls before exploding after a glory kill mancubus_deadHideDemonTime - Duration in MS the mancubus ragdolls before exploding mancubus_deadLavaHideDemonTime - Duration in MS the mancubus ragdolls before hiding after a lava death mancubus_fireAllowedFromBounce - Whether the Mancubus can fire in the air after being launched from a bounce pad mancubus_fireBurstCount - Number of paired shots to fire in a burst mancubus_fireBurstDelay - Delay (in milliseconds) between paired shots in a burst mancubus_fireRequiresGroundContact - Whether the Mancubus must be on the ground (not falling/jumping) to fire its weapons mancubus_fireToVentDelayMS - How long in MS before the mancubus can vent after a fire mancubus_handsChannelBlendMs - Hands channel animator blend time mancubus_heatDebug - Displays debug information for Mancubus heat mancubus_heatDrainPerSec - Amount of heat dissipated from the Mancubus rockets without venting mancubus_heatInitial - Amount of heat that Mancubus should spawn with mancubus_heatMax - Maximum amount of heat the Mancubus can sustain without overheating mancubus_heatPerShot - Amount of heat generated with each Mancubus rocket volley mancubus_heatVentCanStop - Whether venting can be stopped by releasing the trigger before all heat is drained mancubus_heatVentDrainPerSec - Amount of heat dissipated from the Mancubus rockets when venting per second mancubus_heatVentMin - Minimal amount of heat accumulated before venting is allowed mancubus_heatVentMinOverheated - Minimal amount of heat remaining before venting is allowed while overheating mancubus_noHeat - When this is set, heat is not generated by firing and is only used for venting cooldown mancubus_normalAccelerationRate - Acceleration while running normally mancubus_ventCameraDistance - How far back to slide the camera while venting (0 to remain in first person) mancubus_ventCameraSlideTime - How long in ms to slide the camera out for third person transitions mancubus_ventInvalidInputTime - How long in MS do we hold the invalidInput UI on screen mancubus_ventToFireDelayMS - How long in MS before the mancubus can fire after a vent mancubus_ventToVentDelayMS - How long in MS before the mancubus can vent after a vent meleeLunge_abortRecoverySpeed - if melee lunge aborts with player at over this speed, stomp to this speed meleeLunge_canBecomeSyncMelee - Whether an active melee that's lunging should try to become a syncMelee meleeLunge_debugTargetPoints - Renders the targets that were tested when using melee meleeLunge_do2dLunge - Limit melee lunge to xy axis, leaving vertical speed alone meleeLunge_dotCutoff - Dot product cutoff for melee lunge meleeLunge_dotDistCutoff - Distance at with dot product cutoff happens meleeLunge_snapViewToTarget - True if we should snap our view to the melee lunge target meleeLunge_viewAngleLerp - How much we should lerp our view to the target when snapping mem_UseTwoDiffusePools - Use two diffuse pools for the wastelands mem_findStalePointers - Run the heap pointer checking before resetMapHeap mem_guardMapHeap - Don't destroy map heaps on exit, guard them instead (64 bit build required) mem_phyMemBlockSizeM - Size (in MB) of the physical memory block mem_printAllocsOnMapHeapDestroy - Print out any unfreed allocations on map heap destroy mem_trackMax - 1 = track max ever allocated menu_advanced_AllowAllSettings - Whether we allow all settings to be picked for testing purposes menu_allowButtonBarForCredits - Enables / Disables Button Bar for End of Game Credits menu_allowPrivateMatch - allow private match in FTP menu_browser_onlyJoinSelf - If true, will not see server results for servers that don't have your gamer tag. menu_challengePostMatchAnimationDelay - Time, in milliseconds, until the challenge progress animation starts playing menu_challengePostMatchAnimationTime - Time, in milliseconds, to animate the challenge progress bar from empty to full menu_controller_default_smoothing - Default amount of look smoothing menu_controller_max_smoothing - max amount of look smoothing menu_controller_min_smoothing - min amount of look smoothing menu_coreunlockInfo_positionOffset - menu_debug - show additional menu debug info. 0 = off, 1 = warnings, 2 = additional info menu_disableActionRepeater - whether to turn off repeat actions (useful for when debugging) menu_echelon_test - Uses the name of the player to determine the echelon display (for testing purposes) menu_echelon_test_level - Test the level on the echelon widget (-1 = off) menu_echelon_test_local_player - Force the entries to display as if they are/are not the local player. -1 - disable, 0 - force off, 1 - force on menu_echelon_test_progress - Test the progress on the echelon widget (-1.0f = off) menu_enableBrightnessCalibration - Enable the brightness calibration at the start of the game menu_enableMatchSettings - Enable match settings for the host. menu_enableModelsInLoadoutScreens - True - Enable render models in the loadout screens, False - Use the big icons from the associated unlock decls menu_enableShuffleTeams - Enable shuffle teams button for host. menu_forceRosterLobby - menu_liveTileEnabled - menu_liveTileForceLocal - force use of offline live tile json file menu_liveTileLocalPathOverride - menu_liveTileSpacing - menu_liveTileTweenDuration - In milliseconds menu_liveTileTweenEaseFunction - menu_loadouts_preGamePromptWarnTime - The duration before game start to show the prompt warnings menu_mapModeVoteDev - Dev only menu_mapModeVoteEnabled - Enable map + mode voting in public lobbies menu_matchSettings_showChangedGameSettings - menu_mpNetworkHelpURL - The URL for the network help bar menu_mpPopup_showCustomizationDialog - menu_mpPopup_showFreeDialog - menu_mpPopup_showLoadoutsDialog - menu_mpPopup_showMigrationDialogs - menu_mpPopup_showPhoenixDialogs - menu_mpPopup_showRunesDialog - menu_onlineLevelOverride - Override for the visual MP level in menus - not supported in all menus menu_pms_newItemFadeInDuration - In milliseconds menu_pms_newItemFadeInEaseFunction - menu_pms_newItemScrollDuration - In milliseconds menu_pms_newItemScrollEaseFunction - menu_pms_newItemSpacing - menu_pms_newItemUserScrollDuration - In milliseconds menu_postmatch_bottomSectionDelayDuration - Delay time between bottom sections menu_postmatch_xpBarFullAnimationDuration - The time it takes to animate a full XP bar menu_postmatch_xpForegroundBarDurationScalar - menu_rootModeSpacing - menu_showHackMods - if set will show hack mods in the menu and in-game prompts menu_showLobbyAvatars - Show lobby avatars. 0 = only you. 1 = full lobby. 2 = full lobby, highlighted user up front. 3 = full lobby, camera moves to highlighted user. menu_showMapVideoAsBackdrop - menu_skipSounds - 1 = don't play any sounds/music in the menu. menu_snapDemo - if set will hide non-Snap menu options menu_snapPlayerProfileChallengeAnimationDelay - Time, in milliseconds, until the challenge progress animation starts playing menu_snapPlayerProfileChallengeAnimationTime - Time, in milliseconds, to animate the challenge progress bar from empty to full menu_startMatchAlwaysAllowed - menu_startScreenProfileName - Profile name to test start screen functionality menu_stats_favoriteWeaponOverride - Override the favorite weapon with an index into the weapon list. menu_unlockInfo_hackOffset - menu_veteranBadgeMaskOverride - menu_xpBar_xpTextMode - 0 = Current XP / Next Level XP, 1 = Current XP - Current Level XP / Next Level XP - Current Level XP, 2 = XP Remaining metrics_allowStatsAndXPInPrivateMatch - metrics_xpMultiplier - Scalar modification for our xp mm_savedDevMenuDecl - saved dev menu decl mm_savedDevMenuIndex - saved index into the dev menu decl. mm_savedDevMenuLaunchType - saved type of launch 0 is slow combo map, 1 is devmap mmf_debug - print during operation modelEditor_entityDef - Default entity def to use for footstep sounds and other defaults modelViewer_distance_persec - How many units per second do we move in and out. modelViewer_dofEnd - End of the Model Viewer DOF modelViewer_dofStart - Start of the Model Viewer DOF modelViewer_height_persec - How many units per second do we move up and down modelViewer_rotation_persec - How many degrees per second do we rotate. modelViewer_weapon_dofEnd - End DoF for weapon models modelViewer_weapon_dofStart - Start DoF for weapon models motd_forceStoreToProductId - When not empty, the MOTD store option will be forced to this product id motd_useFallbackLanguage - Use default language if localized version not found motd_verbose - Print debug information regarding the message of the day mountedTurret_useDeferredFiring - set to use deferred firing mover_SyncMaximumTime - the time difference we must meet between snapshots that can be considered normal before we stop execution due to server not responding mover_SyncMinimumTime - the time difference we must meet in order to be considered out of sync and do a sync across server and client mover_immediateStageChange - Set to 1 to perform an immediate stage change, instead of waiting a frame mpHud_pinnedChallengeDisplayTime - time to show completed pinned challenges. mpSErverCloudInstance_setupTimeoutExitCode - Exit code returned by the process when failing to setup timer expires mpServerCloudClient_connectTimeout - Initial timeout for clients connecting to Forge MP Cloud mpServerCloudClient_httpConnectionURI - Address of the http endpoint in URI format mpServerCloudClient_id - Client Id used when communicating to the MP Server Cloud; defaults to UUID4.Generate() mpServerCloudClient_initialTimeout - initial time to wait for a server response in MSec mpServerCloudClient_verbose - You know what this does mpServerCloudInstance_amqpConnectionURI - AMQP connection URI for to use when talking to the Forge MP Cloud AMQP server; defaults to amqp_connectionURI mpServerCloudInstance_connectionInfo - Connection string to send for clients to connect to this instance, defaults to net_ip:net_dedicatedPort mpServerCloudInstance_enable - Flag used to enable a dedicated server to join a MP Server Cloud. mpServerCloudInstance_exit - Flag controlling whether to exit the game after a dedicated server match mpServerCloudInstance_exitCode - Process exit code used after a match if mpServerCloudInstance_exit is set mpServerCloudInstance_id - Game Server Id used when communicating over AMQP; defaults to UUID4.Generate() mpServerCloudInstance_idleMaintenanceExitCode - Exit code returned by the process when maintenance file detected while idle mpServerCloudInstance_idleMaintenanceFile - Path to file to check if we should exit mpServerCloudInstance_idleMaintenanceFileCheckFrequency - Frequency (in frames) to check for the idle maintenance file. mpServerCloudInstance_idleTimeout - Time in ms before an idle server shuts itself down. mpServerCloudInstance_idleTimeoutExitCode - Exit code returned by the process when the idle timeout expires mpServerCloudInstance_reserveTimeout - Timeout before a claimed offer expires. mpServerCloudInstance_setupTimeout - Time in ms before a server without a game lobby shuts itself down. mpServerCloudInstance_splunkHeartbeat - delay between splunk heartbeat updates. Set to 0 to disable. mpServerCloudInstance_verbose - Controls whether to output log messages for the MP Server Cloud Instance mp_LoadScreenTipsTime - In milliseconds, how long to keep tips up on the loading screen.(MP ONLY) mp_RadialBarDivisionsOverride - Override the number of divisions in the circle. mp_bot_input_override - Override local input routing for bot control mp_cg_soundDebug - mp_crosshairHitbeep - Toggle showing hit X when hitting another player in an MP game mp_debugFailedSpawn - Print detailed spawn manager information on failed commands. mp_enableJoinInProgress - If true, join in progress is enabled by default. mp_logMapModeVotes - (TSS cvar) when turned on, map/mode vote counts will be reported mp_maxPlayerIdleTimeBeforeKickInSeconds - 0 = Disable. > 0 = Number of seconds that will pass with player AFK before getting kicked from an MP match. mp_maxPlayerSpawnFriendlyDistance - Max friendly distance. mp_maxPlayerSpawnHostileDistance - Max danger distance. mp_maxPlayerSpawnKillerDistance - Any spawn location closer than this to the killer will be devalued. mp_maxPlayerSpawnLastDistance - Any spawn location closer than this to the last spawn will be devalued. mp_minPlayerSpawnFriendlyDistance - Min friendly distance. mp_minPlayerSpawnHostileDistance - Min danger distance. mp_minPlayerSpawnKillerDistance - Any spawn location closer than this to the killer won't be considered. mp_minPlayerSpawnLastDistance - Any spawn location closer than this to the last spawn won't be considered. mp_playerSpawnLookAheadTime - Number of seconds that is used to predict future enemies locations for a LOS check mp_radialBar_AlwaysGenerate - Re-generate radial progress bar verts on every draw. mp_radialBar_DrawBackdrop - Draw backdrop on radial bar. mp_spawnVerbose - Print detailed spawn manager information for debugging. mt_genPageCompression - Compression method for generated pages. mt_genVmtrCompression - Compression method for generated Vmtrs. mt_sizeOverride - Override the default landscape resolution, specified in kiloTexels mtp_server - IP Address of the MTP server mtp_writeSize - per write size for mtp writes to server multiView_60Hz - 0 = alternate frame rendering, 1 = render both each frame narrativeDirector_Debug - Turns narrative director debug on/off narrativeDirector_DirtyWaitTick - How many ticks to wait before we can process to link eval. net_AWSFirehoseLoggerEndpoint - Web server to send Firehose logging reports (defaults to discovery value) net_AWSFirehoseLoggerRegion - AWS region to send Firehose logging reports (defaults to discovery value) net_AWSKinesisClientAddress - Client address to send of the header in every Kinesis event (defaults to discovery value) net_AWSKinesisLoggerAccessKey - Access key to use when sending Kinesis logging events (defaults to title storage value) net_AWSKinesisLoggerEndpoint - Web server to send Kinesis logging reports (defaults to discovery value) net_AWSKinesisLoggerRegion - AWS region to send Kinesis logging reports (defaults to discovery value) net_AWSKinesisLoggerSecret - Secret to use when sending Kinesis logging events (defaults to title storage value) net_BNetLoggerEndpoint - Web server to send BNet logging events (defaults to title storage value) net_BNetLoggerProductID - Product ID to use when sending BNet logging events (defaults to title storage value) net_BNetLoggerSecret - Secret to use when sending BNet logging events (defaults to title storage value) net_DebugEntityPriority - if true will debug print data for priority sorting net_ForceWriteSnap - If true, server will create snapshots even if there are no peers (for debugging) net_ForceWriteSnapAckMS - Ack net_ForceWriteSnap snapshots every x MS net_ForceWriteSnapAckSEQ - Ack net_ForceWriteSnap snapshots this many seqs behind latest net_KinesisDebug - Enable debugging information for kinesis events net_KinesisDiscoveryEndpoint - Web server to discover Kinesis endpoints and regions (defaults to title storage value) net_LobbyCoalesceTimeInSeconds - Time in seconds when a lobby will try to coalesce with another lobby when there is only one user. net_LobbyRandomCoalesceTimeInSeconds - Random time to add to net_LobbyCoalesceTimeInSeconds net_MPCloudGobblerAPIKey - API key to use when sending MP Cloud Gobbler events net_MPCloudGobblerAllowFrequencyOverride - Allow the MP Cloud Gobbler server to set override the send frequency net_MPCloudGobblerAllowRemoteDisable - Allow the MP Cloud Gobbler server to disable the log listener net_MPCloudGobblerAllowRemoteLevelSetting - Allow the MP Cloud Gobbler sever to override the log level net_MPCloudGobblerEndpoint - Web server to send MP Cloud Gobbler events net_REST_timeoutMS - Time before a REST job will timeout. net_allowMultiplePacketsSentAtOnce - Allow multiple packets to be sent in the same frame net_bw_test_host_timeout_ms - How long host will wait in MS to hear bw results from peers net_bw_test_interval_ms - MS - how often to send packets in bandwidth test net_bw_test_numPackets - Number of bandwidth challenge packets to send net_bw_test_packetSizeBytes - Size of each packet to send out net_bw_test_throttle_byte_pct - Min byte % a peer must match in bandwidth challenge before being throttled. 1.0=perfect (received everything) 0.0=Received nothing net_bw_test_throttle_rate_pct - Min rate % a peer must match in bandwidth challenge before being throttled. 1.0=perfect, 0.0=received nothing net_bw_test_throttle_seq_pct - Min sequence % a peer must match in bandwidth test before being throttled. 1.0=perfect. This score will be more adversely affected by packet loss than byte % net_bw_test_timeout_ms - MS after receiving a bw test packet that client will time out net_checkReliableMessageSize - will check all reliable messages agenst the goal size. 0 == off, 1 == on net_checkVersion - Check for matching version when clients connect. 0: normal rules, 1: force check, otherwise no check (pass always) net_clientSnapshotPrioritization_Debug - Log life-cycle of snapshots (pending -> compressor -> packetprocessor -> sent) with peer info to make sure peers are equally treated. net_clientSnapshotReception_Debug - Log reception of snapshots to try and see why telemetry doesn't seem to match demo or what server sends. net_coalesceInviteWaitInSeconds - Time in seconds when a lobby will try to coalesce with another lobby, after sending out invites. net_connectTimeoutInSeconds - timeout (in seconds) while connecting net_debugBaseStates - Log out base state information net_debugHandlePackets - net_debugHud_ResetAggregationTimeMS - How long before the aggregation (min/max/avg) should reset net_debugHud_ShowIncomingSnaps - Show incoming snapshots on the net debug hud 3 net_debugNetworkLights - net_debugPriorityForPeer - debug this peers priority list. net_debugSteamLobby - net_debug_snapShotTime - net_debughud3_bps_max - Highest factor of server base snapRate that a client can be throttled net_dedicatedPort - host port number net_dedicatedServerAttempts - Number of attempts to acquire a dedicated server net_dedicatedServerGate_CheckTimeoutInSeconds - Time between dedicated server gate status checks net_dedicatedServerGate_Debug - Enable to debug dedicated server gate check net_dedicatedServerGate_Enable - Enable if we are checking to see if dedicated servers are available first net_dedicatedServerGate_EnableEndpointPingCheck - If true, we will check if we have a valid region before allowing multiplayer net_dedicatedServerGate_ForceReturnCode - Force dedicated server return code to this value net_dedicatedServerGate_SuccessCode - Desired code for the dedicated server gate check. net_dedicatedServerGate_URIString - URI of the dedicated server gate to query against net_dedicatedServer_requirePlatformValidation - When TRUE, failure to validate client will invalidate dedicated lobby net_detectServiceDisconnectTimeoutInSeconds - Timeout in seconds before a service disconnect is detected net_disableSnapJob - disable snap jobs net_drawDebugHud - Shows various network debug information net_drawDebugPriorityForPeer - net_dropClientUpdates - Drop some client updates to test networking (0-100) net_effectiveSnapRateDebug - Debug net_effectiveSnapRateEnable - Dynamically adjust client snaprate net_enableSnapshotTemplates - If true, delta against snapshot templates to try to save bandwidth for new objects. net_entityInterpolationBuffer - The time in MS it will add on to an entity interpolations to make it smooth and seamless net_entityInterpolationBufferLerp - the amount to lerp to the goal delta every frame net_entityInterpolationMaxBuffer - the max allowed delta net_errorSmoothingDecay - Rate at which error smoothing decays (in percent per game frame) net_errorSmoothingMaxDecay - Max rate at which origin error smoothing decays (in units per game frame) net_fakeSearchDelay - Frames to artificially delay searching for lobby net_findOrCreateGameLobbyTimeLogInterval - How long between logging when the user is still searching for a match net_fixHiddenDeletes - In CopyLatestObjects, attempt to catch hidden deletes (due to single-packet object life) net_forceLatency - Simulate network latency (milliseconds round trip time - applied equally on the receive and on the send) net_forceLatencyRange - Used with net_forceLatency. This cvar specifies a random latency value from -x to +x where x is this cvar and is added to net_forcelatency. net_forceStartMatchRatioPeersLoaded - Ratio of peers required before allowing force starting a match. net_forceStartMatchTimeLimit - Max amount of time before allowing force starting a match net_forceUpstream - Force a maximum upstream in kB/s (256kbps <-> 32kB/s) net_forceUpstreamQueue - How much data is queued when enforcing upstream (in kB) net_goalReliableMessageSize - the goal size for reliable message to be under net_ignoreConnects - Test as if no one can connect to me. 0 = off, 1 = ignore with no reply, 2 = send goodbye net_ignoreStartMatch - Skips starting a match. Only on dedicated servers. net_interpolationBaseRate - Scale interpolationg rate when we fall behind net_interpolationCatchupRate - Scale interpolationg rate when we fall behind net_interpolationFallbackRate - Scale interpolationg rate when we fall behind net_interpolationSlowdownStart - Scale interpolation rate when we fall behind net_ip - local IP address net_levelDataSend - Strategy for sending the level data. 0: legacy, 1: new. net_maxBufferedSnapMS - Max time to allow for interpolation cushion net_maxExtrapolationInMS - Max time in MS that extrapolation is allowed to occur. net_maxFailedPingRecoveries - Max failed ping recoveries before we stop trying net_maxLocalUsers - The maximum allowed local user count. Set to 2+ for splitscreen net_maxRate - max send rate in kilobytes per second net_max_party_lobby_members - Maximum users allowed in a single party net_migration_enable - enable host migration. no effect unless net_qos_enable > 0. net_migration_forcePeer - When set to >-1, it forces that peer number to be the new host during migration net_migration_hostPick - How to pick a migration fallback host. 0: legacy ping based only, 1: use host picks exclusively (new code, no legacy), 2: use host picks, fallback to legacy for MP only, 3: use host picks and fallback for legacy both MP and snaps net_migration_legacyUsesPing - Whether to consider pings when comparing hosts using legacy ping net_migration_skipPickHostTimeout - Wait forever while picking migration host. net_minBufferedSnapPCT_Static - Min amount of snapshot buffer time we want need to buffer net_minBufferedSnapWinPCT_Static - Min amount of snapshot buffer time we want need to buffer net_minTimeToDismissScoreRating - Minimum time required to play before considering score as part of rating. net_min_ping_in_ms - Ping has to be higher than this before we consider throttling to recover net_mpCloudGobblerHeartbeatPeriodMs - Time in MS between MP Cloud Gobbler heartbeat events net_nonHostAdmin_enable - enable switching to non-host admin if poor uprate. no effect unless net_qos_enable > 0. net_numPorts - Number of ports to try to open or broadcast for non-platform backend mode net_offlineTransitionThreshold - Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game net_optimalDynamic - How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us net_optimalSnapTime - How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us net_optimalSnapWindow - net_outputLogInfo - 0 - warnings and errors, 1 - initialization info, socket opens and tcp listens, 2 - everything net_overrideProfanityFilterAPIKey - Override the profanity filter API key net_overrideProfanityFilterURL - Override the profanity filter URL net_packetStall_maxTime - how much total time allowed total to handle packets -ms net_partialSnapShotDeltaSize - Optimal size of snapshot delta msgs. net_peerTimeoutDisabled - Completely disable CheckHeartBeats and IsLosingConnectionToHost checks that use net_peerTimeoutInSeconds net_peerTimeoutDuringLoadMS - Time in ms before we stop waiting for peer during map load and go ahead into game without them net_peerTimeoutInSeconds - If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected. net_peerTimeoutInSeconds_Lobby - If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected. net_peer_throttle_bps_decay - If peer exceeds this number of queued snap deltas, then throttle his effective snap rate net_peer_throttle_bps_duration - If peer exceeds this number of queued snap deltas, then throttle his effective snap rate net_peer_throttle_bps_host_threshold - Min outgoing bps of host for bps based throttling to be considered net_peer_throttle_bps_peer_threshold_pct - Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in net_peer_throttle_maxSnapRate - Highest factor of server base snapRate that a client can be throttled net_peer_throttle_minSnapSeq - Minimum number of snapshot exchanges before throttling can be triggered net_peer_throttle_mode - = 0 off, 1 = enable fixed, 2 = absolute, 3 = both net_pingIncPercentBeforeRecover - Percentage change increase of ping before we try to recover net_pingRecoveryThrottleTimeInSeconds - Throttle snaps for this amount of time in seconds to recover from ping spike. net_port - non platform backend port number net_print_ucmds_outgoing - net_prioritySnapDeltaSize - Optimal size of snapshot delta msgs. net_qos_enable - bandwidth and connectivity checks: 0 - disable, 1 - enable in snapmaps, 2 - enable always. net_qos_forceAdmin - Set to 1 to force prompting for switching to a non-admin host. Will pick the best suited peer, even if local host would be ok. net_queueSnapAcks - net_queuedreliableWarningThreshold - Controls the number of reliables to test against to be considered too much net_realPhysicsRadius - If any interpolated entities are within this radius of a local player, the interpolated entity will evaluate real physics. net_reduceThrottlePingMultiplier - For every level of throttle (1x the common snaprate), if ping drops below level * this cvar, reduce throttle. If < 0 do not reduce throttle. net_reliable_glorykillRequest_serverVerification - Should the server do extra verification for glory kill requests? 0 = No, 1 = Yes, 2 = For demonPlayerInstigators only, 3 = for all except AI targets net_remoteAvailability_forceBestRegionId - Force the best region id to this value (set negative to disable) net_sendCompletedPendingSnapsEarly - Turn this off to fallback to sending updating/sending snaps at the end of the frame; snaps will fail to be set if off net_sendCustomizationReliable - Send the customizations over the network. net_showReliableCompression - Show reliable compression ratio. net_skipClientDeltaAppend - Simulate delta receive buffer overflowing net_skipEntitlementUpdate - net_skipGoodbye - net_skipRecentEntitlementUpdate - if set, skips the recent entitlements. net_snapRate - net_snap_bw_test_throttle_max_scale - When clamping bandwidth to reported values, scale reported value by this net_snap_redundant_resend_in_ms - Delay between redundantly sending snaps during initial snap exchange net_snapreport_warnsize - Print snapshot report if final compressed delta is > than this (bytes) net_snapshot_metrics - Draw snapshot metrics on screen. 1 = dynamic draw, 2 = static draw, 3 = dynamic raw for largest delta, 4 = draw on fragmentation net_snapshot_metrics_peer - Peer to show with net_snapshot_metrics net_snapshot_metrics_report_fragment - Report snapshot metrics when delta fragments net_snapshot_metrics_report_netrole - Who should do the reporting. 0=No one, 1=Server only, 2=Clients only, 3=Both net_snapshot_metrics_report_once_per_deltaseq - If true, only generate reports one time per base sequence per peer. Prevents spam if base states arent being ACKd net_snapshot_metrics_report_seq - Minimum snap sequence to report. Used to not report initial snapshots net_snapshot_metrics_report_size - Report snapshot metrics snapshot delta is greater than this size net_snapshot_metrics_report_wait - Minimum time to wait between generating snapshot reports net_snapshot_metrics_skipZero - Skips objects that didnt change in metric report net_snapshot_send_warntime - Print warning messages if we take longer than this to send a client a snapshot. net_ssTemplateDebug - Debug snapshot template states net_ssTemplateDebugObject - Will dump template data to console for the corresponding object ID. net_ssTemplatePrint - Prints the raw data whenever a snapshot template is used. net_testPartyMemberConnectFail - Force this party member index to fail to connect to games. net_tracerMgrDebug - net_tracerMgrDebug net_useCMap - Use cmap for multiplayer maps net_userCmdRate - net_verboseSimulatedTraffic - Print some stats about simulated traffic (net_force* cvars) net_verboseSnapshot - Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam net_verboseSnapshotCompression - Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam net_verboseSnapshotObject - this will help with the spam from net_verboseSnapshot, if -1 will spam like normal, if >= 0 will only print out data for objID == net_verboseSnapshotObject net_verboseSnapshotReport - Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam net_verbose_Throttling_Snapshot - if true will debug print data for snapshot throttling net_verifyReliableQueue - 0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test net_versionChecksum - Allows specifying a NetVersionChecksum from the command line net_visCullSnapshots - Culls snapshots based on visiblity (currently only using screen coverage) net_visMaxDistance - distance based visibility (developer use) net_voice - Enable or disable voice chat net_voiceDebug - View debug output for voice specific things net_voiceDevice - Which audio device to use for voice output (listVoiceDevices to list, -1 for default) net_voicePerformanceData - Show Steam XAudio2 performance data net_voicePushToTalk - Enable or disable push to talk net_voiceTalkTimeMS - Time (ms) since last data from talker before talker considered silent net_voiceTrackMicStatus - If on, track whether or not players have a mic and report to others net_voiceVolume - Set the voice playback volume level. 0.0f - 2.0f (0.0f is silence) net_voice_throttleStart - Throttle steam voice start by x ms to avoid timing bugs net_waitOnPeerToLoadTimer_Seconds - After a client joins, how long to wait for the rest of the clients to join before just starting the game. net_waitOnPeersToLoadMinimumCount - How many clients needed before we are allowed to force everyone into the game when other peers are taking forever net_waitOnSnaps - wait on snaps nightmarcadeScoring_lockare_lock - Whether or not arcade mode is locked until game is completed nightmare_lock - Whether or not nightmare mode is locked until BKA is complete outlineModel_FullSpeed - QuickFlash scan Full model speed outlineModel_FullTime - QuickFlash scan Full model duration outlineModel_IRcolor_A - In Range Alpha Value outlineModel_IRcolor_B - In Range Blue Value outlineModel_IRcolor_G - In Range Green Value outlineModel_IRcolor_R - In Range Red Value outlineModel_OORcolor_A - Out of Range Alpha Value outlineModel_OORcolor_B - Out of Range Blue Value outlineModel_OORcolor_G - Out of Range Green Value outlineModel_OORcolor_R - Out of Range Red Value outlineModel_QuickFlashScroll - Speed at which the quickflash scrolls outlineModel_QuickFlashStart - Quickflash time start outlineModel_QuickFlashTime - QuickFlash duration outlineModel_QuickFlashWidth - QuickFlash scan width outlineModel_Use_CVar_Colors - Allow outline colors to be set by CVars outlineModel_disabled - Disable all outline models on entities outlineModel_pulseBloom - Pulse bloom power outlineModel_pulseFast - Fast Glorykill pulse outlineModel_pulseSlow - Slow Glorykill pulse outlineModel_pulseSwitch - Percent to switch from slow to fast pulse outlineModel_pulseWidthEnd - Ending width of the pulse outlineModel_pulseWidthStart - Starting width of the pulse outlineModel_showSobel - Enable display of sobel filter p_ForceFov - Anything other than -1.0f will force the FoV to that value. Blended during syncAnims so geo doesn't look wonky p_allowPlayerCorpses - Allow creation of player corpses p_allowRocketJumpWithoutJumping - allow rocket jump without rocket jumping p_alwaysSyncOnMeleeInit - If true, a sync melee is attempted whenever a melee is initiated, regardless of whether there's a valid meleeLunge target p_applyAnimatedCamera - Use animated camera data in the hands anims p_applyAnimatedCameraFov - Use animated camera fov data in the hands anims p_assistCuttoffTime - Cuttoff time (in milliseconds) a player can be granted with an assist. p_carriedUsesThirdPersonView - Whether to use third-person view, like pm_thirdPerson, when being carried p_debugAnimatedCamera - Output debugging info about animated camera p_debugHostileTarget - Shows debug spheres for hostile target queries p_debugHudBackgroundA - player debug hud background A component p_debugHudBackgroundB - player debug hud background B component p_debugHudBackgroundG - player debug hud background G component p_debugHudBackgroundR - player debug hud background R component p_debugHudFirstFrame - Bandaid to suppress the debug hud for a few frames after loading until menus and HUD no longer break during load p_debugHudForegroundA - player debug hud foreground A component p_debugHudForegroundB - player debug hud foreground B component p_debugHudForegroundG - player debug hud foreground G component p_debugHudForegroundR - player debug hud foreground R component p_drawLastValidPowerWeaponPos - If true, draw the last valid power weapon position p_drawLastValidPowerWeaponPos_Size - Width to use for valid pickup draw p_echoPulseDistance - distance the echo needs to travel p_echoPulseTime - time it takes for the echo to finish in milliseconds p_fire_clientAmmoDebug - Debug Client Ammo p_fire_clientFire - Allow ClientFires p_fire_clientFireDebug - Debug ClientFires p_fire_clientHitscans - Allow Client authoritative hitscans p_fire_clientHitscansNotify - Displays markers where local client hitscan hits p_forceTPBodyToRespawnEverytime - Force thirdPersonBody to Spawn fresh everytime we respawn. p_helmetOffsetForward - offset used by SP for helmet to compensate for FOV change p_helmetOffsetUp - offset used by SP for helmet to compensate for FOV change p_helmetSpringDamageScale - scales the magnitude of incoming damage applied to the helmet p_helmetSpringEnable - enable or disable the bouncy helmet p_helmetSpringKickScale - scales the magnitude of the weapon kick applied to the helmet p_helmetSpringPosK - spring coefficient for positional helmet spring p_helmetSpringPosScale - scales the magnitude of the helmet translation p_helmetSpringRotScale - scales the magnitude of the helmet rotation due to translation p_helmetSpringRotationOffsetFwd - how far forward the helmet CG is relative to the rotation point p_helmetSpringRotationOffsetUp - how far up the helmet CG is relative to the rotation point p_helmetSpringViewAngK - spring coefficient for the helmet view angles spring p_helmetSpringViewAngScale - scales the magnitude of the helmet view angles spring p_hideCorpseOnLavaDeath - Hide player corpses if they die to lava p_holdToUseMS - amount of time use needs to be held to use item p_killCuttoffTime - Cuttoff time (in milliseconds) a player will be granted a kill if the target dies from self damage or environment. p_melee_autoLunge - mp only - auto lunge when in melee (1-127) p_melee_autoLungePlayersOnly - mp only - only melee auto lunge against player targets p_playAdditiveCrouchAnims - Play additive crouch anims on hands p_powerWeaponCutoffTime - Time (in ms) a player will be considered to be in possession of a power weapon for purposes of awarding medals. p_shieldAmountToStartFlash - The amount of shield when we need to flash the shield low FX p_showFootstepParticles - Play particle effect on player footstep p_showHelmet - whether or not to show the players helmet p_spRespawnOnDeath - The player will respawn rather than have to reload the map in SP p_stepUpHandsSpringK - Spring constant for step-up and crouch spring on hands p_stepUpViewSpringK - Spring constant for step-up and crouch spring on view p_tauntCameraLerpTime - Maximum time (in ms) for camera to lerp from 3rd to 1st person after concluding a taunt animation. p_thirdPersonCameraClipSize - How large the 3rd person camera clip volume is; Valid values are 8, 16, 24, 32, 48, 96 p_thirdPersonSequenceCameraLerpTime - Maximum time (in ms) for camera to lerp from 3rd to 1st person after concluding a animation. p_updateHelmetPos - whether or not the position of the helmet gets updated p_useNonDeferredView - Debug test p_useStepUpSprings - Use springs instead of the procedural bob cycle to smooth view and hands movement when stepping up or crouching pause_addRestartMap - Adds a restart map option pause_conan - Conan Build perkSwitcher_DPadCycle - If true then the DPad will cycle through perks as the same direction is pressed perkSwitcher_autoGivePerk - Automatically give a perk if you don't have it. perkSwitcher_debugHeight - perkSwitcher_debugWidth - perkSwitcher_debugX - perkSwitcher_debugY - perkSwitcher_enabled - Enables the perk Switcher. perkSwitcher_fontScale - perkSwitcher_nextSwitchPerkTime - how long it takes before you can switch mods again perkSwitcher_selectLagTime - how long it takes before it selects perkSwitcher_showHandsTime - how long it takes before it brings hands back up perkSwitcher_useDPad - use the Dpad for switching. perk_debug - if true show debug info on screen for the upgrade tree and upgrades personalRadar_prototype - show personal radar prototype graphics personalRadar_prototype_screen_h - personal radar prototype graphics rectangle, normalized height personalRadar_prototype_screen_w - personal radar prototype graphics rectangle, normalized width personalRadar_prototype_screen_x - personal radar prototype graphics rectangle, normalized left x personalRadar_prototype_screen_y - personal radar prototype graphics rectangle, normalized top y phys_rigidbody3DOFDebug - Draws Debug information for rigid body 3DOF pickup_tractorAccel - acceleration to frac along pickup-to-player pickup_tractorInitialRate - starting frac along pickup-to-player pickup_tractorRange - distance of the tractor test pinky_bullRushDebug - Enables debug display for the Pinky Bull rush attack pinky_cloakEnabled - Enables pinky cloak mechanic pinky_cloakOpacityOverride - Overrides pinky's cloak opacity render parameter if >= 0 [expected range 0.0 - 1.0] pinky_meleeAnimDuration - Duration of melee attack anim pinky_meleeTargetTransitionTime - Time in game time(close to MS) it takes to transition reticle spread when switching targets plasma_puddleCheckLOS - Whether to do the LOS check for each puddle plasma_puddleDebug - Whether to debug plasma puddles plasma_puddleDebugLifetime - How long to display the debug info for puddles plasma_puddleLOSHeight - At what height do I check LOS on the puddle? plasma_puddleMaxZOffset - How much extra height do I include for testing where the ground is under the puddle? playerBodyReactions_AllowInMP - Are body reactions allowed in MP playerBodyReactions_ConstrainedViewAnglesRate - Rate for the entry into the constrained view range, if restriction is necessary (degs/sec) playerBodyReactions_alphaRate - Default alpha blend rate playerBodyReactions_blendDurationMS - default blend duration for forced webAnimator transitions. playerBodyReactions_clipCameraHeight - the height of the cylinder to use to clip the camera movement playerBodyReactions_clipCameraRadius - the radius of the cylinder to use to clip the camera movement playerBodyReactions_debug - print debug information to the screen. playerBodyReactions_debugTraceStates - trace state information to the console. playerBodyReactions_dontCheckGroundMS - Don't check for ground impacts for this long after starting a reaction playerBodyReactions_enable - enable or disable the body reaction system. playerBodyReactions_forceRandomSelect - force the value of the random variation selector, or -1 to ignore. playerBodyReactions_useDeferredPositions - use deferred positions for third person models. playerCheat_disableProtection - disable protections but still tracks playerCheat_disableSpecificFlags - Allow us to disable specific cheat protections playerCheat_disableSpecificReactions - Allow us to disable specific cheat protections playerCheat_forceDenials - use to test cheat detection by denying every action playerMetrics_Verbose - playerMetrics_allowAchievementsDuringPvp - playerMetrics_cacodemonTimeOffGroundWaitTime - how long to wait after player transforms as cacodemon to start off ground check playerMetrics_prowlerTimeOffGroundWaitTime - how long to wait after player transforms as prowler to start off ground check playerMetrics_statNetworkDebug - player_GKHintMaxEnemies - How many Guys we must GK before hint goes away -1 = never player_LootCheck - player_damageFeedbackMinimum - player_damageFeedbackScale - player_damageFeedbackVerbose - Print damage names player_debugShake - 1 = display debugging info for camera shakes player_demonSpikeDamageFeedbackScale - player_focusCausesRumble - Toggles whether to rumble controller when hovering over a usable item player_focusCrosshairEntityTime - Amount of time, in milliseconds, entity name will appear in crosshair after focus is lost. player_focusDebug - 1 = Highlights focus entity in cyan. 2 = Highlights usable entity in orange player_focusMaxHistory - Max Amount of frames we keep in history player_interactableRumbleDurHigh - Sets Controller rumble high magnitude on interactable player_interactableRumbleDurLow - Sets Controller rumble high magnitude on interactable player_interactableRumbleMagHigh - Sets Controller rumble high magnitude on interactable player_interactableRumbleMagLow - Sets Controller rumble low magnitude on interactable player_minHealthMapTransition - The minimum health the player is allowed to start a map player_profile_rot - player_showHealth - spam current player health to the console player_spikeDamageFeedbackScale - player_testScreenDamageEffectScale - player_updateFocus - 1 to enable updating the player's focus icon player_weaponDamageDataTimeLimit - The time to consider weapon damage part of the death breakdown player_whiplash_friction_frac - frac speed that slows overall whiplash player_whiplash_min_velocity_len - min velocity required to activate whiplash player_whiplash_update_frac - update frac per frame (partial updates) player_whiplash_velocity_frac - frac speed that whiplash cycles back and forth playlists_useFallbackLanguage - Use default language if localized version not found playlists_verbose - Print debug information regarding playlists plog_cumulative - don't flush records, keep a running tab plog_drillDownMode - 0 = none, 1 = print entire child tree for any item that passes threshold plog_drillDownStartDepth - depth at which to start looking at drill down mode plog_forcePrint - force one print of plog info plog_gameThreshold - only shows data from a game frame that exceeds this time plog_holdPrint - don't print plog info plog_itemThreshold - only shows individual items that exceed this threshold plog_mode - global performance log mode, 0 = list, 1 = call graph plog_sortMode - sort mode (0 = normal, 1 = sort by time) plog_threshold - only shows the global log if the total time exceeds this threshold plog_totalThreshold - only shows any items if total of all filtered groups exceeds this ms pm_ThrusterSyncMeleeDistance - Thruster Sync Melee Distance pm_adsRate - Lerp scale for blending player movement anims pm_airMoveKeepDropSpeedCollision - Allow the player to keep the speed while falling and hitting steep inclines, 0-Off, 1-real speed, 2-average squares pm_allowFatalFallDamage - if true - player CAN die from a fatal fall pm_allowInfiniteDoubleJumps - enables infinite double jumping (use to test cheat detection) pm_allowRagdoll - Simple cvar that specifies if the player can ragdoll pm_alwaysAllowDoubleJump - Set to true to ignore any restrictions preventing double jump pm_animMoveBlendScale - Lerp scale for blending back/right player movement anims pm_animTurnBlendScale - Lerp scale for blending player turn orientation pm_animWalkRunBlendScale - Lerp scale for blending walk/run player movement anims pm_antigravity_gravity - pm_applyWeaponCustomizations - If true, apply weapon customizations to 1st and 3rd person weapons. pm_armorActivateDecayRate - rate armor activation FX decays pm_armorDamagedDecayRate - rate armor damaged FX decays pm_armorDeacticateDecayRate - rate armor deactivation FX decays pm_backSpeedRatio - ratio of player max backward speed to forward speed pm_bboxwidth - x/y size of player's bounding box pm_bfgVisionAlwaysShowDemons - True - Demons are always visible in bfg vision; False - Demons follow same rules as players for visibility pm_bfgVisionPingDuration - How long players are highlighted by pings (seconds) pm_bfgVisionPingPeriod - Time between highlight pings (seconds); 0 disables pings pm_bfgVisionPingSpeed - How fast the ping wave moves (units/second) pm_bfgVisionPingTileRateZDepth - How often to tile based on depth. pm_bfgVisionPingTileRateZHeight - How often to tile based on height. pm_bfgVisionPingVisualExponent - Parameter fed into the bfg vision ping shader to control what the ping looks like pm_bodyAnim_EnableForLocalViewPlayers - Turn on to activate third person animations for local view players pm_bodyAnim_EnableTorsoAdditives - Enable/disable additive torso animations pm_bodyAnim_EnableTorsoSwitchWeaponAdditives - Enable/disable additive torso weapon switch animations pm_bodyAnim_additivePainAlpha - pm_bodyAnim_debug - This will print out to com_debughud all of the third-person animation values for the player index specified (0-15) pm_bodyAnim_enableLavaDeath - Turn on special lava death animation pm_bodyAnim_fireBlendInTimeMS - rate at which the player model will align to velocity direction pm_bodyAnim_fireBlendOutTimeMS - temp pm_bodyAnim_ledgeAnimEnabled - pm_bodyAnim_ledgeGrabDebug - Enable/disable ledge grab debugging pm_bodyAnim_painAnim - temp pm_bodyAnim_painAnimDebug - debug player pain animations pm_bodyAnim_painAnimDelay - Required delay before playing next pain anims on player pm_bodyAnim_painAnimEnabled - pm_bodyAnim_painBlendInTimeMS - temp pm_bodyAnim_painBlendOutTimeMS - temp pm_bodyAnim_speedThresholdForMovement - the speed threshold that the player has to reach before movement anims and rotation are considered pm_bodyAnim_upperBodyAnimRateScale - torso rate scale pm_bodyAnim_upperBodyBlendInTimeMS - rate at which the player model will align to velocity direction pm_bodyAnim_upperBodyBlendOutTimeMS - rate at which the player model will align to velocity direction pm_bodyDebug - Debug player body animation pm_bodyRateScale_Hands - pm_bodyRateScale_Pistol - pm_boxRepulsorScalar - How much to push the player when he's in the box pm_bufferTimeForPlayerOriginInterpolation - How much of a buffer to add to the interpolation time range pm_clientAuthoritative_debug - pm_clientUseThrottleTime - how long to wait untill we can send the next use message to the server pm_clientZoomInDelay - pm_consistentRandomArmorTheme - If on, bots random armor will have a single theme. pm_crouchToggle - crouch works as a toggle pm_crouchheight - height of player's bounding box while crouched pm_crouchspeed - speed the player can move while crouched pm_crouchviewheight - height of player's view while crouched pm_ct_checkDist - Forward distance to check for player model collision pm_ct_debug - PlayerModel CollisionTest Debug pm_ct_jumpEndOffset - The end trace test vertical offset from the player origin pm_ct_jumpStartOffset - The start trace test vertical offset from the player origin pm_ct_jump_debug - if true will draw bedug info pm_ct_jump_framesBeforeLand - Number of frames without ground contact before we are prepared to play a land animation pm_ct_push_decayIn - Player Model decay in pm_ct_push_decayOut - Player model decay out pm_ct_push_dist - Desired distance to keep clear infront of model pm_customizationDirtExponent - Armor customization dirt exponent pm_customizationDirtOverride - If value is >= 0.0f, override the dirt value of all player customization. pm_customizationScratchesExponent - Armor customization scratches exponent pm_customizationScratchesOverride - If value is >= 0.0f, override the scratches value of all player customization. pm_deadClipModel - Use clipModel_dead when player is dead pm_deadClipModel_mp - Uses clipModel_dead in MP but treats it as a second clipmodel for player focus instead of replacing the physics default clip model pm_deadheight - height of player's bounding box while dead pm_deathCam_activateAnalysisTimeDelayMS - How long before we activate the kill analysis in ms pm_deathCam_analysisMaxTimeAllowedMS - How long we can be in the death cam analysis, before we're kicked back to the game. pm_deathCam_analysis_debug - turn on to debug. pm_deathCam_analysis_enabled - 1 = enable death cam analysis in mp pm_deathCam_analysis_killerAvatarBehavior - 0 = Show all avatars. 1 = Skip 'final' avatar. 2 = skip all avatars. pm_deathCam_analysis_minDistBetweenAvatars - The min dist between avatar snapshots in world pm_deathCam_analysis_minStartingOffset - min distance away from the killed player the death cam analysis will start at. pm_deathCam_analysis_orbitMaxDist - The max dist we can be from the camera orbit pos pm_deathCam_analysis_orbitMinDist - The min dist we must be from the camera orbit pos pm_deathCam_analysis_startingOffset - The distance away from the killed player the death cam analysis will start at. pm_deathCam_analysis_startingZOffset - The height offset applied to the death cam analysis cam position. pm_deathCam_analysis_timeBetweenAvatarSnapshotsMS - The time in ms between avatar snapshots in world pm_deathCam_analysis_victimAvatarBehavior - 0 = Show all avatars. 1 = Skip 'final' avatar. 2 = skip all avatars. pm_deathCam_checkedViewPitchRoll - The maximal pitch/roll before we assert pm_deathCam_drawKillersOutline - 1 = draw killers outline when killed in mp pm_deathCam_enabled - 1= enable death cam in mp pm_deathCam_followVictim - 1 = track the victims body as he rolls around in mp pm_deathCam_gloryKillStartingOffset - Distance used when glory killed. pm_deathCam_gloryKillZOffset - Z offset used for glory kills pm_deathCam_orbitCam_centerSmoothFactor - A smoothing factor per frame applied to the camera orbit target centering, range 0.01 - 1.0 recommended pm_deathCam_orbitCam_debugDuration - Duration to draw orbit cam debug points and lines pm_deathCam_orbitCam_dollySmoothFactor - A smoothing factor per frame applied to the camera distance, range 0.01 - 1.0 recommended pm_deathCam_orbitCam_enabled - Enable the orbit camera for use as the death cam pm_deathCam_orbitCam_lerpSeconds - Number of seconds that the orbit cam will take to lerp to its ideal position. pm_deathCam_orbitCam_maxPitch - Maximum pitch angle for the orbit death camera. pm_deathCam_orbitCam_minPitch - Minimum pitch angle for the orbit death camera. pm_deathCam_orbitCam_orbitDist - Ideal distance for the death orbit camera to be at. pm_deathCam_orbitCam_orbitMinDist - Distance for the death orbit camera to start at. pm_deathCam_orbitCam_showDebug - Draw debug orbit target and center points + sync camera invalidation raycast pm_deathCam_orbitCam_targetZOffset - Z position offset when tracking the target. pm_deathCam_orbitCam_trackKillerPitchOffset - Pitch angle offset when tracking the target. pm_deathCam_orbitCam_trackKillerTimeMS - Amount of time to track the target. pm_deathCam_orbitCam_trackSmoothFactor - A smoothing factor per frame applied to the camera rotation, range 0.01 - 1.0 recommended pm_deathCam_startingOffset - The distance away from the killed player the death cam will start at. pm_deathCam_startingViewPosZOffset - The distance in Z the death cam is offset by pm_deathCam_syncCam_enabled - Enable the animator-defined sync camera for use as the death cam when in a Glory Kill pm_deathCam_trackKiller - 1 = track the killer as he moves around in mp pm_debugAnim - if Greater than 0 will print out the current animation with debug text pm_debugPlayerRotate - Debug the rotation being given to the player pm_debugRepulsion - 1 = show debugging for player repulsion pm_debugTouchingBounds - Render debug touching bounds for N frames or 0 to disable pm_debugTouchingBoundsColor - Debug touching bounds color pm_debugView - if true will draw debug info for player view calculations pm_debugYaw - Print info about desired and actual yaw pm_defaultEnemyTeamColors - If the player is an enemy of the player, turn off use of customization masks. pm_deferredSlideMoveAccelScale - pm_demonOutlineShade - Shade of demon outlines. pm_disableFallDamage - if true - player takes no damage from falls pm_disableNighmareGodMode - disable reducing health in nightmare god mode pm_dodgeOnButtonPress - Support player dodge as an explicit button press 1 = normal dodge, 2 = circle strafe target, 3 - back ramping pm_doom4BobCycle - use the Doom4 additive animated bob cycle pm_doubleJumpAirEnglishScale - air english is scale by this amount pm_doubleJumpCooldown - Minimum allowed time between subsequent double jumps pm_doubleJumpFriction - friction parameter applied during double jump pm_doubleJumpHeight - approximate additional height the player can double jump pm_doubleJumpInputInfluence - how much double jump direction is affected by input direction [0..1] pm_doubleJumpSpeedScale - current speed is scaled by this amount pm_doubleJumpViewPitchChange - the view pitch change during the double jump pm_doubleJumpViewPitchDuration - how long the view pitch variation takes pm_doubleJumpWindowDuration - duration in MS of the double jump window pm_doubleJumpWindowOffset - offset in MS from the start of the initial jump until the start of the double jump window pm_drawLocoParams - Draw player's Locomotion Parameters pm_enableCustomPlayerRepulsors - enables custom repulsors for ai vs player clipping pm_enableJumpExtension - enable jump extension from ledges pm_enableLadderPhysics - Whether to have player physics try to detect ladders. pm_enableThirdPersonWalkAnimData - Enables an alternate code path that scales the motion playback to an exact set of speeds. pm_enemyRepulsorRadius - radius for repulsors for enemies. 0.0 for none. pm_enemyRepulsorStyle - Repulsor style used for enemies. 0-TangentToCircle; 1- HardStop; 2-SoftSpring pm_equippedItemLogging - Enables player equipped item logging pm_fall_frames - Number of frames without ground contact before we play a fall animation pm_firePoseRate - Lerp scale for blending player movement anims pm_firePoseRateIn - Lerp scale for blending player movement anims pm_firePoseTime - Lerp scale for blending player movement anims pm_footstepTimeout3rdPersonMS - amount of time required between footstep events ONLY IN THE THIRD PERSON pm_forceExplicitMotionClip - clip the forced move pm_forceExplicitMotionX - x value of explicit motion to force pm_forceExplicitMotionY - y value of explicit motion to force pm_forceExplicitMotionZ - z value of explicit motion to force pm_friendlyRepulseOnlyOnGround - Whether to only repulse friendlies if they're on the ground pm_friendlyRepulsorRadius - radius for repulsors for friendlies. 0.0 for none. pm_friendlyRepulsorStyle - Repulsor style used for friendlies. 0-TangentToCircle; 1-HardStop; 2-SoftSpring pm_gradualSensitivityScaleTimeSec - Gradually gives the player look control over this time. pm_gradualSyncViewReset - 0 - Off, 1 - only pitch 2 - yaw/pitch 3 - constant pitch resting pm_gradualSyncViewResetTime - Gradually moves the player's view back to original angles. pm_gravityInterpolationSpeed - pm_idleFramesRequiredForImmediateBlend - pm_ignoreSprintButton - if true, the sprint button will be ignored as a requirement for sprinting pm_jumpChangeDirectionScalar - How much jumping is allowed to change player's direction; 0.0 = no change in direction when jumping; 1.0 = instantly change direction pm_jumpExtensionDebug - enable jump extension spheres & bounds pm_jumpExtensionDebugTimeSec - seconds to retain jump extension debug info pm_jumpExtensionHeight - distance down from ledge that a regular jump can be activated pm_jumpExtensionLength - distance out from ledge that a regular jump can be activated pm_jumpExtensionUpHeight - distance up from ledge that a regular jump can be activated (fixes ledge extension at top of slopes) pm_jumpheight - approximate height the player can jump pm_knockbackPredictClampFrontBack - pm_knockbackPredictClampSides - pm_knockbackPredictClampStrength - pm_knockbackPredictClampUpDown - pm_knockbackPredictDebug - pm_knockbackPredictMaxTime - pm_knockbackPredictMinTime - pm_knockbackPredictedZOnly - pm_lookUpTweak - Depress the view this much when looking up to avoid clipping into geometry pm_lungeHorizontalDirectionScalar - Scalar to adjust how much horizontal speed boost jumps get pm_maxRunAnimRate - maximum rate player's run anim will play at. pm_maxScaledRunSpeed - maximum player run speed allowed after all modifiers (powerups, weapons, hack mods, etc); 0.0 = no limit pm_maxSprintRate - maximum rate player's run anim will play at. pm_maxWalkAnimRate - maximum rate player's walk anim will play at. pm_maxviewpitch - amount player's view can look down pm_minPhysSpeed - Minimum physics speed where direction is still reliable. If physics is < than this, we use cmd velocity or previous velocity to determine animation direction pm_minRunAnimRate - minimum rate player's run anim will play at. pm_minWalkAnimRate - minimum rate player's walk anim will play at. pm_minviewpitch - amount player's view can look up (negative values are up) pm_modelRotationBiasDot - pm_modelRotationRate - rate at which the player model will align to velocity direction pm_modelRotationRate_AnimBigThresh - rate at which the player model will align to velocity direction pm_modelRotationRate_TurnMax - rate at which the player model will align to velocity direction pm_modelRotationRate_TurnMin - rate at which the player model will align to velocity direction pm_modelRotationTurnThresh - pm_modelRotationTurnThreshEnd - pm_modelRotation_AnimBased - rate at which the player model will align to velocity direction pm_modelRotation_disableTorsoAim - rate at which the player model will align to velocity direction pm_mpAllowAirControlOnFirstJump - Turn on to allow air control on first and second jump in MP pm_netMaxNetworkDelta - If the distance between origins is greater than this value, players in network mode will snap to their destinations instead of running any kind of physics to get there. pm_net_error_debug - if true we will print debug network interpolation error on clients. pm_noBob - turns off view bob and weapon sway pm_noclipspeed - speed the player can move while in noclip pm_normalViewHeight - height of player's view while standing pm_normalheight - height of player's bounding box while standing pm_pencilCollisionAngle - If players are using pencil collision, this is the angle of the tip. pm_pencilCollisionTaperRadius - If players are using pencil collision, this is the radius of the tip. pm_photoModeBoundSize - the size of the bounds during photo mode pm_photoModeFriction - the air friction to use in photo mode, the higher the tighter it is pm_photoModeHeight - the height of the bounds during photo mode pm_photoModeMaxDist - the max distance we can deviate from the initial place in photo mode pm_playerCollisionStyle - 0 = bounding box; 1 = cylinder approximation; 2 = pencil pm_playerRepulsion - 1 = enable player repulsion pm_predict - pm_predictKnockback - If true, knockback will be predicted on network clients pm_predict_db - pm_pusherDislodgeMultiplier - the multiplier of the velocity to use when we are trying to dislodge a player from its contact pm_pusherWalkMoveCushion - The number of units we are not allowed to go near a pusher wall while standing on the pusher pm_randomColorSmoothnessRange - Max random value color smoothness will have. Max 1.0 pm_randomDirtRange - Max random value dirt will have. Max 1.0 pm_randomSpecifyMaterialType - For random customization, specify the color material type. Any material type = -1, Matte = 0, Glossy = 1, Metallic = 2. pm_randomSpecifyPatternType - For random customization, specify the pattern type. Any material type = -1, Abstract = 0, Camo = 1, Symbol = 2. pm_randomWeatheringRange - Max random value weathering will have. Max 1.0 pm_remoteInputAvgDeltaCount - The amount of remote input time values that the time delta should be avg'd against pm_rest - Lerp scale for blending player movement anims pm_restFrameDebug - Debug pm_restFrameThresh - Number of frames of no cmd movement to consider player at rest and transition to idle pm_restRate - Lerp scale for blending player movement anims pm_restTime - pm_restWalkScale - Lerp scale for blending player movement anims pm_rest_alphaRate - Lerp scale for blending player movement anims pm_rest_maxAlpha - Lerp scale for blending player movement anims pm_rest_maxRate - Lerp scale for blending player movement anims pm_rest_minAlpha - Lerp scale for blending player movement anims pm_rest_minRate - Lerp scale for blending player movement anims pm_runspeed - speed the player can move while running pm_screenParticleOffset - forward offset when placing screen particles pm_skipAnimation - If true, skip updating the player animation state - only for debugging animations in isolation pm_softSpringRepulsorVelMax - Maximum spring velocity for SoftSpring repulsors pm_softSpringRepulsorVelMin - Minimum spring velocity for SoftSpring repulsors pm_sprintAngle - the angle the player has to stay in with their forward movement pm_sprintBackSpeedRatio - ratio of player max sprint backward speed to forward speed pm_sprintChargeTime - how many ms to fully recharge sprint pm_sprintEnabled - Turn Actionable sprinting on pm_sprintMaxTime - how many ms the player can sprint pm_sprintMode - 0 = Constant sprint speed, 1 = Ramp up to top speed pm_sprintNoInputStopTime - how long there has to be no input before sprinting stops pm_sprintStatsOverride - If turned on, ignore sprintStats in player's entitydef and use cvars instead pm_sprintStatsRampUpTime - time it takes to go from initial to max sprint speed pm_sprintStatsSpeedInitial - initial spring speed (at start ramp up time) pm_sprintStatsSpeedMax - maximum sprint speed (after ramp up time) pm_sprintStatsSpeedMaxAnimRate - maximum anim rate scale for sprint pm_sprintStickDeadZone - how far the movement stick has to be pressed forward before we allow sprint to kick in max is 120 because full stick max is 127 pm_sprintStrafe - allow sprint strafing pm_sprintStrafeAndWeaponFire - allow full weapon use while sprinting and allow strafe sprinting pm_sprintspeed - speed the player can move while sprinting pm_stepsize - maximum height the player can step up without jumping pm_strafeSpeedRatio - ratio of run speed player can strafe; 1.0 allows strafing at full run speed pm_strafe_threshold - Cos of angle to transition into strafe animations pm_subWeb - sub-web postfix for the player - this is for testing only pm_thirdPerson - enables third person view pm_thirdPersonAngle - direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) pm_thirdPersonClip - clip third person view into world space pm_thirdPersonClipContents - 0 = MASK_OPAQUE (what SP has been using); 1 = OPAQUE| PLAYER|PLAYERCLIP (what MP is using); 2 = OPAQUE|PLAYER|PLAYERCLIP|SOLID (what Snap is using) pm_thirdPersonFocusJoint - focus joint of the third person camera pm_thirdPersonHeight - height of camera from normal view height in 3rd person pm_thirdPersonRange - camera distance from player in 3rd person pm_thrusterSprintAngle - the angle the player has to stay in with their forward movement pm_thrusterSprintBackSpeedRatio - ratio of player max sprint backward speed to forward speed for thruster sprint pm_thrusterSprintChargeTime - how many ms to fully recharge thruster sprint pm_thrusterSprintDelayTime - how many ms to delay before sprinting is possible again pm_thrusterSprintEnable - enable thruster sprint instead of old sprint pm_thrusterSprintMaxTime - how many ms the player can thruster sprint pm_thrusterSprintRechargeFromEmpty - if true, the recharge always starts from empty regardless of how much sprint time was actually used pm_thrusterSprintStickDeadZone - how far the movement stick has to be pressed forward before we allow thruster sprint to kick in max is 120 because full stick max is 127 pm_thrusterSprintStopOnlyWhenDepleted - if true, thruster sprint cannot be turned off and remains on until fully depleted pm_thrusterSprintStrafeAndWeaponFire - allow full weapon use while thruster sprinting and allow strafe sprinting pm_thrustersprintspeed - speed the player can move while thruster sprinting pm_toggleThrusterSprint - if true will use the toggle thruster sprint on PC pm_togglesprint - if true will use the toggle sprint on PC pm_torsoAimBlendTimeMS - time to blend between different aim anims pm_torsoDebug - Debug torso aiming of this player pm_torsoDisable - Debug torso aiming of this player pm_torsoDisableBlendMS - Debug torso aiming of this player pm_torsoPitchClamp - max angle torso can turn from body forward around pitch axis pm_torsoPitchClampAiming - max angle torso can turn from body forward around pitch axis (when using aim anims) pm_torsoTrackRate - max rate that torso will track to client view angle pm_torsoUseIndependentConstraints - true to use independent pitch and yaw constraints on torso pm_torsoYawClamp - max angle torso can turn from body forward around yaw axis pm_traceExplicitMotion - 0=off, 1=trace the explicit motion deltas, 2=trace nonzero deltas only pm_trackPlayerPos - Draw spheres at player origin pm_trackPlayerUcmdStartStopPos - Num = Client that you want to see when they started/stopped moving, based on their ucmds pm_turnTolerance - pm_useArmorPiecesAsAttachments - If true, stop using tree animator sub-meshes for armor pieces. pm_useClampUserCmdInterpPercentage - Disable for testing user commands that don't have a clamped percentage pm_useFootPhaseSyncing - pm_useWalkIK - Simple cvar that specifies if the player should have walk ik on pm_walkAccelRateOverride - Acceleration rate for player walk movement; -1 = use default; Note: only updates after respawn pm_walkFrictionOverride - Ground friction for player walk movement; -1 = use default; Note: only updates after respawn pm_walkIKBlendInMS - Blend in time for player leg IK after jumping pm_walkMoveStickToGround - Only projects velocity along the ground plane if our velocity to ground normal is greater than pm_walkMoveStickToGroundDot. pm_walkMoveStickToGroundDot - Velocity dot ground normal must be greater than this in order to stick to plane. pm_walkRunRangeScale - percentage of the range between walk and run speeds where the walk and run animations will blend pm_walkspeed - speed the player can move while walking pm_walkthreshold - user command threshold where we transition from walking / sneaking to running. pm_waterSurfaceLevel_Emerge_Thresh - pm_waterSurfaceLevel_SurfaceLevel - pm_waterSurfaceLevel_Trans - pm_waterSurfaceLevel_Trans_Delta - pm_webDebug - Lerp scale for blending player movement anims pm_webRunJumpThreshold - The run-to-walk percentage that we check against when deciding if we should do a running jump pm_zeroG_FloatUp - pm_zeroG_Friction - How fast the players speed is reduced in no gravity pm_zeroG_MoveScale - pmec_ApplyAnimDeltasForceClip - Force the anim deltas to clipped against geometry pmec_ApplyAnimDeltasForceNoClip - Force the anim deltas to ignore clipping with geometry pmec_ApplyAnimDeltasToPlayer - Can be set to 0 to disable application of anim deltas to player pmec_BlockCheckUse8x8 - If set, then the block check uses an 8x8 cube instead of a point pmec_BodyForceUseDeferredPosition - Force the deferred position handling as follows -1: don't force anything, 0: force non deferred handling, 1: force deferred handling pmec_DebugCollisionTraces - Outputs numbers of inline and deferred traces per frame pmec_EnableAdvancedMovementInMP - Enable ledge grab in MP game modes pmec_EnableThirdPersonBody - Enable the 3rd person body pmec_ForceShowThirdPersonBody - Always draw the 3rd person body pmec_TraceBodyAngles - Traces the third person body angles (1=post-values, 2=pre and post-values pmec_TraceBodyAnimDeltas - Traces the third person body anim deltas (1 for trans, 2 for rot, 3 for both) pmec_TraceBodyAnims - Traces the animation calls on the body to the debug console pmec_TraceBodyPos - Traces the third person body position (1=post-values, 2=pre and post-values pmec_TraceHandsAnims - Traces the animation calls on the hands to the debug console pmec_cl_BlendIntoCoverEndDist - How far from cover for anims to reach their fully blended values pmec_cl_BlendIntoCoverStartDist - How far from cover to start blending anims into cover anims pmec_cl_BlendLeanInDist - Over what distance away from cover to transition anims from center to fully leaned pmec_cl_BlendLeanOutDist - Over what distance farther away from cover to transition anims from fully leaned back to center pmec_cl_BlendLeanOutDistUp - Over what distance upward away from cover to transition anims from fully leaned back to center pmec_cl_CoverDist - Maximum distance forward the blockage can be to qualify as cover pmec_cl_CoverPoseDelayMS - How long should the weapon wait when in cover before starting to blend to the cover pose pmec_cl_Debug - Debug player auto-cover-lean behavior pmec_cl_DebugNoQueryUpdate - Update the query or not pmec_cl_DebugNumRays - How many debug rays to put out pmec_cl_DebugOverride - -1=no override, 0=not in cover, 1 = cover, 2 = wall, 3 = peekL, 4 = peekR, 5 = peekU pmec_cl_DebugRayNum - Draw only this debug ray, or -1 to draw them all up to the limit of pmec_cl_DebugNumRays pmec_cl_DisableForward - Disable the forward block check pmec_cl_DisableLeft - Disable the edge check to the left pmec_cl_DisableRight - Disable the edge check to the right pmec_cl_DisableUp - Disable the edge check up pmec_cl_EdgeTestDist - How far sideways or up to test for an edge pmec_cl_Enable - Enable player auto-cover-lean mechanic pmec_cl_FixedDistance - Only step out at a fixed distance (pmec_cl_ZoomPeekSideDistMax) pmec_cl_ForwardTestBackupDist - How far to back up the forward test rays pmec_cl_ForwardTestDist - How far forward to test the world pmec_cl_ForwardTestSpacing - How fine the sample grid is for the forward tests pmec_cl_InCoverPower - Exponent for the in-cover anim spring curve pmec_cl_InCoverSpeed - Max speed for the spring that controls how fast the cur inCover value seeks the desired value pmec_cl_InCoverSpringK - Spring constant for the in-cover anim spring pmec_cl_InCrouchCoverPower - Exponent for the in-crouch-cover anim spring curve pmec_cl_LeanLRSpringK - Spring constant for the lean left/right anim spring pmec_cl_LeanPower - Exponent for the lean fade curve pmec_cl_LeanSpeed - Max speed for the spring that controls how fast the cur lean val seeks the desired lean val pmec_cl_LeanUSpringK - Spring constant for the lean up anim spring pmec_cl_MaxRoll - How much to roll the camera at the extremes of the lean range pmec_cl_MinBlockDist - Minimum distance ahead to consider a block valid. Otherwise it's a false result behind the player pmec_cl_MinDot - Minimum dot product with blocking face in order to consider it blocking. pmec_cl_PeekPastEdgeSideDist - How far sideways beyond the edge of cover to allow peeking pmec_cl_PeekPastEdgeUpDist - How far up beyond the edge of cover to allow peeking pmec_cl_PlayZoomThreshold - Minimum 'inCover' and 'readyToPeek' values in order to play zooms (0-1) pmec_cl_RayTestDepth - How far inside a blocking surface to test for the edge of cover pmec_cl_ReadyToPeekRange - Range of distances from the ready to peek dist to blend into or out of the ready to peek pose pmec_cl_ReadyToPeekSpeed - Max speed for the spring that controls how the cur readyToPeek value seeks the desired value pmec_cl_ReadyToPeekSpringK - Spring constant for the ready-to-peek anim spring pmec_cl_RequireBackedUpBlockage - Either require blockage at the first backed-up test, or allow the first blockage to occur farther along in the edge test direction pmec_cl_SuppressTime - Length of time to suppress the 'ready to peek' variable after player fires a weapon or moves pmec_cl_ZoomPeekSideDistMax - Maximum distance to peek out to either side when zooming from side cover pmec_cl_pil_BlendLeanInDist - Over what distance away from cover to transition anims from center to fully leaned, for peeks instead of leans pmec_cl_pil_BlendLeanOutDist - Over what distance farther away from cover to transition anims from fully leaned back to center, for peeks instead of leans pmec_cl_pil_CoverDistCrouchAutoPeek - Maximum distance forward the blockage can be to qualify as crouch peek cover pmec_cl_pil_CrouchAutoPeek - If true, the player will auto-peek when moving forward against a crouch cover surface pmec_cl_pil_Enable - The new peek scheme has the appearance of the player leaning around the edge of cover with the weapon lagging behind pmec_cl_pil_InCoverPower - Exponent for the in-cover anim spring curve, in new peeks instead of leans scheme pmec_cl_pil_PeekPastEdgeSideDist - How far sideways beyond the edge of cover to allow peeking, in new peeks instead of leans scheme pmec_cl_pil_PeekPastEdgeUpPartialDist - How far up beyond the edge of cover to allow peeking when doing a partial peek pmec_cl_pil_PeekSideClipOffset - Specifies how far to the side the clip model should be offset when peeking pmec_cl_pil_Power - Exponent for the peek fade curve pmec_cl_pil_StickyPlaneMaxDegs - Max angle in degrees between input direction and normal to cover surface to 'stick' to the surface instead of sliding, when zooming or peeking from crouch cover pmec_cl_pil_ViewMotionScaleSpringK - Spring constant for view motion scale spring pmec_lad_AlignPhysicsAtTopDist - How far below the top of the ladder to align the player physics object pmec_lad_AlignToTopDist - How far below the top of the ladder to align the 3rd person model pmec_lad_AlwaysAllowDismountTopForward - If true then always allow top dismounts in the forward direction. pmec_lad_AlwaysAllowDismountTopLeft - If true then always allow top dismounts in the left direction. pmec_lad_AlwaysAllowDismountTopRight - If true then always allow top dismounts in the right direction. pmec_lad_AnimBlendFrames - Animation blend frames pmec_lad_AtBottomDist - How far above the bottom of the ladder to consider player 'at bottom' pmec_lad_AtCeilingDist - How far below the 'ceiling' the player's physics object is allowed to be pmec_lad_AtTopDist - How far below the top of the ladder to consider player 'at top' pmec_lad_AveragedBodyRotationK - Spring constant for averaging the body rotation pmec_lad_ConstrainedViewAnglesRate - Rate for the entry into the constrained view range, if restriction is necessary (degs/sec) pmec_lad_Debug - Debug player contextual ladder behavior pmec_lad_DebugNoQueryUpdate - Update the query or not pmec_lad_DebugTestAnim - Test an animation pmec_lad_DebugTraceStates - Trace the ladder states pmec_lad_DismountMidVel - How much velocity to apply to the player to push away from the ladder pmec_lad_Enable - Enable player contextual ladder behavior pmec_lad_EnableBodyRotation - Enables additive anims to simulate body rotation pmec_lad_ForwardTestBackupDist - How far to back up the forward test rays pmec_lad_ForwardTestDist - How far forward to test the world pmec_lad_InitiateInputTime - How long in ms to attempt interaction with ladder before interaction begins pmec_lad_InitiateMaxAngle - Maximum angle in degrees between the ladder normal and the player heading to interact with the ladder pmec_lad_InputDeadZone - Dead zone for ladder input pmec_lad_InputSlideThreshold - Input required to initiate slide behavior pmec_lad_MaxDeltaPitch - Maximum delta pitch, relative to ladder normal pmec_lad_MaxDeltaYaw - Maximum delta yaw, relative to ladder normal pmec_lad_MinLadderWidth - Minimum width to allow a sides of ladder brushes to be ignored pmec_lad_MountBotOffsetX - X offset for top mount pmec_lad_MountBotOffsetY - Y offset for top mount pmec_lad_MountBotOffsetZ - Z offset for top mount pmec_lad_MountMidOffsetX - X offset for top mount pmec_lad_MountMidOffsetY - Y offset for top mount pmec_lad_MountMidOffsetZ - Z offset for top mount pmec_lad_MountTopOffsetX - X offset for top mount pmec_lad_MountTopOffsetY - Y offset for top mount pmec_lad_MountTopOffsetZ - Z offset for top mount pmec_lad_NoRemountTimeMS - This many MS after dismounting before player can mount again pmec_lad_NormalSpeedScale - Speed scale allowed while not sprinting pmec_lad_OutputDeltaMove - How many delta moves to output pmec_lad_OutputDeltaZ - Same as output delta move, except only z info is reported pmec_lad_PlayTransitionAnims - If true then transition anims are played going to and from the idle state. pmec_lad_RayTestDepth - How far inside a blocking surface to test pmec_lad_SideTestDist - How far sideways or up to test for a ladder pmec_lad_SpeedScaleSpringK - Spring constant for speed spring scale pmec_lad_SprintSpeedScale - Speed scale allowed while sprinting pmec_lad_VerticalTestDist - How far up or down to test for the ladder top and bottom pmec_lg_AgilePlayerAnimationScale - With the agile perk, what to scale the ledge grab animation by. pmec_lg_AnimBlendFrames - Animation blend frames pmec_lg_AnimSpeedScaleMP - Scale factor for ledge grab animation in MP pmec_lg_AssumeAlwaysForwardPress - Don't require pressing forward for ledge grab. pmec_lg_CheckVerticalVelocity - Enables preventing ledge grab if vertical velocity would take us above the ledge pmec_lg_ConstrainedViewAnglesRate - Rate for the entry into the constrained view range, if restriction is necessary (degs/sec) pmec_lg_Debug - Debug player ledge grab behavior pmec_lg_DebugActivateNoQueryUpdateOnGrab - If true then freeze the query at the next grab pmec_lg_DebugAllowWhileNoClipping - If true then this mechanic will be possible while noclipping pmec_lg_DebugCylinderDurationMS - How long the debug cylinder that shows the player's resulting position lasts pmec_lg_DebugNoQueryUpdate - Update the query or not pmec_lg_DebugTraceStates - 1=Debug trace the player ledge grab states, 2=verbose output pmec_lg_EnableFootGrab - This enables or disables the foot grab pmec_lg_EnableRailingAboveLedgeGrab - This enables or disables the ability to climb a railing above a ledge pmec_lg_FootGrabAlignDist - How far from the ledge pos to get before considering the movement finished pmec_lg_FootGrabAlignHeightOffset - How far above the ledge for the point where the player shifts into position pmec_lg_FootGrabAlignSpeed - How fast the player moves to the ledge pos during the foot grab pmec_lg_InitiateLookATMaxAngle - maximum angle in degrees between the player view direction and the line from the view to the ledge grab position pmec_lg_InitiateMaxAngle - maximum angle in degrees between the ledge face normal and the player heading to validate a ledge for grabbing pmec_lg_InputDeadZone - Dead zone for input pmec_lg_LedgeFaceMaxDegsFromVertical - Maximum degrees away from vertical the ledge face is allowed to be pmec_lg_LedgeSurfaceMaxDegsFromHorizontal - Maximum degrees away from horizontal the ledge surface is allowed to be pmec_lg_MaxDeltaPitchDown - Maximum delta pitch (down), relative to ledge face normal pmec_lg_MaxDeltaPitchUp - Minimum delta pitch (up), relative to ledge face normal pmec_lg_MaxDeltaYaw - Maximum delta yaw, relative to ledge face normal pmec_lg_MinInputToInitiate - The minimum forward input to initiate a grab (0-1) pmec_lg_NoGrabTimeMS - This many MS after releasing before player can grab again pmec_lg_OutputDeltaMove - How many delta moves to output pmec_lg_RequireLookAtLedge - Require player to look at the ledge in order to grab it pmec_lg_SpeedScaleSpringK - Spring constant for speed spring scale pmec_lg_SprintSpeedScale - Speed scale allowed while sprinting pmec_lg_UseAnyValidPos - If true, a ledge grab can be performed if ANY of the center, right, or left positions validate. Otherwise, ALL of those positions must validate. pmec_lg_debugBadLedgeGrab - If true, will attempt to check distances between ledge grab start and end to track down bad ledge grabs that teleport players to origin. pmec_lg_debugPos - Debug and draw valid ledge positions pmec_lg_enableDeferredTraces - 0 = inline traces, 1 = deferred traces, 2 = deferred and inline traces for comparison error checking pmec_lg_enableParallelJob - Enable parallel job to check surroundings (don't use until collision traces are threadsafe). pmec_lg_randomizeDetectionInputs - 0 - randomized cosmetic hand placement, additional cost, consistent behavior in a given situation, 1 - randomized detection inputs, no additional cost, possible inconsistent behavior in a given situation pmec_lg_randomizeHandPlacement - 0 - don't randomize hand placement, 1 - do randomize hand placement pmec_rr_clampViewPitch - Max pitch player can look around on rail pmec_rr_clampViewYaw - Max yaw player can look around on rail pmec_rr_debug - Debug player contextual rail behavior pmec_rr_debugAllowRailRide - Allows wall grab whether the inventory item is present or not pmec_rr_debugAvailableRails - Debug available rails pmec_rr_debugMovement - Debug movement along rail pmec_rr_enable - Enable player contextual rail behavior pmec_rr_railForwardAdjust - Rate at which view adjusts to desired rail forward pmec_rr_rollClamp - Roll is clamped to this value pmec_rr_rollScale - For determining amount of roll on curves pmec_rr_rollSettleScale - Roll velocity is reduced each frame (to center roll at 0) pmec_rr_rollVelocityScale - Amount roll velocity is reduced each frame pmec_rr_slopeMinAngle - Minimum angle for the slope to affect speed pmec_rr_slopeScale - For determining slope speed, scale * slope angle (cos) pmec_rr_speedFriction - Decrease in speed / per sec pmec_rr_traceDistance - Distance to search for rails near current rail pmec_sync_enable - Enable or disable syncs pmec_vg_Debug - Display debug info for this system pmec_vg_DebugAllowAllActions - Allow all actions pmec_vg_DebugSpheres - Show debug spheres for hotspots pmec_vg_DebugTraceStates - Prints the state changes pmec_vg_HandsSpringK - Spring constant for hands spring pmec_vg_ParallelDistWeight - Weight scale for the parallel distance from the current selection along the desired direction pmec_vg_PerpendicularDistWeight - Weight scale for the parallel distance from the current selection along the desired direction pmec_wg_Debug - Debug player contextual wallGrab behavior pmec_wg_DebugAdditiveAnims - Debug additive anim behavior pmec_wg_DebugAllowWallGrab - Allows wall grab whether the inventory item is present or not pmec_wg_DebugDrawWallGrabPoint - Draw the wallGrab coord system at the wallGrab basepoint pmec_wg_DebugNoQueryUpdate - Update the query or not pmec_wg_DebugReflectViewOnMount - Debug the view reflect functionality pmec_wg_DebugTraceStates - Trace the wallGrab states pmec_wg_Enable - Enable player contextual wallGrab behavior pmec_wg_ReflectViewOnMountConeDegs - Size of cone around the reflected angle to constrain the view to during the reflect period pmec_wg_ReflectViewOnMountExtraMS - Extra time added according to size of angle being swept. Full value is for 180 degrees and smaller angles have accordingly scaled extra time pmec_wg_ReflectViewOnMountMS - Length of time during which the view will reflect on mount relative to the angle of approach podium_AlwaysShow - Whether or not to always show the podium screen podium_Enable - Whether or not to enable the podium screen podium_ModelDepthHack - Depth hack for podium models podium_animTauntBlend - blend in time for podium taunt anim podium_fov - Podium field of view poiPlayer_coop_lowHealthThreshold - Health ratio value considered low health poiPlayer_coop_medHealthThreshold - Health ratio value considered medium health poi_AlphaScale - Scale the alpha when the POI is behind another object poi_AlphaScalePerFrame - How much to scale the alpha when going visible or invisible poi_AngularScale - Toggle angular scale on POI hud objects poi_ArtificialPOILimit - Although we allocate space for additional POIs past this, we will throw an error if we get this many POIs - so we can evaluate how many we actually need. poi_BlindedHeightOffset - poi_BotBuddyIconHeightOffset - poi_Debug - poi_DemonPlayerIconScreenOffsetY - Offset above player's head for demon player icon poi_DemonPlayerNameScreenOffsetY - Offset above player's head for demon player name poi_EnemyDemonPlayerNameScreenOffsetY - Offset above player's head for enemy demon player name poi_EnemyPlayerNameScreenOffsetY - Offset above player's head for enemy player name poi_FadeDelay - Time a poi is displayed before it begins fade poi_FadeLength - Time it takes the poi to fade out poi_ForceOffscreen - poi_FrozenTeammateHeightOffset - poi_GoalHeightOffset - poi_GravestoneHeightOffset - poi_HeightScaling - poi_HologramBaseOffset - Offset above a hologram's head for the nameplate poi_IconSize - poi_IconSizeSplitscreen - poi_MPIntroAvatarBaseOffset - Offset above an mp intro avatar's head for the nameplate poi_PVPEnemyDemonNamePlateDistanceThreshold - Distance at which to start fading enemy demon nameplates. poi_PVPEnemyNameMaxAlpha - Enemy names can't go beyond this alpha poi_PVPEnemyNameMaxDeg - This angle or higher shows at full opacity poi_PVPEnemyNameMinAlpha - Enemy names can't go below this alpha poi_PVPEnemyNameMinDeg - This angle or lower is invisible poi_PVPEnemyNamePlateDistanceThreshold - Distance at which to start fading enemy nameplates. poi_PVPEnemyNamePlateFadeDistance - Distance to fading enemy nameplates. poi_PVPEnemyPlayerNameplateOcclusion - Toggle to use or ignore occlusion query data with POIs on player nameplates poi_PVPNameplateStyle - 0 = off, 1 = old style, 2 = new style poi_PVPShowEnemyPlayerNameplate - Toggle displaying enemy nameplates in PVP poi_PVPTeammateNameMaxAlpha - Teammate names can't go beyond this alpha poi_PVPTeammateNameMaxDeg - This angle or higher shows at full opacity poi_PVPTeammateNameMinAlpha - Teammate names can't go below this alpha poi_PVPTeammateNameMinDeg - This angle or lower is invisible poi_PVPTeammateNamePlateDistanceThreshold - Distance at which to start fading teammate nameplates. poi_PVPTeammateNamePlateFadeDistance - Distance to fading teammate nameplates. poi_PivotTest - poi_PlayerBaseOffset - poi_PlayerNameScreenOffsetY - Offset above player's head for player name poi_RayCast - Toggle ray casting from viewer to POI entity position poi_RayCastEpsilon - Allow for some amount of threshold on the raycast fraction poi_ScreenPercentage - Percentage of total screen height taken by a POI icon, at g_fov. poi_SummonedDemonHeightOffset - poi_VerbScreenOffsetY - Offset above icon for verb text poi_allow3rdPersonEnemyNameplates - poi_becomeDemonPickupMaxFriendlyRange - How close must you be to the demon pickup POI in order to see the POI if it is a 'friendly' pickup. poi_becomeDemonPickupMaxNeutralRange - How close must you be to the demon pickup POI in order to see the POI if it is a neutral pickup. poi_becomeDemonPickupScaleMinimum - Percentage scale minimum for become demon pickup POIs poi_becomeDemonPickupTextScaleMax - Max scale for text above become demon pickup POIs poi_becomeDemonPickupTextScaleMin - Min scale for text above become demon pickup POIs poi_becomeDemonPickupZOffset - Become demon pickup POIs offset in z poi_borderScale - poi_borderScaleX - poi_borderScaleX_VDM - poi_borderScaleY - poi_borderScaleY_VDM - poi_borderSplitscreenScaleX - poi_borderSplitscreenScaleY - poi_borderSteps - Number of points generated on the border ellipse. poi_borderStepsSplitscreen - Number of points generated on the border ellipse in splitscreen. poi_botBuddyIconEnable - 1 = allow bots to show their 'buddy' icon when they follow you around. poi_chargeballOffscreenScale - Chargeball POIs offscreen scaling. poi_chargeballScreenOffset - Screen offset POI above a loose chargeball poi_chargeballWorldOffset - World offset POI above a loose chargeball poi_coopCapturePointZOffset - coop capture point POIs offset in z poi_coopTargetScreenOffsetY - Offset above entity's head for target icon poi_demonRuneOffset - Number of units in world space the demon rune's position will be offset in the z direction when used to determine the POI position. poi_directionSideScale - Scales the position of the POI horizontally to prevent it from being on the top and bottom of the screen poi_directionSideSmoothScale - Scales the speed at which the POI lerps out to the scaled POI position poi_distanceTextRelativeScale - For poi distance text, this value scales that text relative to the other verb text poi_drawPoints - poi_focusPointOffset - Distance to offset the focus point for the POI vertically. poi_focusPointSwfOffset - Focus pois start centered at (0.5,0.5), this will add to the vertical amount of the poi. Positive numbers will move it down. poi_focusSmoothingRange - Distance to smooth the lerp of a POI going from focused to non-focused poi_focusTransitionDuration - MS to focus/unfocus poi_forceAllPoiToPlayer - Poi testing cvar to turn all POI to player POI poi_forcePlayerDown - Poi testing cvar poi_headcaseHeadScaleMinimum - Percentage scale minimum for headcase POIs poi_lastHitTimeout - Time in milliseconds until enemy player nameplate stops rendering after being hit. poi_noEnemies - poi_playerDownPulseRate - poi_playerScaleMinimum - Percentage scale minimum for player POIs poi_powerSeekerPickupZOffset - Power seeker pickup POIs offset in z poi_powerSeekerTextScale - For time display on power seeker poi. poi_powerupOffset - Number of units in world space the power up/weapon position will be offset in the z direction when used to determine the POI position. poi_presentationVIPIconHeightOffset - poi_renderThirdPersonDemonHealthBar - If on, render the third-person demon health bar poi_renderThirdPersonDemonHealthBarOnlyWhenGK - If on, render the third-person demon health bar only when it's glory killable poi_reviveIconHeightOffset - poi_reviveIconScale - poi_roundedRectRadius - poi_roundedRectStepsPerQuad - poi_scaleMinimum - Percentage scale minimum for POI poi_showHealthBarForEnemyDemons - If set and player can see enemy demon, show enemy's health bar. poi_snapAiBaseOffset - poi_snapEntityBaseOffset - poi_snapPlayerBaseOffset - poi_usePVPPlayerNames - Use the new pvp poi player name code poi_useSwfPVPPlayerNameplates - Should player nameplates use the old or new (swf) poi system? popupDialog_debug - display debug spam possession_disableLastStandingEffect - should last human standing not receive associated buff? possession_overrideDemon - enable alternate prowler for demon. possession_playSpawnCallouts - should spawn callouts play the first time a player spawns as a demon? possession_suppressSubsequentSpawnAnims - should transformation anim only play the first time a player spawns as a demon? presentableWeapon_debug - Debug PresentableWeapons presentableWeapon_debugFire - Debug PresentableWeapons interpolated fire presentableWeapon_loopingSoundEnd - Debug PresentableWeapons presentableWeapon_minFireTime - Debug PresentableWeapons presentableWeapon_roll_endAccel - Debug PresentableWeapons presentableWeapon_roll_endTime - Debug PresentableWeapons presentableWeapon_roll_startAccel - Debug PresentableWeapons presentableWeapon_roll_topSpeed - Debug PresentableWeapons presentableWeapon_serializeLocal - Debug PresentableWeapons presentableWeapon_timeBeforeReleaseTrigger - Debug PresentableWeapons profile_MPDemonPackEntitlementId - Force the entitlement ID to a certain value profile_forceDeclLoadouts - Force the loadout selections to come from decl. Ignore the profile. profile_giveMPDemonPackEntitlement - Test cvar to force the game to believe you have the MP entitlement granted profile_hackmodule_autoEquip_keepPrevious - should auto equip try to replace empty slots with the same as previous hack module profile_hackmodule_maxType - max hack modules to store per type profile_recoverStats - try to recover stats when version number increases profile_securityCheck - checks to make sure we are on a valid map before we save stats to profile or update achievements profile_showNewItemsInShell - disable to hide new item notifications in the shell menus profile_verbose - Turns on debug spam for profiles proj_emp_debug - Enable projectile EMP debug info. prop_debugLifetime - Debug output for the life cycle of all props prop_debugTouch - Debug prop touch to track down the issue where they can't be picked up prop_forceRegenUpkeepWhenFull - for debugging. forces the upkeep even if the player is full prop_guiDistanceToShow - how far away to show the prop guis prop_jobThinks - Use the Job system for Prop2 Thinks prop_magnetizedCaptureDist - distance to capture pickup as its magnetized to the player prop_magnetizedDist - distance of the magnetized test prop_magnetizedDuration - how long the prop will magnetize to the player, after it expires the prop is awarded to player prop_magnetizedMaxDist - max distance to lerp to player prop_magnetizedSpeedFraction - how fast the pickup flies to the player as a fraction for lerping also based on time prop_magnetizedVerticalOffset - vertical offset from player's origin for collision prop_showAtGameStart - start showing props at match start rather than round start prowlerCam_allowRotationInThirdPersonView - Allow player input to rotate prowler carry camera prowlerCam_distance - Distance for prowler carry camera prowlerCam_followCameraAbsolutePitch - Pitch for prowler carry camera prowlerCam_freezeOnStartSync - Freeze the camera when the sync kill startss prowler_DripMaxHeight - Maximum distance checked for the ground below the Prowler for the drip pool prowler_boostMode - how is the prowler boost handled: 0 - no boost 1 - on/off based on time 2 - boost wears down over time prowler_boostTime - time (in ms) that the prowler boost after teleporting to the ground is in effect prowler_damageBreaksPerch - Does taking damage remove us from the perch prowler_debugActorStateMachine - Debug actor state changes prowler_enableTeleportSyncAttack - Should the Prowler try to enter a sync attack with an enemy in its teleport path? prowler_enableTeleportTargetRibbon - Whether to display a ribbon from the viewPos to the target prowler_handsChannelBlendMs - Hands channel animator blend time prowler_maxRunAnimRate - maximum rate prowler's run anim will play at when speed is near runSpeed prowler_maxWalkAnimRate - maximum rate prowler's walk anim will play at when speed is near walkSpeed prowler_meleeAnimDuration - Duration of melee attack anim prowler_meleeDirectionRandom - How to perturb the swipe decals from directly view left prowler_meleeDisableSwipe - Disable melee swipes all together prowler_meleeMaxTimeForButton - Milliseconds that can elapse since last trigger push and still perform melee prowler_meleeRefireDelay - Duration of delay between melee attacks starting prowler_meleeRequireHandsReady - Whether melee requires the hands to be in a ready state or not prowler_meleeSyncAttemptTime - How much time in MS to continue to attempt a sync melee while swiping prowler_meleeTargetTransitionTime - Time in game time(close to MS) it takes to transition reticle spread when switching targets prowler_meleeWindupTime - How much time in MS do we spend in the windup without a valid response from server for syncmelee prowler_minRunAnimRate - minimum rate prowler's run anim will play at when speed is near walkSpeed prowler_minWalkAnimRate - minimum rate prowler's walk anim will play at when speed is near 0 prowler_movementSpeedDampener - Air friction to apply if the max XY speed is exceeded - this value is effectively the inverse of how long, in seconds, it would take to come to a stop (1/dampener seconds to stop) prowler_movementSpeedMax - Max XY speed the Prowler can move at before we start applying air friction to dampen prowler_normalAccelerationRate - Acceleration while running normally prowler_perchAttachmentDebug - Whether to display debug information for the attachment traces prowler_perchAttachmentDebugTime - How long should any rendered debug persist prowler_perchAttachmentTraceDist - How far towards the surface should we check for something solid for the Prowler to attach to prowler_perchDripPoolFXLifetime - Lifetime in MS of the Prowler perch drip pool FX after the Prowler has left the perch prowler_perchFXLifetime - Lifetime in MS of the Prowler perch FX after the Prowler has left prowler_perchFXWallOffsetXY - Offset in positive surface normal to move the perch FX out from the wall prowler_perchFXWallOffsetZ - Offset in positive Z to move the perch FX up the wall prowler_perchModelLerpTime - How much time is spent lerping the render model when entering/exiting a perch prowler_perchOnSolid - Whether we should attempt to move the Prowler's render model to the physical wall rather than just clip prowler_perchPlacementDebug - Whether to show debug information about placing the Prowler on a perch prowler_perchPlacementDebugTime - How long should perch placement debug be visible prowler_perchSurfaceNormalMode - 0 - Use/default to the normal from the initial trace (to clip); 1 - Use/default to the surface normal from the solid surface trace; 2/3 - Use the average of normals of the attach points prowler_perchSurfaceTraceDist - How far back from player clip to solid should we trace when placing the perched render model prowler_perchSurfaceTraceOffset - How much do we back off the start of the traces to solid to ensure we don't miss the surface prowler_perchViewFollowsModel - Whether the first-person Prowler camera follows the render model when perchOnSolid is set prowler_postWorldTeleportRefireDelay - Delay before being able to teleport again, in MS, after exiting a world teleporter prowler_snatchDebug - Whether to should debug information about the Prowler's attempts at snatching victims prowler_snatchDebugTime - How long should any rendered debug persist prowler_snatchLerpClampDuration - How long, in ms, is the clamp from full lerp radius to no lerp allowed at the end of the path prowler_snatchLerpDebug - Whether to display debug for the lerp towards a telepounce target prowler_snatchLerpDebugTime - How long to display debug for the lerp towards a telepounce target prowler_snatchLerpRadius - How far from the teleport path will the Prowler deviate when trying to snatch a victim prowler_snatchLerpRate - The rate at which the Prowler will lerp from its teleport path (units/s) prowler_snatchLerpTraceDebug - Whether to show the lerp traces prowler_snatchLerpTraceDebugTime - How long to show the lerp traces prowler_snatchedVictimDestRadiusSqr - The square of the distance from the destination the victim can be before we break the bind prowler_snatchedVictimsUseDeathCam - Whether victims being carried by the Prowler should pull out to third person using the death cam prowler_teleportAltContentCheckDist - How far back we should check for a valid alt content position prowler_teleportAltTraceFromSticky - Whether we should try to trace around the sticky target when looking down at the ground prowler_teleportAltTraceMinDot - The minimal dot product between the view angle and the trace to the wall prowler_teleportAltTraceToWall - Whether we should try to trace straight ahead when looking down at the ground prowler_teleportArriveTimeGround - Time before you can exit when arriving to ground prowler_teleportDestinationFXInTransit - Whether to start teleport destination FX on depart rather than arrival prowler_teleportInputWindowTime - Window of time after receiving a trigger edge to travel to a valid target prowler_teleportLOSCheckEnable - Enable LOS checks on teleport targets prowler_teleportLOSDebug - Enable debug for LOS checks on teleport targets prowler_teleportMaxDist - Max distance to focus on teleport targets prowler_teleportMaxSegmentDist - Max distance for a segment size we can break teleport checks into prowler_teleportMinDist - Min distance to focus on teleport targets prowler_teleportRefireDelay - Delay before being able to teleport again, in MS prowler_teleportRotateDuringTravel - During travel, rotate the render model while traveling. prowler_teleportShieldWallDebug - Whether to show debug information while testing for intersection with shield walls prowler_teleportShieldWallDebugTime - How long to show debug information while testing for intersection with shield walls prowler_teleportShieldWallLookAhead - How far ahead the Prowler's position while traveling do we stop for a shield wall (scaled by fraction of travel speed the Prowler is moving) prowler_teleportShieldWallLookAheadNonExplicit - prowler_teleportShieldWallLookAhead for non-explicit move prowler_teleportSurfaceDotMaxCeiling - Maximal dot product between a target surface and up to be considered a ceiling target prowler_teleportSurfaceDotMinFloor - Minimal dot product between a target surface and up to be considered a ground target prowler_teleportSyncAttackCameraLimitAngle - The max angle, in degrees, deviation allowed from the direction of the carried victim prowler_teleportSyncAttackCameraLimitRate - Degrees/second to move the camera to within the limit when a victim has been snatched prowler_teleportSyncAttackDebug - Whether to show debug information on targeting a potential sync attack victim prowler_teleportSyncAttackDebugTime - How long to show debug information on targeting a potential sync attack victim prowler_teleportSyncAttackMinLengthSqr - The min length squared of the remaining path to avoid degenerate tests prowler_teleportSyncAttackRequireLOS - Whether we should pass a LOS check to a telepounce target before we perform the snatch prowler_teleportSyncAttackRequirePassThrough - Whether the Prowler must pass through its victim for a teleport sync attack prowler_teleportSyncAttackUseCarryOffset - Use the offset (instead of tags ) for the victim in 3rd person prowler_teleportSyncAttackUseCarryOffsetLocal - Use the offset (instead of tags ) for the victim in 1st person prowler_teleportSyncAttackWeightAlongPath - The scalar to weigh the fractional distance along the path the target is from the Prowler prowler_teleportSyncAttackWeightFromPath - The scalar to weigh the fractional distance from the target to the Prowler's path prowler_teleportTargetDebug - Debug the prowler teleport target prowler_teleportTargetFeedbackTime - How long to display the result of a failed teleport attempt on the screen prowler_teleportToTeleporterDebug - Whether to display debug information for the targeting of teleporters prowler_teleportToTeleporterZOffset - The Z offset from the center of the trigger to use when targeting a teleporter prowler_teleportTraceUseClip - Whether to use a clip model to ensure the teleport target can be traveled to without clipping prowler_teleportTravelAccelPerc - Percentage of teleport travel to accelerate/decelerate prowler_teleportTravelDebug - Show debug info for teleport traveling prowler_teleportTravelDropCooldown - How long does the Prowler need to wait before canceling the next teleport travel prowler_teleportTravelDropEnabled - Whether the Prowler can 'drop' out of teleport travel, keeping its momentum prowler_teleportTravelMinTime - Min teleport travel time prowler_teleportTravelTeleportAllowed - Whether the Prowler can retarget and change paths during teleport travel prowler_teleportUseExplicitMove - Use ApplyExplicitMove during telepounce. Off by default since causes sync issues with bound victim player. prowler_teleportWallPerchDotCurrentMax - Max value of the dot product for wall targets compared with current perch (must be >= 0) prowler_teleportWallPerchParallelDistMin - Minimal distance along the wall normal for a parallel perch to be considered valid prowler_victimHeadTraceDebug - Whether to display debug information for the headsmash traces prowler_victimHeadTraceDist - How far towards the surface should we check for something solid to smash the victim's head on prowler_victimheadTraceDebugTime - How long should any rendered debug persist prowler_visionHighlightDebug - Whether to show debug information for the Prowler vision highlights prowler_visionHighlightDirectDotMin - Minimum dot product between a ray cast to the player from the Prowler's eyes and its viewAxis to consider the player in his direct sight prowler_visionHighlightDotMin - Minimum dot product between a ray cast to the player from the Prowler's eyes and its viewAxis to consider the player in his sight prowler_walkRunRangeScale - percentage of the range between walkSpeed and runSpeed where the anims will blend prowler_wallhackOnlyWhenPerched - Whether the Prowler can only see through walls when perched prowler_wallhackWhenPerchedDelay - Delay (in MS) between the Prowler perching and demon vision becoming available pt_trackPlayerClipEdges - Enables tracking of whether the teleporter has entered player clip volumes. Used to decide what is 'inside' mesh collision. qc_onlyDeathmatch - QuakeCon cvar - only deathmatch qc_resetPlayerSettingsAfterMatch - Clear/Reset player settings after each match. qc_shipAndDLC1Demons - QuakeCon - Only show the DLC1 demons and the shipping demons r_EndOfLevel_depth_offset - model sort offset of the end of level GUI r_RibbonManagerDebugging - Enable/disable ribbon manager debugging r_SSDO - 0 - off, 1 - enables screen space directional occlusion r_SSDODepthBias - SSDO Depth Bias. To mitigate depth precision artifacts r_SSDODiffuseOcclusion - SSDO diffuse occlusion scale r_SSDOInnerRad - SSDO inner radius scale r_SSDOInnerRadFp - SSDO inner radius scale for first person arms r_SSDOMaxRadiusWs - SSDO maximum radius in world coordinates r_SSDOMaxRadiusWsFp - SSDO maximum radius in world coordinates for first person arms r_SSDONormalBias - SSDO Normal Bias. To mitigate depth precision artifacts r_SSDOOuterRad - SSDO outer radius scale r_SSDOOuterRadFp - SSDO outer radius scale for first person arms r_SSDOQuality - 0 - low, 1 - medium, 2 - high r_SSDOSpecularOcclusion - SSDO specular occlusion scale r_SSDOTemporalAA - Enable/disable SSDO temporal AA r_SSDOTemporalAABlendRatio - SSDO temporal AA blend ratio r_SSR - 1: Enable screen space reflections pass r_SSRMinSmoothness - Set minimum smoothness for SSR to blend r_SSRQuality - 0 - low, 1 - medium, 2 - high r_TAAClearAccumulationBuffer - Clears the accumulation buffer r_TAALowPassResolveFilter - Resolve filter type. 0: Box, 1: Triangle, 2: Gaussian, 3: Mitchel, 4: B-spline, 5: Catmul-rom, 6: Smoothstep, 7: Hanning, 8: Hamming, 9: BlackMan, 10: Blackman-Harris, 11: Lanczos r_TAALowPassSharpening - Kernel filter width. Increasing value, increases sharpening. Decreasing increases smoothness r_TAAResolveFilter - Resolve filter type. 0: Box, 1: Triangle, 2: Gaussian, 3: Mitchel, 4: B-spline, 5: Catmul-rom, 6: Smoothstep, 7: Hanning, 8: Hamming, 9: BlackMan, 10: Blackman-Harris, 11: Lanczos r_TAASafeMode - 0 = Disabled, 1 = enable safe mode, disable anything relying on temporal accumulation r_TAASharpening - Kernel filter width. Increasing value, increases sharpening. Decreasing increases smoothness r_TAATransparentsK - Transparents weight scale r_ambientAtlasDepth - Ambient Octree atlas depth. This should not go over 256. r_ambientAtlasHeight - Ambient Octree atlas height. This should not go over 256. r_ambientAtlasWidth - Ambient Octree atlas width. This should not go over 256. r_ambientBottomScale - Scales the ambient light contribution from below r_ambientChannelScale - Scales the ambient light contribution r_ambientSHAtlasDepth - Ambient SH atlas depth. r_ambientSHAtlasHeight - Ambient SH atlas height. r_ambientSHAtlasWidth - Ambient SH atlas width. r_ambientUseGPU - Apply irradiance volumes contribution to dynamic geometry on the GPU. r_antialiasing - 0 = Disabled, 1 = FXAA, 2 = SMAA, 3 = TAA (1TX), 4 = FXAA (1TX), 5 = SMAA (1TX), 6 = TSSAA (8TX), 7 = TSSAA (2X_8TX), 8 = TSSAA (4X_8TX), 9 = TSSAA (8X_8TX) r_asyncClears - Use async clear for non-esram/uncompressed color targets (currently: object motion vectors target ) r_augmentSilhouette - 0 = disabled, 1 = enabled (default) r_beamsOrientTravelDir - use the beam direction to compute each segment's tangent vector r_blurGaussian - 0 = Disabled, 1 = Enabled, 2 = Force r_blurRadial - 0 = Disabled, 1 = Enabled r_brightness - changes the brightness value r_buffersForceSyncMap - r_calibrateGamma - if > 0 draw a swatch at a specific luminance for calibrating gamma r_calibrateGammaLum - luminance to display for calibrating gamma [0,255] r_calibrateGammaMode - 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue r_characterRimLightDiffuseColorB - Strength of the fresnel power for the rimlight r_characterRimLightDiffuseColorG - Strength of the fresnel power for the rimlight r_characterRimLightDiffuseColorR - Strength of the fresnel power for the rimlight r_characterRimLightFadeEndDistance - Fade End Distance for character rim lighting r_characterRimLightFadeStartDistance - Fade Start Distance for character rim lighting r_characterRimLightFresnelPow - Strength of the fresnel power for the rimlight r_characterRimLightOverallFade - Overall alpha fade applied to rimlight [0.0f, 1.0f] r_characterRimLight_EnableForDemons - Fade Start Distance for character rim lighting r_checkBounds - compare all surface bounds with precalculated ones r_chromaticAberration - enable chromatic aberration r_chromaticAberrationLimit - enable chromatic aberration r_clampToEdgeRenderView - Clamp edge of framebuffer to emulate fullscreen sampling while using resolution scaling. 0 = Disabled, 1 = Enabled r_clear - force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom r_clearColorTarget - used to enforce a color clear e.g. in editor views with no full color target overdraw r_clearTargetsAfterScaleDown - Clear target that are affected by resolution scaling to prevent artifacts. 0 = Disabled, 1 = Enabled r_clusteredDecalsClippedBounds - 1: clips decal volume to frustum. 0 no clipping r_clusteredDecalsRegisterMode - 0: default, OBB screen projection and zmin/zmax, 1: enable volumes registration refinement step r_clusteredLightingDebug - 0: disabled, 1: cluster parent frustums in world space 2: clusters frustums in world space 3: clusters frustums in screen space r_clusteredLightingFarZ - Set pseudo far z to be used for zslices distribution r_clusteredLightingNearZ - Set pseudo near z to be used for zslices distribution r_clusteredLightingRegisterMode - 0: default, OBB screen projection and zmin/zmax, 1: enable volumes registration refinement step, 2: compute based, 3: async compute based r_clusteredLightingShowStall - Print duration of wait on cluster jobs, if any. r_clusteredLightingTilesX - Clustered lighting tile count in frustum X direction r_clusteredLightingTilesY - Clustered lighting tile count in frustum Y direction r_clusteredLightingTilesZ - Clustered lighting tile count in frustum Z direction r_clusteredLightingUseJob - Use jobs to register lights r_colorBlindMode - Enable color blind modes. 1: Protanopia, 2: Deuteranopia, 3: Tritanopia. ( tbd: Protanomaly, Deuteranomaly, Tritanomaly ). Disabled by default = 0 r_colorCorrection - enable color correction r_computeDeferredComposite - 1: Enable deferred passes compute path r_computeDeferredPasses - 1: Enable deferred passes ( SSDO / SSR ) compute path r_computeDeferredProbes - 1: Enable deferred passes compute path for environment probes r_computePostProcess - Use compute shaders for post process instead of full screen pixel shaders. 0 = Disabled, 1 = Enabled r_contrast - changes the contrast value r_currentMaterial - current material name from r_showSurfaceInfo r_debugArrowStep - step size of arrow cone line rotation in degrees r_debugContext - Init context for ARB_debug_output extension, 2 = force sync mode, 3 = also low priority messages r_debugDrawAlpha - alpha for r_show* debug tools, where implemented and applicable r_debugFlareOcclusionQuad - display occlusion quad debug r_debugHitTraceModels - +/-1: draws hit test spheres on test, +/-2: draws every frame, < 0 for depth test r_debugLineDepthTest - perform depth test on debug lines r_debugLineWidth - width of debug lines r_debugMakeGpuBound - on/off r_debugParticleStages - debug the particle stages, prints warning about particle allocations r_debugPolyDepthTest - perform depth test on debug polys r_debugPolygonFilled - draw a filled polygon r_debugSphereDist - Distance from camera of testCubeImage sphere r_debugTransientDecals - Print how many decals are active and in what range r_decalClusteringNumDecalsPerJob - Ideal number of decals per job r_decalClusteringUseJob - Use jobs to compute decal bounds r_decalDistanceExtendedFadeStart - Start fading out extended decals at this range. r_decalDistanceFadeMultiplier - Decal fade distance multiplier. r_decalDistanceFadeStart - Start fading out all decals at this range. r_decalFadeCulling - 1. Starts culling decals based on area of visibility on screen after the distance specified on r_decalDistanceFadeStart. Culling starts once decal has r_decalPixelThresholdFadeStart on screen and ends when it reaches r_decalPixelThresholdFadeEnd pixels. 2 - Also cull decals that face normals facing away from player. r_decalFadeCullingAngle - Threshold value for the dot product between decal normal and player view direction. Range is [-1,1]. r_decalFadeFilterId - Displays just the decal id wanted. r_decalFilteringQuality - 0 - Low (trilinear). 1 - Medium (aniso 2x). 2 - High (aniso 4x). 3 - Ultra (aniso 8x). 4 - Nightmare (aniso 16x) r_decalLifetimeMultiplier - Global lifetime multiplier for timed decals. r_decalPixelThresholdFadeEnd - Number of width pixels at which the decal will be completely faded out. r_decalPixelThresholdFadeStart - Number of width pixels at which the decal will start fading out. r_decalRenderedDebug - 1. Show how many decals are rendered. 2. Draws the OBB and normal. 3. Draws the id. r_decals - enable decal rendering r_defaultDepthBias - default polygonOffset units r_defaultSlopeScaleDepthBias - default polygonOffset factor r_depthTestCollisionSpheres - 1 = use depth test to render collision spheres r_detailDistance - Distance at which to start culling detail geometry r_detailFadeDistMax - detail models will be completely faded out at this range r_detailGenJobsPerSubTree - r_dialogIconX - horizontal screen fraction at which the loading icon is placed r_dialogIconY - vertical screen fraction at which the loading icon is placed r_directChannelScale - Scales the direct light contribution r_disableDebugRender - if true disable all debug render lines, boxes, etc r_discretemodel_freecpudata - Free Discrete Animatation model CPU data r_displayRefresh - optional display refresh rate option for vid mode r_dof - 0 = Disabled, 1 = Enabled, 2 == force r_dofNumTapsSideBlur - r_dofNumTapsSideFloodFill - r_dofTAA - 0 = Disabled, 1 = Enabled r_dofTAABlendRatio - DOF Temporal AA blend ratio r_drawFCATBar - Enable drawing of FCAT bar r_drawLoadedImages - Draw loaded images scaled on the screen r_drawLoadedImagesScale - Shrink factor for r_drawLoadedImages r_driverDebugLayerVerbosity - 0 = disabled, 1 = print low severity (info, all warnings, errors), 2 = print medium severity (performance warnings and errors), 3 = print high severity (errors or dangerous undefined behavior) r_dumpGeneratedGLSL - If true, will dump out shader text into base/generated. r_dynamicLightingScale - Scales all approximated lighting on dynamic models r_enableBlendShapes - 0 to disable, 1 to enable r_enableEmitterVelocityParticles - enables all emitter velocity code / re- allocation of stage tables. r_envBlendPowerFilterSize - Radius of specular power bleeding filter r_envBlendShow - report the dynamic blend factors r_envBlendTime - if >= 0, the seconds to completely fade out an old environment r_environmentProbes - 0 - off, 1 - enable specular environment probes. 2- also enable diffuse environment probes. 3 - probe generation preview mode r_excludeModel - exclude only this model r_explosivesDebug - draws debug geometry for idProp_Exposive based entities r_feedbackBGRA - use BGRA instead of RGBA for the feedback buffer r_fencePoolSize - Size of the GPU fence ring buffer r_filmGrainRatio - Film grain - allow overriding art settings r_finishEveryDraw - call glFinish() or equivalent after each draw call. Does not work with r_useSMP = 2. r_fixObjMaterialPath - temp hack fix for material paths being jumbled up for objs coming out of modo r_flaresQuality - Flares quality (resolution & format precision). 0: 1/2 res (64bit), 1: 1/4 res (32bit), 2: 1/8 res (32bit) r_flatShadeOnMapLoad - set to flat shade on all map loads r_flatShadeOnMissingMegas - draw missing megatextures as flat shaded upon loading map r_foliageBigFadeDistMax - all foliage will be completely faded out at this range r_foliageSmallFadeDistMax - small foliage will be completely faded out at this range r_foliageStartFadeDist - start fading foliage out at this range r_forceFullVirtualTextureLoad - force each frame to do a full virtual texture load for capturing video, etc * SLOW * r_forceLightingModel - Force use of a different lighting model r_forceNonDeferredAnimBlend - 1 = force non-deferred animation blending r_forceOcclusionBoxQueries - force the use of occlusion query boxes r_forceReferencesOnCommit - Never skip the reference update r_forceTwoSided - Force two sided rendering for everything r_freeTriangleCPUData - dump the CPU data after building vertex buffers r_fullscreen - 0 = windowed, 1 = full screen r_gamma - changes the user defined gamma value of the display device - the default value 1.0 has no effect on the brightness of the image r_generateMipMaps - 0 = overlapped downsample, 1 = glGenerateMipMap r_generatedRenderprogPath - if set will output binary renderprogs to this path r_glMajorVersion - OpenGL Major Version r_glMinorVersion - OpenGL Minor Version r_glUseBufferStorage - Use the GL_ARB_buffer_storage extension if available r_glUseDirectStateAccess - Use the GL_EXT_direct_state_access for buffer management r_globalShadowsCoordinateBias - Bias to the shadow check coordinate calculation r_globalShadowsDepthBias - Bias to the shadow check depth calculation r_gpuParticleLargeEmitterParticleCount - Number of particles that can be used by large GPU particle systems r_gpuParticleLargeEmitterSystemCount - Number of large GPU particle systems that can be in flight simultaneously r_gpuParticleMediumEmitterParticleCount - Number of particles that can be used by medium GPU particle systems r_gpuParticleMediumEmitterSystemCount - Number of medium GPU particle systems that can be in flight simultaneously r_gpuParticleSmallEmitterParticleCount - Number of particles that can be used by small GPU particle systems r_gpuParticleSmallEmitterSystemCount - Number of small GPU particle systems that can be in flight simultaneously r_gpuParticleStats - r_guiDebug - Provides debug output in idRenderModelGui code r_hdrAutoExposureBase - 0.01 (default). Set base exposure adjustment. Helpful for screenshots and fine tunning automated exposure behavior. r_hdrAutoExposureRatio - 1.0 = use full adjustment. 0 = use base exposure adjustment. Helpful for screenshots and fine tunning automated exposure behavior. r_hdrAutoExposureSpeed - 0 = disable, 1.0 = 16.5 ms (default), 2.0 = 8.25 ms, etc r_hdrBloom - 0 = disabled, 1 = enabled (default) r_hdrBloomRatio - 0 = disable, 0.03 = 3.0% (default) r_hdrBloomThreshold - Luminance threshold for bloom. -1 = all pixels contribute for bloom r_hdrDebug - 0 = Disabled, 1 = Non-tonemapped gamma corrected output, 2 = debug view (red = nans, green = negative, grayscale = valid), 3 = range debug (red = above max range, blue = bellow min range), 4 = Auto Exposure + Bloom debug r_hdrDebugRangeMax - Max range used for r_hdrDebug mode 3 r_hdrDebugRangeMin - Min range used for r_hdrDebug mode 3 r_hdrPostProcess - 0 = disabled, 1 = enabled (default) r_hdrShutterSpeed - Set camera shutter speed. Default = 10 (1/10 th of a second) r_highlightFrequency - Hz of highlight pulse r_highlightFrequencyFast - Hz of highlight pulse r_highlightSynchronized - All highlights in phase r_hotPatchWarningsAreErrors - set to 1 to throw a resource ERROR if hot patching materials fails. r_ignoreGLErrors - 1 = ignore except forcePrint, 2 = ignore GL errors, -1 = fatal error r_imageAtlasMaxAniso - Max aniso for atlas textures. r_imageCompareMultiplier - This is a multiplier for the difference between the two images in the ImageCompare command r_initialModeHeight - Default Vertical Resolution on first start ever - Only gets used if r_mode = -2 r_initialModeWidth - Default Horizontal Resolution on first start ever - Only gets used if r_mode = -2 r_initialMonitor - -1 = auto detect default monitor, >= 0 specific monitor index used to initialize the render system r_jitter - randomly subpixel jitter the projection matrix r_jointAxisScale - scale of joint axes r_jointName - name of model joint to render r_jointNameOffset - offset of joint names when r_showskel is set to 1 r_jointNameScale - size of joint names when r_showskel is set to 1 r_jointSubString - render all joints with this substring in the name r_lazyBindBuffers - lazy buffer binds r_lazyBindImageBuffers - lazy buffer image binds r_lazyBindParms - lazy update of render parms r_lazyBindPrograms - lazy program binds r_lazyBindTextures - lazy texture binds r_lensDirtRatio - Set ratio for lens dirt composition r_lensFlaresRatio - Set ratio for lens flare composition r_lightDistanceFadeMultiplier - Light fade distance multiplier. r_loadPrecompiledShaders - If true, cache compiled shaders to generated directory. r_loadingIconSize - size of the loading icon r_loadingIconSpeed - rotation speed of the loading icon r_lockView - lock the current view r_logFile - number of frames to emit render logs r_logGLExtensionInfo - 1 - print GL extension info to the console r_logLightTris - if 0 do nothing, if 1 print all light triangle interaction numbers, if > 1 print light interactions more than nK triangles. r_logLightTris 100 will print interactions touching more than 100K triangles r_manifoldMaxDetailWidth - r_mergeModelSurfaces - combine model surfaces with the same material r_mergeWorldGeometryBuffers - Merge render world vertex and index buffers into one r_mip3Border - use clampToBorder for the mip3 buffers r_mode - Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes) r_modelToIndexGranularity - The number of models to process in a single coop job pass r_motionBlurQuality - Set motion blur quality. 2: high, 1; medium, 0: low r_motionblur - 0 = Disabled, 1 = Enabled r_multiSamples - number of anti-aliasing samples (0 = no multi-sampled FBO) r_noBreakableShadows - if 1, don't allow any dimshadows on breakables r_opaqueSurfacesSortMode - 0 = render program; 1 = depth; 2 = model r_parallelHQDXTEncode - Use parallel jobs for very slow HQ DXT encoding r_parallelTextureStreamingUpdate - Run the UpdateTextureStreaming job in parallel with rendering r_particleCoopJobCount - The number of jobs to break the particle coop work up into r_particleFadeQualityMultiplier - r_particleMaxParticleLights - max number of visible particle lights r_particleTrail_timeStep - particle trail time step in MS (non-zero value uses cvar) r_particlesCullByVertexAlpha - if particle alpha in vertex shader is below epsilon, the particle will be culled r_particlesEmissionScale_FarDist - Far emitter distance triggering emission rate scaling r_particlesEmissionScale_FarScale - Particles min alpha threshold for discarding (0-255 sRGB range ) r_particlesEmissionScale_ForceDefaultRate - Force default rate on all emitters r_particlesEmissionScale_NearDist - Near emitter distance triggering emission rate scaling r_particlesEmissionScale_NearScale - Near emission rate scaling factor r_particlesLightAtlas - Particles light atlas update. 0 disables update r_particlesLightAtlasDebug - Draw particle quads. 1 - Green - LOD0, yellow - LOD1, brown - LOD2, red - LOD3. 2 shows tile occupancy inside the bands. r_particlesLightAtlasHeight - Particles light atlas height r_particlesLightAtlasQuality - Particles light atlas quality. 0 - low, 1 - medium, 2 - high, 3 - ultra. r_particlesLightAtlasVTSThreashold - Tile size for particle light atlas decreases after this threshold. r_particlesLightAtlasWidth - Particles light atlas width r_particlesMinAlpha - Particles min alpha threshold for discarding (0-255 sRGB range ) r_pbrDebug - 0 = Disabled, 1 = albedo, 2 = tbd... r_pbrDebugAlbedoMax - Albedo max luminance (sRGB) to compare against r_pbrDebugAlbedoMetalThreshold - Albedo max luminance (sRGB) to compare against, for metals r_pbrDebugAlbedoMin - Albedo min luminance (sRGB) to compare against r_pbrDebugAlbedoMultiplier - For debugging purposes, apply multiplier to albedo r_pbrDebugAlbedoNonMetalThreshold - Albedo max luminance (sRGB) to compare against, for non-metals r_pbrDebugFogDensityScale - Apply a scale to fog density - for debugging purposes r_pbrDebugLightingSaturation - For debugging purposes, apply lighting saturation. Bellow 1.0 desaturates. r_pbrDebugSmoothnessGamma - For debugging purposes, apply gamma curve to smoothness r_pbrDebugSmoothnessMultiplier - For debugging purposes, apply multiplier to smoothness r_perfSaveFile - Name of output file for r_perfSaveStatsToFile, if empty, PerfStats.txt will be used r_perfSaveStatsToFile - Writes the current perf stats to a file r_physicalPagesAspectRatio - Set to change the aspect ratio of physical pages for the uniquemap. r_portalCullWithUmbra - include use of Umbra in culling algorithm r_primeLightScale - Scales prime light contribution r_printHotPatchWarnings - set to 1 to spam hotpatch warnings. r_queryThreshold - minimum return value from a query r_rebuildRenderprogs - 0 - none, 1 - All platforms, 2 - pcd3d, 3 - ps4, 4 - xb1 r_refractionForceRefreshThreshold - Surfaces whose depth delta is smaller than this value will share the same refraction r_refractionMaxUpdates - r_refractionUpdatesDebug - r_renderAPI - Graphics API to use. 0 = OGL, 1 = Vulkan r_renderGatherDecalsGranularity - The number of decals a worker thread will consume on each pass. Too low and memory contention becomes an issue. Too high and completion times spike. r_renderGatherMode - render gather mode: 0 = Parallelized, 1 = Parallel code, but called serially r_renderGatherWorldAreaGranularity - The number of areas a worker thread will consume on each pass. Too low and memory contention becomes an issue. Too high and completion times spike. r_renderMode - Set rendering mode. 0 : default, 1: realistic, 2: cinematic, 3: original doom r_renderModeHDRMaxExposure - Set max HDR exposure r_renderModeHDRSceneKeyScale - Set scale for HDR scene key, when render modes enabled. r_renderProgAttribUsageReport - 0 = no output, 1 = info, 2 = warning, 3 = error r_renderProgResourceUsageWarnings - 0 = no output, 1 = warnings, 2 = error r_renderThreadIdealProcessor - HACK for NVIDIA only - Forces an ideal thread for render thread to mitigate driver issues r_renderThreadStackSizeKB - Render thread stack size r_saturation - changes the saturation value r_sb_depthBias - depth bias units for drawing shadow buffer r_sb_depthOffset - depth offset for drawing shadow buffer r_sb_occluderFacing - 0 = front faces, 1 = back faces, 2 = front and back sides separately with polygon offset r_sb_parallelDepthBias - depth bias for drawing parallel light shadow buffer r_sb_parallelSlopeScaleDepthBias - slope scale depth bias for drawing parallel light shadow buffer r_sb_playerShadowShrink - scale of projected player shadow map r_sb_sliceRampScale - larger values perform a faster dithered lerp between slices r_sb_sliceStep - initial ortho size for first slice r_sb_slopeScaleDepthBias - slope scale depth bias for drawing shadow buffer r_serializeDynamicEnvironments - Allow dynamic environments to be serialized r_shaderLimits_blendedSurfaces_VSLockThreshold - r_shaderLimits_blendedSurfaces_numLateAlloc - r_shaderLimits_blendedSurfaces_numPS - r_shaderLimits_blendedSurfaces_numVS - r_shaderLimits_renderOpaque_dynamicModels_PSLockThreshold - r_shaderLimits_renderOpaque_dynamicModels_VSLockThreshold - r_shaderLimits_renderOpaque_dynamicModels_numLateAlloc - r_shaderLimits_renderOpaque_dynamicModels_numPS - r_shaderLimits_renderOpaque_dynamicModels_numVS - r_shaderLimits_renderOpaque_viewModels_PSLockThreshold - r_shaderLimits_renderOpaque_viewModels_VSLockThreshold - r_shaderLimits_renderOpaque_viewModels_numLateAlloc - r_shaderLimits_renderOpaque_viewModels_numPS - r_shaderLimits_renderOpaque_viewModels_numVS - r_shaderLimits_renderOpaque_world_PSLockThreshold - r_shaderLimits_renderOpaque_world_VSLockThreshold - r_shaderLimits_renderOpaque_world_numLateAlloc - r_shaderLimits_renderOpaque_world_numPS - r_shaderLimits_renderOpaque_world_numVS - r_shadowAssumeNumTriDynamic - kilo-triangles to assume when a shadow has no known triangle count. r_shadowAssumeNumTriStatic - kilo-triangles to assume when a shadow has no known triangle count. r_shadowAtlasHeight - Shadow map atlas height r_shadowAtlasTileSize - Shadow map atlas tile size r_shadowAtlasWidth - Shadow map atlas width r_shadowDirtyWarningTreshold - Warn if a model intersects more than this number of lights. r_shadowDurangoDebug - Debug! r_shadowDurangoESRAM - Render to ESRAM if true, otherwise directly to atlas r_shadowDurangoESRAMComposite - Render composite in ESRAM if true, otherwise directly to atlas r_shadowDurangoESRAMMaxMip - Render directly to atlas if mip > ESRAMMaxMip r_shadowFadeRangeAdd - Global add for the user defined per-light shadow fade range r_shadowFadeRangeScale - Global scale for the user defined per-light shadow fade range r_shadowFitDepthToCasterBounds - fits depth ranges of shadowmaps to the included casters to increase stability r_shadowForceDynLights - always update for dynamic lights r_shadowHardLimitPixels - Shadow per-frame pixels hard cap in kilo-pixels. r_shadowHardLimitTriangles - Shadow per-frame triangles soft cap in kilo-triangles. r_shadowKeepStaticMipsMask - Bit mask that represent mip levels of static cached shadow maps that won't get deleted when the current mip is lowered. r_shadowLODAdjustThreshold - Cached shadows are discarded if the wanted float shadow level differs this many LOD levels from the cached shadow. r_shadowLODProjectionSizeFactor - Projection size lod scale r_shadowLogBase - The size of shadow cascades calculated by pow(r_shadowLogBase, cascadeID) r_shadowMaxStaleFrames - Max stale frames for spots/point lights per mip level. (0=60hz, 1=30hz, 2=20hz, etc..) r_shadowMinStaticMip - Mip at which the static caching is applied, idea is that the more shadows -> lower mips -> more vertex pressure -> static caching r_shadowOcclusionMinRadius - Lights with radius greater than this value will use occlusion culling for shadow buffer rendering. (set before loading map) r_shadowParallelCompositeAllEntitiesMaxSlice - All non-worldspawn shadows are rendered as dynamics into the composite for slices <= this value. (set to -1 to disable) r_shadowParallelMaxStaleFrames - Max stale frames for parallel lights per cascade. (0=60hz, 1=30hz, 2=20hz, etc..) r_shadowParallelMoveMargin - Parallel light: static cache move margin. (in units) r_shadowPlayerCullRadius - Approximate radius for the player first person models used for culling shadows. r_shadowPlayerCullSlice - Cull player shadows per slice. r_shadowPlayerLOD - Shadow LOD level for player/weapon shadows. r_shadowPlayerMaxStaleFrames - Max throttling for weapon shadows. r_shadowRenderDepthCopy - Copy depth using rasterizer. r_shadowSkipSliceViewCull - Skip culling point light slices against main view. r_shadowSoftLimitPixels - Shadow per-frame pixels soft cap in kilo-pixels. r_shadowSoftLimitTriangles - Shadow per-frame triangles soft cap in kilo-triangles. r_shadowStaticMipTriThresholds - kTri thresholds for using static caching for each mip level. (-1=off) r_shadowStaticMode - Select heuristic for static caching. 0 = Use r_shadowMinStaticMip, 1 = Use r_shadowStaticMipTriThresholds r_shadowStats - 0=Off, 1=Trace stats, 2=Record stats, 3=Trace recorded data and set to 0. r_shadowTopOffenders - List the top N most expensive shadow casting lights. (disables soft caps) r_shadowUpdateDynamicOnly - just shadowmaps that include moving objects or from moving lightsources are updated r_shadowUseStaticGeometry - Use preprocessed static shadow geometry for shadow maps. (set before loading map) r_shadowVSMSmoothness - biases the smoothness of VSM shadows r_shadowsDistanceFadeMultiplier - Shadows fade distance multiplier. r_sharpening - Sharpening filter, applied after all rendering r_showAmbientLighting - Draw boxes for all the ambient samples, and lines from all dynamic models to their ambient. Note: due to how debug views are rendered at this point, these boxes are not affected by tone mapping - for more accurate ambient color view, disable tone mapping via r_hdrDebug 1 r_showAnimatedBounds - displays the bounding boxes of all animated models (1 = frame, 2 = normalized, 4 = translated) r_showAutoNavModel - r_showBlendedSurfOverdraw - if > 0 show overdraw from all blended surfaces r_showBlendedSurfOverdrawMax - overdraw >= this value is white r_showBuffers - r_showCommits - report model and light commits and ref counts r_showCracks - display cracks less that the given number of pixels wide r_showCurvature - Show the deviation between interpolated normals and facet normals r_showDebugTools - Show debug lines/text/etc r_showDecalsByExpense - prints a list of currently processed decals, sorted by their impact on rendering time r_showDecalsByExpenseCount - shows the slowest n decals r_showDecalsByExpense r_showDecalsByExpenseSensitivity - higher values reduce the variance of r_showDecalsByExpense r_showDecalsByExpenseTextScale - scales the text showing the timings of r_showDecalsByExpense r_showDeltaStats - report render stat deltas r_showDepth - display the contents of the depth buffer and the depth range r_showDestinationAlpha - draw destination alpha r_showDetailNodeBounds - show the individual detail model bounds r_showDisaster - 1 shadow/motion blur updating objects r_showDrawColor - specifies the draw color for r_showTris mode 4 r_showDuplicateTriangles - show duplicate triangles, 2 = reload map genmodel r_showDynamic - report stats on dynamic surface generation r_showDynamicLighting - Draw lines to lights for each dynamic model, 3 = draw bounds of problem models and lights affecting them r_showDynamicLightingSingleModel - suppress show dynamic lighting on all but one model specified with this model index r_showEdges - draw the sil edges r_showEmitterVelDebug - debug visuals for emitterSpaceVelocity r_showEnvs - displays the bounding boxes of all the dynamic environments r_showExpandedWorld - r_showFoliageNodeBounds - show the individual foliage bounds - 0 = off, 1 = just the bounds, 2 = bounds + position and size r_showFoliageSubTreeBounds - show the bounds of the specified subtree r_showFoliageSubTreeNodes - show the nodes of the specified subtree r_showGlobalShadows - 1 = display the map as an image, 2 = draw the dynamics with the global shadow contributino r_showGuiOverdraw - r_showGuiTris - r_showHotPatchModelMaterials - set to 1 to show details on materials in the patch table r_showIntensity - draw the screen colors based on intensity, red = 0, green = 128, blue = 255 r_showLightCenter - Draw light axis and center. r_showLightCount - 1 = color dkgreen to green for lights below 5 surfaces and color yellow to red for lights with more than 5 surfaces, white is more than 12, 2 = colors surfaces based on light count touching the surface r_showLightOcclusion - Light index, -1 == Off r_showLightOcclusionSlice - Light slice index for point lights. [0..5] r_showLightOverdraw - 1 = print light overdraw r_showLightRelinkDirty - Show light shadow dirty mask due to light relinking. r_showLights - 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = spews a one-time list of the names of active lights r_showLightsByExpense - prints a list of currently processed lights, sorted by their impact on rendering time r_showLightsByExpenseSensitivity - higher values reduce the variance of r_showLightsByExpense r_showLightsMode - 0 = Show all, 1 = Show non-static, 2 = Show non-static shadow casters, 3 = Show only in static shadow index range. (r_showLightsSSMin/Max) r_showLightsSSMax - Max static shadow slice for r_showLights & r_showStaticShadows. r_showLightsSSMin - Min static shadow slice index for r_showLights & r_showStaticShadows. r_showMagnifier - r_showManifolds - 0 = off, 1 = all manifolds, 2 = significant manifolds, 3 = omni- significant manifolds, 4 = show detail manifolds, 5 = show pipe manifolds, 6 = subdivided world manifolds r_showModelGroupMasters - draw lines from from models that use another model's origin for lighting and shadowing (1 = visible models, 2 = all models) r_showModels - 1 = displays the bounding boxes of all view models, 2 = print index numbers r_showNavPortals - r_showNavVolumes - r_showNavVoxels - r_showNoDrawSurfaceInfo - allow th r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" ) r_showNonTwoManifoldEdges - draw edges that are not shared by exactly two triangles r_showNormals - draws wireframe normals r_showOcclusionBaseModel - show sound BSP base occlusion model r_showOcclusionBoxes - r_showPIDInTitle - 1 = show process ID in window title. 0 = don't. r_showPVS - r_showParms - print all world / view parmBlock assignments r_showParticleBounds - draw particle bounds r_showParticleDistVol - visualize the distribution volume for each stage of the particle r_showParticleInfo - 1 = show particle counts depth-tested, 2 = show particle counts non-depth-tested, 3 = dump particle info to console r_showParticleVectorFields - draw particle vector fields r_showPortalFrustums - draw portal frustum outlines r_showPortalStats - r_showPortals - draw portal outlines in color based on passed / not passed r_showPrimitives - report drawsurf/index/vertex counts r_showQueries - reports the number of occlusion queries per frame r_showRefPose - selects the pose to draw with r_showskel, 0 = draw the final pose, 1 = draw the reference pose r_showReferenceUpdates - show rendermodels which have their references updated r_showRenderLog - report stats r_showRuler - r_showShadowActivity - Shows shadow slice dirty tag (red lines from dynamic models, the orange boxes) and color-coded rendering cost. r_showShadowCache - Show shadow cache status. r_showShadowSliceViewCull - Log culling point light slices against main view. r_showShadows - Show shadow geometry. (1 = Static, 2 = Static bounds, 4 = Shadow view surfaces (#define ID_SHADOWVIEWDEBUG needs to be enabled) ) r_showShadowsSlice - Limit shadow display to a specific slice. -1 = Show all. r_showSkel - draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSpecularTriangles - show specular triangles r_showStats - report render stats r_showStencil - display the contents of the stencil buffer r_showSurfaceBounds - 1 = displays the bounding boxes of all model surfaces r_showSurfaceInfo - show surface material name under crosshair r_showTJunctions - 0 = off, 1 = all t-junctions, 2 = t-junctions on significant occluders, 3 = j-junctions with vertices between two colinear edges, 4 = = j- junctions with vertices between two colinear edges on significant occluders r_showTangentSpace - shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTexelDensity - shade triangles by texel density. Set > 0 to scale range by specified amount. Colors mean: 0: black, 1: purple, 2: blue, 3: green, 4: yellow, 5: orange, 6: red, 7+: white. r_showTexelDensitySmooth - Turn on for gradient colored rendering of the texel densities r_showTextureDistortion - shade triangles based on UV stretching r_showTextureIslands - 0 = off, 1 = all manifolds r_showTexturePolarity - shade triangles by texture area polarity r_showTextureSpace - shade triangles by texture space r_showTextureValues - Report the texture channel numbers under the crosshair r_showTotalSurfaceArea - print the total surface area of all static surfaces (2=include non-statics too) r_showTrace - show the intersection of an eye trace with the world r_showTraceWorld - show traceworld info under crosshair r_showTransSortOverdraw - if > 0 show overdraw from transparency sorted surfaces r_showTransparencyStats - 1 = print stats r_showTriangleInfo - show vertex numbers and tangents of the triangle the crosshair is over r_showTris - enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all, 4 = only visible ones with blended lines, 5 = draw all front facing non-static r_showTwoSided - outline two sided geometry r_showUmbraStats - 0 = off, 1 = visible world areas, 2 = culling details, 3 = combine timing r_showVertexColor - draws all triangles with the solid vertex color r_showVisibleInfluenceSpheres - show the visible influence spheres r_showVoxels - r_showWorldAreaBounds - 0 = off, 1 = subspace, 2 = geometry r_showWorldAreas - 0 = 0ff, 1 = show world areas, 2 = lock view and show world areas r_singleFlareModel - suppress all but one flare r_singleGuiSurface - suppress all but one surface on gui model r_singleLight - suppress all but one light r_singleModel - suppress all but one model r_singlePortalArea - suppress all but one portal area r_singleSurface - suppress all but one surface on each model r_singleTriangle - only draw a single triangle per primitive r_singleWorldArea - suppress all but one world area r_skipAddAlways - skip rendering add-always models r_skipAfterPostProcessSurfaces - skip surfaces that need to be rendered after the post process r_skipAnalyze - skip the feedback analysis r_skipAreaCPUCulling - skip CPU MVP culling of world areas r_skipAreaGPUCulling - skip GPU occlusion testing of world areas r_skipAugment - skip rendering augment models r_skipBeams - skip render model beam system r_skipBlendedSurfaces - skip blended surfaces r_skipCloth - 1 = skip cloth rendering r_skipCommits - 1 = don't accept any entity or light updates, making everything static r_skipDecalCulling - skip decal culling r_skipDecals - skip decal rendering r_skipDepthFixupSurfaces - skip depth fixup surfaces r_skipDetail - Completely disable detail model r_skipDetailTris - skip all detail triangles r_skipDistortionSurfaces - skip distortion surfaces r_skipEffectParticles - 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles r_skipFeedbackCapture - skip capturing feedback r_skipFlares - skip rendering flare models r_skipFog - skip rendering fog r_skipFoliage - Completely disable foliage models r_skipGPUParticleSort - r_skipGPUParticles - r_skipGbfVision - skip gbf vision r_skipGeoBlendSurfaces - blended geo surfaces r_skipGlass - skip glass r_skipGuis - skip rendering all guis r_skipHotPatchDuringModelLoad - set to 1 to skip hot patching of vmtrs r_skipInGameGuis - skip rendering in-game guis r_skipLightCPUCulling - skip CPU MVP culling of lights r_skipLightGPUCulling - skip GPU occlusion testing of lights. Note: This is forced enabled in slowmap mode. r_skipLightRangeCulling - allow lights to be removed at distance r_skipLights - skip rendering all dynamic lights r_skipMergeMeshes - skip combining rendermodel surface to reduce the batch count r_skipModelCPUCulling - skip CPU MVP culling of models r_skipModelGPUCulling - skip GPU occlusion testing of models r_skipModelRangeCulling - allow models to be removed at distance r_skipModels - skip rendering all dynamic models r_skipNodeCPUCulling - skip CPU MVP culling of world nodes r_skipNodeGPUCulling - skip GPU occlusion testing of world nodes r_skipOcclusionBaseModel - use sound BSP derived model to cover up missed occlusion queries r_skipOcclusionSurfaces - skip occlusion surfaces r_skipOpaqueSurfaces - skip opaque surfaces r_skipParticles - 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles r_skipPlayerShadow - skip casting shadows from player hands+weapons on self r_skipPostProcess - skip post processing r_skipRenderTools - skip rendering all render tools r_skipShadowDirtyTag - Skip shadow dirty tagging in render world (1=static, 2=dynamic) r_skipShadowMipFlickerLimit - Disable mip-map flicker limiter r_skipShadowModelCPUCulling - skip CPU culling of shadow casting models. (1=Light bound+Light MVP, 2=Main view MVP, 4=Shadow MVP) r_skipShadowModelOcclusionCulling - skip occlusion culling of shadow casting models r_skipShadowModelSort - render unsorted models to the shadow buffer r_skipShadowParallelTickOffset - Disables update frame offset mechanism for parallel lights. r_skipShadowSurfaceCPUCulling - skip CPU MVP culling of shadow casting surfaces r_skipShadowSurfaceOcclusionCulling - skip occlusion culling of shadow casting surfaces r_skipShadowThrottle - Disable low-frequency updates of shadows when soft limits are exceeded. r_skipShadows - just use the existing depth texture contents r_skipSuppress - ignore the per-view suppressions r_skipSurfaceCPUCulling - skip CPU MVP culling of model surfaces r_skipTracers - skip tracers r_skipTransparentDepthSort - skips setup for depth based sort of drawcalls r_skipUpdateInView - skip world update in view call r_skipViewParms - don't use the parmBlock in idRenderView r_skipVmtrs - 1 = skip loading of vmtrs r_skipWater - 1 = skip render update of all water surfaces r_skipWatermark - Skip adding fullscreen watermark. r_skipWorld - skip v all world geometry r_skipWorldViews - skip rendering all world views r_skipXRayVision - skip xray vision r_sleep - Sleep for this many milliseconds to simulate low frame rates. r_slopNormal - merge normals that dot less than this r_slopTexCoord - merge texture coordinates this far apart r_slopVertex - merge xyz coordinates this far apart r_slowMapWorldAmbient - amount of ambient lighting to use on the world in slow map r_staticModelTriStrips - build tristrips for static models r_staticTransparencyFadeMaxDist - completely faded out at this range r_staticTransparencyFadeStartDist - start fading out at this range r_stripFragmentBranches - strip branches from fragment programs r_swapInterval - Changes vsync settings. 0 = off, 1 = vsync 60Hz, -1 = swap-tear 60Hz r_taaNegativeLodBiasVT - Enable negative lod bias for virtual textures, when TAA modes enabled r_takingScreenshot - set when inside the screenshot command r_testAutosprites - display the autosprited geometry r_testGamma - if > 0 draw a grid pattern to test gamma levels r_testGammaBias - if > 0 draw a grid pattern to test gamma levels r_testImageIntensity - The a multiplier to increase/decrease the brightness of the test image r_testImageLayer - Which slice (layer) to display in a texture array r_testImageOffsetX - TestImage Offset in the X direction, system values range (0..1) r_testImageOffsetY - TestImage Offset in the Y direction, system values range (0..1) r_testImageScale - TestImage Scale r_testMegaTexture - draw the entire megatexture as a flat quad r_testMorphMaps - r_testTextureReconstruct - r_testVMTR - if > 0 displays the vmtr specified by r_currentMaterial centered on the screen r_testVMTRLod - which LOD of the vmtr to display r_threadedCommit - r_threadedRenderGui - Use a parallel job to render the GUI r_threadedUpdateInView - 0 = single threaded, 1 = job chain, 2 = coop job r_transparencyHalfRes - Enables half-resolution transparency. 0: Disabled. 1: Automatic. 2: Always. r_transparencyHalfRes_ConstantCostEstimation - Estimation of the constant cost of using half-res particles (ms) r_transparencyHalfRes_DebugRender - Transparency half-resolution debug rendering r_transparencyHalfRes_DropDuration - Switch to half-resolution rendering when the blend pass takes longer that this value (ms) r_transparencyHalfRes_MaxDistance - Max distance at which half-resolution transparency is supported r_transparencyHalfRes_MaxSettleTime - Never keep rendering in half-resolution for longer than this unless we absolutely have to (ms) r_transparencyHalfRes_RaiseDuration - Come back to full-resolution rendering if we estimate that the blend pass will take less than this value (ms) r_transparencyHalfRes_SettleTime - Time to wait before considering to go back to full res (ms) r_transparencyHalfRes_SpeedupEstimation - Estimated speedup factor for rendering particles in half-resolution r_transparencyProfileModels - Insert a profiler block for each individual transparent surface r_transparencyShowSurfaces - 1: Show all transparent surfaces being rendered in the world. 2: Show prog name. 3: Show material name. 4: Show model name. 5: Show stage sort. r_umbraAccurateOcclusionThreshold - LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost r_umbraAccurateOcclusionThresholdStep - The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost r_umbraAdaptiveOcclusionThreshold - Set to use the adaptive occlusion threshold to balance framerate with accuracy. r_umbraAdaptiveOcclusionThresholdMsec - The maximum number of millseconds to let job(s) run before scaling down culling distance. r_umbraDebugAdaptiveOcclusionThreshold - Set to debug the adaptive occlusion threshold. r_umbraJobKickoff - Submit the RenderCull request early? 0=no, 1=early, 2=super early, 3=deferred r_umbraJobsPerWorker - Multiplies the number of worker threads by this value to obtain the number of jobs to run (limited by r_umbraMaxJobCount.) The higher this value, the more granular the jobs and the better they'll dynamically balance, but the more overhead per job due to job scheduling. r_umbraMaxAccurateOcclusionThreshold - The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost r_umbraMaxJobCount - The maximum number of jobs to split queries into. This is limited by Umbra to 16, so setting it higher will cause queries to fail. r_umbraMaxShadowQueriesInvisible - Max non-visible lights shadow occlusion jobs per frame r_umbraMaxShadowQueriesVisible - Max visible lights shadow occlusion jobs per frame r_umbraMinAccurateOcclusionThreshold - The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost r_umbraShowOcclusionBuffer - 1 = histogram, 2 = depth, 3 = leaks to infinity, 4 = potential leaks (mostly false positives) r_umbraShowShadowJobs - Show shadow occlusion jobs r_umbraSkipLocalLightQuery - Disables local light queries r_umbraTiming - Spam umbra timing r_umbraYieldToCollisionJobs - HACK: Ensure the collision jobs have completed before starting umbra jobs so the main thread doesn't stall for the length of umbra when there are only a couple of collision jobs left. r_useAnimBlendJobs - 0 = off, 1 = threaded r_useCompressedLightProbes - 0 == use the uncompressed F16 lightprobes, 1 == use the compressed BC6H lightprobes r_useCubeMapSeamless - Enable GL_TEXTURE_CUBE_MAP_SEAMLESS r_useDetailGenJobs - 0 = off, 1 = threaded r_useDistanceFont - 1 - the game uses distance fonts instead of coverage fonts - Note: This cvar should only be set from command line and toggled at run time r_useDynamicEnvironment - generate a new environment map every frame r_useDynamicLightingJobs - 0 = off, 1 = threaded r_useFoliageGenJobs - 0 = off, 1 = threaded r_useGPUTimer - Use the GL_ext_timer_query extension r_useGeneratedRenderprogs - Use the pre-translated renderprog files for faster loads r_useGlobalShadows - If false, always return 1.0 for shadow tests r_useHardwareTextures - Use hardware textures instead of virtual textures for implicit gui images r_useInfluenceSphereCullJob - 0 = off, 1 = threaded r_useInfluenceSpheres - enable influence spheres r_usePBOTextureFeedback - use async pixel buffer read for texture feedback query r_useParticleGenJobs - 0 = off, 1 = job chain, 2 = coop job r_usePortalCulling - enable portal culling for SnapMap r_useSMP - 1 = run the renderer in a separate thread r_useStateCaching - avoid redundant state changes in GL_*() calls r_useStaticTransparencyGenJobs - 0 = off, 1 = threaded r_useTransparencyEmissivePass - render quads marked emissive to the emissive pass r_useTransparencySort - 0 = do not sort the transparency quads r_useTransparencySortJobs - 0 = off, 1 = threaded r_useUmbraCulling - enable Umbra occlusion culling and computation r_useUmbraSubspaceOcclusion - 0 = off, 1 = enable subspace bounds sorting and occlusion (no nodes), 2 = no sorting r_useVSM - variance shadow maps r_useWaterSimulationJobs - 0 = off, 1 = threaded r_useZiplineGenJobs - 0 = off, 1 = threaded r_validateRenderProgs - Validates shaders and points out potential shader patch issues r_vignette - enable vignetting r_vmtrPhysicalPagesAspectRatio - Set to change the aspect ratio of physical pages for the vmtr. r_waitForQuery - Stall until occlusion query returns r_waitForVirtualMaterialFinishFeedback - forces the finish feedback function to wait rather than timeout r_watermarkDelay - The number of milliseconds between watermark position changes r_windowHeight - window height when running in a window r_windowPosX - window X position when running in a window r_windowPosY - window Y position when running in a window r_windowWidth - window width when running in a window r_writePackedMaterials - debug option to write all the packed materials out to viewable tga files as they are retrieved r_zfar - far Z clip plane distance, 0 = infinity r_znear - near Z clip plane distance railTurret_ClampRotation - 0: none. 1: clamp yaw. 2: clamp pitch. 3: clamp yaw & pitch railTurret_Debug - railTurret_DebugFiring - railTurret_DebugMovement - railTurret_DebugPlayerTurning - railTurret_DebugTurning - railTurret_ShowAngles - railTurret_TargetPlayer - railTurret_UseDeferredFiring - set to use deferred firing rb_showActive - show rigid bodies that are not at rest rb_showBodies - show rigid bodies rb_showInertia - show the inertia tensor of each rigid body rb_showMass - show the mass of each rigid body rb_showTimings - show rigid body cpu usage rb_showVelocity - show the velocity of each rigid body reg_excludeList - optional file for specifying list of tests/paths to skip, which override reg_includeList reg_includeList - optional file for specifying list of tests/paths to run repeater_fireRecoilSpringK - Spring constant for the repeater recoil spring repeater_fireSpringAddition - How much to add to the movable end of the fire spring resource_bootVideo - video to load during initial ( not restart ) boot cycle resource_clearUserCmdGen - toggle to clear userCmdGen at the end of load screens resource_debugLevel - Set to 1 for huge console spew resource_debugName - name of resource to debug resource_debugPersistHeap - set to use the play heap resource_disableBGL - disable the background loader, not good for speed resource_disableBGLForLargeFiles - don't run files larger than the ring buffer through the BGL resource_dontPreloadBCMForSnap - don't preload bcms in snap resource_errorInGame - 0 - Nothing. 1 - Warning. 2 - Fatal Error - if loaded during gameplay resource_errorOnResolveFailure - 1 = errors on failure to resolve code resources, 0 = just warnings resource_ignoreLayers - ignore layer bits and load all layers during map loads resource_loadLooseAssets - check for loose assets when satisfying file io from a resource file resource_onDemandStaticModels - if 1 will not preload static geo in all cases resource_outPath - Optional output path for resource files resource_printMatchingId - If non 0, will print the name of the resource that matches this id when idResourceList::GenerateResourceIDForName() is called on it resource_progressVideo - video to load during restart boot cycle resource_restartVideo - video to load during restart boot cycle resource_showLoads - 1 = show all loads, 2 = show all finds resource_showLocalized - 1 = show all localized resource names resource_snap - if 1 will not preload static geo so snap has enough memory on consoles resource_snapLoadOnDemand - tomes and bcm load on demand resource_spamDeclNotFound - 0 = don't spam decl files not found in production builds, in many cases this is valid, 1 = spam resource_spamLoads - 0 = don't spam files loaded in production builds, in many cases this is valid, 1 = spam resource_spamNoTextForDecl - 0 = don't spam no text for decls, in many cases this is valid, 1 = spam resource_spewPakSpam - print verbose information when updating the cache table from a pak file or remvoing preload entries resource_trackLoadTimes - 1 = track the time spent on loading resources and basic statistics per resource list, 2 = time stale checks as well resource_updatePakCacheTable - update the resource index file for pak files resource_usePersistHeap - set to use the play heap resource_usePreloadModels - don't read models from disc if we are just going to dump the surfaces right after resource_virtualTexturePreload - run the virtual texture preloader in parallel with game init resource_writePreloadModels - write out the common preload list revenant_airTimeForMedal - How long (in ms) do I have to have been in the air to count a kill as an in-air kill. revenant_forceWeakenedState - Force the revenant into a weakened state without needing to be hit revenant_handsChannelBlendMs - Hands channel animator blend time revenant_jetPackBoostToHoverSwitch - At what upward velocity do we switch from boost to hover? revenant_jetPackBoostVelocityGain - At low or negative upward velocities, how much velocity does the revenant jetpack add per frame? revenant_jetPackFallToMaxRate - When climbing too quickly (above revenant_jetPackMaxUpwardVelocity) at what velocity per frame do we return to that? revenant_jetPackHoverVelocityGain - At higher upward velocities, how much velocity does the revenant jetpack add per frame? revenant_jetPackInfinite - Enable infinite revenant jetpack revenant_jetPackMaxUpwardVelocity - Above this upward velocity, we actually drain some velocity to get to a hover point. revenant_trailFXMaxTime - Max time between revenant trail fx if they haven't moved revenant_trailFXMinStepDist - Min dist between the revenant trail fx revenant_weakStateAccumDamage - Min accumulated damage required to disable the jet pack when hitting the weak spot revenant_weakStateClearDamageTime - Time in MS to clear our weak spot accumulated damage if it hasn't been hit revenant_weakStateDisableTime - Time in MS to disable recharge of jet pack after the weak spot was hit rig_alignerClampChainOffsets - Hybrid Rig aligner chain offsets clamped by root's min reach rig_alignerExpandRootOffset - Hybrid Rig aligner root offset expanded to account for chain compression rig_alignerGroundTraceMultiplier - Hybrid Rig aligner ground trace multiplier rig_alignerRootOffset - Hybrid Rig aligner root offset debug add rig_alignerTracerNumWaitFrames - Hybrid Rig Tracer num of frames to wait before stop tracing rig_draw - Draw Rig rig_drawAligner - 1 = draw rig aligner rig_skip - Skip Rig processing rig_skipAligner - Skip Hybrid Rig aligner rig_skipIk2Pole - Skip Rig Ik2 Pole computation rig_skipTwist - Skip Rig Twist computation roundScores_oldScoreDisplayMillisecondsOverride - override of oldScoreDisplayMilliseconds, 0 to disable roundScores_reasonDisplayMillisecondsOverride - override of reasonDisplaySeconds (except in MS), 0 to disable roundScores_resortDelayMillisecondsOverride - override of resortDelayMilliseconds, 0 to disable roundScores_scoreAddMillisecondsOverride - override of scoreAddMilliseconds, 0 to disable rs_debug - Resolution scale debug modes. 1 = Alternate between 50%/100% each other frame rs_debugView - Enable debug view for resolution scaling rs_display - 0 - percentages, 1 - pixels per frame rs_dropFraction - Drop the resolution in increments of this rs_dropMilliseconds - Drop the resolution when GPU time exceeds this rs_enable - Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both (horz first, then vert) rs_forceFractionX - Force a specific 0.0 to 1.0 horizontal resolution scale rs_forceFractionY - Force a specific 0.0 to 1.0 vertical resolution scale rs_minimumResolutionScale - Never go below this rs_raiseFraction - Raise the resolution in increments of this rs_raiseFrames - Require this many frames below rs_raiseMilliseconds rs_raiseMilliseconds - Raise the resolution when GPU time is below this for several frames rs_showResolutionChanges - 1 = Print whenever the resolution scale changes, 2 = always rumble_debug - Prints the rumble data we're asked to play rumble_leftRightTriggerScale - Scale left/right trigger values by this much. rumble_screenShakeToRumbleMultiplier - How much rumble to add if there's screen shake runeTrialTimer - time for runetrial countdown s_allowMultipleListener - Allow multiple listeners in splitscreen s_apuMemoryHeapSize - Size in megs of the APU memory pool s_calcOcclusionVolume - override wwise occlusion volume with s_constantAmplitude - s_customScheduling - If true use custom scheduling s_customSchedulingPeriod - Custom scheduling period in milliseconds s_debugFontSize - Size of the font used on the debug pages s_drawSounds - draws sounds in the world s_enableOrbisFlexibleMemory - enable the orbis flexible memory allocator s_enableXboxOneWwiseProfiler - enabled the wwise profiler on xbox one s_environmentalFadeTime - How many seconds it takes to fade environmental sounds when crossing portals s_forceListener - force the listener to the origin s_forcePreLoadSoundBanks - enable to force the soundbanks to load before the main menu initialisation s_forceSoundChannelAny - Force SND_CHANNEL_ANY to be used for all sounds s_lockListener - lock listener updates s_muteSound - mute all sounds coming from this object s_noSound - returns NULL for all sounds loaded and does not update the sound rendering s_numberOfVoiceRefills - set the number of voice refills 2 is double-buffered, 3 is triple, 4 is quad s_occlusionDistance - distance over which to fade occlusion s_playSoundInBackground - forces the sound engine to keep running when the game no longer has focus s_restartVirtualizedSounds - stop and restart virtualized sounds s_showAmplitude - show sound amplitude s_showAreas - 1 = render faces of the listener area, 2 = draw all area faces s_showAudioRenderTime - Default to 0, if set to 1 prints out the system time of an audio render s_showBigAreas - render faces of areas which exceed MAX_SOUND_BSP_AREA_FACES s_showFadeSound - print debug information about sound fading s_showGameObjectRegistration - s_showPaths - show paths from listener to all sounds, purple means the sound is in solid s_showPortals - render faces between areas with different environments s_showSoundBus - shows the bus of the current playing sound and dry and aux send levels s_showSoundFilter - substring shader name filter for s_showStartSound s_showStartSound - print debug information about sound starting, if 2 will also show literal sound object deletion s_showStartSoundLocality - show sound locality s_showStats - Show sound info s_showStopSound - print debug information about sound stopping s_soloSound - mute all sounds but those coming from this object s_soundCommandQueueSizeMegs - Size in MB of the WWise Event Queue. You must issue an s_restart command or restart the engine for this to take effect; no longer archived s_soundHardwareMode - 0 - auto detect, 1 - stereo, 2 - 5.1, 3 - 7.1 s_soundLowEngineMegs - Size in megs of the WWise Low Engine memory s_soundPoolCount - The amount of pools we allocate with WWise. s_soundPoolMegs - Size in megs of the WWise Sound Pool. You must issue an s_restart command or restart the engine for this to take effect; it is archived so sticks to the conifg s_streamGranularityKB - how granular wwise streaming is in KB s_streamMgrSizeMB - Size in megs of the WWise Stream Manager. set this in startup console s_streamPoolSizeMB - Size in megs of the WWise Stream Sound Pool. set this in startup console s_streamUseCache - if true wwize will attempt to reuse stream from the pool s_turretDebugMuzzle - makes the weapon statics always fire s_turretTurnScale - adjusts the player turn speed of emplaced turret s_unpauseFadeInTime - When unpausing a sound world, milliseconds to fade sounds in over s_useOcclusion - s_usePortalReverbs - enabled / disable portal reverbs s_useSoundOcclusionJobs - s_useSoundThread - Enable the sound thread s_virtualizeEnvironmentalSounds - 0 - leave it up to wwise. 1 - virtualize sounds based on attenuation, 2 - same as 1 but will spam info about virtualizing and un- virtualizing s_virtualizeLengthMS - length in MS of one-shot sounds to virtualize, i.e. any one- shot shorter than this outside of attenuation distance will be entirely ignored s_virtualizeSounds - 0 - leave it up to wwise. 1 - virtualize sounds based on attenuation, 2 - same as 1 but will spam info about virtualizing and un- virtualizing s_volume_ambient - Ambient sounds volume, in DB s_volume_dB - volume in dB s_volume_mpvo - MP VO volume, in DB s_volume_music - Music volume, in DB s_volume_sfx - SFX volume, in DB s_volume_vo - VO volume, in DB s_writeEventFile - produce a new events file for quicker loading s_wwiseNoPrint - Defaults to 0, if set to 1 wwise will not print error messages s_wwise_AuxBusVolume - forced aux bus volume s_wwise_EnvPercent - forced aux bus volume s_wwise_debugInfo - print wwise debug info, api calls etc. s_wwise_defaultAuxSendLevel - set default aux send level to this dry level for sound objects s_wwise_defaultDryLevel - set output bus volume to this dry level for sound objects s_wwise_forceEnvironment - force a wwise game bus (environment) s_wwise_ignoreVolumeAndPitchRTPC - If set, don't set volume and pitch rtpcs s_wwise_localitySwitchContainerName - The name of the locality switch container s_wwise_localitySwitchContainerName_firstPerson - The first-person option name of the locality switch container s_wwise_localitySwitchContainerName_thirdPerson - The third-person option name of the locality switch container s_wwise_onlyUseListenerAreas - If set, only send sounds in the same area as listener to aux busses s_wwise_stopAllEventsOnObjects - If set, wwise will stop all events on an object when a stopsound is called (old behaviour) s_wwise_useAttenuationScalingWhileOccluded - when a sound is occluded also scale it's attenuation s_wwise_useVirtualOriginWhileOccluded - when a sound is occluded set the hardware position to the virtual occluded origin safehouse_ActiveTimeOverride - Override time that safehouse locations are active in Ms. 0 - uses editor value safehouse_HiddenTimeOverride - Override time that safehouse locations are hidden in Ms. 0 - uses editor value safehouse_IncomingTimeOverride - Override time that safehouse locations are incoming in Ms. 0 - uses editor value safehouse_LockdownTimeOverride - Override time that safehouse locations are locked down in Ms. 0 - uses editor value safehouse_ShutoutTimeOverride - Override time that safehouse locations remain after a shutout in Ms. 0 - uses editor value safehouse_StartNextDuringLockdown - Should safehouse locations start the next location while the current one is in lockdown safehouse_UseLockdown - Should safehouse locations use a lockdown time safehouse_UsePlayerSpawnInfluencers - Is player spawning influenced by the active location safehouse_UseRegeneration - Should a regeneration effect be applied to players by the active locations safehouse_UseShutout - Should locations use the shutout time when only one team is left during lockdown safehouse_VolumeSetToUse - Index in m_safehouseVolumeDefs to use when spawning safehouses safehouse_barStartLagSeconds - How long the secondary bar should wait to begin its tween safehouse_barTransitionSeconds - How long the secondary bar should take to catch up safehouse_debugHud - Show debug HUD for the Safehouse game mode safehouse_scoreDisplaySeconds - How long the score widget is displayed saveGame_enable - are savegames enabled saveGame_verbose - debug spam savegame_error - Combination of bits that will simulate an error, see 'savegamePrintErrors'. 0 = no error savegame_minRequiredStorage - minimum bytes required to start a new game savegame_winInduceDelay - on windows, this is a delay induced before any file operation occurs sc_client - client used to access perforce server (aka P4CLIENT) sc_maxVerbosity - 0 = errors only, 1 = minimal output, 2 = maximum verbosity from perforce api commands sc_serverAddress - address used to access perforce server (aka P4PORT) sc_username - username used to access perforce server (aka P4USER) scannerBot_debugIOI - Debug Items Of Interest scoreboard_spectatorBGAlphaAdd - sector_BoundaryColorTransitionSec - sector_BoundaryIntroTransitionSec - sector_BoundaryOutroTransitionSec - sector_DoesContestedHillMove - Allows expired hills to move while contested sector_DoesContestingScore - Allows contested hills to contribute to score sector_DoesTimerReset - Does recapturing a hill reset the timer? sector_HillCaptureTime - How long it takes to capture a hill in Ms sector_HillCountdownTime - Time before a hill expiration to start countdown effects. sector_HillEndBonus - Additional score awarded when a hill is fully depleted sector_HillLimitType - Type of limit hills use. 0-Time, 1-Score sector_HillMaxDistance - When selecting a new hill, this is the maximum distance from hills that are already spawned. sector_HillMinDistance - When selecting a new hill, this is the minimum distance from hills that are already spawned. sector_HillPointRate - How often points are awarded for captured hills in Ms sector_HillScoreLimit - How many points a hill awards after being captured sector_HillScoringType - When do hills score. 0-Instant, 1-End, 2-Per Second sector_HillSpawnHistorySize - How many hill locations to keep in the spawn history. Hills in history will not be selected. sector_HillTimeLimit - How long a hill lasts after being captured in Ms sector_InitialHillDelay - Time before initial hill in Ms sector_IsInstantCapture - Are the hills captured instantly upon entering? Overrides sector_HillCaptureTime sector_IsInstantDecay - Are the hills reverted to neutral instantly upon exiting? sector_IsInstantRecapture - Are the hills recaptured instantly? sector_MaxHills - How many hills can be spawned simultaneously sector_NearingVictoryPoints - How many points until Nearing Victory message is played sector_NextHillDelay - Time before next hill in Ms. Hills will overlap with negative values sector_NextHillHiddenTime - Time before next hill starts incoming in Ms. sector_PointsPerUpdate - How many points are awarded for each captured hill, per update sector_ShadowHeightOffset - sector_ShowDebugRadius - sector_UseHillDistanceLimits - Are hill spawns limited by sector_HillMinDistance and sector_HillMaxDistance sector_UsePlayerSpawnInfluencers - Is player spawning influenced by Sector control points sector_VerboseSpawnInfluence - security_defaultFlyHackReactThreshold - How long the player must be off the ground to be considered flying in seconds for reacting/deflecting security_defaultFlyHackReportThreshold - How long the player must be off the ground to be considered flying in seconds for reporting shell_backdrop_angles_p - shell_backdrop_angles_r - shell_backdrop_angles_y - shell_backdrop_origin_x - shell_backdrop_origin_y - shell_backdrop_origin_z - shell_backdrop_pause_scale - shell_backdrop_pause_xoffset - shell_backdrop_scale - shell_backdrop_testbink - shell_cameraSpeed - shell_changeViewWithControls - If true, the controller will be able to control the camera menu shell_cheatTextOverride - Testing only - text override for displaying the cheat banner shell_customizationScreenCameraEntityStr - shell_customization_alwaysShowUnlockInfo - shell_customization_doomMarineArmor - loadoutArmor decl to use for praetor suit shell_customization_joystickDeadZone - shell_customization_mouseDeadZone - shell_customization_mouseRotationScalar - shell_customization_mouseScalar - shell_customization_player_animation_aliashandle - Animation aliasHandle played by the player model shell_customization_player_animation_length_ms - shell_customization_player_animation_speed - change the speed of animation shell_customization_player_cameraBottomOffset - Height above the player origin to clamp the camera bottom at shell_customization_player_panSpeed - Distance per second shell_customization_player_zoomCameraForwardRotation - In degrees shell_customization_player_zoomInMax - Distance along the zoom vector from camera start position shell_customization_player_zoomMouseWheelDistance - Distance per mouse wheel event shell_customization_player_zoomOutMax - Distance along the zoom vector from camera start position shell_customization_player_zoomSpeed - Distance per second shell_customization_rotationDegreesPerSecond - shell_customization_triggerDeadZone - shell_customization_weapon_bobheight - shell_customization_weapon_bobspeed - shell_customization_weapon_camera_str - shell_customization_weapon_default_scale - shell_customization_weapon_rotation - shell_customization_weapon_shiny_chance - Probability of getting weapon without scratches and dust when randomizing weapon details [0-1] shell_customization_weapon_zoomHorizontalRotation - In degrees shell_customization_weapon_zoomInMax - Distance along the zoom vector from camera start position shell_customization_weapon_zoomOutMax - Distance along the zoom vector from camera start position shell_customization_weapon_zoomVerticalRotation - In degrees shell_demonSelect_maxHeight - shell_demonSelect_maxWidth - shell_dof - shell_dof_far - shell_dof_focus - shell_dof_near - shell_equipmentSelect_maxHeight - shell_equipmentSelect_maxWidth - shell_fov - shell_gameLobby_zoomOutMax - Distance along the zoom vector from camera start position shell_gameLobby_zoomVerticalRotation - In degrees shell_loadCustomizationRoomOnLaunch - Start the game with the customization room loaded. shell_loadoutListDebugPoints - shell_loadoutListModelOffset - shell_loadouts_bobHeight - shell_loadouts_bobSpeed - shell_resetProfileOnNewGame - Reset the profile on each new game shell_showMigrationDialog - Should show the migration dialogue when migrating. shell_useEntityPos - shell_useGameModuleSpecificShell - Use module specific shell files. shell_viewangles_p - shell_viewangles_r - shell_viewangles_y - shell_vieworigin_x - shell_vieworigin_y - shell_vieworigin_z - shell_weaponSelect_maxHeight - shell_weaponSelect_maxWidth - shockblast_EnableDebug - Enables debug drawing for the shockblast shockblast_MaxTargets - How many targets we can gather for shock blast shockblast_ParryAlways - Parry will always succeed shockblast_ReflectPlayerForward - Projectile reflection goes to player's forward direction shockblast_ShowDamageArc - Enables debug drawing for the shockblast shockblast_ShowProjectileArc - Enables debug drawing for the shockblast shockblast_fillWithPrctOfDamage - Successful parry use percentage of max damage shockblast_lerpAmount - How fast the projectile lerps to reflection shockblast_pushDistance - How far to push enemies back showProgression - if set will show progression on the post match results screen and in game challenge progress si_challengeRespawnSpot - name of the spawn spot to use when reloading from a failed challenge (TEMPORARY) si_checkpointName - name of the checkpoint to load with the map command si_devInventoryLoadoutOverride - name of dev inventory loadout override si_forcePlayerRespawn - for save/load regressions, after loading a savegame, we force the player to respawn which activates the triggers associated with the new spawn spot si_nextlayeractive - game play layers to use with map the map command si_simAllCheckPoints - If true all checkpoints in dev mode are simulated si_spawnspot - name of the spawn spot to use with the map command si_splitscreen - force splitscreen slowmocam_activateonkill - for prototyping. activate the slowmo camera when the player kills an ai. sm_buildAmbientFast - builds the ambient nodes approximately 40% faster on snap maps sm_buildDynamicNavmesh - if true - builds the navmesh for the map. ONLY FOR TESTING!! sm_cacheAmbient - Toggles between caching the build ambient nodes and not sm_graph_compressed_limit - Normalize the graph(s) sm_graph_object_priority - Normalize the graph(s) sm_graph_object_size - Normalize the graph(s) sm_graph_reliable_io_limit - Normalize the graph(s) sm_graph_total_incoming_limit - Normalize the graph(s) sm_graph_total_outgoing_limit - sm_graph_uncompressed_limit - Normalize the graph(s) sm_reportSnapBuildTimes - Toggles the snap map build time reporting on/off sm_testIslandModulePvsFix - Enables testing of the island module PVS fix (set from command-line only) sm_testObstaclePvsMergeFix - Enables testing of the obstacle PVS merge fix (set BEFORE you play the map) sm_testPortalSystem - Enables testing of the portal system (set from command-line only) smtp_debug - Show SMTP messages. smtp_sendAttachments - sends attachments on emails, for viewnotes snapAddEntity_dofFar - What value to use for DoF far snapAddEntity_dofFocus - What value to use for DoF focus snapAddEntity_dofNear - What value to use for DoF near snapBrowser_cloudInfo - 1 = show cloud save info in browser snapBrowser_debugInfo - 1 = show debug info for maps in browser snapBrowser_mapInfo - 1 = show map info in browser, used to allow map unpublish snapBrowser_recommendDays - Number of days to limit recommend queue with. 0 = no window snapDebug_testMapAlwaysCorrupted - 1 = map is always returned as corrupt snapEdit_SWF_Input_Delay - delay after the initial button press when a button is held snapEdit_SWF_Input_InitialDelay - delay on first button press before we continue to scroll on button held snapEdit_SWF_MessageToast_DisplayTime - how long to show the toast for before it goes away snapEdit_SWF_PropertyMenuSlider_Acceleration - multiplier on slider after input on joystick is held for 10 ticks snapEdit_SWF_PropertyMenu_Delay - delay after the initial button press when a button is held snapEdit_SWF_PropertyMenu_InitialDelay - delay on first button press before we continue to scroll on button held snapEdit_SWF_colorPickerDeadZone - dead zone value for joystick input snapEdit_SWF_colorPickerMaxDeadZone - maximum dead zone value for joystick input snapEdit_SWF_platformTest - -1 = disabled, 0 = XBOX, 1 = PS, 2 = PC snapEdit_SWF_radialMenuDeadZone - dead zone value for joystick input snapEdit_actionActivationFrameLimit - number of times a snapmap action can activate per frame snapEdit_allowDof - snapEdit_allowLocStrings - 1 = Can put loc strings in publish flow. snapEdit_allowReservedTags - 1 = Can put reserved tags in publish flow. snapEdit_autosaveInterval - interval to autosave in seconds. set to 0 to disable autosave snapEdit_blueprintTransition - 0 - 1: point in transitional time where blueprint effect kicks in (above the value for skyview, below for fps view) snapEdit_bottomCutOffPlaneHeight - the height of the bottom cut off plane for snapEdit_viewSingleFloorMode 2 snapEdit_bustedIndObservation - 1 = allow loading of broken snapEdit_bustedIndObservation module so we can fix it snapEdit_cameraDistanceLimit - distance allowable for the camera in snapEditor snapEdit_cameraLightRadius - light radius for fps camerea headlight snapEdit_consoleRenameMapHack - 1 = uses existing name and bypass the requirement to rename. Remove when console keyboard is online snapEdit_deadzone - deadzone for stick and hold button operations snapEdit_debugEditorEntityModels - debug editor entity models in the editor snapEdit_debugEntityBounds - 1 = show all entity bounds. 2 = show only placeable entity bounds. 3 = show only editable entity bounds snapEdit_debugLights - 1 = show all lights in the editor. 2 = Show only point lights. 3 = show only spot lights. 4 = show only parallel lights. 5 = show only light probes. 6 = show only area lights. snapEdit_debugModuleBounds - 1 = show all module bounds. snapEdit_debugModulePortalBounds - 1 = show all module portal bounds. snapEdit_defaultEntitySortFilter - 0 = Category snapEdit_defaultModuleSortFilter - 0:Function 1:Num Portals 2:Size 3:Motif 4:Floor Diff 5:Palette Name 6:Type, 7:Theme 8:Decl Path 9:Deliverable Category snapEdit_defaultPublishDataForNewMaps - 1 = clear publish data for new and branched maps snapEdit_descPosChangeHideTime - MS to hide description box when it changes position snapEdit_dev - enable development code paths snapEdit_devMaps - 1 = all maps that are created are dev maps and all searches return dev maps in addition to normal results snapEdit_disablePlacementArrow - 1 = don't entity placement arrow. snapEdit_disablePortalIcons - 1 = don't draw colored portal icons. snapEdit_dlc1Maps - 1 = all maps that are created are dlc maps snapEdit_doubleTapThreshold - time threshold for key double tap (press/release) in microseconds snapEdit_drawAllTargetConnections - 1 = draw all target connections. 0 = draw target connections when highlighting an entity. snapEdit_drawEntityBounds - 0 = never show bounds. snapEdit_drawEntityCollision - 1 = show all module contents. > 0 = draw only module collision matching the passed in contents mask. snapEdit_drawModuleCollision - 1 = show all module contents. > 0 = draw only module collision matching the passed in contents mask. snapEdit_editLogicRotateScale - scale to multiply rotation speed by snapEdit_editLogicZoomScale - scale to multiply fpsDollySpeed by snapEdit_editPropertiesControlScheme - control scheme to use for edit properties snapEdit_enableAugmentHighlights - 1 = enable render model augments in the editor. snapEdit_enableCopyPaste - enable copy paste functionality snapEdit_enableDevLayer - enable dev layer snapEdit_enableGrid - 0 = disable grid. 1 = enable grid. snapEdit_entityLabelOffset - Offset from the top of the entity's bounding box. snapEdit_entityPickingDistance - Entity picking raycast distance. snapEdit_entitySpacingDistance - spacing distance between logic related entities snapEdit_entityStateIconOffset - Offset from the top of the entity's bounding box (current icon size is 32). snapEdit_environmentFogBounds - distance from center bounds for fog to be absent in snapEditor snapEdit_environmentModuleBounds - module distance from center bounds in snapEditor snapEdit_floorColorFadeHeightOffset - snapEdit_floorFadeOutLength - the fade out length above and below the cut off planes for floor viewing mode snapEdit_floorHeight - The difference in height between floors snapEdit_floorNumFloorsForColorRange - snapEdit_floorOutlineSize - size of the outline in both cutoff planes snapEdit_forceEntityDefUpdateOnSave - force entity def update on save even if entity is not dirty snapEdit_forceNewCloudSave - 1 = forces a new cloud save on every save. snapEdit_forceRuntimeSimpleGeoGen - 1 - force runtime generation of simple module geometry snapEdit_forceSPLimits - 1 = put the limits in 'SP mode' - which disables all network/MP limits. snapEdit_fpsBlueprint - 0 = disable blueprint effect for fps mode. 1 = enable blueprint effect for fps mode. snapEdit_fpsDollySpeed - float value for the dolly speed of the fps-logic view. snapEdit_fpsGravity - float value for the strength of gravity in the fps view. snapEdit_fpsLerpSpeed - float value for the min speed to lerp in fps-logic view. snapEdit_fpsLerpTime - float value for the max time to lerp in fps-logic view. snapEdit_fpsLogicSpeedScale - scale speed by this factor when holding LT in fps- logic snapEdit_fpsMaxDistance - float value for the max distance camera can be away from entity in fps-logic view. Cannot be less than 1 snapEdit_fpsMoveSpeed - float value for the move speed in the fps view. snapEdit_fpsOrbitSpeed - float value for the orbit speed of the fps-logic view. snapEdit_fpsTiltSpeed - float value for the dolly speed of the fps-logic view. snapEdit_fpsVerticalTime - float value for the time till max speed is achieved for vertical movement in FPS snapEdit_fpsVisualOutlineOpacity - outline opacity snapEdit_fpsVisualOutlineWidth - outline width snapEdit_hideLogicInBlueprint - 1 = don't draw logic in blueprint mode. snapEdit_labelFadeOver - floating label fade range snapEdit_labelFadeStart - floating label fade start snapEdit_labelsOnHighlightedEntities - enables showing of entity labels only on highlighted entities snapEdit_layoutChargeDistance - max charge influence distance snapEdit_layoutEntityCharge - entity charge snapEdit_layoutEntityWeight - entity node weight snapEdit_layoutFilterCharge - filter charge snapEdit_layoutFilterWeight - filter node weight snapEdit_layoutFriction - position verlet integration friction snapEdit_layoutInputCharge - input charge snapEdit_layoutInputStrength - entity->output constraint strength snapEdit_layoutInputWeight - input node weight snapEdit_layoutJitterDistance - distance to push nodes that are coincident and repulsive snapEdit_layoutLogicStrength - (output|filter)->(filter|input) constraint strength snapEdit_layoutOutputCharge - output charge snapEdit_layoutOutputStrength - input->entity constraint strength snapEdit_layoutOutputWeight - output node weight snapEdit_layoutSpacingDistance - distance to try and keep entities away from logic snapEdit_layoutSteps - the number of refinements steps do do when updating auto layout snapEdit_layouteCoincidentTolerance - tolerance to determine when repulsive nodes are considered coincident snapEdit_lerpModuleDuration - Lerp duration in seconds for modules snapEdit_lerpValue - 0 <= x < 1: float value for the 'float-y' effect, higher is more float-y, should not be 1. snapEdit_limitRecommendPublish - 1 = only allow 1 map for recommend snapEdit_logicHangTimeLimitSec - Amount of time a single frame is allowed to go before exiting play to prevent player made hangs. snapEdit_logicRadialExitInputDelay - How long to before we reenable input for user snapEdit_logicSuccessFadeoutMS - 0 = instant snapEdit_magnetLerpSpeed - float value for the min speed to lerp with magnets snapEdit_magnetLerpTime - float value for the max time to lerp with magnets snapEdit_magnetThreshold - Distance Squared threshold for magnet snapping snapEdit_maxBlueprintFloor - maximum allowable floor in snapEditor snapEdit_minBlueprintFloor - minimal allowable floor in snapEditor snapEdit_modulePickingDistance - Module picking raycast distance. snapEdit_mwd_inspectMaxViewDistScalar - fraction of module size to set as the max dolly distance snapEdit_mwd_inspectMinViewDistScalar - fraction of module size to set as the min dolly distance snapEdit_mwd_inspectPitchMaxAngle - max pitch angle snapEdit_mwd_inspectPitchMinAngle - min pitch angle snapEdit_mwd_inspectViewFocusOffsetScalar - larger value = move focal point down snapEdit_orbitDollySpeed - float value for the dolly speed of the orbit view. snapEdit_orbitRotateSpeed - float value for the rotate speed of the free orbit view. snapEdit_orbitTiltSpeed - float value for the tilt speed of the free orbit view. snapEdit_overrideChmod - ignore chmod restrictions snapEdit_overwritePublishedMaps - 1 = overwrite previously publish map instead of creating a new one snapEdit_paletteGroupDef - Set the name of the snap editor palette definition to use snapEdit_placementDefaultDistance - float value for the default distance of entities in placement snapEdit_placementFloorDistance - Drop to floor max distance snapEdit_placementForwardSpeed - float value for the forward speed of entities in placement snapEdit_placementLineScale - scale for the placement line snapEdit_placementLineSpeed - placement line texture scroll speed snapEdit_placementLineTextureScale - placement line texture sizing scale snapEdit_placementLockedRotateThreshold - Deadzone to prevent accidental locked rotation during placement. snapEdit_placementMinDistance - float value for the min distance of entities in placement snapEdit_placementPushThroughDistance - float value for the distance before entities push through walls snapEdit_placementRotateSpeed - Placement rotate angles per seconds snapEdit_placementRotateThreshold - Deadzone to prevent accidental rotation during placement. snapEdit_placementSurfaceDistance - Surface align max distance snapEdit_placementUpSpeed - float value for the upward speed of entities in placement snapEdit_playInModuleSounds - 0 = off. 1 = play in-module speakers/sounds in the editor. snapEdit_radialMouseLerp - float value for the lerp in the radial menu when using a mouse. snapEdit_renderCullDist - how far away to start culling render models in the snapeditor. 0 = don't cull. snapEdit_restrictedModules - Semi-Colon delimited list of module names to restrict. ex: maps/modules/ind_medium/a_ind_long_hall_wide.decl snapEdit_showCameraLocation - 1 = show the location of the camera in world space. snapEdit_showChmod - show chmod debug info snapEdit_showEntityInfo - 1 = show all entities in the editor, around the camera. 2 = Same as 1, pluse show editor decl name as well. snapEdit_showEntityModelNames - 1 = show entity model names. Will highlight in red if defaulted/broken/missing snapEdit_showHoverEntity - show the current hover entity snapEdit_showModule - show module debug info snapEdit_showModuleStatus - 0 = disable 1 = show the development status of the module the player is standing in ( whether in the editor or game ). snapEdit_showNavMeshBounds - 1 = show all of the navMesh bounds in the map as solid polytopes. snapEdit_showNavMeshType - 0 = AAS48, 1 = AAS96, 2 = AAS128 snapEdit_showTutorial - show tutorial debug info snapEdit_showlimits - show limits snapEdit_simpleGeoBottomColorMod - color modulation of simple geo bottoms snapEdit_simpleGeoFloorColorMod - color modulation of simple geo floors snapEdit_simpleGeoWallColorMod - color modulation of simple geo walls snapEdit_simpleModuleSortFilters - Use only simple module sort filters snapEdit_skipCategoryCheck - 1 = Skip checking of categories in publish flow snapEdit_skipDecals - Skip loading decals in the Snap Editor. snapEdit_skipLimits - 1 = skip all editor limits - keep building until the game crashes. snapEdit_skipPlacableNavMeshTest - 1 = place entities anywhere, skipping the navmesh test snapEdit_skipRenameOnSave - 1 = allows map to be saved without renaming. (dev only) snapEdit_skyDollySpeed - float value for the dolly speed of the sky view. snapEdit_skyPanSpeed - float value for the pan speed of the sky view. snapEdit_skySpeedScale - scale speed by this factor when holding LT in skyview snapEdit_skyViewBlueprint - 0 = disable blueprint effect for sky view mode. 1 = enable blueprint effect for sky view mode. snapEdit_startModule - path name of a module from the maps folder snapEdit_tapThreshold - time threshold for key tap (press/release) in microseconds snapEdit_targetConnectionScale - target connection texture sizing scale snapEdit_targetConnectionSpeed - connection texture scroll speed snapEdit_target_connector_scale - scale for the entity connection lines snapEdit_teleportObstructionZOffset - Amount to adjust teleport obstruction checks in the z. snapEdit_topCutOffPlaneHeight - the height of the top cut off plane for snapEdit_viewSingleFloorMode 2 snapEdit_traceContentsTest - -1 = all contents. > 0 = trace mask you want to test for in the editor. Will trace a line out in front of the camera, stopping when hiting a surface with matching contents. snapEdit_useSlowMapInEditor - 1 = use slowmap in the editor when running snapEditor snapEdit_useSlowMapInGame - 1 = use slowmap in the game when running snapEditor snapEdit_viewSingleFloorMode - 0 = no floor fade out, 1 = fade out according to which floor you're on, 2 = custom fadeout heights, 3 = fancy lerpy fade in snapEdit_wallCullAll - snapEdit_wallHidingLimit - snapEdit_wallOutlineAlphaMultiplier - snapEdit_wallOutlineThickness - snapEdit_wallThickness - snapHub_useTileBrowser - 1 = use the tile browser instead of the list browser snapLobby_AdminTimeoutDurationMS - Time before the lobby is removed from matchmaking snapLobby_MatchMakingRestoreDelayMS - After a lobby has timed out, how long before making it public again. snapLogicPicker_dofFar - What value to use for DoF far snapLogicPicker_dofFocus - What value to use for DoF focus snapLogicPicker_dofNear - What value to use for DoF near snapMap_getMapDelay - Time, in milliseconds, before we ask hydra for published map snapMap_pacifierStartTime - Time, in milliseconds, before starting the SnapMap pacifier snapShortcutPicker_dofFar - What value to use for DoF far snapShortcutPicker_dofFocus - What value to use for DoF focus snapShortcutPicker_dofNear - What value to use for DoF near snap_alwaysShowRecommend - 1 = always show the recommend dialog after play/complete of snapmap snap_debugDroppableHud - used for testing snap droppables hud info snap_debugLockDownDoor - used for debugging lock down doors snap_demonPlayerToPlayer_damageScalar - Snapmap specific demon damage scalar snap_demonPlayer_healthScalar - Snapmap specific demon health scalar snap_droppableDisablePrevOwnerTime - how long before allowing the player who dropped the droppable to pick up the droppable again. In Milliseconds snap_forceFirstTimeToolTips - always show the first time tool tips even if we have seen them snap_hintSpawn_maxRespawnDelayMS - The max delay before a respawnable item is respawned snap_hintSpawn_minRespawnDelayMS - The min delay before a respawnable item is respawned snap_hintSpawn_obstructZOffset - The offset for spawn obstruction snap_loadTypeInfoCacheOnStartup - If true, load the snap type info cache on startup instead of just in snap maps snap_minWorldTextFadeWindowMultiplier - multiplier for a fade window with culling distances that are less than the default fade window snap_profile_player_offsetX - snap_profile_player_offsetY - snap_profile_player_offsetZ - snap_profile_player_rot - snap_recommendCount - Number of recommendations needed to promote a map snap_showRecommend - Shows the recommend dialog when voting instead of normal vote snap_skipCreateUser - skip the dialog that forces users to create an account to enter snap map snap_weaponDropReuseTimeMS - When dropping a weapon, player must wait this much time before being able to pick it up again. snap_worldTextFadeWindow - default fade window for world texts fading away distance culling snap_worldTextScale - a scale for world texts snap_worldText_borderPadding - padding for the border on world texts snap_worldText_borderSize - size of the border line when using borders on world texts snapedit_screenshotFormat - format for snap screenshots. 0 = TGA, 1 = JPG, 2 = PNG snapedit_screenshotFrameDelay - number of frames to wait before taking screenshot snapmap_skipVersionChecks - Skip version checks during snap map building snapmaps_enterModuleRequiredDistSqr - Distance required to be from a portal to be counted as entering a module. soundBSPBuilderError - Used to report sound bsp build errors to the build wizard steps sound_enablePlayerKillSounds - Enables or disables playing death sounds for players. sound_wwise_forceNewFireSound - sound_wwise_useUniqueSeedEveryTime - If enabled, wwise will generate a unique sound seed for every sound object. spectator_allowRotationInThirdPersonView - If true, then when spectating a 3rd person view of someone, allow camera rotation. spectator_canOnlyViewScoreboard - Force the spectator to only view the scoreboard spectator_deadFollowTargetTimeoutSeconds - Timeout, in milliseconds, for auto- switching to a new spectator target after the previous one dies. spectator_followCameraAbsolutePitch - Maximum absolute pitch angle from horizon for the spectator follow camera. spectator_followCameraInvertPitch - Invert pitch control for spectator follow cameras spectator_followCameraInvertYaw - Invert yaw control for spectator follow cameras spectator_useAnimBodyViewDirForFirstPerson - force the first person camera to use the replicated forwardDir spl_disablePathing - Disables vehicle AI pathing. spl_gen_showNodes - Prints each node a spline is associated with. spl_gen_updateTracker - Spline tracker is updated between recalcs. spl_qn_addDistToStep - add the distance to the closest spline to the spline step spl_qn_debug - Debug the quest navigation splines spl_qn_graph - Draw spline graph spl_qn_pathVectorStep_Long - Long Dist from start to get forward vector spl_qn_pathVectorStep_Long_Max - Long Dist from start to get forward vector spl_qn_pathVectorStep_Medium - Medium Dist from start to get forward vector spl_qn_pathVectorStep_Medium_Max - Medium Dist from start to get forward vector spl_qn_pathVectorStep_Override - Over ride Dist from start to get forward vector spl_qn_pathVectorStep_Short - Short Dist from start to get forward vector spl_qn_pathVectorStep_Short_Max - Short Dist from start to get forward vector spl_qn_pathVectorStep_Should_Override - <= 0 no override, 1 short override, 2 medium override, 3 long override, >= 4 cvar override spl_qn_pathVectorStep_VeryLong - Long Dist from start to get forward vector spl_qn_pathVectorStep_VeryLong_Max - Long Dist from start to get forward vector spl_qn_pathbonus - bonus for being within the bounds of the spline spl_qn_searchMult - scales spline width by this value -- used as search distance spl_qn_showAllPaths - Display all quest nav splines spl_qn_showPathBounds - Show spline bounds spl_qn_timer - Show spline timing spl_qn_zpenelty - additional penalty for z differences spl_showFurthestPositionSamples - Draw furthest pos sample info spl_testClosestDist - Testing closest dist to spline calculation. spl_updateTracker_distance - Distance at which spline position will be totally recalculated (rather than simply adjusted). spl_updateTracker_rateMS - Min MS between update (assumes 60hz) spl_useBuildGameList - Uses navSplineList_BuildGame (for testing) springCam_AlwaysSnap - always snap position and orientation to desired values springCam_AutoCenterSpringC - spring C value for auto center spring springCam_AutoCenterSpringK - spring K value for auto center spring ( can be overridden per anim ) springCam_AutoCenterSpringM - spring M value for auto center spring springCam_BlendSpringK - spring constant for blend spring controlling blend to and from the player view springCam_ClipTestMovement - clip test the camera's movement against solid geometry springCam_ConstraintConeDegs - angle of LOOK_ADD_HEADING and LOOK_ADD_HEADING_AUTOCENTER mode constraint cone in degrees, centered on animated forward direction springCam_Debug - show debug info on the spring cam springCam_DebugFollowBlendSpring - debug the follow blend spring springCam_DebugParentInfo - trace the updates due to parent movement springCam_DebugTraceBlend - trace the camera blending (0=off, 1=positions only, 2=angles only, 3=positions and angles) springCam_DebugTraceStates - trace the camera states to the console springCam_ForceBlendDurationMS - forces the blend duration springCam_ForceCalcViewStage - 0=STAGE_DEFAULT, 1=STAGE_UPDATE, 2=STAGE_DRAW springCam_ForceFollowBlendMode - force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP) springCam_ForceLookBlendMode - force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP) springCam_ForceLookMode - force the look mode, or -1 to ignore (0=NONE, 1=HEADING, 2=POSITION, 3=ADD_POSITION) springCam_UpdateView - should the spring cam update the view? ss_debugAction - command for the superscirpt AI utility: select, idle, move, moveto, cleargoal, kill, killfriend, restart, remove, find, run, saveplayerpos, restoreplayerpos, show, hide, showthreat, showactiveai, showtargets stat_debugAggregation - Print the aggregate values for a stat [1-except distance and time, 2-all] statusEffect_clearPreviousOnPickUp - Removes the previous status effects if we add a new one statusEffect_debugEnable - Shows debug information of all effects on the player statusEffect_lifetimeSec - If non-zero, amount of time a status effect can live steam_achievements_enable - enable steam achievements steam_privateKey - The key you got from the guy to do the thing that one time.. stereoRender_guiOffset - shift guis so they don't appear at infinity in HMDs stereoRender_screenSeparation - screen units from center to eyes stereoRender_separation - world units from center to eyes stereoRender_swapEyes - swap target buffers for left and right eyes string_forceSystemPool - force all atomic strings to be put in system pool subtitles_DefaultDistance - How far we do subtitles for sounds summonManager_SecPerHealthOnDeath - debug info for the encounter manager summonManager_SecPerHealthOnSpawn - debug info for the encounter manager summoner_debugTeleport - Enable debug display for the summoner teleport ability summoner_teleportClipModelBorderScaler - Scaler applied to the clip model's bounding box when looking for a valid teleport position summoner_teleportClipModelMinBorder - Minimum border amount when looking for a valid teleport position summoner_teleportQueryStepDown - The step down amount if using the step query summoner_teleportQueryStepUp - The step up amount if using the step query summoner_teleportTargetAimAtOriginMinZ - How far below horizontal the aim contact normal must be to use eye offset instead of just aiming at the origin summoner_teleportTargetLookAtWeight - Weighting value for how forward look at targets are preferred over ground plane targets summoner_teleportUseStepQuery - Toggles whether to use a step query or a regular translation query swarmMissile_launchRadius - distance from launch pos to position each missile swf_challengeSelectUnlockAllLevels - set to show all challenges in challenge select menu swf_classicMapSelectUnlockAllLevels - set to show all challenges in challenge select menu swf_combatSubtitleRange - distance a which combat subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior). swf_connectionNumber - Test swf_debug - debug swf scripts. 1 shows traces/errors. 2 also shows warnings. 3 also shows disassembly. 4 shows parameters in the disassembly. swf_debugInvoke - debug swf functions being called from game. swf_debugMouseCoords - Display where the idSWF thinks the mouse is in swf coordinates. swf_dossier_UseNewWeaponSelect - 0 - old, 1 = 8 slot wheel, 2 = 4 Slot Wheel, 0 >Use new weapon select swf_dossier_UseStickySelection - Sticky Selection swf_dossier_WeaponSelectDeadZone - Weapon Select DeadZone swf_dossier_WeaponSelectScale - Scale for the weapon select render model swf_dossier_WeaponSelectStick - 0 = Left, 1 >= Right swf_dossier_bg_scale - Scale of the dossier render models swf_dossier_depthHack - tweak to avoid dossier being clipped by hands / weapon / world swf_dossier_infoTweenTime - time to tween info panels swf_dossier_interpolateSpeed - time to interpolate between screens in dossier swf_dossier_maxPitch - max pitch value for changing the menu swf_dossier_maxYaw - max yaw value for changing the menu swf_dossier_ringsSpeed - speed at which the rings transition swf_dossier_scale - Scale of the dossier render models swf_dossier_upgradeYawPercent - yaw of the upgrade screen swf_enableTweening - If false, all tweening will be skipped swf_forceAlpha - force an alpha value on all elements, useful to show invisible animating elements swf_hud_component_speed - speed hud components interpolate swf_hud_depthHack - tweak to avoid hud being clipped by hands / weapon / world swf_hud_rounds_dist_x - mp rounds screen x swf_hud_rounds_dist_y - mp rounds screen y swf_hud_rounds_dist_z - mp rounds screen z swf_hud_rounds_scale - mp rounds screen scale swf_imageCompressor - 1 = extremely slow high quality compressor swf_isClassicMap - set when the player is in a classic map swf_loadBinary - used to set whether to load binary swf from generated swf_loadScreenAlternate - alternate loadscreen to use swf_logShapeParserWarnings - Print warnings for shape parsing which no one ever reads or cares about swf_maxUpdatesPerFrame - The maximum number of times that UI elements can be updated per frame swf_missionSelectUnlockAllLevels - set to select all missions in mission select menu swf_openBatchRenderingEarly - Allow More things to be batch rendered swf_platformOverride - used to force which buttons are displayed for testing UI 0 - xbox, 1 - ps, 2 - pc swf_playerVitalsDebug - whether to show debug info on player vitals UI swf_purgeUnusedImages - purge atlas images when a swf is not being rendered swf_safeFrame - space between UI elements and screen edge swf_shell - The SWF to use for the main shell swf_shell_snap - The SWF to use for the main shell swf_shell_sp_mp - The SWF to use for the main shell swf_showRegisterResourceTimes - print swf resource load times to the console swf_skipAltGlyphs - skips setting any alt glyphs for a font swf_skipFilesNotMatching - skips rendering any SWFs that don't match this string swf_skipRender - skips attempting to render any SWF swf_skipRenderMask - skip rendering masks swf_skipRenderText - skips attempting to render any SWF editTexts swf_skipTooltipIcons - skips attempting to replace tooltips in SWF editText swf_snapScrollbar_useCalculatedHeight - use the calculated height instead of the hardcoded height swf_splitScreenScale - Scale certain swf guis globally by this in split screen swf_stopat - stop at a specific frame swf_subtitleEarlyTrans - early time out to switch the line swf_subtitleExtraTime - time after subtitles vo is complete swf_subtitleLengthGuess - early time out to switch the line swf_subtitlePause - number of seconds before a pause is considered swf_subtitleRange - distance a which subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior). swf_tag_infoFadeEnd - distance at which the tag context info is at 0 swf_tag_infoFadeStart - distance at which the tag context info starts to fade out swf_textAllowSelection - whether or not text selection is allowed with shift swf_textMaxInputLength - max number of characters that can go into the input line swf_textParagraphInc - scroll speed for text swf_textParagraphSpeed - scroll speed for text swf_textRndLetterDelay - scroll speed for text swf_textRndLetterSpeed - scroll speed for text swf_textScrollSpeed - scroll speed for text swf_timescale - timescale for swf files swf_tutorial_dismiss_prompt_delay - Delay in milliseconds until the dismiss prompt is shown on the tutorial swf_tutorial_interpTime - time to interpolate from entity to hud swf_tutorial_maxYaw - max yaw value for changing the menu swf_tutorial_scale - scale of the tutorial hud model swf_tutorial_upgradeYawPercent - yaw of the upgrade screen swf_upgradeStation_MoveTime - scale on the model for the upgrade station guis swf_upgradeStation_Scale - scale on the model for the upgrade station guis swf_useFullBlur - 1: use full single pass blur (VERY NOT PERFORMANT) for transparent blurred swf shapes, 0: use horizontal single pass separable blur for transparent blurred swf shapes swf_useRenderJobs - 0 = run on the main thread, 1 = use a job chain, 2 = use coop jobs swf_useSubtitles - set to override the profile setting swf_weaponCycleWait - wait time before the weapon cycle accepts swf_weaponSelect_clearTime - Delay before our current selection is cleared swf_weaponSelect_displayCentered - Should the weapon select menu be drawn centered swf_weaponSelect_maxPitch - max pitch for the weapon select swf_weaponSelect_maxYaw - max yaw for the weapon select swf_weaponSelect_mouseMaxRange - Range for the mouse swf_weaponSelect_setTime - Delay before our current selection is set ( reduces noise on stick release ) swf_weaponSelect_slowTime - Slow motion when weapon select is active swf_weaponSelect_slowTimeDelayMS - Delay in MS before slow time gets activated if slow time is available swf_weaponSelect_slowTimeScale - Slow motion time scale value syncAttack_MaxTracesPerFrame - The Amount of Translation Traces we can do per frame syncGUI - Enables the sync Gui display. sync_JeffsFOVHottness - Lets try out a different way of doing FOV lerp. sync_JeffsFOVTime - How long to interpolate for. sync_PollingTime - How long the sync attack system polls for after the initial melee sync_UseFocusHistory - Use Focus History instead of Insta-Focus sync_alwaysChooseAnim - Always Choose this animation for random. sync_alwaysSlowMo - Always slow motion the syncInteractions. sync_autoFOV - Force the FOV for local player performing glory kill sync_autoFOVEndBufferTimeMS - Time in ms between end of fov blend and end of anim sync_autoFOVLerpTimeMS - Time in ms to blend back to original FOV after glory kill sync_autoFOVValue - FOV to force to during glory kill sync_bindPlayer - true player bound false player Not bound sync_cleanInteractables - remove old sync entities at interactables sync_clipPlayerViewRadius - Radius to use for clipping player view against geo, or -1 for no clipping sync_debug - show sync entity debuging, 0 = off, 1 = basic selection, 2 = movement, 3 = camera, 4 = head smash, 5 = player physics, 6 = sync skel, 7 = end sync lerp skel, 8 = draw sync data, 9 = draw preferred sync sync_debugBlockAnimEventsAfterAbort - After aborting a sync, we block certain anim events on the participants (like ragdoll). If this is set, provide debugging info about that. sync_debugWeb - show animweb debugging info sync_debug_allowonly_state - if set, only allow this synch entity state sync_debug_autoDisconnectInstigator_FrameNumber - If >= 0, will cause a locally- controlled instigator in a sync melee to disconnect from the game at this frame number. sync_debug_autoDisconnectVictim_FrameNumber - If >= 0, will cause a locally- controlled victim in a sync melee to disconnect from the game at this frame number. sync_debug_force_state - if set, force this state to trigger sync_debug_inputWindows - if set, print status of input windows sync_debug_show_shouldBe2DWarnings - if set, print warnings if an attempt to rotate a sync entity fails and we think it should be in 2D sync_debug_time - show sync entity debuging sync_disable - Disables Sync Melee. sync_disablePlayerInterpolationSnap - Turns off player interpolation during snapmap syncs. sync_enableAlwaysAllowChainsawGloryKillWithCVar - if true then can always chainsaw GK enemies that have alwaysAllowChainsawGloryKillWithCVar sync_findIdealLocation - Allow Sync Entity to find a better location if it is deemed within geometry sync_forceBypassPlayerPhysics - Always bypass player physics while sync entities are running. Otherwise use the decl value. sync_history_maxHistory - How many entries to keep per animWeb sync_ignoreHealth - Ignores the health ratio for sync interactions sync_lastEnemyEncounterSlowMo - Perform slowmo on last enemy in encounter sync_lastValidMaxTime - The Amount of time the last valid sync stays valid sync_markTreeDirty - if true, mark anim tree dirty when master animator is removed sync_meleedebug_force_headstomp - if true treat the ai as always being in a headstompable state sync_noAdaptiveTick - if true, override all syncs to disable adaptive tick changes while any participant is active sync_noDeltaCorrection - do not use delta correction sync_noSlideValidation - No Slide move validation... trust that the AI is in a good place sync_onlyAllowedInteractionName - When this is set, only allow the named sync interaction to run. sync_postStartSync - Always post an event to start a sync melee. sync_printInteractionAndAnimationName - When starting a sync, print interaction name to log. sync_removeTimeInSeconds - remove sync entity x seconds after sync_semiRandom - Shifts the focus groups of the syncs based on what you looked at last. sync_serverDemonLungeDistValidationBuffer - When validating a sync on the server instigated by a demon, add this value to the lunge distance checks. sync_serverPlayerLungeDistValidationBuffer - When validating a sync on the server instigated by a player, add this value to the lunge distance checks. sync_serverValidateFinalAttackerPosition - When validating a sync on the server, make sure the attacker isn't in the wall at the end. sync_stagger_pulseThreshold - stagger - When do we apply pulse speed. sync_thinkBeforePlayer - Ensure idSyncEntity Thinks before idPlayer or any other participants do. sync_treatUnValidatedFinalAttackerPositionAsSuccess - When validating the final attacker position of a sync on the server, if we can't find the position (missing from an animation perhaps?) treat it as a success anyway. sync_unittest_dumpDataDuringTest - When doing a sync unit test, dump info as the test progresses (more than the basic test info). sync_unittest_dumpDataOnSuccess - When doing a sync unit test, when a valid sync is found, dump the full interaction data. sync_unittest_playInteraction - When doing a sync unit test, when a valid sync is found, play the interaction. sync_unittest_playInteractionImmediately - Whenever you get a valid interaction (unit test or not), attempt to play right away. sync_useLights - 0 - use the def value, 1 - always use lighting, 2 - never use lighting sync_useNoPlayerDeath - Set the instigator idPlayer to noPlayerDeath during sync interactions sync_useVisualCue - Shows, by default, the highlights on potential victims sys_cpustring - sys_installToHDD - if 1, allow streaming install to HDD sys_japanRegion - uses to store if we are using japanese or not so we don't have to do a string compare sys_lang - sys_langJapanese - uses to store if we are using japanese or not so we don't have to do a string compare when rendering text sys_langOverride - if 1, skips steam override the system language - useful for loc testing builds not distributed via the steam client sys_langPlatform - the actual language code supplied by the system at load time. Useful in a few platform-specific cases. sys_langPolish - uses to store if we are using polish or not so we don't have to do a string compare when rendering text sys_localization - if 1, strings and vo can live outside a retail package sys_showInstallProgress - if 1, show install progress sys_sleepSoftYield - If 0, all uses of Sys_SoftYield() will use a thread yield, otherwise a thread sleep with the given ms delay. tag_lockon_pulseDuration - length of time the lock on flashes targetWeaponFire_height - height above ground to spawn targetWeaponFire_numShots - override number of shots to fire targetWeaponFire_shootTime - override number of seconds to fire targetWeaponFire_showWeaponModel - force show weapon model target_bmcLockState - Locks all binary model controllers to their current state. While active, the player will be ignored. taunt_player_rot - tcam_controllerNum - controller number to use tcam_dofAdjustment - change dof by this much per frame when adjusting using the tcam controller tcam_hidePlayer - hide player body tcam_showButtons - controller number to use tcam_targetViewAngle - if tcam_useTargretView is enabled then offset the view oriented follow cam by this many degrees tcam_thisIsABugScaleRightXAxisForSecondController - artifically scale right joy x value due to bug in input code tcam_thisIsABugScaleRightYAxisForSecondController - artifically scale right joy y value due to bug in input code tcam_useTargretView - if targeting an entity default initial view to that entities forward view telemetry_enableCampaignStats - Enable tracking of sp campaign game data to Forge. telemetry_enableFootTraffic - Enable metric recording of player/bot foot traffic. telemetry_enableFramePerformance - Enable tracking of general frame performance data to Forge. telemetry_enableHydraBalancing - Enable tracking of game balancing data to Hydra. telemetry_enableMPCloudMetrics - Enable telemetry tracking of dedicated server metrics to Forge. telemetry_enableNetworkPerformance - Enable tracking of networking performance data to Forge. telemetry_enableRendererPerformance - Enable tracking of renderer performance data to Forge. telemetry_enableVTPerformance - Enable tracking of virtual texture system performance data to Forge. telemetry_footTrafficHeartbeat - The amount of time between foot traffic metric snapshots in milliseconds telemetry_forgeNetwork - AMQP Forge network topic to use when sending messages to Forge; defaults to forge_currentNetwork or AMQP vhost telemetry_mpCloudMetricHeartbeat - delay between server metric updates telemetry_mpCloudMetricPrefix - configurable string prefix for the server metric gauge telemetry_pushAtEndOfMatch - Push telemetry logs at the end of a match. telemetry_reportMachineSpecToHydra - Push client machine spec to hydra user data. telemetry_snapshotBufferSize - Buffer size for telemetry snapshot transport telemetry_snapshotVerbose - Controls verbosity of snapshot telemetry transport telemetry_transport - Message transport to use for publishing telemetry; 0 = none, 1 = AMQP, 2 = UDP, 3 = Snapshot telemetry_udpMetricPrefixName - Metric correlation name telemetry_udpServer - host and port to receive UDP telemetry messages telemetry_unknownPlayerIDPrefix - Default player prefix for generated player IDs temp_playlistEntitlementMaskDLC1 - User wants to use DLC1 matchmaking. temp_playlistEntitlementMaskShipping - User wants to use shipping matchmaking. testBase64Str - sample base64 string used by testBase64 test_behavior - TBD test_dist - TBD threatPulse_soundAlly - Hear ally threat pulses threatPulse_soundEnemy - Hear enemy threat pulses timescale - scales the time tm_blendInTime - the time (in milliseconds) that animations played on a test model will take to blend in tm_custom_dirtScale - tm_custom_enable - Enable Customization Overrides tm_custom_patternSmoothness0 - tm_custom_patternSmoothness1 - tm_custom_primary_smoothness - tm_custom_scratchScale - tm_custom_secondary_smoothness - tm_joint - name of joint to display the model-space location of tm_jointTime - amount of time in millseconds that joint positions will remain visible tm_maxLoops - number of loops to play after tm_loop is executed. -1 means loop forever. tm_modifyRenderModel - 0 = modify the physics origin / axis, 1 = modify the render model origin / axis tm_onGround - 0 = place model directly in front of view point, 1 = place model in front of view point, but on the ground. tm_pitchOffset - extra offset to apply around pitch axis tm_pitchRate - rate to rotate model around pitch ( in degrees per second ). tm_removeCurrentOnSpawn - 1 = remove last test model when a new one is spawned, 0 = don't remove. tm_rollOffset - extra offset to apply around roll axis tm_rollRate - rate to rotate model around roll ( in degrees per second ). tm_scale - scale of test model tm_showDeltas - 1 = show translation and rotation deltas for each loop, 2 = also so deltas each frame, 0 = don't show any delta info. tm_showOrigin - 0 = don't show origin position and rotation tm_showOriginFudge - 0 = don't show origin position and rotation tm_useDeferredPosition - 1 = render the model with most recent origin tm_useQuats - 1 = use quaternion version of ApplyOriginDeltas tm_yawOffset - extra offset to apply around yaw axis tm_yawRate - rate to rotate model around yaw ( in degrees per second ). tss_binaryFile_timeoutMS - Time before a REST job will timeout. tss_enable - Enable/Disable title storage updates. tss_hydra_channelSlugOverride - Hydra broadcast slug used to select title storage channel. tss_hydra_enable - Enable loading title storage from hydra. tss_hydra_required - Whether loading title storage from hydra is required. turret_ShowAngles - turret_debug - turret_debugTargeting - turret_debugTurning - turret_useDeferredFiring - set to use deferred firing tutorial_processInputAfterMS - Cannot Process input after this amount of MS tw_fovScale - sets the scale for the test weapon's field of view tw_offsetX - sets the x axis offset for the test weapon tw_offsetY - sets the y axis offset for the test weapon tw_offsetZ - sets the z axis offset for the test weapon tw_pitch - sets the pitch for the test weapon tw_roll - sets the roll for the test weapon tw_yaw - sets the yaw for the test weapon typeinfo_listAlloc - 0 = allocate each node in ParsePath, 1 = use a list to preallocate memory typeinfo_warnOnObsoleteVariable - If true, a warning will output if a variable in a typeinfo file is found to be obsolete ucmd_useSensitivityTable - if true will use the sensitivity table set up in the editor ui_creditsScrollOffset - Spacing between credit roll entries ui_creditsScrollRate - Scroll rate upgrade_debug - if true show debug info on screen for the upgrade tree and upgrades v_compress - Vehicle spring compress (-1 for default) v_damping - Vehicle spring damping (-1 for default) vai_timer - Show vehicle AI timing. values above 1 are treated as a radius in world units video_default_fov - Default amount of fov, as a percentage between video_min_fov and video_max_fov video_max_brightness - Max amount of brightness. video_max_contrast - Max amount of brightness. video_max_fov - Max amount of fov. video_max_gamma - Max amount of gamma. video_min_brightness - Minimum amount of brightness. video_min_contrast - Minimum amount of brightness. video_min_fov - Minimum amount of fov. video_min_gamma - Minimum amount of gamma. viewChartManagerCollectingData - Allow the view chart managers to collect data view_Enable2DGrenadeIndicators - Enables the old 2D grenade threat indicators view_EnableCorrectedReticlePositioning - If true, the reticle position will be corrected during camera shake. view_EnableSinglePlayerHelmetFX - Whether or not to display single player directional damage helmet effects. view_ReticalAllowZoomSpread - Whether or not to allow the reticle to continue displaying the current spread state while zooming. view_ReticalFocalDistance - Focal distance to use for the reticle when negating camera shake view_SWFTargetVerticalResolution - The target resolution at which SWF files for the UI are authored for. view_UseBrokenReticleSWFScaling - For legacy reasons, enabling this will use the old (broken) calculations for scaling the reticle SWF view_allowFullScreenFlash - Allow a full-screen flash when health gets low view_amountToFade - Amount to fade the full-screen damage tint view_blurRadius - What value to return to when ending Blur view_blurTime_max - view blur time from damage in seconds view_blurTime_min - view blur time from damage in seconds view_blur_max - view blur from damage view_blur_min - view blur from damage view_damageBlur - show blur when taking damage view_damageEffectRandomTextureFlip - view_damageFeedbackMeleeOnly - view_damageOverlayParmBaseCooldownRate - Base cooldown rate for overlay intensity view_damageOverlayParmEffectiveMaxHeath - Value to use for MaxHealth in calculations view_damageOverlayParmExtraCooldownForHealth - How much current health contributes to overlay cooldown view_damageOverlayParmMaxIntensityClamp - The maximum value the overlay intensity can be view_damageOverlayParmMinDamageToAffectOverlay - Smallest amount of damage that will increase overlay intensity view_damageOverlayParmMinToAdd - Minimum amount to increase overlay intensity when damaged view_damageOverlayParmScalarForCurrentHealth - How much current health contributes to increasing overlay intensity view_damageOverlayParmScalarForDamage - How much to scale intensity increased from damage view_damageOverlayUseAlternateVersion - An alternate version of controlling the low-health overlay based on damage and health view_damageRing3DEnabled - If true, the 3D version of the threat indicator ring will be used view_damageRingArrowBackScale - The scale at which to draw the damage indicator when it is pointing directly behind the player view_damageRingArrowBackScaleCosMaxAngle - The cosine of the maximum angle behind the player at which the threat indicators will be at their 'BackScale' size view_damageRingArrowBackScaleCosMinAngle - The cosine of the minimum angle behind the player at which to begin interpolating the threat indicators to their 'BackScale' size view_damageRingArrowCorrectionEnabled - Whether or not to apply rotational correction to the threat indicator arrow view_damageRingArrowCorrectionFrontArea - Defines the inner angle of the cone used to determine if the threat indicator arrow is pointing directly forward or directly backwards view_damageRingArrowCorrectionVisibilityLimit - The cosine of the minimum angle between two points on the arrow plane at which the threat indicator arrow will need to be corrected for visibility view_damageRingArrowIntensityRampExp - Exponent to use for ramping the damage threat indicator intensity value view_damageRingArrowModelScale - Scale to use for the 3D model version of the damage ring arrow view_damageRingArrowModelsEnabled - If true, model geometry will be used for the 3D threat indicators instead of the debug triangles view_damageRingArrowSize - Size of the arrows used for indicating damage direction view_damageRingArrowUnitsPerScreenPercentX - The number of world-units to move the damage arrow per percentage of the screen that its maximum extent extends off of the edge of the screen. view_damageRingArrowUnitsPerScreenPercentY - The number of world-units to move the damage arrow per percentage of the screen that its maximum extent extends off of the edge of the screen. view_damageRingArrowXCorrectionPercentage - Defines the desired percentage of the threat indicator arrow to keep visible at any given time by rotating on the arrow's forward axis view_damageRingArrowYCorrectionPercentage - Defines the desired percentage of the threat indicator arrow to keep visible at any given time by rotating on the arrow's left axis view_damageRingDemonArrowCorrectionFrontArea - Defines the inner angle of the cone used to determine if the demon indicator arrow is pointing directly forward or directly backwards view_damageRingDemonArrowCorrectionVisibilityLimit - The cosine of the minimum angle between two points on the arrow plane at which the demon indicator arrow will need to be corrected for visibility view_damageRingDemonArrowSize - Size of the arrows used for indicating demon direction view_damageRingDemonArrowXCorrectionPercentage - Defines the desired percentage of the demon indicator arrow to keep visible at any given time by rotating on the arrow's forward axis view_damageRingDemonArrowYCorrectionPercentage - Defines the desired percentage of the demon indicator arrow to keep visible at any given time by rotating on the arrow's left axis view_damageRingDemonDown - Downward offset for the origin of the demon arrow ring view_damageRingDemonForward - Forward offset for the origin of the demon arrow ring view_damageRingDemonIndicatorAnimLoopSeconds - The amount of time (in seconds) for a single loop of the demon proximity arrow bounce animation. view_damageRingDemonIndicatorEnabled - Whether or not to display the demon threat indicator for the 3D threat indicator ring view_damageRingDemonInnerRadius - The radius of the demon arrow ring view_damageRingDemonOuterRadius - The radius of the demon arrow ring view_damageRingDemonThreatDistance - The minimum distance from the player the demon must be before an indicator is shown for them view_damageRingDemonTrackingCutoff - The amount of time (in seconds) after which a demon that has not been seen in a while will be forgotten. view_damageRingDistanceModifier - Modifier to determine at what distance threat indicator arrows will no longer be shown view_damageRingDown - Downward offset for the origin of the damage ring view_damageRingForward - Forward offset for the origin of the damage ring view_damageRingGrenadeArrowCorrectionFrontArea - Defines the inner angle of the cone used to determine if the grenade threat indicator arrow is pointing directly forward or directly backwards view_damageRingGrenadeArrowOffScreenModelScale - The size of the arrows used for the off-screen grenade threat indicators view_damageRingGrenadeArrowOnScreenModelScale - The size of the arrows used for the on-screen grenade threat indicators view_damageRingGrenadeArrowSize - The size of the arrows used for the grenade threat indicators view_damageRingGrenadeArrowXCorrectionPercentage - Defines the desired percentage of the grenade threat indicator arrow to keep visible at any given time by rotating on the arrow's forward axis view_damageRingGrenadeArrowYCorrectionPercentage - Defines the desired percentage of the grenade threat indicator arrow to keep visible at any given time by rotating on the arrow's left axis view_damageRingGrenadeBackScale - The scale at which to draw the grenade indicator when it is pointing directly behind the player view_damageRingGrenadeCorrectionVisibilityLimit - The cosine of the minimum angle between two points on the arrow plane at which the grenade threat indicator arrow will need to be corrected for visibility view_damageRingGrenadeDown - Downward offset for the origin of the damage ring for grenade threat indicators view_damageRingGrenadeForward - Forward offset for the origin of the damage ring for grenade threat indicators view_damageRingGrenadeIndicatorsEnabled - Whether or not to display the grenade threat indicators for the 3D threat indicator ring view_damageRingGrenadeInnerRadius - The radius of the damage ring for grenade threat indicators view_damageRingGrenadeIntensityRampExp - Exponent to use for ramping the grenade threat indicator intensity value view_damageRingGrenadeOuterRadius - The radius of the damage ring for grenade threat indicators view_damageRingGrenadeTrackingCutoff - The amount of time (in seconds) after which a grenade that has not been seen in a while will be forgotten. view_damageRingGrenadeTrackingMax - The amount of time (in seconds) after which a grenade will be considered 'fully' tracked. view_damageRingInnerFalloffModifier - Determines at what angle damage arrows begin to fade out view_damageRingInnerRadius - The radius of the damage ring view_damageRingOuterFalloffModifier - Determines at what angle damage arrows should be completely faded out view_damageRingOuterRadius - The radius of the damage ring view_damageRingOvalFactor - The Width/Height ratio of the damage ring view_damageRingSlicerArrowCorrectionFrontArea - Defines the inner angle of the cone used to determine if the grenade threat indicator arrow is pointing directly forward or directly backwards view_damageRingSlicerArrowOffScreenModelScale - The size of the arrows used for the off-screen grenade threat indicators view_damageRingSlicerArrowOnScreenModelScale - The size of the arrows used for the on-screen grenade threat indicators view_damageRingSlicerArrowSize - The size of the arrows used for the grenade threat indicators view_damageRingSlicerArrowXCorrectionPercentage - Defines the desired percentage of the grenade threat indicator arrow to keep visible at any given time by rotating on the arrow's forward axis view_damageRingSlicerArrowYCorrectionPercentage - Defines the desired percentage of the grenade threat indicator arrow to keep visible at any given time by rotating on the arrow's left axis view_damageRingSlicerCorrectionVisibilityLimit - The cosine of the minimum angle between two points on the arrow plane at which the grenade threat indicator arrow will need to be corrected for visibility view_damageRingSlicerDown - Downward offset for the origin of the damage ring for grenade threat indicators view_damageRingSlicerForward - Forward offset for the origin of the damage ring for grenade threat indicators view_damageRingSlicerIndicatorsEnabled - Whether or not to display the grenade threat indicators for the 3D threat indicator ring view_damageRingSlicerInnerRadius - The radius of the damage ring for grenade threat indicators view_damageRingSlicerIntensityRampExp - Exponent to use for ramping the grenade threat indicator intensity value view_damageRingSlicerOuterRadius - The radius of the damage ring for grenade threat indicators view_damageRingSlicerTrackingCutoff - The amount of time (in seconds) after which a grenade that has not been seen in a while will be forgotten. view_damageRingSlicerTrackingMax - The amount of time (in seconds) after which a grenade will be considered 'fully' tracked. view_damageRingThreatDeathDelay - The amount of time threat indicators are allowed to linger (in game ticks) after the player has died. view_damageRingThreatIconScale - The scale of the icons used in conjunction with the threat indicator arrows view_damageRingThreatIconXOffset - The distance to offset the threat indicator icon from the indicator arrow on the X axis view_damageRingThreatIconYOffset - The maximum distance to offset the threat indicator icon from the indicator arrow on the Y axis view_damage_maxScale - highest visual effect. view_damage_minScale - lowest visual effect view_damage_rescalePostClamp - Rescales the damage scale after clamping between min and max view_debugDMG - Prints out damage debug information view_dofBlendIn - Blend in depth of field by changing bokeh disc radius instead of moving focus plane view_dofReturnFar - What value to return to when ending DoF view_dofReturnFocus - What value to return to when ending DoF view_dofReturnNear - What value to return to when ending DoF view_doubleVision - show double vision when taking damage view_doubleVisionPeriod - how many ms for a full period view_doubleVisionPeriodEffect - how big an effect the period has on the double vision view_doubleVisionTime_max - view double vision amount from damage view_doubleVisionTime_min - view double vision amount from damage view_doubleVision_max - view double vision amount from damage view_doubleVision_min - view double vision amount from damage view_drawDMG - Draws damage feedback textures view_gloryKillHealth - At what health should we worry about glory kills? view_healthPostProcessEnable - Uses a post process effect for low health state tweaked via idDeclPlayerProps::damageFeedback_t::healthToStartFullScreenFlash view_healthPostProcessRampDelta - How fast should we ramp to/from the low health/glory kill state view_hudSkewLeftModifier - Modifier to use for 'skewing' the left side of the HUD view_hudSkewModifiersEnabled - Whether or not to allow modification to the 'skew' of the HUD elements view_hudSkewRightModifier - Modifier to use for 'skewing' the right side of the HUD view_kickAmplitudeRotation_max - view kick rotation amplitude from explosive damage view_kickAmplitudeRotation_min - view kick rotation amplitude from explosive damage view_kickAmplitude_max - view kick amplitude from damage view_kickAmplitude_min - view kick amplitude from damage view_kickLerpOutElapsed - Ratio between lerping out and lerping back in for the kick view_kickOffset - Enables view kick offset view_kickOffsetAmplitude_max - Offset distance from damage in game units. This distance will be used if you take an amount of damage equal to your maximum health. view_kickOffsetAmplitude_min - Offset distance from damage in game units. This distance will be used if you take 1 damage. view_kickOffsetTime_max - Offset time from damage in seconds. Offset will last this long if you take an amount of damage equal to your maximum health. view_kickOffsetTime_min - Offset time from damage in seconds. Offset will last this long even if you take 1 damage. view_kickTime_max - view kick time from damage in seconds view_kickTime_min - view kick time from damage in seconds view_kickUpFromFront - If true, damage from your front will kick your view up. Otherwise, it will go down. (note: from the back it's the opposite) view_maxDamageForFullDamageFeedback - view_maxTimeBetweenFullScreenFlashMS - view_minTimeBetweenFullScreenFlashMS - view_mpViewKick - MP view kick method view_outerDamageAlternateDirectHitAngle - Damage vectors on unit circle within this angle will be shaded view_outerDamageAlternateDirectHitAngleBleedOver - Maximum bleedover from direct hit angle view_outerDamageAlternateOverlay - If true, will use an alternate overlay specified in postprocess.mrpr view_outerDamageMinimumBleedOverIntensity - Past what intensity should the bleed over angle be used. view_screenCrackFadeTime - The time (in seconds) it takes for screen cracks to fade in/out. view_screenCrackHeavyThreshold - The amount of health under which to consider the player critically damaged. view_screenCrackLightThreshold - The amount of health under which to consider the player lightly damaged. view_screenCrackMediumThreshold - The amount of health under which to consider the player somewhat damaged. view_screenCracksEnabled - Whether or not to enable screen cracks when players are damaged. view_screenCracksFXEnabled - Whether or not to start / stop FX events for various screen crack damage levels. view_screenDamageBloodSplatterTime - The amount of time to leave blood splatters on screen before they fade out. view_screenDamageEnableLowHealthWarning - Whether or not to display the low-health flashes when the player's health is low view_screenDamageEnabled - Whether or not to enable screen damage effects (blood splatter, helmet cracks). view_screenDamageFrontRadius - The half-angle (in radians) in front of the player at which damage will be considered to be coming from both the left and right for screen damage effect purposes. view_screenDamageHeavyDamageThreshold - The amount of damage to consider heavy, for displaying blood splatter when damaged. view_screenDamageMediumDamageThreshold - The amount of damage to consider medium, for displaying blood splatter when damaged. view_screenDamageOverheatBarEnabled - Whether or not to show the 'warning' bar over the 'low health' warning when taking radiation damage. view_screenDamageUseFXBlood - If enabled, the VFX system will be used for blood splatter instead of flash. view_showPlayerDamageViewEffect - view_skipBlur - Don't use the view Blur lerpers view_skipDamageEffect - skip the screen damage effects view_skipDof - Don't use the view DOF lerpers view_skipKicks - If true, skip view kicks view_skipShakes - If true, skip view shakes view_skipShakesForArcade - If true, skip view shakes (arcade mode only) view_timeBetweenFadeMS - Amount of time in MS until the next fade increment view_timeUntilFade - Amount of time without damage until the damage indicators fade vo_extraVisemeDuration - extra duration to add to visemes vo_genSimpleVisemes - 1 = use simple, one peak visemes, 0 = use visemes that store a weight per-frame vo_lipsyncToolPath - location of the lip sync command line tool vo_mergeVisemes - 1 = merge overlapping visemes of the same type vo_showFrames - 1 = show frame numbers for GetEvents() vt_autoReloadBinaryVirtualMaterials - Automatically reload bvmaterials when changed vt_autoReloadBinaryVirtualMaterialsDelay - Automatically reload bvmaterials when changed vt_autoReloadSuspendReloadOnMaterialChange - Stop reloading of vmtr when material checksum is changed vt_binaryVirtualMaterialsAsync - Set to load binary virtual materials in the background vt_containers - Set to enable loading from containers vt_dumpHDPData - set to enable writing of all compressed data to the hard drive for analysis vt_eliminateSeamsInVmtr - Worse packing to eliminate black borders in vmtrs. vt_enablePRT - Set to enable PRT mode vt_errorOnNoPageFile - Fatal error if page file is missing or can't be created vt_feedbackHighWater - More than this percentage of pages needed this frame and we consider ourselves oversubscribed. vt_feedbackLODIncrement - Base increment value for adjusting dynamic LOD bias. vt_feedbackLodBias - Additional floating point bias for feedback LOD vt_feedbackLowWater - Less than this percentage of pages needed this frame and we consider ourselves undersubscribed. vt_filePath - Path for the virtual texture vt_filePathVmtrOverride - Optionally get vmtr files from a different source than vt_filePath vt_filter - filter physical images, 0 = off, 1 = bilinear, 2 = trilinear vt_genMissingPages - Gen a page in memory for pages that don't exist on disk. vt_loadMegaTexture2 - Allow loading of the new megatexture file format. vt_lockExplicitPages - Set to true to lock pages vt_lodBias - Additional floating point bias for virtual texture page tables vt_logPageWrites - write out log file entries when virtual texture pages are created and written vt_maxAniso - Floating point max ansio for physical textures. vt_maxLockedPagesPercent - Amount of physical page pool to lock in percent; -1 = use default, [0..50] = use that percentage vt_maxLod - Set the coarsest mip that can be accessed. vt_maxPPF - maximum number of transcoded pages per frame vt_maxPageFileLod - Set the coarsest mip that can be accessed by the pagefile. vt_maxPhysicalPRTPages - Maximum number of resident PRT pages. vt_minLockedVmtrLOD - Lock from coarsest LOD down to this LOD level in the vmtr physical page pool; [0..10] = lock from coarsest(11) down to this mip LOD vt_minLod - Set the finest mip that can be accessed. vt_minMipLevelInstalled - minimum mip level installed on the hard disk (2 = all mips except finest two installed, 16 = no mips installed) vt_noSeekCacheLines - number of cache lines we can skip without seeking vt_nopreload - vt_numAnalyzeJobs - Number of analyze jobs to run if vt_useAnalyzeJobs = 2 vt_numMega2Chunks - Log2 of number of chunks. vt_packPageFiles - Use the virtual texture file name without any suffixes vt_pageBorderAdjust - Debug adjustment of a page's mapping about it's center vt_pageFadeInSteps - vt_pageImageSizeUnique - Dimensions of the physical page images. vt_restart after changing this. vt_pageImageSizeVmtr - Dimensions of the physical page images. vt_restart after changing this. vt_pageImageSizeVmtrUnique - Dimensions of the physical page images. vt_printInfo - Print virtual texture information during initialization, likely only interesting to rendering and engine coders vt_productionFilePath - path appended for virtual textures in production builds vt_qualityBC6HLightmap - 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest vt_qualityBC7ColorMask - 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest vt_qualityBC7ColorMaskTranscode - BC7 quality when transcoding. 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest vt_qualityHDPDiffuse - amount of quantization to apply in the range [0-255] where lower is better quality vt_qualityHDPLightmap - amount of quantization to apply in the range [0-255] where lower is better quality vt_qualityHDPLossless - force lossless HD-Photo compression vt_qualityHDPNormal - amount of quantization to apply in the range [0-255] where lower is better quality vt_qualityHDPPower - amount of quantization to apply in the range [0-255] where lower is better quality vt_qualityHDPSpecular - amount of quantization to apply in the range [0-255] where lower is better quality vt_qualityLightmapRoundDenominator - Lightmap round factor 1.0/val. <= 0 to turn it off vt_recordStats - record virtual texture system statistics to the given file name vt_regionHashBucketSize - Number of region hash buckets on a side vt_scaleNormalsBySpecularCutoff - cutoff for the specular below which the normals start getting blended to blue vt_shapePPF - Shape maximum number of transcoded pages per frame vt_showBinaryVirtualMaterialsTimings - Set to show the timinigs of the virtual material system vt_showExplicitPages - Report the number of explicit pages each frame. vt_showFeedbackAnalysis - Report all the unique pages visible vt_showFeedbackBuffer - visualize the feedback buffer vt_showFeedbackStreaming - Display the feedback pages as they are streamed in vt_showLockedPages - Colorize locked pages vt_showMissingBvimages - Set to show missing bvimages vt_showPageBorders - Shows the page borders vt_showPageColors - use a random color for each page vt_showPageInfo - Shows page info: source #, layout #, compression, mono/color specular vt_showPageLoads - Print each page that is loaded vt_showPageMips - Colorize pages by virtual mip level, if > 1, only color pages beyond that level-1 vt_showPageNumbers - Draw page numbers vt_showPageSizes - Draw page sizes (1 = show size in bytes, 2 = color green to red from small to large) vt_showPageSources - Shades vmtr and unique pages differently vt_showPageUsage - color each page from red to green based on the percentage of the page texels that are actually visible vt_showStats - show virtual texture system statistics vt_showVmtrAccesses - shows all vmtr accesses in feedback buffer vt_singleStep - single step through the transcode process vt_skipBVImages - set to skip upload of bvimages vt_skipExplicitPageFeedback - don't append explicit pages from gui surfaces. vt_skipLZDecompress - Skips the LZW decode vt_skipPhysicalTextureUploads - vt_skipStreaming - Skip streaming but still transcode and update the page tables vt_skipTranscode - Skip transcoding (but don't skip reading) vt_skipUpdatePageImages - Skip updating page table and physical images on the PC (but still read/transcode) vt_skipVirtualMaterials - 1 = Don't load virtual materials - ONLY FOR TESTING! vt_stopOnWriteErrors - error out when encountering write errors vt_stripPageBorders - Strip the page border by upscaling the center vt_supressCpuVmtrs - Set to use supress cpuvmtr building and loading entirely vt_uncompressedPhysicalImages - Use uncompressed physical page images. vt_restart after changing this. vt_uncompressedVmtr - Use uncompressed vmtr page file. Only read at startup. vt_useAnalyzeJobs - 0 = off, 1 = threaded, 2 = threaded, multiple sequential jobs vt_useBinaryVirtualMaterials - Set to use binary virtual materials in the feedback system vt_useDLCVmtrPageFiles - Loads the dlc vmtr list for storing pages in the dlc quadrant. vt_useIntroVmtrPageFiles - Loads the intro vmtr list for storing pages in the first quadrant. vt_useLZ4Compression - Use LZ4 instead of LZW vt_useLightmapScale - scale the lightmap to avoid DXT quantization errors vt_useMinLodTexture - Use a min-LOD texture to gradually adjust the LOD when new texture pages become resident vt_useNetworkPagesWithPreload - Use the network page files and vmtr even when using linear preload files vt_useNonBufferedIO - use non-buffered IO vt_usePageFileCache - Use the pageFileCache for all reads vt_usePageMinLodJobs - 0 = off, 1 = threaded vt_usePageSortJobs - 0 = off, 1 = threaded vt_usePageTablePBOs - use the PBOs for page table updates on the PC vt_usePersistentPBO - Use persistent PBOs for virtual texturing uploads vt_useSpecularScale - scale the specular to avoid DXT quantization errors vt_useTranscodeJobs - 0 = off, 1 = threaded vt_useUnsynchronizedPageTablePBOs - use unsynchronized PBOs for page table updates on the PC vt_useVmtrPageFiles - Enable or disable reading and writing to the vmtr page files. vt_virtualSizeLog2 - Log2 of the virtualTexture dimensions for general texture allocation. Must be set on the command line. vt_writeDebugImage - 1 = write out vmtr debug image weaponEnt_printTimeStampCheck - prints the fire timestamp versus interpolated server time weaponEnt_useTimeStampCheck - use the fire timestamp check when firing other client weapons weapon_BFG_DoubleTapMS - If nonzero then a double tap of the supermeter button within this many MS will toggle the BFG, and a press without the double tap will toggle the chainsaw weapon_BFG_HoldMS - If nonzero then holding the supermeter button for this many MS will toggle the BFG, and holding it for less than this length of time will toggle the chainsaw weapon_OpenWeaponWheelDelay - Button Press Delay time in MS for switch last weapon weapon_QuickFlipDeadzone - Dead zone Weapon quick flip switching weapon_QuickFlipEnable - 0 = Disable QuickFlip 1 = Enable QuickFlip weapon_SelectLastWeaponDelay - Button Press Delay time in MS for switch last weapon weapon_UseNewWeaponKick - Toggle New Weapon Kick ons weapon_Wheel_Activation_delay - How long should we wait to bring up the weapon wheel if the player switches to a power weapon and continues to hold the button down weapon_additiveAnimBlendMS - blend duration for additive channel animator weapon_additivePausedAnimBlendMS - blend duration for additive paused channel animator weapon_allowWeaponSwitchWheel - Allow the weapon switch wheel. On in SP, Off in MP. weapon_changeCurrentToReserve - If true, when a new weapon is selected current weapon moves to reserve, if false, reserve is left alone. weapon_debugCharge - debug the weapon charge behavior weapon_debugDrawHud - whether to draw the debug hud for weapon weapon_debugDrawMeshIndex - if >= 0, then only draw the mesh with this index weapon_debugDrawTargets - Draw all the debug targets weapon_debugShowHideMeshes - Prints info about shown and hidden weapon meshes weapon_debugTargeting - debug the weapon targeting (requires com_debugHUD 1) weapon_fireConsumesRemainingAmmo - Shots that require more than 1 ammo still fire and consume remaining ammo if not enough exists weapon_ignoreChargeTimeout - ignore any charge timeout or cooldown weapon_overrideSensitivityWhileFiring - < 0.0 use sensitivityWhileFiring value from weapon decl, >= 0.0 ignore decl and use this value to scale sensitivity weapon_reloadTogglesFireMode - if true then reload toggles the fire mode weapon_skipMuzzleFlash - Skip muzzle flashes weapon_traceDeferredFire - trace the deferred fire commands weapon_useForcedReload - 0 - no forced reload. 1 - forced reload based on hands update. 2 - weapon::NeedsReload() returns true weapon_useTargetingVer - targeting version to use. 1 - 3 weapon_wheel_deadZone - Weapon Wheel Dead Zone for Mouse. weapon_wheel_dof_enable - Enable DoF change when weapon wheel is brought up weapon_wheel_dof_fadein - Weapon Wheel DOF Fade In time in MS weapon_wheel_dof_fadeout - Weapon Wheel DOF Fade Out time in MS weapon_wheel_dof_far - Weapon Wheel DOF far field distance - temporary cvar for debug weapon_wheel_dof_focus - Weapon Wheel DOF focal distance - temporary cvar for debug weapon_wheel_dof_near - Weapon Wheel DOF near field distance - temporary cvar for debug weapon_xAxisOffset - weapon_zAxisOffset - weaponmodbot_codexdelayMS - How long to wait before giving the codex win_allowMultipleInstances - set on command line to allow multiple instances at the same time win_consoleVisibility - 0 = hidden, 1 = normal, 2 = minimized win_crashDmp_enable - enable crash dumps in the windows exception handler win_crashDmp_path - Override path to save windows crash minidmps. If empty, save to save path. Must include ending \ win_defaultGamerTagToUsername - default the gamerTag to the windows username rather than machine name win_emulateCircleAsAccept - If 1, emulates PC as if circle were accept (JP PS4 behavior win_floatExceptions - enable floating point exceptions win_hideMouseWithSetCursor - Hides the mouse cursor with SetCursor, rather than ShowCursor win_joystickRumbleFrameDelay - How many frames to wait until we set rumble. XBone controllers can freak out if we call SetState too quickly after connecting. win_notaskkeys - disable windows task keys win_outputDebugString - enable output to debugger win_silentCrash - crash without showing the Windows crash dialog. 0: show 1: silent with no crash written 2: silent with crash written win_spinOnCrash - spins on a crash win_terminateOnCrash - immediate terminate process on crash win_viewlog - worlddestructible_baseForce - Base value for impulse scalar worlddestructible_debug - Debug for idWorldDestructibleEntity worlddestructible_forceRange - Added value to baseForce to get max force zgm_controlScheme - different control schemes zgm_forwardAccelSpeed - speed at which device accelerates forwards / backwards zgm_forwardDecelRate - speed at which device decelerates forwards / backwards zgm_pitchAccelSpeed - speed at which device pitch accelerates zgm_pitchDecelRate - speed at which device pitch decelerates zgm_rollAccelSpeed - speed at which device roll accelerates zgm_rollDecelRate - speed at which device roll decelerates zgm_rotationAccelSpeed - speed at which device rotation accelerates zgm_rotationDecelRate - speed at which device rotation decelerates zgm_weaponDamageScale - weapon damage scale zgm_weaponFireAtCrosshair - fire at crosshair, rather than straight out of mover zgm_weaponForwardOffset - weapon forward offset zgm_weaponRightOffset - weapon right offset zgm_weaponUpOffset - weapon right offset