Post: [RELEASED:]►All Dvar's w/Descriptions (to create your own mods in your GPD)
12-10-2010, 03:40 AM #1
(adsbygoogle = window.adsbygoogle || []).push({});
You must login or register to view this content.


How this will be organized:

1. First number/lettering will be the dvar code. This is no use really just the code of the dvar.

2. Then it will display what type of dvar it is ex( FLOAT 1) This is only to classify the dvars.

3. Then it will display the useful part of the dvar ex(aim_autoaim_lerp).

4.Then under the Dvar it will say what it is used for.






You set dvars like this set aim_lockon_strength "999" to the right most column



Auto Aim Dvars/Melee Range/aim_autoaim



0x83793EE0 - Type: FLOAT1 - aim_aimAssistRangeScale
Scales the weapon's aim assist range

0x83795220 - Type: FLOAT1 - aim_assist_min_target_distance
Aim assist will not work on targets beyond this distance

0x837951B0 - Type: BOOL - aim_assist_script_disable
Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)

0x83794960 - Type: BOOL - aim_autoaim_debug
Turn on auto aim debugging

0x837948F0 - Type: BOOL - aim_autoaim_enabled
Turn on auto aim

0x83794880 - Type: FLOAT1 - aim_autoaim_lerp
The rate in degrees per second that the auto aim will converge to its target

0x83794A40 - Type: FLOAT1 - aim_autoaim_region_height
The height of the auto aim region in virtual screen coordinates (0 - 480)

0x837949D0 - Type: FLOAT1 - aim_autoaim_region_width
The width of the auto aim region in virtual screen coordinates (0 - 640)

0x83793F50 - Type: FLOAT1 - aim_autoAimRangeScale
Scales the weapon's auto aim range

0x83794D50 - Type: FLOAT1 - aim_autobayonet_range
The range of the auto bayonet

0x83794B20 - Type: BOOL - aim_automelee_debug
Turn on auto melee debugging

0x83794AB0 - Type: BOOL - aim_automelee_enabled
Turn on auto melee

0x83794B90 - Type: FLOAT1 - aim_automelee_lerp
The rate in degrees per second that the auto melee will converge to its target

0x83794CE0 - Type: FLOAT1 - aim_automelee_range
The range of the auto melee

0x83794C70 - Type: FLOAT1 - aim_automelee_region_height
The height of the auto melee region in virtual screen coordinates (0 - 480)

0x83794C00 - Type: FLOAT1 - aim_automelee_region_width
The width of the auto melee region in virtual screen coordinates (0 - 640)

0x83794030 - Type: BOOL - aim_input_graph_debug
Debug the view input graphs

0x83793FC0 - Type: BOOL - aim_input_graph_enabled
Use graph for adjusting view input

0x837940A0 - Type: DWORD - aim_input_graph_index
Which input graph to use

0x83794EA0 - Type: BOOL - aim_lockon_debug
Turn on debugging info for aim lock on

0x83794F10 - Type: FLOAT1 - aim_lockon_deflection
The amount of stick deflection for the lockon to activate

0x83794E30 - Type: BOOL - aim_lockon_enabled
Aim lock on helps the player to stay on target

0x83794FF0 - Type: FLOAT1 - aim_lockon_pitch_strength
The amount of aim assistance given by the target lock on (pitch)

0x837950D0 - Type: FLOAT1 - aim_lockon_region_height
The height of the auto aim region in virtual screen coordinates(0-480)

0x83795060 - Type: FLOAT1 - aim_lockon_region_width
The width of the auto aim region in virtual screen coordinates(0-640)

0x83794F80 - Type: FLOAT1 - aim_lockon_strength
The amount of aim assistance given by the target lock on (yaw)

0x83795140 - Type: BOOL - aim_scale_view_axis
Scale the influence of each input axis so that the major axis has more influence on the control

0x83794490 - Type: BOOL - aim_slowdown_debug
Turn on debugging info for aim slowdown

0x83794420 - Type: BOOL - aim_slowdown_enabled
Slowdown the turn rate when the cross hair passes over a target

0x837946C0 - Type: FLOAT1 - aim_slowdown_pitch_scale
The vertical aim assist slowdown ratio from the hip

0x83794730 - Type: FLOAT1 - aim_slowdown_pitch_scale_ads
The vertical aim assist slowdown ratio when aiming down the sight

0x83794650 - Type: FLOAT1 - aim_slowdown_region_extended_height
The screen height of the extended aim assist slowdown region

0x837945E0 - Type: FLOAT1 - aim_slowdown_region_extended_width
The screen width of the extended aim slowdown region

0x83794570 - Type: FLOAT1 - aim_slowdown_region_height
The screen height of the aim assist slowdown region

0x83794500 - Type: FLOAT1 - aim_slowdown_region_width
The screen width of the aim slowdown region

0x837947A0 - Type: FLOAT1 - aim_slowdown_yaw_scale
The horizontal aim assist slowdown ratio from the hip

0x83794810 - Type: FLOAT1 - aim_slowdown_yaw_scale_ads
The horizontal aim assist slowdown ratio when aiming down the sight

0x83793D90 - Type: DWORD - aim_target_aim_tag_fast_update_interval
How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.

0x83793E00 - Type: DWORD - aim_target_aim_tag_slow_update_interval
How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.

0x83793CB0 - Type: FLOAT1 - aim_target_frustum_expand_fast_updates
The frustum expansion to determine if a target is in the fast interval tag update zone. Positive is inwards.

0x83793C40 - Type: FLOAT1 - aim_target_frustum_expand_on_screen
The frustum expansion to determine if a target is on screen. Positive is inwards.

0x83793D20 - Type: FLOAT1 - aim_target_frustum_min_distance
If target is inside this distance frustum culling is not applied.

0x83793BD0 - Type: FLOAT1 - aim_target_sentient_half_height
The radius used to calculate frustum target center for a sentient(actor or player)

0x83793B60 - Type: FLOAT1 - aim_target_sentient_radius
The radius used to calculate target bounds for a sentient(actor or player)

0x83793E70 - Type: BOOL - aim_target_smp
Use worker threads to add aim target entities



Emblems/Prestige Titles/Create a class Dvars
[/COLOR]

0x8377C400 - Type: BOOL - allEmblemsPurchased
Allows all emblem icons and layers to be purchased

0x8377C390 - Type: BOOL - allEmblemsUnlocked
Unlock all emblem icons and layers

0x83754D90 - Type: BOOL - allItemsPurchased
Allows all items to be equiped in Create-a-Class

0x83754D20 - Type: BOOL - allItemsUnlocked
Allows all items to be purchased in the Black Market

0x8376A730 - Type: BOOL - ammoCounterHide
Hide the Ammo Counter

0x8373EEB0 - Type: BOOL - arcademode
Current game is an arcade mode game

0x83754C40 - Type: DWORD - attachmentFilter
attachmentFilter



Equipment/Perk/Body/Health, Dvars
[/color]

0x83790BB0 - Type: External - bcmp_ally_kill_probability= "60"
0x83791010 - Type: External - bcmp_breathing_delay= "3"
0x83790EC0 - Type: External - bcmp_breathing_probability= "0"
0x83791080 - Type: External - bcmp_enemy_contact_delay= "30"
0x837910F0 - Type: External - bcmp_enemy_contact_level_delay= "15"
0x83790D00 - Type: External - bcmp_incoming_grenade_probability= "5"
0x83790DE0 - Type: External - bcmp_kill_inform_probability= "40"
0x83790C20 - Type: External - bcmp_killstreak_incoming_probability= "100"
0x83790FA0 - Type: External - bcmp_last_stand_delay= "3"
0x83790F30 - Type: External - bcmp_pain_delay= ".5"
0x83790E50 - Type: External - bcmp_pain_small_probability= "0"
0x83790C90 - Type: External - bcmp_perk_call_probability= "100"
0x83790B40 - Type: External - bcmp_sniper_kill_probability= "20"
0x83790D70 - Type: External - bcmp_toss_grenade_probability= "20"
0x83790980 - Type: External - bcmp_weapon_delay= "2000"
0x837909F0 - Type: External - bcmp_weapon_fire_probability= "80"
0x83790AD0 - Type: External - bcmp_weapon_fire_threat_probability= "80"
0x83790A60 - Type: External - bcmp_weapon_reload_probability= "60"
0x8376E0F0 - Type: FLOAT1 - bg_aimSpreadMoveSpeedThreshold
When player is moving faster than this speed, the aim spread will increase


Speed/Movement/Fall Damage/Crouch Prone Dvars


0x8376D1A0 - Type: FLOAT1 - bg_fallDamageMaxHeight
The height that a player will take maximum damage when falling

0x8376D130 - Type: FLOAT1 - bg_fallDamageMinHeight
The height that a player will start to take minimum damage if they fall

0x8376D050 - Type: DWORD - bg_foliagesnd_fastinterval
The time between each foliage sound when moving quickly

0x8376CF70 - Type: FLOAT1 - bg_foliagesnd_maxspeed
The speed that a player must be going to make maximum noise while moving through foliage

0x8376CF00 - Type: FLOAT1 - bg_foliagesnd_minspeed
The speed that a player must be going to make minimum noise while moving through foliage

0x8376D0C0 - Type: DWORD - bg_foliagesnd_resetinterval
The time interval before foliage sounds are reset after the player has stopped moving

0x8376CFE0 - Type: DWORD - bg_foliagesnd_slowinterval
The time between each foliage sound when moving slowly

0x8376DA60 - Type: DWORD - bg_forceDurationOverride
Force all player animations to have this duration

0x8376E080 - Type: BOOL - bg_forceExplosiveBullets
When set, all bullet weapons will fire explosive rounds (Simulates Perk)

0x83772140 - Type: BOOL - bg_freeCamClipToHeliPatch
Toggles clipping to the heli patch rectangle.

0x83770BD0 - Type: FLOAT1 - bg_gravity
Gravity in inches per second per second

0x83771B90 - Type: FLOAT1 - bg_gunXOffset
This will offset where the bullets come out of the gun

0x8376CE20 - Type: FLOAT1 - bg_ladder_yawcap
The maximum angle that a player can look around while on a ladder

0x8376D4B0 - Type: FLOAT1 - bg_legYawCrouchTolerance
The amount the player's leg yaw can differ from his torso before moving to match

0x8376D520 - Type: FLOAT1 - bg_legYawProneTolerance
The amount the player's leg yaw can differ from his torso before moving to match while prone

0x8376D440 - Type: FLOAT1 - bg_legYawTolerance
The amount the player's leg yaw can differ from his torso before moving to match

0x83770C40 - Type: FLOAT1 - bg_lowGravity
Low gravity for slow or floaty objects, in inches per second per second

set g_compassShowEnemies "1" // Shows Enemies on Radar always

set r_znear "35" //Things closer than this aren't drawn.

set cg_drawFPS "1" //FPS in the upper right hand corner

set g_speed "900" // Speed and Movement Increased

set phys_gravity "99" //Bodys and glass float

set compassSize "1.5" // Bigger radar



CrossHair Dvars


x83762700 - Type: FLOAT1 - cg_crosshairAlpha
The alpha value of the crosshair

0x83762770 - Type: FLOAT1 - cg_crosshairAlphaMin
The minimum alpha value of the crosshair when it fades in

0x837627E0 - Type: BOOL - cg_crosshairDynamic
Crosshair is Dynamic

0x83762850 - Type: BOOL - cg_crosshairEnemyColor
The crosshair color when over an enemy

0x8375FC90 - Type: DWORD - cg_cursorHints

Draw cursor hints where:
0: no hints
1: sin size pulse
2: one way size pulse
3: alpha pulse



Splitscreen Mods and Sniper Dvars

0x8374CBA0 - Type: FLOAT1 - cg_hudMapPlayerHeight
The size of the player's icon on the full map

0x8374CC10 - Type: FLOAT1 - cg_hudMapPlayerWidth
The size of the player's icon on the full map

0x8376A420 - Type: FLOAT1 - cg_hudMapRadarLineThickness
Thickness, relative to the map width, of the radar texture that sweeps across the full screen map

0x8374CE40 - Type: External - cg_hudObjectiveTextScale= "0.3"

0x83762150 - Type: FLOAT1 - cg_hudProneY
Virtual screen y coordinate of the prone blocked message

0x83761BA0 - Type: Dvar2 - cg_hudSayPosition
Position of the HUD say box

0x837624D0 - Type: FLOAT1 - cg_hudSplitscreenBannerScoreboardScale
Scale value to apply to the splitscreen banner scoreboard

0x837623F0 - Type: FLOAT1 - cg_hudSplitscreenCompassElementScale
Scale value to apply to compass elements in splitscreen

0x8374C820 - Type: FLOAT1 - cg_hudSplitscreenCompassScale
Scale value to apply to the compass in splitscreen

0x8375C650 - Type: BOOL - cg_hudSplitscreenOffsetsUseScale
Use splitscreen scaling for element offsets

0x83762460 - Type: FLOAT1 - cg_hudSplitscreenScoreboardScale
Scale value to apply to the scoreboard in splitscreen

0x8374C7B0 - Type: FLOAT1 - cg_hudSplitscreenStanceScale
Scale value to apply to the stance HUD element in splitscreen

0x83761200 - Type: Dvar8 - cg_hudStanceFlash
The background color of the flash when the stance changes

0x83761270 - Type: BOOL - cg_hudStanceHintPrints
Draw helpful text to say how to change stances

0x83761C80 - Type: Dvar2 - cg_hudVotePosition
Position of the HUD vote box

0x83767EF0 - Type: FLOAT1 - cg_infraredBlurTime
Time [in millisecs] that the infrared blur lasts.

0x83765640 - Type: FLOAT1 - cg_infraredHighlightOffset
Offset to the player highlight when using infrared scope

0x837655D0 - Type: FLOAT1 - cg_infraredHighlightScale
Scale of the player highlight when using infrared scope


[/COLOR]
(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked NextGenTactics for this useful post:

Jteezay09
12-10-2010, 03:50 AM #2
oO Hicksy Oo
Save Point
Originally posted by NextGenTactics View Post
You must login or register to view this content.


How this will be organized:

1. First number/lettering will be the dvar code. This is no use really just the code of the dvar.

2. Then it will display what type of dvar it is ex( FLOAT 1) This is only to classify the dvars.

3. Then it will display the useful part of the dvar ex(aim_autoaim_lerp).

4.Then under the Dvar it will say what it is used for.






You set dvars like this set aim_lockon_strength "999" to the right most column



Auto Aim Dvars/Melee Range/aim_autoaim



0x83793EE0 - Type: FLOAT1 - aim_aimAssistRangeScale
Scales the weapon's aim assist range

0x83795220 - Type: FLOAT1 - aim_assist_min_target_distance
Aim assist will not work on targets beyond this distance

0x837951B0 - Type: BOOL - aim_assist_script_disable
Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)

0x83794960 - Type: BOOL - aim_autoaim_debug
Turn on auto aim debugging

0x837948F0 - Type: BOOL - aim_autoaim_enabled
Turn on auto aim

0x83794880 - Type: FLOAT1 - aim_autoaim_lerp
The rate in degrees per second that the auto aim will converge to its target

0x83794A40 - Type: FLOAT1 - aim_autoaim_region_height
The height of the auto aim region in virtual screen coordinates (0 - 480)

0x837949D0 - Type: FLOAT1 - aim_autoaim_region_width
The width of the auto aim region in virtual screen coordinates (0 - 640)

0x83793F50 - Type: FLOAT1 - aim_autoAimRangeScale
Scales the weapon's auto aim range

0x83794D50 - Type: FLOAT1 - aim_autobayonet_range
The range of the auto bayonet

0x83794B20 - Type: BOOL - aim_automelee_debug
Turn on auto melee debugging

0x83794AB0 - Type: BOOL - aim_automelee_enabled
Turn on auto melee

0x83794B90 - Type: FLOAT1 - aim_automelee_lerp
The rate in degrees per second that the auto melee will converge to its target

0x83794CE0 - Type: FLOAT1 - aim_automelee_range
The range of the auto melee

0x83794C70 - Type: FLOAT1 - aim_automelee_region_height
The height of the auto melee region in virtual screen coordinates (0 - 480)

0x83794C00 - Type: FLOAT1 - aim_automelee_region_width
The width of the auto melee region in virtual screen coordinates (0 - 640)

0x83794030 - Type: BOOL - aim_input_graph_debug
Debug the view input graphs

0x83793FC0 - Type: BOOL - aim_input_graph_enabled
Use graph for adjusting view input

0x837940A0 - Type: DWORD - aim_input_graph_index
Which input graph to use

0x83794EA0 - Type: BOOL - aim_lockon_debug
Turn on debugging info for aim lock on

0x83794F10 - Type: FLOAT1 - aim_lockon_deflection
The amount of stick deflection for the lockon to activate

0x83794E30 - Type: BOOL - aim_lockon_enabled
Aim lock on helps the player to stay on target

0x83794FF0 - Type: FLOAT1 - aim_lockon_pitch_strength
The amount of aim assistance given by the target lock on (pitch)

0x837950D0 - Type: FLOAT1 - aim_lockon_region_height
The height of the auto aim region in virtual screen coordinates(0-480)

0x83795060 - Type: FLOAT1 - aim_lockon_region_width
The width of the auto aim region in virtual screen coordinates(0-640)

0x83794F80 - Type: FLOAT1 - aim_lockon_strength
The amount of aim assistance given by the target lock on (yaw)

0x83795140 - Type: BOOL - aim_scale_view_axis
Scale the influence of each input axis so that the major axis has more influence on the control

0x83794490 - Type: BOOL - aim_slowdown_debug
Turn on debugging info for aim slowdown

0x83794420 - Type: BOOL - aim_slowdown_enabled
Slowdown the turn rate when the cross hair passes over a target

0x837946C0 - Type: FLOAT1 - aim_slowdown_pitch_scale
The vertical aim assist slowdown ratio from the hip

0x83794730 - Type: FLOAT1 - aim_slowdown_pitch_scale_ads
The vertical aim assist slowdown ratio when aiming down the sight

0x83794650 - Type: FLOAT1 - aim_slowdown_region_extended_height
The screen height of the extended aim assist slowdown region

0x837945E0 - Type: FLOAT1 - aim_slowdown_region_extended_width
The screen width of the extended aim slowdown region

0x83794570 - Type: FLOAT1 - aim_slowdown_region_height
The screen height of the aim assist slowdown region

0x83794500 - Type: FLOAT1 - aim_slowdown_region_width
The screen width of the aim slowdown region

0x837947A0 - Type: FLOAT1 - aim_slowdown_yaw_scale
The horizontal aim assist slowdown ratio from the hip

0x83794810 - Type: FLOAT1 - aim_slowdown_yaw_scale_ads
The horizontal aim assist slowdown ratio when aiming down the sight

0x83793D90 - Type: DWORD - aim_target_aim_tag_fast_update_interval
How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.

0x83793E00 - Type: DWORD - aim_target_aim_tag_slow_update_interval
How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.

0x83793CB0 - Type: FLOAT1 - aim_target_frustum_expand_fast_updates
The frustum expansion to determine if a target is in the fast interval tag update zone. Positive is inwards.

0x83793C40 - Type: FLOAT1 - aim_target_frustum_expand_on_screen
The frustum expansion to determine if a target is on screen. Positive is inwards.

0x83793D20 - Type: FLOAT1 - aim_target_frustum_min_distance
If target is inside this distance frustum culling is not applied.

0x83793BD0 - Type: FLOAT1 - aim_target_sentient_half_height
The radius used to calculate frustum target center for a sentient(actor or player)

0x83793B60 - Type: FLOAT1 - aim_target_sentient_radius
The radius used to calculate target bounds for a sentient(actor or player)

0x83793E70 - Type: BOOL - aim_target_smp
Use worker threads to add aim target entities



Emblems/Prestige Titles/Create a class Dvars
[/COLOR]

0x8377C400 - Type: BOOL - allEmblemsPurchased
Allows all emblem icons and layers to be purchased

0x8377C390 - Type: BOOL - allEmblemsUnlocked
Unlock all emblem icons and layers

0x83754D90 - Type: BOOL - allItemsPurchased
Allows all items to be equiped in Create-a-Class

0x83754D20 - Type: BOOL - allItemsUnlocked
Allows all items to be purchased in the Black Market

0x8376A730 - Type: BOOL - ammoCounterHide
Hide the Ammo Counter

0x8373EEB0 - Type: BOOL - arcademode
Current game is an arcade mode game

0x83754C40 - Type: DWORD - attachmentFilter
attachmentFilter



Equipment/Perk/Body/Health, Dvars
[/color]

0x83790BB0 - Type: External - bcmp_ally_kill_probability= "60"
0x83791010 - Type: External - bcmp_breathing_delay= "3"
0x83790EC0 - Type: External - bcmp_breathing_probability= "0"
0x83791080 - Type: External - bcmp_enemy_contact_delay= "30"
0x837910F0 - Type: External - bcmp_enemy_contact_level_delay= "15"
0x83790D00 - Type: External - bcmp_incoming_grenade_probability= "5"
0x83790DE0 - Type: External - bcmp_kill_inform_probability= "40"
0x83790C20 - Type: External - bcmp_killstreak_incoming_probability= "100"
0x83790FA0 - Type: External - bcmp_last_stand_delay= "3"
0x83790F30 - Type: External - bcmp_pain_delay= ".5"
0x83790E50 - Type: External - bcmp_pain_small_probability= "0"
0x83790C90 - Type: External - bcmp_perk_call_probability= "100"
0x83790B40 - Type: External - bcmp_sniper_kill_probability= "20"
0x83790D70 - Type: External - bcmp_toss_grenade_probability= "20"
0x83790980 - Type: External - bcmp_weapon_delay= "2000"
0x837909F0 - Type: External - bcmp_weapon_fire_probability= "80"
0x83790AD0 - Type: External - bcmp_weapon_fire_threat_probability= "80"
0x83790A60 - Type: External - bcmp_weapon_reload_probability= "60"
0x8376E0F0 - Type: FLOAT1 - bg_aimSpreadMoveSpeedThreshold
When player is moving faster than this speed, the aim spread will increase


Speed/Movement/Fall Damage/Crouch Prone Dvars


0x8376D1A0 - Type: FLOAT1 - bg_fallDamageMaxHeight
The height that a player will take maximum damage when falling

0x8376D130 - Type: FLOAT1 - bg_fallDamageMinHeight
The height that a player will start to take minimum damage if they fall

0x8376D050 - Type: DWORD - bg_foliagesnd_fastinterval
The time between each foliage sound when moving quickly

0x8376CF70 - Type: FLOAT1 - bg_foliagesnd_maxspeed
The speed that a player must be going to make maximum noise while moving through foliage

0x8376CF00 - Type: FLOAT1 - bg_foliagesnd_minspeed
The speed that a player must be going to make minimum noise while moving through foliage

0x8376D0C0 - Type: DWORD - bg_foliagesnd_resetinterval
The time interval before foliage sounds are reset after the player has stopped moving

0x8376CFE0 - Type: DWORD - bg_foliagesnd_slowinterval
The time between each foliage sound when moving slowly

0x8376DA60 - Type: DWORD - bg_forceDurationOverride
Force all player animations to have this duration

0x8376E080 - Type: BOOL - bg_forceExplosiveBullets
When set, all bullet weapons will fire explosive rounds (Simulates Perk)

0x83772140 - Type: BOOL - bg_freeCamClipToHeliPatch
Toggles clipping to the heli patch rectangle.

0x83770BD0 - Type: FLOAT1 - bg_gravity
Gravity in inches per second per second

0x83771B90 - Type: FLOAT1 - bg_gunXOffset
This will offset where the bullets come out of the gun

0x8376CE20 - Type: FLOAT1 - bg_ladder_yawcap
The maximum angle that a player can look around while on a ladder

0x8376D4B0 - Type: FLOAT1 - bg_legYawCrouchTolerance
The amount the player's leg yaw can differ from his torso before moving to match

0x8376D520 - Type: FLOAT1 - bg_legYawProneTolerance
The amount the player's leg yaw can differ from his torso before moving to match while prone

0x8376D440 - Type: FLOAT1 - bg_legYawTolerance
The amount the player's leg yaw can differ from his torso before moving to match

0x83770C40 - Type: FLOAT1 - bg_lowGravity
Low gravity for slow or floaty objects, in inches per second per second

set g_compassShowEnemies "1" // Shows Enemies on Radar always

set r_znear "35" //Things closer than this aren't drawn.

set cg_drawFPS "1" //FPS in the upper right hand corner

set g_speed "900" // Speed and Movement Increased

set phys_gravity "99" //Bodys and glass float

set compassSize "1.5" // Bigger radar



CrossHair Dvars


x83762700 - Type: FLOAT1 - cg_crosshairAlpha
The alpha value of the crosshair

0x83762770 - Type: FLOAT1 - cg_crosshairAlphaMin
The minimum alpha value of the crosshair when it fades in

0x837627E0 - Type: BOOL - cg_crosshairDynamic
Crosshair is Dynamic

0x83762850 - Type: BOOL - cg_crosshairEnemyColor
The crosshair color when over an enemy

0x8375FC90 - Type: DWORD - cg_cursorHints

Draw cursor hints where:
0: no hints
1: sin size pulse
2: one way size pulse
3: alpha pulse



Splitscreen Mods and Sniper Dvars

0x8374CBA0 - Type: FLOAT1 - cg_hudMapPlayerHeight
The size of the player's icon on the full map

0x8374CC10 - Type: FLOAT1 - cg_hudMapPlayerWidth
The size of the player's icon on the full map

0x8376A420 - Type: FLOAT1 - cg_hudMapRadarLineThickness
Thickness, relative to the map width, of the radar texture that sweeps across the full screen map

0x8374CE40 - Type: External - cg_hudObjectiveTextScale= "0.3"

0x83762150 - Type: FLOAT1 - cg_hudProneY
Virtual screen y coordinate of the prone blocked message

0x83761BA0 - Type: Dvar2 - cg_hudSayPosition
Position of the HUD say box

0x837624D0 - Type: FLOAT1 - cg_hudSplitscreenBannerScoreboardScale
Scale value to apply to the splitscreen banner scoreboard

0x837623F0 - Type: FLOAT1 - cg_hudSplitscreenCompassElementScale
Scale value to apply to compass elements in splitscreen

0x8374C820 - Type: FLOAT1 - cg_hudSplitscreenCompassScale
Scale value to apply to the compass in splitscreen

0x8375C650 - Type: BOOL - cg_hudSplitscreenOffsetsUseScale
Use splitscreen scaling for element offsets

0x83762460 - Type: FLOAT1 - cg_hudSplitscreenScoreboardScale
Scale value to apply to the scoreboard in splitscreen

0x8374C7B0 - Type: FLOAT1 - cg_hudSplitscreenStanceScale
Scale value to apply to the stance HUD element in splitscreen

0x83761200 - Type: Dvar8 - cg_hudStanceFlash
The background color of the flash when the stance changes

0x83761270 - Type: BOOL - cg_hudStanceHintPrints
Draw helpful text to say how to change stances

0x83761C80 - Type: Dvar2 - cg_hudVotePosition
Position of the HUD vote box

0x83767EF0 - Type: FLOAT1 - cg_infraredBlurTime
Time [in millisecs] that the infrared blur lasts.

0x83765640 - Type: FLOAT1 - cg_infraredHighlightOffset
Offset to the player highlight when using infrared scope

0x837655D0 - Type: FLOAT1 - cg_infraredHighlightScale
Scale of the player highlight when using infrared scope


[/COLOR]


sorry to quote but what does the types mean, so like bool, and if im editing my gpd and i put in a code thats not set before it is that alright
12-10-2010, 04:10 AM #3
gola
OVER 9000!
Originally posted by oO
sorry to quote but what does the types mean, so like bool, and if im editing my gpd and i put in a code thats not set before it is that alright


You only put the code thats like set g_speed "900" not anything else like the type, bool or whatever.
12-10-2010, 06:26 AM #4
Kam23KP
Error… Cat invasion!
float is like a number, float is program talk. and bool,stands for boolean. like true or false. dword i am not sure about. i think its a term used in their coding. probley terms they have defined in their coding.
12-10-2010, 06:28 AM #5
gola
OVER 9000!
Originally posted by Xx View Post
float is like a number, float is program talk. and bool,stands for boolean. like true or false. dword i am not sure about. i think its a term used in their coding. probley terms they have defined in their coding.


It's to distinguish what the code does... like the type of thing that it does compared to another group.
12-10-2010, 04:59 PM #6
ImmunityHD
I Haz No BO Nuke ?
Originally posted by NextGenTactics View Post
You must login or register to view this content.


How this will be organized:

1. First number/lettering will be the dvar code. This is no use really just the code of the dvar.

2. Then it will display what type of dvar it is ex( FLOAT 1) This is only to classify the dvars.

3. Then it will display the useful part of the dvar ex(aim_autoaim_lerp).

4.Then under the Dvar it will say what it is used for.






You set dvars like this set aim_lockon_strength "999" to the right most column



Auto Aim Dvars/Melee Range/aim_autoaim



0x83793EE0 - Type: FLOAT1 - aim_aimAssistRangeScale
Scales the weapon's aim assist range

0x83795220 - Type: FLOAT1 - aim_assist_min_target_distance
Aim assist will not work on targets beyond this distance

0x837951B0 - Type: BOOL - aim_assist_script_disable
Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)

0x83794960 - Type: BOOL - aim_autoaim_debug
Turn on auto aim debugging

0x837948F0 - Type: BOOL - aim_autoaim_enabled
Turn on auto aim

0x83794880 - Type: FLOAT1 - aim_autoaim_lerp
The rate in degrees per second that the auto aim will converge to its target

0x83794A40 - Type: FLOAT1 - aim_autoaim_region_height
The height of the auto aim region in virtual screen coordinates (0 - 480)

0x837949D0 - Type: FLOAT1 - aim_autoaim_region_width
The width of the auto aim region in virtual screen coordinates (0 - 640)

0x83793F50 - Type: FLOAT1 - aim_autoAimRangeScale
Scales the weapon's auto aim range

0x83794D50 - Type: FLOAT1 - aim_autobayonet_range
The range of the auto bayonet

0x83794B20 - Type: BOOL - aim_automelee_debug
Turn on auto melee debugging

0x83794AB0 - Type: BOOL - aim_automelee_enabled
Turn on auto melee

0x83794B90 - Type: FLOAT1 - aim_automelee_lerp
The rate in degrees per second that the auto melee will converge to its target

0x83794CE0 - Type: FLOAT1 - aim_automelee_range
The range of the auto melee

0x83794C70 - Type: FLOAT1 - aim_automelee_region_height
The height of the auto melee region in virtual screen coordinates (0 - 480)

0x83794C00 - Type: FLOAT1 - aim_automelee_region_width
The width of the auto melee region in virtual screen coordinates (0 - 640)

0x83794030 - Type: BOOL - aim_input_graph_debug
Debug the view input graphs

0x83793FC0 - Type: BOOL - aim_input_graph_enabled
Use graph for adjusting view input

0x837940A0 - Type: DWORD - aim_input_graph_index
Which input graph to use

0x83794EA0 - Type: BOOL - aim_lockon_debug
Turn on debugging info for aim lock on

0x83794F10 - Type: FLOAT1 - aim_lockon_deflection
The amount of stick deflection for the lockon to activate

0x83794E30 - Type: BOOL - aim_lockon_enabled
Aim lock on helps the player to stay on target

0x83794FF0 - Type: FLOAT1 - aim_lockon_pitch_strength
The amount of aim assistance given by the target lock on (pitch)

0x837950D0 - Type: FLOAT1 - aim_lockon_region_height
The height of the auto aim region in virtual screen coordinates(0-480)

0x83795060 - Type: FLOAT1 - aim_lockon_region_width
The width of the auto aim region in virtual screen coordinates(0-640)

0x83794F80 - Type: FLOAT1 - aim_lockon_strength
The amount of aim assistance given by the target lock on (yaw)

0x83795140 - Type: BOOL - aim_scale_view_axis
Scale the influence of each input axis so that the major axis has more influence on the control

0x83794490 - Type: BOOL - aim_slowdown_debug
Turn on debugging info for aim slowdown

0x83794420 - Type: BOOL - aim_slowdown_enabled
Slowdown the turn rate when the cross hair passes over a target

0x837946C0 - Type: FLOAT1 - aim_slowdown_pitch_scale
The vertical aim assist slowdown ratio from the hip

0x83794730 - Type: FLOAT1 - aim_slowdown_pitch_scale_ads
The vertical aim assist slowdown ratio when aiming down the sight

0x83794650 - Type: FLOAT1 - aim_slowdown_region_extended_height
The screen height of the extended aim assist slowdown region

0x837945E0 - Type: FLOAT1 - aim_slowdown_region_extended_width
The screen width of the extended aim slowdown region

0x83794570 - Type: FLOAT1 - aim_slowdown_region_height
The screen height of the aim assist slowdown region

0x83794500 - Type: FLOAT1 - aim_slowdown_region_width
The screen width of the aim slowdown region

0x837947A0 - Type: FLOAT1 - aim_slowdown_yaw_scale
The horizontal aim assist slowdown ratio from the hip

0x83794810 - Type: FLOAT1 - aim_slowdown_yaw_scale_ads
The horizontal aim assist slowdown ratio when aiming down the sight

0x83793D90 - Type: DWORD - aim_target_aim_tag_fast_update_interval
How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.

0x83793E00 - Type: DWORD - aim_target_aim_tag_slow_update_interval
How often the aim target tag is updated instead of pulled from cache inside of the "fast" zone.

0x83793CB0 - Type: FLOAT1 - aim_target_frustum_expand_fast_updates
The frustum expansion to determine if a target is in the fast interval tag update zone. Positive is inwards.

0x83793C40 - Type: FLOAT1 - aim_target_frustum_expand_on_screen
The frustum expansion to determine if a target is on screen. Positive is inwards.

0x83793D20 - Type: FLOAT1 - aim_target_frustum_min_distance
If target is inside this distance frustum culling is not applied.

0x83793BD0 - Type: FLOAT1 - aim_target_sentient_half_height
The radius used to calculate frustum target center for a sentient(actor or player)

0x83793B60 - Type: FLOAT1 - aim_target_sentient_radius
The radius used to calculate target bounds for a sentient(actor or player)

0x83793E70 - Type: BOOL - aim_target_smp
Use worker threads to add aim target entities



Emblems/Prestige Titles/Create a class Dvars
[/COLOR]

0x8377C400 - Type: BOOL - allEmblemsPurchased
Allows all emblem icons and layers to be purchased

0x8377C390 - Type: BOOL - allEmblemsUnlocked
Unlock all emblem icons and layers

0x83754D90 - Type: BOOL - allItemsPurchased
Allows all items to be equiped in Create-a-Class

0x83754D20 - Type: BOOL - allItemsUnlocked
Allows all items to be purchased in the Black Market

0x8376A730 - Type: BOOL - ammoCounterHide
Hide the Ammo Counter

0x8373EEB0 - Type: BOOL - arcademode
Current game is an arcade mode game

0x83754C40 - Type: DWORD - attachmentFilter
attachmentFilter



Equipment/Perk/Body/Health, Dvars
[/color]

0x83790BB0 - Type: External - bcmp_ally_kill_probability= "60"
0x83791010 - Type: External - bcmp_breathing_delay= "3"
0x83790EC0 - Type: External - bcmp_breathing_probability= "0"
0x83791080 - Type: External - bcmp_enemy_contact_delay= "30"
0x837910F0 - Type: External - bcmp_enemy_contact_level_delay= "15"
0x83790D00 - Type: External - bcmp_incoming_grenade_probability= "5"
0x83790DE0 - Type: External - bcmp_kill_inform_probability= "40"
0x83790C20 - Type: External - bcmp_killstreak_incoming_probability= "100"
0x83790FA0 - Type: External - bcmp_last_stand_delay= "3"
0x83790F30 - Type: External - bcmp_pain_delay= ".5"
0x83790E50 - Type: External - bcmp_pain_small_probability= "0"
0x83790C90 - Type: External - bcmp_perk_call_probability= "100"
0x83790B40 - Type: External - bcmp_sniper_kill_probability= "20"
0x83790D70 - Type: External - bcmp_toss_grenade_probability= "20"
0x83790980 - Type: External - bcmp_weapon_delay= "2000"
0x837909F0 - Type: External - bcmp_weapon_fire_probability= "80"
0x83790AD0 - Type: External - bcmp_weapon_fire_threat_probability= "80"
0x83790A60 - Type: External - bcmp_weapon_reload_probability= "60"
0x8376E0F0 - Type: FLOAT1 - bg_aimSpreadMoveSpeedThreshold
When player is moving faster than this speed, the aim spread will increase


Speed/Movement/Fall Damage/Crouch Prone Dvars


0x8376D1A0 - Type: FLOAT1 - bg_fallDamageMaxHeight
The height that a player will take maximum damage when falling

0x8376D130 - Type: FLOAT1 - bg_fallDamageMinHeight
The height that a player will start to take minimum damage if they fall

0x8376D050 - Type: DWORD - bg_foliagesnd_fastinterval
The time between each foliage sound when moving quickly

0x8376CF70 - Type: FLOAT1 - bg_foliagesnd_maxspeed
The speed that a player must be going to make maximum noise while moving through foliage

0x8376CF00 - Type: FLOAT1 - bg_foliagesnd_minspeed
The speed that a player must be going to make minimum noise while moving through foliage

0x8376D0C0 - Type: DWORD - bg_foliagesnd_resetinterval
The time interval before foliage sounds are reset after the player has stopped moving

0x8376CFE0 - Type: DWORD - bg_foliagesnd_slowinterval
The time between each foliage sound when moving slowly

0x8376DA60 - Type: DWORD - bg_forceDurationOverride
Force all player animations to have this duration

0x8376E080 - Type: BOOL - bg_forceExplosiveBullets
When set, all bullet weapons will fire explosive rounds (Simulates Perk)

0x83772140 - Type: BOOL - bg_freeCamClipToHeliPatch
Toggles clipping to the heli patch rectangle.

0x83770BD0 - Type: FLOAT1 - bg_gravity
Gravity in inches per second per second

0x83771B90 - Type: FLOAT1 - bg_gunXOffset
This will offset where the bullets come out of the gun

0x8376CE20 - Type: FLOAT1 - bg_ladder_yawcap
The maximum angle that a player can look around while on a ladder

0x8376D4B0 - Type: FLOAT1 - bg_legYawCrouchTolerance
The amount the player's leg yaw can differ from his torso before moving to match

0x8376D520 - Type: FLOAT1 - bg_legYawProneTolerance
The amount the player's leg yaw can differ from his torso before moving to match while prone

0x8376D440 - Type: FLOAT1 - bg_legYawTolerance
The amount the player's leg yaw can differ from his torso before moving to match

0x83770C40 - Type: FLOAT1 - bg_lowGravity
Low gravity for slow or floaty objects, in inches per second per second

set g_compassShowEnemies "1" // Shows Enemies on Radar always

set r_znear "35" //Things closer than this aren't drawn.

set cg_drawFPS "1" //FPS in the upper right hand corner

set g_speed "900" // Speed and Movement Increased

set phys_gravity "99" //Bodys and glass float

set compassSize "1.5" // Bigger radar



CrossHair Dvars


x83762700 - Type: FLOAT1 - cg_crosshairAlpha
The alpha value of the crosshair

0x83762770 - Type: FLOAT1 - cg_crosshairAlphaMin
The minimum alpha value of the crosshair when it fades in

0x837627E0 - Type: BOOL - cg_crosshairDynamic
Crosshair is Dynamic

0x83762850 - Type: BOOL - cg_crosshairEnemyColor
The crosshair color when over an enemy

0x8375FC90 - Type: DWORD - cg_cursorHints

Draw cursor hints where:
0: no hints
1: sin size pulse
2: one way size pulse
3: alpha pulse



Splitscreen Mods and Sniper Dvars

0x8374CBA0 - Type: FLOAT1 - cg_hudMapPlayerHeight
The size of the player's icon on the full map

0x8374CC10 - Type: FLOAT1 - cg_hudMapPlayerWidth
The size of the player's icon on the full map

0x8376A420 - Type: FLOAT1 - cg_hudMapRadarLineThickness
Thickness, relative to the map width, of the radar texture that sweeps across the full screen map

0x8374CE40 - Type: External - cg_hudObjectiveTextScale= "0.3"

0x83762150 - Type: FLOAT1 - cg_hudProneY
Virtual screen y coordinate of the prone blocked message

0x83761BA0 - Type: Dvar2 - cg_hudSayPosition
Position of the HUD say box

0x837624D0 - Type: FLOAT1 - cg_hudSplitscreenBannerScoreboardScale
Scale value to apply to the splitscreen banner scoreboard

0x837623F0 - Type: FLOAT1 - cg_hudSplitscreenCompassElementScale
Scale value to apply to compass elements in splitscreen

0x8374C820 - Type: FLOAT1 - cg_hudSplitscreenCompassScale
Scale value to apply to the compass in splitscreen

0x8375C650 - Type: BOOL - cg_hudSplitscreenOffsetsUseScale
Use splitscreen scaling for element offsets

0x83762460 - Type: FLOAT1 - cg_hudSplitscreenScoreboardScale
Scale value to apply to the scoreboard in splitscreen

0x8374C7B0 - Type: FLOAT1 - cg_hudSplitscreenStanceScale
Scale value to apply to the stance HUD element in splitscreen

0x83761200 - Type: Dvar8 - cg_hudStanceFlash
The background color of the flash when the stance changes

0x83761270 - Type: BOOL - cg_hudStanceHintPrints
Draw helpful text to say how to change stances

0x83761C80 - Type: Dvar2 - cg_hudVotePosition
Position of the HUD vote box

0x83767EF0 - Type: FLOAT1 - cg_infraredBlurTime
Time [in millisecs] that the infrared blur lasts.

0x83765640 - Type: FLOAT1 - cg_infraredHighlightOffset
Offset to the player highlight when using infrared scope

0x837655D0 - Type: FLOAT1 - cg_infraredHighlightScale
Scale of the player highlight when using infrared scope


[/COLOR]

Edit- deleted
12-10-2010, 06:23 PM #7
wat system?
12-10-2010, 08:48 PM #8
Stugger
What is a Stugger?
Damn look like this took a while, although I personally wouldn't see much use of this mainly because I wouldn't know what to do with it haha but anyway- nice post keep it up =D
12-10-2010, 09:02 PM #9
iFsHrMn
Bounty hunter
Originally posted by darlin65 View Post
wat system?


your only the 27674764676 person who has a ps3 to ask this question! its obviously for the wii. :dunce: read previous threads. gpd mean gamer profile data. obviously NOT for ps3. think before you ask questions like this next time >:(
12-10-2010, 09:35 PM #10
Default Avatar
puzdom
Guest
ya xbox son!!!!!!!!!!

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo