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'
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
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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