Post: Complete Dvar List with description (updated version) 3214 dvars!
04-28-2012, 10:19 PM #1
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now, before you say anything, this is a COMPLETE dvar dump with its console and developer dvars added, if you compare this to the original dump it hasnt got many off these. these also have its own description, so have fun testing them!


    acousticSpikeMaxRange // The maximum range from the player in world space that objects will be shown on the acoustic spike
acousticSpikeMinRadius // The minimum radius from the center of the sensor that objects will appear.
acousticSpikeMinRange // The minimum range from the player in world space that objects will be shown on the acoustic spike
acousticSpikeRingSize // Max size of the ping ring visual for a sensor
acousticSpikeSize // Scale the acoustic sensor
actionSlotsHide // Hide the actionslots.
activeAction
aim_accel_turnrate_debug // Turn on debugging info for the acceleration
aim_accel_turnrate_enabled // Enable/disable acceleration of the turnrates
aim_accel_turnrate_lerp // The acceleration of the turnrates
aim_aimAssistRangeScale // Scales the weapon's aim assist range
aim_assist_min_target_distance // Aim assist will not work on targets beyond this distance
aim_assist_script_disable // Override aim assist from script: set to true to disable code aim assist (i.e. for meatshield)
aim_autoAimRangeScale // Scales the weapon's auto aim range
aim_autoaim_debug // Turn on auto aim debugging
aim_autoaim_enabled // Turn on auto aim
aim_autoaim_lerp // The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height // The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width // The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autobayonet_range // The range of the auto bayonet
aim_automelee_debug // Turn on auto melee debugging
aim_automelee_enabled // Turn on auto melee
aim_automelee_lerp // The rate in degrees per second that the auto melee will converge to its target
aim_automelee_range // The range of the auto melee
aim_automelee_region_height // The height of the auto melee region in virtual screen coordinates (0 - 480)
aim_automelee_region_width // The width of the auto melee region in virtual screen coordinates (0 - 640)
aim_input_graph_debug // Debug the view input graphs
aim_input_graph_enabled // Use graph for adjusting view input
aim_input_graph_index // Which input graph to use
aim_lockon_debug // Turn on debugging info for aim lock on
aim_lockon_deflection // The amount of stick deflection for the lockon to activate
aim_lockon_enabled // Aim lock on helps the player to stay on target
aim_lockon_pitch_strength // The amount of aim assistance given by the target lock on (pitch)
aim_lockon_region_height // The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width // The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength // The amount of aim assistance given by the target lock on (yaw)
aim_scale_view_axis // Scale the influence of each input axis so that the major axis has more influence on the control
aim_slowdown_debug // Turn on debugging info for aim slowdown
aim_slowdown_enabled // Slowdown the turn rate when the cross hair passes over a target
aim_slowdown_pitch_scale // The vertical aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads // The vertical aim assist slowdown ratio when aiming down the sight
aim_slowdown_region_extended_height // The screen height of the extended aim assist slowdown region
aim_slowdown_region_extended_width // The screen width of the extended aim slowdown region
aim_slowdown_region_height // The screen height of the aim assist slowdown region
aim_slowdown_region_width // The screen width of the aim slowdown region
aim_slowdown_yaw_scale // The horizontal aim assist slowdown ratio from the hip
aim_slowdown_yaw_scale_ads // The horizontal aim assist slowdown ratio when aiming down the sight
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.
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.
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.
aim_target_frustum_expand_on_screen // The frustum expansion to determine if a target is on screen. Positive is inwards.
aim_target_frustum_min_distance // If target is inside this distance frustum culling is not applied.
aim_target_sentient_half_height // The radius used to calculate frustum target center for a sentient(actor or player)
aim_target_sentient_radius // The radius used to calculate target bounds for a sentient(actor or player)
aim_target_smp // Use worker threads to add aim target entities
aim_turnrate_pitch // The vertical turn rate for aim assist when firing from the hip
aim_turnrate_pitch_ads // The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_yaw // The horizontal turn rate for aim assist when firing from the hip
aim_turnrate_yaw_ads // The horizontal turn rate for aim assist when aiming down the sight
aim_view_sensitivity_override // override value for view sensitivity
ai_angularYawAccelRate // yaw acceleration rate
ai_angularYawDecelFactor // yaw deceleration factor (decel rate = factor * accel rate)
ai_angularYawEnabled // turn on velocity based body rotation
ai_corpseCount // Maximum number of AI corpses
ai_debugAnimDeltas // Display animation delta debug information
ai_debugClaimedNodes // Enable debugging information claimed status of nodes
ai_debugCoverEntityNum // Display debug info for cover
ai_debugEntIndex // Entity index of an entity to debug
ai_debugFindPath // Display AI 'find path' debugging information
ai_debugFindPathDirect // Display AI 'find direct path' debugging information
ai_debugFindPathLock // Find path lock
ai_debugFindPathWidth // Display paths with the given width
ai_debugMayMove // Display debug information for AI 'may move' calculations
ai_debugMeleeAttackSpots // Enable debugging information for melee attack spots
ai_debugThreatSelection // Enable debugging information for threat selection
ai_disableSpawn // Do not spawn AI
ai_enableBadPlaces // toggle badplaces system on/off
ai_eventDistBadPlace // Distance used for AI event
ai_eventDistBullet // Distance used for AI event
ai_eventDistBulletRunning // Distance used for AI event
ai_eventDistDeath // Distance used for AI event
ai_eventDistExplosion // Distance used for AI event
ai_eventDistFootstep // Distance used for AI event
ai_eventDistFootstepLite // Distance used for AI event
ai_eventDistGrenadePing // Distance used for AI event
ai_eventDistGunShot // Distance used for AI event
ai_eventDistNewEnemy // Distance used for AI event
ai_eventDistPain // Distance used for AI event
ai_eventDistProjImpact // Distance used for AI event
ai_eventDistProjPing // Distance used for AI event
ai_eventDistReact // Distance used for AI event
ai_eventDistSilencedShot // Distance used for AI event
ai_foliageSeeThroughDist // Maximum distance AI ignore foliage for sight trace to targets
ai_friendlySuppression // Whether AI fire will suppression teammates or not.
ai_friendlySuppressionDist // Max distance at which AI suppress teammates
ai_maxAttackerCount // Max number of AI's that will attack one player
ai_meleeDamage // The amount of damage dealt by AI's melee attack
ai_meleeHeight // The height of the AI's melee attack
ai_meleeRange // The maximum range of the AI's melee attack
ai_meleeWidth // The width of the AI's melee attack
ai_moveOrientMode // Debug AI Orient Mode
ai_noDodge // AI won't dodge to the side
ai_noPathToEnemyGiveupTime // Time the AI will continue to attack if the player goes off the path grid.
ai_pathMomentum // Momentum factor for continuing motion in previous direction. 0 for no momentum carry over
ai_pathNegotiationOverlapCost // The distance AI would travel around to avoid going to a negotiation being used. Multiplied by number of users of the negotiation
ai_playerFarAccuracy // Accuracy for AI far away from the player
ai_playerFarRange // Minimum range for AI to use 'far' accuracy
ai_playerNearAccuracy // Accuracy for an AI near to a player
ai_playerNearRange // Maximum range for AI to use 'near' accuracy
ai_showBadPlaces // Display debug information for 'bad places'
ai_showDodge // Display debug information for AI dodging
ai_showNearestNode // Show nodes closest to AI
ai_showNodes // Show AI navigation node debug information
ai_showNodesDist // Maximum distance from the camera at which AI nodes are shown
ai_showPaths // Show AI navigation paths
ai_showPotentialThreatDir // Display AI potential threat direction
ai_showVisData // Display debug information for visibility data
ai_showVisDataDist // Maximum distance for visibility data debugging information to be shown
ai_showVolume // Draw the goal volume and fixed node safe volume for an AI
ai_slowdownMaxYawDiff // max yaw diff used for slowdown cal
ai_slowdownMinRate // anim rate at ai_slowdownMaxYawDiff
ai_slowdownMinYawDiff // min yaw diff before slowdown kicks in
ai_slowdownRateBlendFactor // percent of desired rate that goes into final rate
ai_threatUpdateInterval // AI target threat update interval in milliseconds
ai_turnRate // turn rate for AI
ai_useBetterLookahead // t5 lookahead improvements
ai_useFacingTranslation // whether to use facing to determine direction of translation
ai_useLeanRunAnimations // whether to use lean run animations instead of strafes
allEmblemsPurchased // Allows all emblem icons and layers to be purchased
allEmblemsUnlocked // Unlock all emblem icons and layers
allItemsPurchased // Allows all items to be equiped in Create-a-Class
allItemsUnlocked // Allows all items to be purchased in the Black Market
ammoCounterHide // Hide the Ammo Counter
arcademode // Current game is an arcade mode game
attachmentFilter // attachmentFilter
band_12players // 12 player bandwidth req'd
band_18players // 18 player bandwidth req'd
band_2players // 2 player bandwidth req'd
band_4players // 4 player bandwidth req'd
band_6players // 8 player bandwidth req'd
band_8players // 8 player bandwidth req'd
band_demosystem // demo system bandwidth req'd
barebones_class_mode "0"
basicTrainingFatal // If true, a basic training stats error will cause the game to end, if false a warning is printed to the console and the game continues
bcmp_ally_kill_probability "60"
bcmp_breathing_delay "3"
bcmp_breathing_probability "0"
bcmp_enemy_contact_delay "30"
bcmp_enemy_contact_level_delay "15"
bcmp_incoming_grenade_probability "5"
bcmp_killstreak_incoming_probability "100"
bcmp_kill_inform_probability "40"
bcmp_last_stand_delay "3"
bcmp_pain_delay ".5"
bcmp_pain_small_probability "0"
bcmp_perk_call_probability "100"
bcmp_sniper_kill_probability "20"
bcmp_toss_grenade_probability "20"
bcmp_weapon_delay "2000"
bcmp_weapon_fire_probability "80"
bcmp_weapon_fire_threat_probability "80"
bcmp_weapon_reload_probability "60"
bg_aimSpreadMoveSpeedThreshold // When player is moving faster than this speed, the aim spread will increase
bg_blendTimeOverride // Force all player animations to have this blendtime
bg_bobMax // The maximum allowed bob amplitude
bg_disableWeaponPlantingInWater // Disables being able to plant mines in the water.
bg_drawGrenadeInHand // Whether or not to draw grenade in hand for grenade animations
bg_fallDamageMaxHeight // The height that a player will take maximum damage when falling
bg_fallDamageMinHeight // The height that a player will start to take minimum damage if they fall
bg_foliagesnd_fastinterval // The time between each foliage sound when moving quickly
bg_foliagesnd_maxspeed // The speed that a player must be going to make maximum noise while moving through foliage
bg_foliagesnd_minspeed // The speed that a player must be going to make minimum noise while moving through foliage
bg_foliagesnd_resetinterval // The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_slowinterval // The time between each foliage sound when moving slowly
bg_forceDurationOverride // Force all player animations to have this duration
bg_forceExplosiveBullets // When set, all bullet weapons will fire explosive rounds (Simulates Perk)
bg_freeCamClipToHeliPatch // Toggles clipping to the heli patch rectangle.
bg_gravity // Gravity in inches per second per second
bg_gunXOffset // This will offset where the bullets come out of the gun
bg_ladder_yawcap // The maximum angle that a player can look around while on a ladder
bg_legYawCrouchTolerance // The amount the player's leg yaw can differ from his torso before moving to match
bg_legYawProneTolerance // The amount the player's leg yaw can differ from his torso before moving to match while prone
bg_legYawTolerance // The amount the player's leg yaw can differ from his torso before moving to match
bg_lowGravity // Low gravity for slow or floaty objects, in inches per second per second
bg_maxGrenadeIndicatorSpeed // Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_maxWeaponAnimScale // The amount which weapon timers can cause player animations to scale their playback speed by
bg_plantInWaterDepth // Min distance a penetrated bullet must travel before it'll trigger the effects
bg_playStandToCrouchAnims // Whether or not to use animations to transition between stand and crouch, if not it just blends
bg_proneSwingSpeed // The rate at which the player's legs swing around when turning and prone
bg_prone_yawcap // The maximum angle that a player can look around quickly while prone
bg_shock_animation // Play the 3rd person animation during shellshock
bg_shock_lookControl // Alter player control during shellshock
bg_shock_lookControl_fadeTime // The time for the shellshock player control to fade in seconds
bg_shock_lookControl_maxpitchspeed // Maximum pitch movement rate while shellshocked in degrees per second
bg_shock_lookControl_maxyawspeed // Maximum yaw movement rate while shell shocked in degrees per second
bg_shock_lookControl_mousesensitivityscale // Sensitivity scale to apply to a shellshocked player
bg_shock_movement // Affect player's movement speed during shellshock
bg_shock_screenBlurBlendFadeTime // The amount of time in seconds for the shellshock effect to fade
bg_shock_screenBlurBlendTime // The amount of time in seconds for the shellshock effect to blend
bg_shock_screenFlashShotFadeTime // In seconds, how soon from the end of the effect to start blending out the screengrab layer.
bg_shock_screenFlashWhiteFadeTime // In seconds, how soon from the end of the effect to start blending out the whiteout layer.
bg_shock_screenType // Shell shock screen effect type
bg_shock_sound // Play shell shock sound
bg_shock_soundDryLevel // Shell shock sound dry level
bg_shock_soundEnd
bg_shock_soundEndAbort
bg_shock_soundFadeInTime // Shell shock sound fade in time in seconds
bg_shock_soundFadeOutTime // Shell shock sound fade out time in seconds
bg_shock_soundLoop
bg_shock_soundLoopEndDelay // Sound loop end offset time from the end of the shellshock in seconds
bg_shock_soundLoopFadeTime // Shell shock sound loop fade time in seconds
bg_shock_soundLoopSilent
bg_shock_soundModEndDelay // The delay from the end of the shell shock to the end of the sound modification
bg_shock_soundRoomType "generic"
bg_shock_soundSnapshot "default"
bg_shock_soundWetLevel // Shell shock sound wet level
bg_shock_viewKickFadeTime // The time for the shellshock kick effect to fade
bg_shock_viewKickPeriod // The period of the shellshock view kick effect
bg_shock_viewKickRadius // Shell shock kick radius
bg_shock_visionset_inTime // Vision set in transition time (in seconds)
bg_shock_visionset_name
bg_shock_visionset_outTime // Vision set out transition time (in seconds)
bg_slopeFrames // The number of frames to use to determine slope run animations
bg_swingSpeed // The rate at which the player's legs swing around when strafing(multi-player only)
bg_viewBobAmplitudeBase // The base speed-based view bob amplitude
bg_viewBobAmplitudeDtp // The multiplier to apply to the player's speed to get the bob amplitude while diving to prone
bg_viewBobAmplitudeDucked // The multiplier to apply to the player's speed to get the bob amplitude while ducking
bg_viewBobAmplitudeDuckedAds // The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeProne // The multiplier to apply to the player's speed to get the bob amplitude while prone
bg_viewBobAmplitudeRoll // The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeSprinting // The multiplier to apply to the player's speed to get the bob amplitude while sprinting
bg_viewBobAmplitudeStanding // The multiplier to apply to the player's speed to get the bob amplitude while standing
bg_viewBobAmplitudeStandingAds // The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobAmplitudeSwimming // The multiplier to apply to the player's speed to get the bob amplitude while swimming
bg_viewKickMax // The maximum view kick
bg_viewKickMin // The minimum view kick
bg_viewKickRandom // The random direction scale view kick
bg_viewKickScale // The scale to apply to the damage done to caluclate damage view kick
bg_vsmode_hud // Used to control diferences in vsmode hud.
bg_weaponBobAmplitudeBase // The base speed-based weapon bob amplitude
bg_weaponBobAmplitudeDtp // The multiplier to apply to the player's speed to get the weapon bob amplitude while diving to prone
bg_weaponBobAmplitudeDucked // The multiplier to apply to the player's speed to get the weapon bob amplitude while ducking
bg_weaponBobAmplitudeProne // The multiplier to apply to the player's speed to get the weapon bob amplitude while prone
bg_weaponBobAmplitudeRoll // The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeSprinting // The multiplier to apply to the player's speed to get the weapon bob amplitude while sprinting
bg_weaponBobAmplitudeStanding // The multiplier to apply to the player's speed to get the weapon bob amplitude while standing
bg_weaponBobAmplitudeSwimming // The multiplier to apply to the player's speed to get the weapon bob amplitude while swimming
bg_weaponBobFrequencySwimming // Controls the speed of the camera bob while swimming
bg_weaponBobHeavyWeaponScalar // Scalar applied to bob angles for heavy weapons (minigun)
bg_weaponBobLag // The lag that will be applied the weapon bob cycle
bg_weaponBobMax // The maximum allowed weapon/viewmodel bob amplitude
bg_weaponleftbone "tag_weapon_left"
bg_weaponrightbone "tag_weapon_right"
bind
blackopsmode // Current game is a blackops game
bodyTypeFromGun // Associate the body type with the primary weapon (perk1 if false)
bot_difficulty // Difficulty level of the basic training bots
bot_enemies // Number of enemies allowed in basic training
bot_friends // Number of friends allowed in basic training
bot_tips // Combat tips enabled in basic training
bulletrange // Defines the how far the bulllets will go.
bullet_penetrationEnabled // Enable/Disable bullet penetration.
bullet_penetrationMinFxDist // Min distance a penetrated bullet must travel before it'll trigger the effects
category // The category number
categoryPlaylist // The playlist index in the category
cg_adsZoomToggleStyle // Style of zoom toggle - 0=oscillate, 1=rotate
cg_adsZScaleMax // The scale factor for shrinky dinks
cg_allPlayerNamesVisible // When true all names are visible within visibility range.
cg_artilleryKillCamBackDist // artillery kill camera: distance of camera backwards from artillery.
cg_artilleryKillCamFov // Artillery kill camera field of view.
cg_artilleryKillCamGroundBackDist // artillery kill camera when stuck to ground: distance of camera backwards from artillery.
cg_artilleryKillCamGroundUpDist // artillery kill camera when stuck to ground: distance of camera vertically from artillery.
cg_artilleryKillCamUpDist // artillery kill camera: distance of camera vertically from artillery.
cg_artilleryKillCamWallOutDist // artillery kill camera when stuck to wall: distance of camera out from wall.
cg_artilleryKillCamWallSideDist // artillery kill camera when stuck to wall: distance of camera along wall from artillery.
cg_blood // Show Blood
cg_brass // Weapons eject brass
cg_bulletlength // The length of a non-tracer round
cg_bulletwidth // The width of the non-tracer round
cg_cameraSpikeEnemyColor // Color of enemies in the camera spike view
cg_cameraSpikeHighlightBrightness // Brightness of player highlights in the camera spike view
cg_cameraVehicleExitTweenTime // Time(secs) to tween from gunner/vehicle camera to normal player camera
cg_cameraWaterClip // Min distance between camera and water surface. To prevent camera seeing water edge-on. Set to -1 to disable
cg_canSeeFriendlyFrustumExpand // The frustum expansion to determine if a friendly is on screen. Positive is inwards.
cg_canSeeFriendlyFrustumMinDistance // If target is inside this distance frustum culling is not applied.
cg_canSeeFriendlyFrustumUpdateInterval // How often the head tag is updated for the overhead names
cg_centertime // The time for a center printed message to fade
cg_chatHeight // The font height of a chat message
cg_chatTime // The amount of time that a chat message is visible
cg_cinematicFullscreen // Draw ingame cinematics full screen
cg_connectionIconSize // Size of the connection icon
cg_constantSizeHeadIcons // Head icons are the same size regardless of distance from the player
cg_corpseHighlightFadeTime // Time (in seconds) that corpse highlights fade out
cg_crosshairAlpha // The alpha value of the crosshair
cg_crosshairAlphaMin // The minimum alpha value of the crosshair when it fades in
cg_crosshairDynamic // Crosshair is Dynamic
cg_crosshairEnemyColor // The crosshair color when over an enemy
cg_cursorHints // Draw cursor hints where:
cg_debugDrawSafeAreas // Show the safe area outlines for the safe areas on the UI
cg_debugevents // Output event debug information
cg_debugInfoCornerOffset // Offset from top-right corner, for cg_drawFPS, etc
cg_debugposition // Output position debugging information
cg_debug_overlay_viewport // Remove the sniper overlay so you can check that the scissor window is correct.
cg_debug_triggers // Debug client side Triggers, prints out all the client triggers the first time they are hit.
cg_descriptiveText // Draw descriptive spectator messages
cg_destructibleKillCamCloseXYDist // Destructible kill camera closest distance in front of the bomb.
cg_destructibleKillCamCloseZDist // Destructible kill camera closest distance above the target.
cg_destructibleKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_destructibleKillCamFarBlurDist // Destructible kill camera distance above the airplane.
cg_destructibleKillCamFarBlurStart // Destructible kill camera distance above the airplane.
cg_destructibleKillCamFov // Destructible kill camera field of view.
cg_destructibleKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_destructibleKillCamNearBlurEnd // Destructible kill camera distance above the airplane.
cg_destructibleKillCamNearBlurStart // Destructible kill camera distance above the airplane.
cg_destructibleKillCamRegularHeight // If a destructible is above this height, then just move the camera to above it
cg_destructibleKillCamZIncrease // Height above origin for the destructibles
cg_development // Indicates if we are in DEVELOPMENT (non-release ship builds)
cg_dogKillCamDistFromEyes // Dog kill camera: distance of camera past the delta from player target to dog eye
cg_dogKillCamForwardDist // Dog kill camera: distance of target camera vertically from dog.
cg_dogKillCamFov // Dog kill camera field of view.
cg_dogKillCamSideDist // Dog kill camera: distance of camera target vertically from dog.
cg_dogKillCamUpDist // Dog kill camera: distance of camera target vertically from dog.
cg_dogKillMinDistFromTarget // Dog kill camera: minimum distance that the camera will approach the target
cg_draw2D // Draw 2D screen elements
cg_drawBreathHint // Draw a 'hold breath to steady' hint
cg_drawCrosshair // Turn on weapon crosshair
cg_drawCrosshair3D // Turn on weapon crosshair in 3D mode.
cg_drawCrosshairNames // Draw the name of an enemy under the crosshair
cg_drawCrosshairNamesPosX // Virtual screen space position of the crosshair name
cg_drawCrosshairNamesPosY // Virtual screen space position of the crosshair name
cg_drawErrorMessages // Draw error/warning text
cg_drawFPS // Draw frames per second
cg_drawFPSLabels // Draw FPS Info Labels
cg_drawFPSOnly // Draw only the FPS stats in the upper right
cg_drawFPSScale // Draw FPS size scale
cg_drawFriendlyNames // Whether to show friendly names in game
cg_drawGun // Draw the view model
cg_drawHealth // Draw health bar
cg_drawHoldBreathHint // Turn on hold breath hint string for the sniper rifles
cg_drawMantleHint // Draw a 'press key to mantle' hint
cg_drawMaterial // Draw debugging information for materials
cg_drawModelAxis // Draw debugging axis for a bone of the model under the crosshair
cg_drawpaused // Draw paused screen
cg_drawScriptUsage // Draw debugging information for scripts
cg_drawShellshock // Draw shellshock & flashbang screen effects.
cg_drawSnapshot // Draw debugging information for snapshots
cg_drawSnapshotTime // Draw length of snapshot buffer
cg_drawTalk // Controls which icons CG_TALKER ownerdraw draws
cg_drawThroughWalls // Whether to draw friendly names through walls or not
cg_drawTurretCrosshair // Draw a cross hair when using a turret
cg_drawVersion // Draw the game version
cg_drawVersionX // X offset for the version string
cg_drawVersionY // Y offset for the version string
cg_dumpAnims // Output animation info for the given entity id
cg_enemyNameFadeIn // Time in milliseconds to fade in enemy names
cg_enemyNameFadeOut // Time in milliseconds to fade out enemy names
cg_errordecay // Decay for predicted error
cg_explosiveKillCamBackDist // Explosive kill camera: distance of camera backwards from explosive.
cg_explosiveKillCamGroundBackDist // Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
cg_explosiveKillCamGroundUpDist // Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
cg_explosiveKillCamStopDecelDist // Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
cg_explosiveKillCamStopDist // Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
cg_explosiveKillCamUpDist // Explosive kill camera: distance of camera vertically from explosive.
cg_explosiveKillCamWallOutDist // Explosive kill camera when stuck to wall: distance of camera out from wall.
cg_explosiveKillCamWallSideDist // Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
cg_fakefireWizbyChance // The probability that a fake fire shot plays a wizby to local players round
cg_firstPersonTracerChance // The probability that a bullet is a tracer round for your bullets
cg_flareVisionSetFadeDuration // Duration of fade back to normal vision set when you look away from the flare
cg_footprints // Draw footprint decals and effects
cg_footprintsDebug // Debug footprint drawing code (0 means no debugging)
cg_footprintsDistortWater // Distort water on footprint (0 means no distortion)
cg_footsteps // Play footstep sounds
cg_fov // The field of view angle in degrees
cg_fovExtraCam // The field of view angle in degrees for the extra cam
cg_fovMin // The minimum possible field of view
cg_fovScale // Scale applied to the field of view
cg_fov_default // User default field of view angle in degrees
cg_fov_default_thirdperson // User default 3rd person field of view angle in degrees
cg_friendlyNameFadeIn // Time in milliseconds to fade in friendly names
cg_friendlyNameFadeOut // Time in milliseconds to fade out friendly names
cg_fuelHudVersion // Determines what version of the hud to show
cg_fullscreenFinalKillcam // Fullscreen final killcam
cg_gameBoldMessageWidth // The maximum character width of the bold game messages
cg_gameMessageWidth // The maximum character width of the game messages
cg_gun_move_f // Weapon movement forward due to player movement
cg_gun_move_minspeed // The minimum weapon movement rate
cg_gun_move_r // Weapon movement right due to player movement
cg_gun_move_rate // The base weapon movement rate
cg_gun_move_u // Weapon movement up due to player movement
cg_gun_ofs_f // Forward weapon offset when prone/ducked
cg_gun_ofs_r // Right weapon offset when prone/ducked
cg_gun_ofs_u // Up weapon offset when prone/ducked
cg_gun_x // x position of the viewmodel
cg_gun_y // y position of the viewmodel
cg_gun_z // z position of the viewmodel
cg_headIconMinScreenRadius // The minumum radius of a head icon on the screen
cg_heliKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamFarBlurDist // Helicopter kill camera distance above the helicopter.
cg_heliKillCamFarBlurStart // Helicopter kill camera distance above the helicopter.
cg_heliKillCamFov // Helicopter kill camera field of view.
cg_heliKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamNearBlurEnd // Helicopter kill camera distance above the helicopter.
cg_heliKillCamNearBlurStart // Helicopter kill camera distance above the helicopter.
cg_hintFadeTime // Time in milliseconds for the cursor hint to fade
cg_hudChatIntermissionPosition // Position of the HUD chat box during intermission
cg_hudChatPosition // Position of the HUD chat box
cg_hudDamageDirectionalIconTime // The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconHeight // The height of the damage icon
cg_hudDamageIconInScope // Draw damage icons when aiming down the sight of a scoped weapon
cg_hudDamageIconOffset // The offset from the center of the damage icon
cg_hudDamageIconTime // The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconWidth // The width of the damage icon
cg_hudGrenadeIconEnabledFlash // Show the grenade indicator for flash grenades
cg_hudGrenadeIconHeight // The height of the grenade indicator icon
cg_hudGrenadeIconInScope // Show the grenade indicator when aiming down the sight of a scoped weapon
cg_hudGrenadeIconMaxHeight // The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash // The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag // The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset // The offset from the center of the screen for a grenade icon
cg_hudGrenadeIconWidth // The width of the grenade indicator icon
cg_hudGrenadeIndicatorFadeUp // Draw grenade indicator with distance fade(COD3 style)
cg_hudGrenadeIndicatorStartColor
cg_hudGrenadeIndicatorTargetColor
cg_hudGrenadePointerHeight // The height of the grenade indicator pointer
cg_hudGrenadePointerPivot // The pivot point of th grenade indicator pointer
cg_hudGrenadePointerPulseFreq // The number of times per second that the grenade indicator flashes in Hertz
cg_hudGrenadePointerPulseMax // The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer
cg_hudGrenadePointerPulseMin // The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer
cg_hudGrenadePointerWidth // The width of the grenade indicator pointer
cg_hudLegacySplitscreenScale // Screen scale for hud elements in splitscreen
cg_hudLegacyStereo3DScale // Screen scale for hud elements in stereo 3D
cg_hudMapBorderWidth // The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight // The size of the friendly icon on the full map
cg_hudMapFriendlyWidth // The size of the friendly icon on the full map
cg_hudMapPlayerHeight // The size of the player's icon on the full map
cg_hudMapPlayerWidth // The size of the player's icon on the full map
cg_hudMapRadarLineThickness // Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
cg_hudObjectiveTextScale "0.3"
cg_hudProneY // Virtual screen y coordinate of the prone blocked message
cg_hudSayPosition // Position of the HUD say box
cg_hudSplitscreenBannerScoreboardScale // Scale value to apply to the splitscreen banner scoreboard
cg_hudSplitscreenCompassElementScale // Scale value to apply to compass elements in splitscreen
cg_hudSplitscreenCompassScale // Scale value to apply to the compass in splitscreen
cg_hudSplitscreenOffsetsUseScale // Use splitscreen scaling for element offsets
cg_hudSplitscreenScoreboardScale // Scale value to apply to the scoreboard in splitscreen
cg_hudSplitscreenStanceScale // Scale value to apply to the stance HUD element in splitscreen
cg_hudStanceFlash // The background color of the flash when the stance changes
cg_hudStanceHintPrints // Draw helpful text to say how to change stances
cg_hudVotePosition // Position of the HUD vote box
cg_infraredBlurTime // Time [in millisecs] that the infrared blur lasts.
cg_infraredHighlightOffset // Offset to the player highlight when using infrared scope
cg_infraredHighlightScale // Scale of the player highlight when using infrared scope
cg_invalidCmdHintBlinkInterval // Blink rate of an invalid command hint
cg_invalidCmdHintDuration // Duration of an invalid command hint
cg_laserEndOffset // How far from the point of collision the end of the beam is.
cg_laserFlarePct // Percentage laser widens over distance from viewer.
cg_laserForceOn // Force laser sights on in all possible places (for debug purposes).
cg_laserLight // Whether to draw the light emitted from a laser (not the laser itself)
cg_laserLightBeginOffset // How far from the true beginning of the beam the light at the beginning is.
cg_laserLightBodyTweak // Amount to add to length of beam for light when laser hits a body (for hitboxes).
cg_laserLightEndOffset // How far from the true end of the beam the light at the end is.
cg_laserLightRadius // The radius of the light at the far end of a laser beam
cg_laserRadius // The size (radius) of a laser beam
cg_laserRange // The maximum range of a laser beam
cg_laserRangePlayer // The maximum range of the player's laser beam
cg_lastSpectatorSelectedThirdPerson // Saves last spectator view selected
cg_mapLocationSelectionCursorSpeed // Speed of the cursor when selecting a location on the map
cg_mapLocationSelectionRotationSpeed // Rotation speed of the cursor when selecting a location on the map
cg_marks_ents_player_only // Marks on entities from players' bullets only.
cg_mature // Show Mature Content
cg_MaxDownedPulseRate // The amount of alpha to fade per second, at most for downed allies
cg_MinDownedPulseRate // The amount of alpha to fade per second, at minimum for downed allies
cg_motionblur_duration // Sets radial motion blur duration
cg_motionblur_fadeout // Sets fade time for radial motion blur
cg_nopredict // Don't do client side prediction
cg_overheadIconSize // The maximum size to show overhead icons like 'rank'
cg_overheadNamesFarDist // The far distance at which name sizes are scaled by cg_overheadNamesFarScale
cg_overheadNamesFarScale // The amount to scale overhead name sizes at cg_overheadNamesFarDist
cg_overheadNamesFont // Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow // Glow color for overhead names
cg_overheadNamesMaxDist // The maximum distance for showing friendly player names
cg_overheadNamesNearDist // The near distance at which names are full size
cg_overheadNamesSize // The maximum size to show overhead names
cg_overheadNamesTagUpdateInterval // How often the friendly visibility head tag is updated for the on screen frustum check
cg_overheadRankSize // The size to show rank text
cg_playerFrustumHalfHeight // The radius used to calculate frustum target center for a player. Used for fast "is on screen" tests
cg_playerHighlightBlinkTime // The speed (in ms) at which the player highlights blink.
cg_playerHighlightBrightness // Brightness of highlights.
cg_playerHighlightEnemyColor // Color of enemy player highlights.
cg_playerHighlightMinFade // The minimum fade for player highlight blinking.
cg_playerHighlightTargetSize // Size of player target highlights.
cg_predictItems // Turn on client side prediction for item pickup
cg_proneFeetCollisionHull // Enables the use of the extra physics collision hulls on the feet while prone.
cg_readTitleStorageLocally // Read title storage locally, instead of from the Xbox Live server
cg_retrieveHintTime // Time in milliseconds between the landing of a retrievable object and the start of the pulse shader to hint that the object is retrievable
cg_retrieveHintTimeStuck // Time in milliseconds between the retrievable object being stuck in an entity and the start of the pulse shader to hint that the object is retrievable
cg_rocketKillCamBackDist // Rocket kill camera: distance of camera backwards from rocket.
cg_rocketKillCamUpDist // Rocket kill camera: distance of camera vertically from rocket.
cg_scoreboardBannerHeight // Banner height of the scoreboard
cg_scoreboardFont // Scoreboard font enum ( see menudefinition.h )
cg_scoreboardHeaderFontScale // Scoreboard header font scale
cg_scoreboardHeight // Height of the scoreboard
cg_scoreboardItemHeight // Item height of each item
cg_scoreboardMyColor // The local player's font color when shown in scoreboard
cg_scoreboardPingGraph // Whether to show graphical ping
cg_scoreboardPingHeight // Height of the ping graph as a % of the scoreboard row height
cg_scoreboardPingText // Whether to show numeric ping value
cg_scoreboardPingWidth // Width of the ping graph as a % of the scoreboard
cg_scoreboardQuarterscreenWidth // Width of the scoreboard for a quarter of the screen splitscreen
cg_scoreboardRankFontScale // Scale of rank font
cg_scoreboardScrollStep // Scroll step amount for the scoreboard
cg_scoreboardSplitscreenWidth // Width of the scoreboard in splitscreen
cg_scoreboardTextOffset // Scoreboard text offset
cg_scoreboardWidth // Width of the scoreboard
cg_ScoresPing_BgColor // Background color of ping
cg_ScoresPing_HighColor // Color for high ping
cg_ScoresPing_Interval // Number of milliseconds each bar represents
cg_ScoresPing_LowColor // Color for low ping
cg_ScoresPing_MaxBars // Number of bars to show in ping graph
cg_ScoresPing_MedColor // Color for medium ping
cg_scriptedKillCamCloseXYDist // Scripted kill camera closest distance in front of the bomb.
cg_scriptedKillCamCloseZDist // Scripted kill camera closest distance above the target.
cg_scriptedKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_scriptedKillCamFarBlurDist // Scripted kill camera distance above the airplane.
cg_scriptedKillCamFarBlurStart // Scripted kill camera distance above the airplane.
cg_scriptedKillCamFov // Scripted kill camera field of view.
cg_scriptedKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_scriptedKillCamNearBlurEnd // Scripted kill camera distance above the airplane.
cg_scriptedKillCamNearBlurStart // Scripted kill camera distance above the airplane.
cg_scriptIconSize // Size of Icons defined by script
cg_seatHintFadeTime // Time in milliseconds for the seat hint to fade
cg_showmiss // Show prediction errors
cg_showZombieControls // Show the zombie controller layout
cg_showZombieMap // Show the zombie map up
cg_spectateThirdPerson // Default player to thirdperson in spectate
cg_splitscreenLetterboxSize // Amount of border to leave at the side edges of the screen in 2 & 3 was split screen.
cg_splitscreenSpectatorScaleIncrease // Scale value to apply to the spectator message in splitscreen
cg_sprintMeterDisabledColor // The color of the sprint meter when the sprint meter is disabled
cg_sprintMeterEmptyColor // The color of the sprint meter when the sprint meter is empty
cg_sprintMeterFullColor // The color of the sprint meter when the sprint meter is full
cg_subtitleMinTime // The minimum time that the subtitles are displayed on screen in seconds
cg_subtitles // Show subtitles
cg_subtitleWidthStandard // The width of the subtitles on a non wide-screen
cg_subtitleWidthWidescreen // The width of the subtitle on a wide-screen
cg_teamChatsOnly // Allow chatting only on the same team
cg_thirdPerson // Use third person view
cg_thirdPersonAngle // The angle of the camera from the player in third person view
cg_thirdPersonFocusDist // The distance infront of the player to aim the 3rd person camera at
cg_thirdPersonMode // How the camera behaves in third person
cg_thirdPersonRange // The range of the camera from the player in third person view
cg_timedDamageDuration // Sets the time to display a damage friendly indicator
cg_tracerchance // The probability that a bullet is a tracer round
cg_tracerlength // The length of a tracer round
cg_tracerNoDrawTime // Delay in milliseconds before a tracer will start rendering
cg_tracerScale // Scale the tracer at a distance, so it's still visible
cg_tracerScaleDistRange // The range at which a tracer is scaled to its maximum amount
cg_tracerScaleMinDist // The minimum distance to scale a tracer
cg_tracerScrewDist // The length a tracer goes as it completes a full corkscrew revolution
cg_tracerScrewRadius // The radius of a tracer's corkscrew motion
cg_tracerSpeed // The speed of a tracer round in units per second
cg_tracerwidth // The width of the tracer round
cg_treadmarks // Draw treadmark decals and effects
cg_turretBipodOffset // Offset bipod mount position on gun by this distance
cg_turretKillCamBackOffset // Move the camera to the Back of the turret by this much.
cg_turretKillCamCloseXYDist // Airstrike kill camera closest distance in front of the bomb.
cg_turretKillCamCloseZDist // Airstrike kill camera closest distance above the target.
cg_turretKillCamDistanceIncrease // Airstrike kill camera distance above the airplane.
cg_turretKillCamFarBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_turretKillCamFarBlurDist // Airstrike kill camera distance above the airplane.
cg_turretKillCamFarBlurStart // Airstrike kill camera distance above the airplane.
cg_turretKillCamFov // Airstrike kill camera field of view.
cg_turretKillCamHeightIncrease // Airstrike kill camera distance above the airplane.
cg_turretKillCamNearBlur // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_turretKillCamNearBlurEnd // Airstrike kill camera distance above the airplane.
cg_turretKillCamNearBlurStart // Airstrike kill camera distance above the airplane.
cg_turretKillCamSideOffset // Move the camera to the side of the turret by this much.
cg_ufo_scaler // The speed at which ufo camera moves
cg_use_colored_smoke // Allow the use of colored smoke grenades
cg_usingClientScripts // True, if client scripts are enabled.
cg_viewVehicleInfluenceGunner // The influence on the view from being a vehicle gunner
cg_viewVehicleInfluenceGunnerFiring // The influence on the view from being a vehicle gunner while firing
cg_viewZSmoothingMax // Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin // Threshhold for the minimum smoothing distance it must move to smooth
cg_viewZSmoothingTime // Amount of time to spread the smoothing over
cg_visionSetLerpMaxDecreasePerFrame // Maximum jump of customlerp between 2 frames, used for smoothing for flare visionset
cg_visionSetLerpMaxIncreasePerFrame // Maximum jump of customlerp between 2 frames, used for smoothing for flare visionset
cg_voiceIconSize // Size of the 'voice' icon
cg_watersheeting // Enables/disables the watersheeting fullscreen effect
cg_waterTrailRippleFrequency // How often (in ms) will play the waist ripple fx for actors in water
cg_waterTrailRippleVariance // How late (in ms) the waist ripple fx can be played
cg_weaponCycleDelay // The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
cg_weaponHintsCoD1Style // Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
cg_youInKillCamSize // Size of the 'you' Icon in the kill cam
challengeResponseResendBackoffInterval // Used for testing challenge/response bool requests
challengeResponseResendInterval // Used for testing challenge/response bool requests
clancard_clanid "0"
clanMessageLastFetchTime // Time in milliseconds of the last clan message file fetch operation
clanName
cl_analog_attack_threshold // The threshold before firing
cl_anglespeedkey // Multiplier for max angle speed for game pad and keyboard
cl_avidemo // AVI demo frames per second
cl_bypassMouseInput // Bypass UI mouse input and send directly to the game
cl_connectionAttempts // Maximum number of connection attempts before aborting
cl_connectTimeout // Timeout time in seconds while connecting to a server
cl_dblTapMaxDelayTime // The maximum amount of time (ms) between button presses to be considered a double tap
cl_dblTapMaxHoldTime // The maximum amount of time (ms) the player can hold the button to be considered a double tap
cl_deathMessageWidth // Pixel width of the obituary area
cl_dtpHoldTime // The time to hold the stance button while sprinting before the player dives to prone
cl_forceavidemo // Record AVI demo even if client is not active
cl_freelook // Enable looking with mouse
cl_freezeDemo // cl_freezeDemo is used to lock a demo in place for single frame advances
cl_hudDrawsBehindUI // Should the HUD draw when the UI is up?
cl_ingame // True if the game is active
cl_inputTimeScaleFrac // Set how much of the time scale to use in the view angles turn rate
cl_maxpackets // Maximum number of packets sent per frame
cl_maxPing // Maximum ping for the client
cl_maxppf // Maximum servers to ping per frame in server browser
cl_motdString
cl_mouseAccel // Mouse acceleration
cl_network_warning // Alternative enable SCR_DrawPleaseWait dialog
cl_nodelta // The server does not send snapshot deltas
cl_noprint // Print nothing to the console
cl_packetdup // Enable packet duplication
cl_paused // Pause the game
cl_pitchspeed // Max pitch speed in degrees for game pad
cl_serverStatusResendTime // Time in milliseconds to resend a server status message
cl_showmouserate // Print mouse rate debugging information to the console
cl_shownet // Display network debugging information
cl_shownuments // Show the number of entities
cl_showSend // Enable debugging information for sent commands
cl_showServerCommands // Enable debugging information for server commands
cl_showTimeDelta // Enable debugging information for time delta
cl_stanceHoldTime // The time to hold the stance button before the player goes prone
cl_timeout // Seconds with no received packets until a timeout occurs
cl_wadefps // Toggles the display of the conspicuous FPS meter in non-development builds only.
cl_yawspeed // Max yaw speed in degrees for game pad and keyboard
codMessageLastFetchTime // Time in milliseconds of the last cod message file fetch operation
collectors // Set to true if the player has the collector's edition
compass // Display Compass
compassClampIcons // If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
compassCoords // x = North-South coord base value,
compassECoordCutoff // Left cutoff for the scrolling east-west coords
compassEnemyFootstepEnabled // Enables enemies showing on the compass because of moving rapidly nearby.
compassEnemyFootstepMaxRange // The maximum distance at which an enemy may appear on the compass due to 'footsteps'
compassEnemyFootstepMaxZ // The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
compassEnemyFootstepMinSpeed // The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
compassForcePlayerIcon // Forces the player to always show as compassping_player on the compass.
compassFriendlyHeight // The size of the friendly icon on the compass
compassFriendlyWidth // The size of the friendly icon on the compass
compassGridAlign // Position of letter and number in grid.
compassGridCols // Grid column count.
compassGridEnabled // Enables compass grid.
compassGridRows // Grid row count.
compassLocalRadarRadius // Maximum radius of the local radar
compassLocalRadarUpdateTime // Time between local radar updates
compassMaxRange // The maximum range from the player in world space that objects will be shown on the compass
compassMinRadius // The minimum radius from the center of the compass that objects will appear.
compassMinRange // The minimum range from the player in world space that objects will appear on the compass
compassObjectiveArrowHeight // The size of the objective arrow on the compass
compassObjectiveArrowOffset // The offset of the objective arrow inward from the edge of the compass map
compassObjectiveArrowRotateDist // Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
compassObjectiveArrowWidth // The size of the objective arrow on the compass
compassObjectiveDetailDist // When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
compassObjectiveDrawLines // Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
compassObjectiveHeight // The size of the objective on the compass
compassObjectiveIconHeight // The size of the objective on the full map
compassObjectiveIconHeightZombie // The size of the objective on the full map
compassObjectiveIconWidth // The size of the objective on the full map
compassObjectiveIconWidthZombie // The size of the objective on the full map
compassObjectiveMaxHeight // The maximum height that an objective is considered to be on this level
compassObjectiveMaxRange // The maximum range at which an objective is visible on the compass
compassObjectiveMinAlpha // The minimum alpha for an objective at the edge of the compass
compassObjectiveMinDistRange // The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight // The minimum height that an objective is considered to be on this level
compassObjectiveNearbyDist // When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveNumRings // The number of rings when a new objective appears
compassObjectiveRingSize // The maximum objective ring sige when a new objective appears on the compass
compassObjectiveRingTime // The amount of time between each ring when an objective appears
compassObjectiveTextHeight // Objective text height
compassObjectiveTextScale // Scale to apply to hud objectives
compassObjectiveWidth // The size of the objective on the compass
compassPartialType // The style of compass to use 2d or 3d
compassPlayerHeight // The size of the player's icon on the compass
compassPlayerWidth // The size of the player's icon on the compass
compassRadarLineThickness // Thickness, relative to the compass size, of the radar texture that sweeps across the map
compassRadarPingFadeTime // How long an enemy is visible on the compass after it is detected by radar
compassRadarUpdateFastTime // Time between radar updates for fast update killstreak
compassRadarUpdateTime // Time between radar updates
compassRotation // Style of compass
compassSatellitePingFadeTime // How long an enemy is visible on the compass after it is detected by Satellite
compassSatelliteScanTime // Time taken for Satellite t scans
compassSatelliteStaticImageFadeTime // How long the static image is visible on the compass after it is detected by Satellite
compassScaleDiff // Difference from original compass max range in world space.
compassScaleDuration // The amount of time to take scaling the compass map.
compassScaleReset // Whether to reset compassMaxRange to its default value.
compassScaleTimer // Time scaling started.
compassShowEnemies // Enables enemies showing on the compass.
compassSize // Scale the compass
compassSoundPingFadeTime // The time in seconds for the sound overlay on the compass to fade
compassSpectatorsSeeEnemies // Spectators always see enemies on the map.
compassStaticImageUpdateTime // Time between static image updates
compassTickertapeStretch // How far the tickertape should stretch from its center.
com_animCheck // Check anim tree
com_attractmode // Run attract mode
com_attractmodeduration // Time when controller is unused before attract mode is enabled
com_desiredMenu // Target menu to navigate to when possible
com_errorMessage
com_filter_output // Use console filters for filtering output.
com_first_time // non zero if the profile has never run the game before (only accurate after the iis)
com_freemoveScale // Scale how fast you move in com_freemove mode
com_introPlayed // Intro movie has been played
com_isNotice "0"
com_maxclients // Maximum amount of clients on the server
com_maxfps // Cap frames per second
com_maxFrameTime // Time slows down if a frame takes longer than this many milliseconds
com_movieIsPlaying // Is a movie playiner.
com_startupIntroPlayed // Game startup intro movie(s) has been played
com_statmon // Draw stats monitor
com_timescale // Scale time of each frame
com_useConfig // Use configuration files
com_voip_bandwidth_restricted // Use VOIP inhibitor during high bandwidth usage
com_voip_disable_threshold // Message size at which voip becomes disabled
com_voip_resume_time // Time at which voip can resume
consoleGame "true"
consoleStatAction // The action to take if console stat fails
consoleStatCheck // The console stat check to preform. off, console id check, external ip, internal ip
con_default_console_filter "*"
con_errormessagetime // Onscreen time for error messages in seconds
con_gameMsgWindow0FadeInTime // Time to fade in new messages in game message window 0
con_gameMsgWindow0FadeOutTime // Time to fade out old messages in game message window 0
con_gameMsgWindow0Filter "gamenotify obituary"
con_gameMsgWindow0LineCount // Maximum number of lines of text visible at once in game message window 0
con_gameMsgWindow0MsgTime // On screen time for game messages in seconds in game message window 0
con_gameMsgWindow0ScrollTime // Time to scroll messages when the oldest message is removed in game message window 0
con_gameMsgWindow0SplitscreenScale // Scaling of game message window 0 in splitscreen
con_gameMsgWindow1FadeInTime // Time to fade in new messages in game message window 1
con_gameMsgWindow1FadeOutTime // Time to fade out old messages in game message window 1
con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount // Maximum number of lines of text visible at once in game message window 1
con_gameMsgWindow1MsgTime // On screen time for game messages in seconds in game message window 1
con_gameMsgWindow1ScrollTime // Time to scroll messages when the oldest message is removed in game message window 1
con_gameMsgWindow1SplitscreenScale // Scaling of game message window 1 in splitscreen
con_gameMsgWindow2FadeInTime // Time to fade in new messages in game message window 2
con_gameMsgWindow2FadeOutTime // Time to fade out old messages in game message window 2
con_gameMsgWindow2Filter "subtitle"
con_gameMsgWindow2LineCount // Maximum number of lines of text visible at once in game message window 2
con_gameMsgWindow2MsgTime // On screen time for game messages in seconds in game message window 2
con_gameMsgWindow2ScrollTime // Time to scroll messages when the oldest message is removed in game message window 2
con_gameMsgWindow2SplitscreenScale // Scaling of game message window 2 in splitscreen
con_inputBoxColor // Color of the console input box
con_inputHintBoxColor // Color of the console input hint box
con_matchPrefixOnly // Only match the prefix when listing matching Dvars
con_minicon // Display the mini console on screen
con_miniconlines // Number of lines in the minicon message window
con_MiniConSplitscreenScale // Splitscreen scale value for the mini console
con_minicontime // Onscreen time for minicon messages in seconds
con_outputBarColor // Color of the console output slider bar
con_outputSliderColor // Color of the console slider
con_outputWindowColor // Color of the console output
con_typewriterColorBase // Base color of typewritten objective text.
con_typewriterColorGlowCheckpoint // Color of typewritten objective text.
con_typewriterColorGlowCompleted // Color of typewritten objective text.
con_typewriterColorGlowFailed // Color of typewritten objective text.
con_typewriterColorGlowUpdated // Color of typewritten objective text.
con_typewriterDecayDuration // Time (in milliseconds) to spend disolving the line away.
con_typewriterDecayStartTime // Time (in milliseconds) to spend between the build and disolve phases.
con_typewriterEnabledSounds // Enable the typewriter sounds and text effects. Disabled still uses the typewrite glow settings.
con_typewriterPrintSpeed // Time (in milliseconds) to print each letter in the line.
counterDownloadInterval // Number of minutes before all the global counters are downloaded
counterUploadInterval // Number of minutes before all the global counters are uploaded
customclass1 "CUSTOM 1"
customclass2 "CUSTOM 2"
customclass3 "CUSTOM 3"
customclass4 "CUSTOM 4"
customclass5 "CUSTOM 5"
dcacheSimulateNoHDD // When turned on, simulated no HDD for caching.
ddl_verbose // Verbose DDL output.
DebugFireManager // Display fire manager cell information.
debugRenderBrushes // Render brushes
debugRenderBulletMeshes // Render bullet meshes (point to entity)
debugRenderCollisionDistance // Distance to render debug brushes and patches
debugRenderColoredPatches // Render each patch with a different color (Render Patches must be on)
debugRenderEntityBrushes // Render the brushes associated with the entity you are looking at
debugRenderGjkTraceGeom // Render gjk trace meshes
debugRenderMask // Mask for collision rendering
debugRenderPatches // Render patches
debugRenderStaticModelsBounds // Render the bounds of the nearby static models
debugStats // Print messages showing when persistent stats are set
debug_dogs "0"
debug_dog_anims "0"
debug_dog_anims_ent "0"
debug_dog_notetracks "0"
debug_dog_orient "0"
debug_dog_sound "0"
debug_dog_turns "0"
debug_dog_usage "1"
debug_rope // Enables the debug rendering for the ropes
debug_trace // Does a trace and draws the hit point
dec20_Enabled // enable dec20 terminal
defaultDamageDuration // default duration in milliseconds that damage should continue to get delivered
defaultDamageInterval // default interval in milliseconds that damage should continue to get delivered
defaultHitDamage // default initial damage delivered by getting hit by a flame ball
defragGlassIndices // Enable glass memory defragmentation
defragGlassMemory // Enable glass memory defragmentation
demo_bookmarkEventThresholdTime // The time duration for which we want to show the bookmark event image in the demo timeline.
demo_bytesPerSecondMax // Max amount of bytes to send per second before throttling.
demo_bytesPerSecondMin // Min amount of bytes to send per second before throttling.
demo_client // Current viewing player
demo_cmdnum // The number of the command sent from console/ingame menu.
demo_controllerConfig // The number of the command sent from console/ingame menu.
demo_debug // Debug info for the Server Snapshot Demo system
demo_defaultSegmentTag
demo_drawdebuginformation // Used to draw debug information.
demo_enabled // Used to turn the system on/off.
demo_errormessage
demo_errortitle
demo_filesizeLimit // The maximum filesize (in MB) of the demos which we support.
demo_keyframerate // Used to specify the rate(in sec) at which we generate a keyframe during playback.
demo_packetsPerSecondMax // Max amount of packets to send per second before throttling.
demo_packetsPerSecondMin // Min amount of packets to send per second before throttling.
demo_pause // Used to pause a demo playback.
demo_recordBasicTraining // Used to turn the basic training recording on/off.
demo_recordingrate // Used to tweak the rate(in msec) at which we write a super snapshot
demo_recordPrivateMatch // Used to turn the private match recording on/off.
demo_save_smp // Used to toggle threaded save for the demo system.
demo_selectedSegmentIndex // Used in the Manage Segments UI. This will be used to know which segment index we have selected.
demo_timescale // The rate at which we want to scale time. For slo-mo it will be time/rate, fast mo. it will be time * rate
demo_timeScaleRate // The rate at which we want to scale time. For slo-mo it will be time/rate, fast mo. it will be time * rate
demo_usefilesystem // Used to turn HDD write ON or OFF.
developer // Enable development environment
developer_script // Enable developer script comments
didyouknow "@MPTIP_MOTION_SENSOR_TIP"
disconnected_ctrls
displaySessionInfo // Output session info
dive2swim // Use to contorl the dive force applied to the player when pressing B in water.
dive_recharge // Use to space out the dive to swim button presses.
dog_debug // MP dog debugging
dog_MeleeDamage // Controls the damage done when dogs attack.
dog_turn180_angle // If the dog needs to turn at this angle or greater, he'll execute the 180-degree turn animation
dog_turn90_angle // If the dog needs to turn at this angle or greater, he'll execute the 90-degree turn animation
dog_turn_min_goal_dist // If the dog is at this distance or less to it's goal, it won't execute any turn animations
doMaintenance // Do cleanup of the glass
door_breach_weapondrop // Turn on/off the waepon drop/rise for during door breach
doublesided_raycasts // turn on double sided ray casts
drawEntityCount // Enable entity count drawing
drawEntityCountPos // Where to draw the entity count graph
drawEntityCountSize // How big to draw the entity count graph
drawKillcamData // Enable drawing server killcam data
drawKillcamDataPos // Where to draw the server killcam graph
drawKillcamDataSize // How big to draw the killcam data graph
drawLagometer // Enable the 'lagometer'
drawServerBandwidth // Enable drawing server bandwidth
drawServerBandwidthPos // Where to draw the server bandwidth graph
dtp // Turn on/off the dive to prone functionality
dtp_exhaustion_window // Determines how long the player has to sprint before the dtp move can trigger
dtp_fall_damage_max_height // If the player dives to prone from more than this dvar value, he will receive kill damage
dtp_fall_damage_min_height // If the player dive to prone from less than this dvar value, he will not receive any kill damage
dtp_max_apex_duration // Determines the max time in milliseconds the dtp will spend at the apex of the jump
dtp_max_slide_addition // Additional slide time should the player land on a mantle-able surface
dtp_max_slide_duration // Determines the max time the slide portion of the dtp move will take
dtp_min_speed // Minimum player speed required to start a DTP or sustain a DTP
dtp_new_trajectory // Use new dive to prone trajectory
dtp_new_trajectory_multiplier // New dive to prone trajectory modifier
dtp_post_move_pause // Duration of the post move pause
dtp_startup_delay // Determines how long the player has to sprint before the dtp move can trigger
dumpStaticModels // Prints info about the static models
dwConsideredConnectedTime // the amount of time in milliseconds when a after a disconnect from Demonware happens before a Com_Error is thrown.
dwDisconnectedTime // The amount of time in milliseconds after a disconnect from Demonware has happened before a Com_Error is thrown.
dwFileFetchTryIntervalBase // Delay in seconds after file fetch fails to the next retry. Exponential growth each retry.
dwFileFetchTryIntervalMax // Max delay in seconds between file fetch tries.
dwFileFetchTryMaxAttempts // Max retry attempts before stopping altogether.
dynEntPieces_angularVelocity // Initial breakable pieces angular velocity
dynEntPieces_impactForce // Force applied when breakable is destroyed
dynEntPieces_velocity // Initial breakable pieces velocity
dynEnt_bulletForce // Force applied from bullet hit
dynEnt_damageRadiusScale // Scale applied to radius for radius damage
dynEnt_explodeForce // Force applied from explosion hit
dynEnt_explodeMaxEnts // The maximum number of dynents that can be awakened by one explosion
dynEnt_explodeMinForce // Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale // Scale of the random offset from the center of mass for explosion forces.
dynEnt_explodeUpbias // Upward bias applied to force directions from explosion hits
dynEnt_sentientAutoActivate // This allows the player and AI to push around dyn ents
dynEnt_spawnedLimit // The max number of extra dynents (not placed on Radiant, spawned from script, or destructibles)
emblem_scroll_delay_first // First repeat delay for emblem editor
emblem_scroll_delay_rest // Repeat delay for emblem editor
enableDvarWhitelist // enable dvar white-list for profile settings
enable_global_wind // enable wind effect
enable_grass_wind // enable grass wind effect
enable_moving_paths // enable moving paths
enable_new_prone_check // enable new prone check
error_menu_info
eventMessageLastFetchTime // Time in milliseconds of the last event message file fetch operation
facepaintLodDist // Distance to stop drawing the player facepaint.
fire_audio_random_max_duration // This is the max duration in msec in between player fire hurt sounds, a random msec from 0 to this is added to the repeat time
fire_audio_repeat_duration // The duration in msec in between player fire hurt sounds
fire_burn_time // the duration in ms that a burn cell will persist
fire_world_damage // the amount of damage to apply from a damage volume caused by world fire
fire_world_damage_duration // the number of seconds over which world fire damage is applied
fire_world_damage_rate // the number of seconds interval over which wolrd fire damage is applied
fixedtime // Use a fixed time rate for each frame
flameVar_editingFlameTable "none"
flameVar_lastFlameTable "none"
flame_config_valid // Internal use only
flame_debug_render // Turn on/off Flamethrower debug rendering
flame_kick_offset // Origin offset for flamethrower view model while firing.
flame_kick_recover_speed // Speed at which the flamethrower view model transitions back from flame_kick_offset.
flame_kick_speed // Speed at which the flamethrower view model transitions to flame_kick_offset.
flame_render // Turn on/off Flamethrower rendering
flame_team_damage // Turn on/off Flamethrower damage to friendlies
flame_test // Turn on/off Flamethrower testing
flame_use_dvars // Turn on/off use of dvars for flamethrower behavior
flareBurnOutFadeWait "0.65"
flareDisableEffects
flareLookAwayFadeWait "0.45"
flare_distance_scale "16"
flare_duration "8"
flare_effect_height "65"
flare_effect_radius "400"
footstep_sounds_cutoff // Footstep sounds distance cuttoff
freeBuffersDelay // Frames delay until vertex & index buffers are freed
friction // Player friction
friendsNewsLastFetchTime // Time in milliseconds of the last time we got friends' news updates.
fsDebugRatingValue // Rating value for debugging the star ownerdraw.
fshDebugFileList // Replaces feeder data with file IDs for file share debugging.
fshFakePremium // Fakes a premium subscription to online services when set.
fshLiveBlurb
fshSelectFirstSlotRow // Indicates if the first row in the 2d slot feeder must be selected when focused.
fshSelectLastSlotRow // Indicates if the last row in the 2d slot feeder must be selected when focused.
fsIsSelectedFileDescriptionModified // A flag which gives us information if a selected file's description is modified.
fsIsSelectedFileNameModified // A flag which gives us information if a selected filename is modified.
fsMaxPrivateSlotRowsOther // The maximum number of rows for the user's friend's file share while displaying the 2d private slots feeder.
fsOtherUserPrivateSlotCol // Selected column in the 2d private slots feeder for the other user.
fsOtherUserSlotSelected // Other playre's slot selected while transferring to My File Share
fsPrivateSlotCol // Selected column in the 2d private slots feeder.
fsSearchFileType // File type on which to perform search
fsSearchRowText1 "@MENU_FILESHARE_MOSTRECENT"
fsSearchRowText2 "@MENU_ALL"
fsSearchRowText3 "@MENU_ALL"
fsSearchRowText4 "@MENU_ALL"
fsSearchRowText5 "@MENU_ALL"
fsSearchRowText6 "@MENU_ALL"
fsSearchRowValue1 // Search value dvar for search spinner rows.
fsSearchRowValue2 // Search value dvar for search spinner rows.
fsSearchRowValue3 // Search value dvar for search spinner rows.
fsSearchRowValue4 // Search value dvar for search spinner rows.
fsSearchRowValue5 // Search value dvar for search spinner rows.
fsSearchRowValue6 // Search value dvar for search spinner rows.
fsSearchSelectedRow // Selected search box row in the file share search menu.
fsSelectedFileDescription
fsSelectedFileID
fsSelectedFileName
fsSelectedFileTagIndex // The tag index of the selected file.
fsShowStreamingGraph // Shows a graph in-game with streaming history information.
fsSlotEmptyHiddenColor // Color of the material depicting a private slot when not selected.
fsSlotEmptyMainColor // Color of the empty slot. Must be completely opaque to reduce the background to an outline.
fsSlotEmptyNotSubscribedColor // Color of emtpy slot that is also classified.
fsSlotEmptyShowColor // Color of the material depicting a private slot when not selected.
fsSlotEmptyShowColorBg // Color of the material depicting a private empty slot background when not selected.
fsSlotHighlightedColor // Color of the material depicting a private slot when selected.
fsSlotHighlightedColorNoSel // Color of the material depicting a private slot when selected but cannot be chosen.
fsSlotMainColor // Color of the material depicting a private slot when not selected.
fsSlotNumMainColor // Color of the slot number
fsSlotNumNoSubsribeColor // Color of the empty slot when not a subscriber
fsStarAvgColor // Highlight color for star ratings average while rating.
fsStarHighlightColor // Highlight color for star ratings.
fxfrustumCutoff // Hit effects that are more than <this value> outside of the frustum will be culled.
fx_batched_smp_update // Turn on effect smp update
fx_count // Debug effects count
fx_cull_effect_spawn // Culls entire effects for spawning
fx_cull_elem_draw // Culls effect elems for drawing
fx_cull_elem_spawn // Culls effect elems for spawning
fx_debugBolt // Debug effects bolt
fx_draw // Toggles drawing of effects after processing
fx_drawClouds // Toggles the drawing of particle clouds
fx_draw_weapon_tags // Render weapon tag axis
fx_enable // Toggles all effects processing
fx_freeze // Freeze effects
fx_marks // Toggles whether bullet hits leave marks
fx_marks_ents // Toggles whether bullet hits leave marks on entities
fx_marks_range // marks will be made only within this range to camera
fx_marks_smodels // Toggles whether bullet hits leave marks on static models
fx_mark_profile // Turn on FX profiling for marks (specify which local client, with '1' being the first.)
fx_priority_debug // Turn on priority debug (specify which local client, with '1' being the first.)
fx_priority_enable // Turn on priority
fx_profile // Turn on FX profiling (specify which local client, with '1' being the first.)
fx_seethru_parallax // Toggles the drawing of parallax see-through decals
fx_visMinTraceDist // Minimum visibility trace size
geographicalMatchmaking // Geographical Matchmaking : Off, Preferred or Only
geographicalMatchmakingOverride // Geographical Matchmaking Override : None, All Preferred or Foreign Preferred
glassCrackedDamageRateRange // Range of the rate a cracked glass looses health points
glassDamageMultiplier // Multiplier the damage applied to the glass (server).
glassExtraVelocity // Additional random extra angular velocity to the shards when shattering, and extra linear velocity when cracked glass times out.
glassForceAttenuation // Attenuation of the force as the shard is farther from the hit position.
glassForceMultiplier // Multiplier of the force to apply to shards.
glassForceOriginMult // Multiplier of the distance of the origin of the shards spread point - the smaller it is, closer to the glass then the shards will spread to the sides. The farther it is the shards will fly in the same direction.
glassLowLodDist // Adjusted (by fov) distance to switch to low glass lod
glassMaxShardLife // Maximum life time of a shard that is contolled by the glass physics
gpad_buttonsConfig "buttons_default"
gpad_button_deadzone // Game pad button deadzone threshhold
gpad_button_lstick_deflect_max // Game pad maximum pad stick pressed value
gpad_button_rstick_deflect_max // Game pad maximum pad stick pressed value
gpad_debug // coder use only
gpad_menu_scroll_delay_first // Menu scroll key-repeat delay, for the first repeat, in milliseconds
gpad_menu_scroll_delay_rest // Menu scroll key-repeat delay, for repeats after the first, in milliseconds
gpad_rumble // Enable game pad rumble
gpad_sticksConfig "thumbstick_default"
gpad_stick_deadzone_max // Game pad maximum stick deadzone
gpad_stick_deadzone_min // Game pad minimum stick deadzone
gpad_stick_pressed // Game pad stick pressed threshhold
gpad_stick_pressed_hysteresis // Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing
grenadeBounceRestitutionMax // Cap to keep code from increasing bounce restitution too high.
grenadeBumpFreq // How likely (per server frame) a bump will occur
grenadeBumpMag // Size of bumps (as a fraction of the grenade's current speed)
grenadeBumpMax // Maximum upward speed of a bump (inches/sec)
grenadeCurveMax // Largest rolling curvature (will be random between +/- this value)
grenadeFrictionHigh // The amount of friction (0 to 1) for fast-moving grenades
grenadeFrictionLow // The amount of friction (0 to 1) for slower/rolling grenades
grenadeFrictionMaxThresh // The speed threshold that determines whether to use grenadeFrictionLow/High
grenadeRestThreshold // The speed threshold below which grenades will come to rest
grenadeRollingEnabled // Enables the new "rolling" grenade behavior
grenadeWobbleFreq // Wobble cycles per inch of rolling distance (approx)
grenadeWobbleFwdMag // The forward rolling speed will oscillate +/- this amount
grenadeWobbleSideDamp // The rate at which the amount of side-to-side wobbling decreases as overall grenade speed increases
grenadeWobbleSideMag // The distance to wobble left and right
g_ai // Enable AI
g_aiEventDump // Print AI events happening for this entity
g_allowvote // Enable voting on this server
g_allow_teamchange // Enable changing teams on this server
g_antilag // Turn on antilag checks for weapon hits
g_banIPs
g_clonePlayerMaxVelocity // Maximum velocity in each axis of a cloned player
g_compassShowEnemies // Whether enemies are visible on the compass at all times
g_deadChat // Allow dead players to chat with living players
g_debugBullets // Show debug information for bullets
g_debugDamage // Show debug information for damage
g_debugLocDamage // Turn on debugging information for locational damage (2 = show results of bullet trace pose only)
g_debugLocHit // Display locational damage info for an entity when the entity is hit
g_debugLocHitTime // Time duration of g_debugLocHit lines
g_dropForwardSpeed // Forward speed of a dropped item
g_dropHorzSpeedRand // Random component of the initial horizontal speed of a dropped item
g_dropUpSpeedBase // Base component of the initial vertical speed of a dropped item
g_dropUpSpeedRand // Random component of the initial vertical speed of a dropped item
g_dumpAnims // Animation debugging info for the given character number
g_entinfo // Display entity information
g_entinfo_AItext // Type of text information for AI entinfo
g_entinfo_maxdist // Maximum distance of an entity from the camera at which to show entity information
g_entinfo_scale // Scale of the entity information text
g_entinfo_type // Type of entities to display information
g_erroronpathsnotconnected // Errors out during load if paths are not connected.
g_FactionName_Allies "usa_cia"
g_FactionName_Axis "rus_spet"
g_fogColorReadOnly // Fog color that was set in the most recent call to "setexpfog"
g_fogHalfDistReadOnly // Fog start distance that was set in the most recent call to "setexpfog"
g_fogStartDistReadOnly // Fog start distance that was set in the most recent call to "setexpfog"
g_friendlyfireDist // Maximum range for disabling fire at a friendly
g_friendlyNameDist // Maximum range for seeing a friendly's name
g_gametype "tdm"
g_inactivity // Time delay before player is kicked for inactivity
g_knockback // Maximum knockback
g_listEntity // List the entities
g_loadScripts // Disable scripts from loading
g_log "games_mp.log"
g_logSync // Enable synchronous logging
g_logTimeStampInSeconds // Enable logging with time stamps in seconds since UTC 1/1/1970
g_mantleBlockTimeBuffer // Time that the client think is delayed after mantling
g_maxDroppedWeapons // Maximum number of dropped weapons
g_minGrenadeDamageSpeed // Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)
g_motd
g_no_script_spam // Turn off script debugging info
g_oldVoting // Use old voting method
g_password
g_playerCollisionEjectSpeed // Speed at which to push intersecting players away from each other
g_redCrosshairs // Whether red crosshairs are enabled
g_revive // Enable revive
g_ScoresColor_Allies // Allies team color on scoreboard
g_ScoresColor_Axis // Axis team color on scoreboard
g_ScoresColor_EnemyTeam // Enemy team color on scoreboard
g_ScoresColor_Free // Free Team color on scoreboard
g_ScoresColor_MyTeam // Player team color on scoreboard
g_ScoresColor_Spectator // Spectator team color on scoreboard
g_smoothClients // Enable extrapolation between client states
g_spawnai // Enable AI spawning
g_speed // Player speed
g_synchronousClients // Call 'client think' exactly once for each server frame to make smooth demos
g_TeamColor_Allies // Allies team color
g_TeamColor_Axis // Axis team color
g_TeamColor_EnemyTeam // Enemy team color
g_TeamColor_EnemyTeamAlt // Enemy team color
g_TeamColor_Free // Free Team color
g_TeamColor_MyTeam // Player team color
g_TeamColor_MyTeamAlt // Player team color
g_TeamColor_Spectator // Spectator team color
g_TeamColor_Squad // Squad color
g_TeamIcon_Allies "faction_128_specops"
g_TeamIcon_Axis "faction_128_spetsnaz"
g_TeamIcon_Free
g_TeamIcon_Spectator
g_TeamName_Allies "MPUI_SPECOPS_SHORT"
g_TeamName_Axis "MPUI_RUSSIAN_SHORT"
g_turretBipodOffset // Offset bipod mount position on gun by this distance
g_turretServerPitchMax // Limit turret pitch range on server (visual only)
g_turretServerPitchMin // Limit turret pitch range on server (visual only)
g_useholdspawndelay // Time in milliseconds that the player is unable to 'use' after spawning
g_useholdtime // Time to hold the 'use' button to activate use
g_vehicleDebug // Turn on debug information for vehicles
g_vehicleDrawPath
g_voiceChatTalkingDuration // Time after the last talk packet was received that the player is considered by the
g_voteAbstainWeight // How much an abstained vote counts as a 'no' vote
heatMapLoadDelay // Time in milliseconds to delay the loading of the heatmap.
hiDef // True if the game video is running in high-def.
highlightedPlayerClanTag
highlightedPlayerName
highlightedPlayerXuid
hudElemPausedBrightness // Brightness of the hudelems when the game is paused.
hud_deathQuoteFadeTime // The time for the death quote to fade
hud_fadeout_speed // The speed that the HUD will fade at
hud_fade_ammodisplay // The time for the ammo display to fade in seconds
hud_fade_compass // The time for the compass to fade in seconds
hud_fade_healthbar // The time for the health bar to fade in seconds
hud_fade_offhand // The time for the offhand weapons to fade in seconds
hud_fade_sprint // The time for the sprint meter to fade in seconds
hud_fade_stance // The time for the stance to fade in seconds
hud_fade_vehiclecontrols // The time for the vehicle controls to fade in seconds
hud_flash_period_offhand // Offhand weapons flash period on changing weapon
hud_flash_time_offhand // Offhand weapons flash duration on changing weapon
hud_healthOverlay_phaseEnd_fromAlpha // Starting alpha of the final health overlay phase
hud_healthOverlay_phaseEnd_pulseDuration // Time in milliseconds to fade out the health overlay after it is done flashing
hud_healthOverlay_phaseEnd_toAlpha // Alpha multiplier to fade to before turning off the overlay (percentage of the pulse peak)
hud_healthOverlay_phaseOne_pulseDuration // Pulse duration of the first health overlay phase
hud_healthOverlay_phaseOne_toAlphaAdd // Alpha value to add to the first health overlay phase
hud_healthOverlay_phaseThree_pulseDuration // Time in milliseconds to fade the alpha to hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_toAlphaMultiplier // Alpha multiplier for the third health overlay phase (percentage of the pulse peak)
hud_healthOverlay_phaseTwo_pulseDuration // Time in milliseconds to fade the alpha to hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_toAlphaMultiplier // Alpha multiplier for the second health overlay phase (percentage of the pulse peak)
hud_healthOverlay_pulseStart // The percentage of full health at which the low-health warning overlay begins flashing
hud_healthOverlay_pulseStop // The percentage of full health above which the health overlay fades out
hud_healthOverlay_regenPauseTime // The time in milliseconds before the health regeneration kicks in
hud_health_pulserate_critical // The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured // The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical // The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured // The health level at which to start the 'injured' pulse effect
ik_actor_tracking_scale // Adjust the amount of rotation that is applied during head/eye tracking
ik_ai_hand_offset_vec // Offset vector for hand tuning
ik_ai_hand_rotation_vec // Rotation vector for hand tuning
ik_ai_hand_tuning // Turn on/off AI hand IK tuning. 1 = Use anim flag. 2 = Force on for all anims.
ik_debug // Set to one of the IK debug values in ik_types.h
ik_dvar_lookatentity_notorso // No torso deformation in lookatentity transforms
ik_enable // Turn on/off IK
ik_enable_ai_hand // Turn on/off AI hand IK
ik_enable_ai_terrain // Turn on/off AI terrain IK (0 = OFF, 1 = All, 2 = Heros)
ik_enable_player_hand // Turn on/off player hand IK
ik_enable_player_terrain // Turn on/off player terrain IK
ik_foot_test // Turn on/off IK foot test
ik_hand_test // Turn on/off IK hand test
ik_left_hand_lerp_test // Turn on/off left-hand lerp test
ik_paranoid_matrix_checks // Turn on/off THOROUGH matrix validity checks
ik_pelvis_test // Turn on/off IK pelvis test
ik_pitch_limit_max // Pitch angle at which headtracking is entirely constrained
ik_pitch_limit_thresh // Pitch angle at which headtracking starts to be constrained
ik_right_hand_lerp_test // Turn on/off right-hand lerp test
ik_roll_limit_max // Roll angle at which headtracking is entirely constrained
ik_roll_limit_thresh // Roll angle at which headtracking starts to be constrained
ik_yaw_limit_max // Yaw angle at which headtracking is entirely constrained
ik_yaw_limit_thresh // Yaw angle at which headtracking starts to be constrained
input_autoAim // Turn on auto aim for consoles
input_invertPitch // Invert gamepad pitch
input_targetAssist // Turn on target assist for consoles
input_viewSensitivity // View Sensitivity
invite_visible "1"
itemSellFactor // Factor by which to multiply the item cost to get the item sell price.
joinsession_errorMessage
joinsession_errorMessageDebug
joinsession_errorTitle
jump_height // The maximum height of a player's jump
jump_ladderPushVel // The velocity of a jump off of a ladder
jump_slowdownEnable // Slow player movement after jumping
jump_spreadAdd // The amount of spread scale to add as a side effect of jumping
jump_stepSize // The maximum step up to the top of a jump arc
koth_autodestroytime "1000"
koth_capturetime "20"
koth_delayPlayer "0"
koth_destroytime "100"
koth_kothmode "0"
koth_spawnDelay "1000"
koth_spawntime "45"
language "english"
lb_escrowRefresh // How often to check escrow for unclaimed funds
lb_escrowTimeout // Time to wait before funds in escrow are returned to clients
lb_filter // Filter applied to the leaderboard display: ('none','friends'Winky Winky
lb_forceLbWrite // Set this to to true for writing to the leaderboards without checking for the minimum requirements for different leaderboard types.
lb_LastFetchTime // Time in milliseconds you wait before fetching the leaderboard
lb_maxrows // Maximum number of rows to fetch
lb_minrefresh // Minimum time (in seconds) between leaderboard fetches
lb_prestige // True when prestige leaderboards have been purchased
lb_type // Leaderboard type to display
lb_typeByResetPeriod // Reset period for Leaderboards ( 'all_time', 'monthly', weekly )
legacy_zombiemode // Current game is a legacy zombie game
liveNewsMaxCounters // Maximum global counters in the counters stream
loc_forceEnglish // Force english localized strings
loc_language // Language
loc_translate // Enable translations
loc_warnings // Enable localization warnings
loc_warningsAsErrors // Throw an error for any unlocalized string
logfile // Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
long_blocking_call // Enable SCR_DrawPleaseWait dialog
lowAmmoWarningColor1 // Color 1 of 2 to oscilate between
lowAmmoWarningColor2 // Color 2 of 2 to oscilate between
lowAmmoWarningNoAmmoColor1 // Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoAmmoColor2 // lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoReloadColor1 // Like lowAmmoWarningColor1, but when no ammo to reload with.
lowAmmoWarningNoReloadColor2 // lowAmmoWarningColor2, but when no ammo to reload with.
lowAmmoWarningPulseFreq // Frequency of the pulse (oscilation between the 2 colors)
lowAmmoWarningPulseMax // Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseMin // Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
ls_gametype "TEAM DEATHMATCH"
ls_mapname "NUKETOWN"
ls_status "Waiting for other players"
mantle_check_angle // The minimum angle from the player to a mantle surface to allow a mantle
mantle_check_glass_extra_range // The extra distance to test if glass is
mantle_check_radius // The player radius to test against while mantling
mantle_check_range // The minimum distance from a player to a mantle surface to allow a mantle
mantle_debug // Show debug information for mantling
mantle_enable // Enable player mantling
mantle_view_yawcap // The angle at which to restrict a sideways turn while mantling
mantle_weapon_anim_height // If the player is mantling at this height or higher, the mantle animation will play.
mantle_weapon_height // If the player is mantling at this height or lower, his weapon will remain equipped.
mapcrc // crc of the map file
mapname "mp_nuked"
matchmaking_debug // Enable matchmaking debugging information
maxAttachmentsPerWeapon // Max attachments allowed for a weapon
maxBadHosts // Maximum number of times that a bad host can host a live game
maxShardSplit // Max number of shards that a glass can be split into
maxStatsBackupInterval // Maximum number of days before performing stats backup to Demonware User Storage
maxStatsFlushInterval // Maximum number of days before performing stats flush to key archive
melee_debug // Turn on debug lines for melee traces
metPlayerListUpdateInterval // Time in milliseconds since uploaded recent met player list.
metPlayerListUploadInterval // This dvar is used to make sure that recent met player list get updates only when it changes.
migrationPingTime // how many seconds between client pings. used to determine hosting suitability.
migration_blocksperframe // Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
migration_limit // maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
migration_msgtimeout // timeout time in ms of migration messages
migration_timeBetween // milliseconds between migration_limit dvar's value of migrations.
minDelayForOtherPlayerStatsFetch // Delay in milliseconds to refetch the stats of a player.
missileDebugAttractors // Draw the attractors and repulsors. Attractors are green, and repulsors are yellow.
missileDebugDraw // Draw guided missile trajectories.
missileDebugText // Print debug missile info to console.
missileHellfireMaxSlope // This limits how steeply the hellfire missile can turn upward when climbing
missileHellfireUpAccel // The rate at which the hellfire missile curves upward
missileJavAccelClimb // Rocket acceleration when climbing.
missileJavAccelDescend // Rocket acceleration when descending towards target.
missileJavClimbAngleDirect // In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileJavClimbAngleTop // In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileJavClimbCeilingDirect // In direct-fire mode, how high the missile needs to reach before it descends.
missileJavClimbCeilingTop // In top-fire mode, how high the missile needs to reach before it descends.
missileJavClimbHeightDirect // In direct-fire mode, how far above the target the rocket will aim for when climbing.
missileJavClimbHeightTop // In top-fire mode, how far above the target the rocket will aim for when climbing.
missileJavClimbToOwner
missileJavSpeedLimitClimb // Rocket's speed limit when climbing.
missileJavSpeedLimitDescend // Rocket's speed limit when descending towards target.
missileJavTurnDecel
missileJavTurnRateDirect // In direct-fire mode, how sharp the rocket can turn, in angles/sec.
missileJavTurnRateTop // In top-fire mode, how sharp the rocket can turn, in angles/sec.
missileMolotovBlobNum // The number of fire blobs a molotov should spawn on impact, these count against the server entities.
missileMolotovBlobTime // The life time of a molotov fire blob in seconds.
missilePlantableSize // Size of the bounding box used for plantable equipment collision.
missileTVGuidedBoost // The multiplier that the TV guided missile recieves while boosting.
missileTVGuidedBoostSpeedDown // Speed decrease factor to return from full boost.
missileTVGuidedBoostSpeedUp // Speed increase factor to get to full boost.
missileTVGuidedFlatteningRollAccel // Roll acceleration when the missile is flattening out after a turn.
missileTVGuidedMaxRollAngle // Max roll the missile will have when turning.
missileTVGuidedMPSpecific // MP specific Guided Missile functionality
missileTVGuidedStickDeadzone // defines the dead zone for stick movement (stick values range from -128..127
missileTVGuidedTurningRollAccel // Roll acceleration when the missile is turning.
missileTVGuidedTurnRate // max turn rate of a tv guided missile (multiplied by the stick deflection [0-1])
missileWaterMaxDepth // If a missile explodes deeper under water than this, they explosion effect/sound will not play.
monkeytoy // Restrict console access
mortarStrikesLeft // Mortar locations not positioned yet
motd "Multiplayer. Free with every copy of Call of Duty: Black Ops."
msg_dumpEnts // Print snapshot entity info
msg_hudelemspew // Debug hudelem fields changing
msg_printEntityNums // Print entity numbers
m_filter // Allow mouse movement smoothing
m_forward // Forward speed in units per second
m_pitch // Default pitch
m_side // Sideways motion in units per second
m_yaw // Default yaw
name "CodGlitcher" //account name/profile

-------------------------

10k char,view the rest here: https://pastebin.com/Pu2HN5XU


cannot find the original source but ive found some very interesting stuff so enjoy.
CodGlitcher



Some Useful and fun dvars to use
[/SIZE]

    Laser - cg_laserForceOn "1"
Dog Damage - dog_MeleeDamage "999"
turn On/Off dive - toggle dtp "1 0"
Unlimited Mortar ammo - scr_hardpoint_mortarCanonCount "9999"
Unlimited Spawned Mortars - scr_hardpoint_mortarCanonShellCount "9999"
Bot Difficulty (easy) - scr_game_difficulty "1"
Unlimted Airstrike planes - scr_hardpoint_airstrikecount "9999"
message of the day - motd "text here"
turban gas damage - scr_poisonDamage "999"
Unlimited RCXD - scr_rcbomb_notimeout "0"
Huge RCXD - scr_rcbomb_car_size "100"
Disable vehicles - scr_vehicles_enabled "0"
Huge Explosion radius - scr_veh_explosion_doradiusdamage "9999"
Huge XP - scr_xpscale "999"
Mini Console (may not work) - con_minicon "1"
Max Range For The Camera Spike - acousticSpikeMaxRange "999"
Min Range For The Camera Spike - acousticSpikeMaxRange "1"
Disable AI spawn - ai_disableSpawn "1"
Arcade Mode (SP) - arcademode "1"
Shoot Bullets Offset - bg_gunXOffset "10"
Swim Speed - bg_swingSpeed "100"
Frames Per Second - cg_drawFPS "simple"
Hide Gun - cg_drawgun "0"
Disable Flash - cg_drawShellshock "0"
Clantag - clanName "{CG}"
Collectors Edition Of Game(this could give you the maps) - collectors "1"


My Personal Aimbot (aim_ dvars need there values corrected):
cg_enemyNameFadeIn "0.00001"
cg_enemyNameFadeOut "99999"
cg_drawCrosshairNames "1"
cg_drawCrosshair3D "1"
cg_drawFPSScale "5"
cg_drawFriendlyNames "0"
cg_drawThroughWalls "1"
cg_drawShellshock "0"
cg_overheadIconSize "5.0"
cg_use_colored_smoke "0"
cg_overheadRankSize "5"
aim_autoaim_enabled "1"
aim_autoaim_lerp "90"
aim_lockon_enabled "1"
aim_lockon_strength "90"
aim_lockon_pitch_strength "90"
aim_lockon_deflection "90"

Bot Easy Difficulty - bot_difficulty "1"
Number Of Enemy Bots - bot_enemies "5"
Number Of Friendly Bots - bot_friends "5"
Allow Bot Tips - bot_tips "1"

Load screen custom text:
ui_customModeDesc "CUSTOM GAME MODE"
ui_customModeEditDesc "CUSTOM GAME MODE"
ui_customModeEditName "TEAM DEATHMATCH"

Custom class names:
ui_custom_name "customclass1"
ui_custom_newname "^1CodGlitcher"

will be updated...
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The following 17 users say thank you to Uk_ViiPeR for this useful post:

BrinkerzHD, BuC-ShoTz, ExceptionHell, Hack-Tivision, IVI40A3Fusionz, Karoolus, lbalancel, User23434, Maty360414, Cmd-X, Source Code, SubTheKy3s, TheFallen, TonyTheRoyal_, Vectriixx, Vultra
04-28-2012, 10:34 PM #2
IVI40A3Fusionz
Former Gaming Squad Member
Thanks for these! May come in useful :y:, 70 more rep for you until Gold Star Winky Winky.

The following user thanked IVI40A3Fusionz for this useful post:

Uk_ViiPeR
04-28-2012, 11:20 PM #3
Murt
< ^ > < ^ >
very nice, i have added and made one of the best mod menu base with the visions you gave, cheers ,
04-29-2012, 01:13 AM #4
seb5594
Proud Former Admin
Originally posted by ViiPeR View Post
Huge RCXD - scr_rcbomb_car_size "100"

I like this one ^^
04-29-2012, 01:34 AM #5
Vanz
Z32 Love <3
Originally posted by ViiPeR View Post
ai_enableBadPlaces
Bad places.:lol:
04-29-2012, 08:22 AM #6
Murt
< ^ > < ^ >
i guess that bad places are the death barriers on the map
04-30-2012, 07:16 PM #7
ZMK-iNFiNiTY
Vault dweller
O knew i seen a list like that before, as i ripped this site a few months ago (3214)

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The following 2 users say thank you to ZMK-iNFiNiTY for this useful post:

DlBSY993,
05-22-2012, 04:19 AM #8
this is pretty sweet. say?... could you help me make a modded lobby. Any tutorials? if so, ill rep +
05-22-2012, 05:48 AM #9
TheFuziioN-
Follow FuziioN To The End
Originally posted by ViiPeR View Post
Frames Per Second - cg_drawFPS "simple"


Thats get you banned from zombies :(
05-22-2012, 06:57 AM #10
bad_carma
Usertitle?
is there a dvar for mule kick in there?

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