whistle:
aim_scale_view_axis Scale the influence of each input axis so that the major axis has more influence on the control
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
aim_lockon_deflection The amount of stick deflection for the lockon to activate
aim_lockon_debug Turn on debugging info for aim lock on
aim_lockon_enabled Aim lock on helps the player to stay on 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_automelee_lerp The rate in degrees per second that the auto melee will converge to its target
aim_automelee_debug Turn on auto melee debugging
aim_automelee_enabled Turn on auto melee
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_autoaim_lerp The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_debug Turn on auto aim debugging
aim_autoaim_enabled Turn on auto aim
aim_slowdown_yaw_scale_ads The horizontal aim assist slowdown ratio when aiming down the sight
aim_slowdown_yaw_scale The horizontal 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_pitch_scale The vertical aim assist slowdown ratio from the hip
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_debug Turn on debugging info for aim slowdown
aim_slowdown_enabled Slowdown the turn rate when the cross hair passes over a target
aim_accel_turnrate_lerp The acceleration of the turnrates
aim_accel_turnrate_debug Turn on debugging info for the acceleration
aim_accel_turnrate_enabled Enable/disable acceleration of the turnrates
aim_turnrate_yaw_ads The horizontal turn rate 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_pitch_ads The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_pitch The vertical turn rate for aim assist when firing from the hip
aim_input_graph_index Which input graph to use
aim_input_graph_debug Debug the view input graphs
aim_input_graph_enabled Use graph for adjusting view input
aim_autoAimRangeScale Scales the weapon's auto aim range
aim_aimAssistRangeScale Scales the weapon's aim assist range
/**/
aim_target_sentient_radius The radius used to calculate target bounds for a sentient(actor or player)
/**/
jump_spreadAdd The amount of spread scale to add as a side effect of jumping
jump_ladderPushVel The velocity of a jump off of a ladder
jump_slowdownEnable Slow player movement after jumping
jump_stepSize The maximum step up to the top of a jump arc
jump_height The maximum height of a player's jump
/**/
bullet_penetrationMinFxDist Min distance a penetrated bullet must travel before it'll trigger the effects
bg_lowGravity Low gravity for slow or floaty objects, in inches per second per second
g_gravity Gravity in inches per second per second
player_burstFireCooldown Seconds after a burst fire before weapons can be fired again.
player_meleeHeight The height of the player's melee attack
player_meleeWidth The width of the player's melee attack
player_meleeRange The maximum range of the player's mellee attack
/**/
player_dmgtimer_flinchTime Maximum time to play flinch animations
player_dmgtimer_stumbleTime Maximum time to play stumble animations
player_dmgtimer_minScale The minimum scale value to slow the player by when damaged
player_dmgtimer_maxTime The maximum time that the player is slowed due to damage
player_dmgtimer_timePerPoint The time in milliseconds that the player is slowed down per point of damage
player_turnAnims Use animations to turn a player's model in multiplayer
player_lastStandCrawlSpeedScale The scale applied to the player speed when crawling in last stand.
player_lastStandDebug Forces players into last stand for debugging purposes.
player_sprintCameraBob The speed the camera bobs while you sprint
player_sprintStrafeSpeedScale The speed at which you can strafe while sprinting
player_sprintRechargePause The length of time the meter will pause before starting to recharge after a player sprints
player_sprintMinTime The minimum sprint time needed in order to start sprinting
player_sprintTime The base length of time a player can sprint
player_sprintUnlimited Whether players can sprint forever or not
player_sprintSpeedScale The scale applied to the player speed when sprinting
player_sprintForwardMinimum The minimum forward deflection required to maintain a sprint
player_spectateSpeedScale The scale applied to the player speed when spectating
player_strafeAnimCosAngle Cosine of the angle which player starts using strafe animations
player_backSpeedScale The scale applied to the player speed when moving backwards
player_strafeSpeedScale The scale applied to the player speed when strafing
player_footstepsThreshhold The minimum speed at which the player makes loud footstep noises
player_moveThreshhold The speed at which the player is considered to be moving for the purposes of
view model bob and multiplayer model movement
player_sprintThreshhold The speed threshold before a player is considered to be sprinting
player_runbkThreshhold The speed threshold before a player is considered to be running backwards
player_runThreshhold The speed threshold before a player is considered to be running forwards
player_sustainAmmo Firing weapon will not decrease clip ammo.
player_debugHealth Turn on debugging info for player health
player_move_factor_on_torso The contribution movement direction has on player torso direction(multi-player only)
player_adsExitDelay Delay before exiting aim down sight
player_scopeExitOnDamage Exit the scope if the player takes damage
player_breath_snd_delay The delay before playing the breathe in sound
player_breath_snd_lerp The interpolation rate for the player hold breath sound
player_breath_gasp_lerp The interpolation rate for the target waver amplitude when gasping
player_breath_hold_lerp The interpolation rate for the target waver amplitude when holding breath
player_breath_gasp_scale Scale value to apply to the target waver during a gasp
player_breath_fire_delay The amount of time subtracted from the player remaining breath time when a weapon is fired
player_breath_gasp_time The amount of time a player will gasp once they can breath again
player_breath_hold_time The maximum time a player can hold his breath
bg_maxGrenadeIndicatorSpeed Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_aimSpreadMoveSpeedThreshold When player is moving faster than this speed, the aim spread will increase
bg_bulletExplRadius The radius of the bullet splash damage, where the damage gradually falls off to 0.
bg_bulletExplDmgFactor Weapon damage multiplier that will be applied at the center of the slash damage area.
bg_forceExplosiveBullets When set, all bullet weapons will fire explosive rounds (Simulates Perk)
bg_weaponBobLag The lag that will be applied the weapon bob cycle
bg_weaponBobMax The maximum allowed weapon/viewmodel bob amplitude
bg_weaponBobAmplitudeRoll The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeProne The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone
bg_weaponBobAmplitudeDucked The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking
bg_weaponBobAmplitudeStanding The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing
bg_weaponBobAmplitudeSprinting The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting
bg_weaponBobAmplitudeBase The base speed-based weapon bob amplitude
bg_viewBobLag The lag that will be applied the view bob cycle
bg_viewBobMax The maximum allowed bob amplitude
bg_viewBobAmplitudeRoll The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeProne The multiplier to apply to the player's speed to get the view bob amplitude while prone
bg_viewBobAmplitudeDuckedAds The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeDucked The multiplier to apply to the player's speed to get the view bob amplitude while ducking
bg_viewBobAmplitudeStandingAds The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobAmplitudeStanding The multiplier to apply to the player's speed to get the view bob amplitude while standing
bg_viewBobAmplitudeSprinting The multiplier to apply to the player's speed to get the view bob amplitude while sprinting
bg_viewBobAmplitudeBase The base speed-based view bob amplitude
bg_legYawTolerance The amount the player's leg yaw can differ from his torso before moving ta match
bg_swingSpeed The rate at which the player's legs swing around when strafing(multi-player only)
stopspeed The player deceleration
friction Player friction
bg_softLandingMaxDamage The max amount of damage (as % of max health) if soft landing is in effect
bg_softLandingMaxHeight The height that a player will start to take max damage if soft landing is in effect
bg_softLandingMinHeight The height that a player will start to take minimum damage if soft landing is in effect
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_resetinterval The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_fastinterval The time between each foliage sound when moving quickly
bg_foliagesnd_slowinterval The time between each foliage sound when moving slowly
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_prone_yawcap The maximum angle that a player can look around quickly while prone
bg_ladder_yawcap The maximum angle that a player can look around while on a ladder
player_lean_rotate_crouch_right Amount to rotate the player 3rd person model when crouch leaning right
player_lean_rotate_crouch_left Amount to rotate the player 3rd person model when crouch leaning left
player_lean_rotate_right Amount to rotate the player 3rd person model when leaning right
player_lean_rotate_left Amount to rotate the player 3rd person model when leaning left
player_lean_shift_crouch_right Amount to shift the player 3rd person model when crouch leaning right
player_lean_shift_crouch_left Amount to shift the player 3rd person model when crouch leaning left
player_lean_shift_right Amount to shift the player 3rd person model when leaning right
player_lean_shift_left Amount to shift the player 3rd person model when leaning left
player_view_pitch_down Maximum angle that the player can look down
player_view_pitch_up Maximum angle that the player can look up
camera_thirdPersonCrosshairOffset Amount to vertically offset the crosshair from the center when in third person mode
camera_thirdPersonAdsTransScale Scale applied to ADS transition time when in third person mode
camera_thirdPersonFovScale Scale applied to the field of view when in global third person view
camera_thirdPersonOffsetTurretAds The ADS offset of the camera from the player when on a turret in global third person view
camera_thirdPersonOffsetAds The ADS offset of the camera from the player in global third person view
camera_thirdPersonOffset The offset of the camera from the player in global third person view
camera_thirdPerson Use third person view globally
bg_debugProne Show prone debug information
bg_forceDualWield Force akimbo for all possible weapons
bg_viewKickRandom The random direction scale view kick
bg_viewKickMin The minimum view kick
bg_viewKickMax The maximum view kick
bg_viewKickScale The scale to apply to the damage done to calculate damage view kick
/**/
perk_extendedMeleeRange The range of the auto melee with the extened perk
perk_footstepVolumeEnemy
perk_footstepVolumeAlly
perk_footstepVolumePlayer
perk_sprintRecoveryMultiplierVisual
perk_sprintRecoveryMultiplierActual Percent of sprint recovery time to use.
perk_fastSnipeScale Scales the recovery speed of the view kick when using a sniper.
perk_quickDrawSpeedScale Scales the 'Hip to ADS' transition speed.
perk_lightWeightViewBobScale Scale for first person view movement while lightweight.
perk_extendedMagsPistolAmmo Number of extra bullets per clip for pistol weapons with the extended mags perk.
perk_extendedMagsSpreadAmmo Number of extra bullets per clip for spread weapons with the extended mags perk.
perk_extendedMagsSMGAmmo Number of extra bullets per clip for sub machine gun weapons with the extended mags perk.
perk_extendedMagsMGAmmo Number of extra bullets per clip for machine gun weapons with the extended mags perk.
perk_extendedMagsRifleAmmo Number of extra bullets per clip for rifle weapons with the extended mags perk.
perk_diveGravityScale Scale for gravity while diving
perk_diveViewRollResetSpeed Rate at which view rotates after the dive is finished
perk_diveViewRollSpeed Rate at which view rotates
perk_diveViewRollTarget Max angle to rotate view by when diving
perk_diveDistanceCheck Length of required empty space to allow diving
perk_diveVelocity Horizontal velocity when diving
perk_sprintMultiplier Multiplier for player_sprinttime
perk_parabolicIcon Eavesdrop icon to use when displaying eavesdropped voice chats
perk_parabolicAngle Eavesdrop perk's effective FOV angle
perk_parabolicRadius Eavesdrop perk's effective radius
perk_grenadeDeath Name of the grenade weapon to drop
perk_bulletPenetrationMultiplier Multiplier for extra bullet penetration
perk_improvedExtraBreath Number of extra seconds a player can hold his breath on top of the base perk
perk_extraBreath Number of extra seconds a player can hold his breath
perk_weapRateMultiplier Percentage of weapon firing rate to use
perk_weapReloadMultiplier Percentage of weapon reload time to use
perk_weapSpreadMultiplier Percentage of weapon spread to use
/**/
lowAmmoWarningNoAmmoColor2 lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoAmmoColor1 Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoReloadColor2 lowAmmoWarningColor2, but when no ammo to reload with.
lowAmmoWarningNoReloadColor1 Like lowAmmoWarningColor1, but when no ammo to reload with.
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.
lowAmmoWarningPulseMax Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseFreq Frequency of the pulse (oscilation between the 2 colors)
lowAmmoWarningColor2 Color 2 of 2 to oscilate between
lowAmmoWarningColor1 Color 1 of 2 to oscilate between
actionSlotsHide Hide the actionslots.
ammoCounterHide Hide the Ammo Counter
/**/
compassObjectiveMinDistRange The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
compassObjectiveNearbyDist When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveIconHeight
compassObjectiveIconWidth The size of the objective on the full map
compassObjectiveDrawLines Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
compassObjectiveTextHeight Objective text height
compassObjectiveTextScale Scale to apply to hud objectives
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
compassObjectiveNumRings The number of rings when a new objective appears
compassObjectiveMinAlpha The minimum alpha for an objective at the edge of the compass
compassObjectiveMaxRange The maximum range at which an objective is visible on the compass
compassObjectiveArrowRotateDist Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
compassObjectiveArrowOffset The offset of the objective arrow inward from the edge of the compass map
compassObjectiveArrowHeight
compassObjectiveArrowWidth The size of the objective arrow on the compass
compassObjectiveHeight
compassObjectiveWidth The size of the objective on the compass
compassRadarLineThickness Thickness, relative to the compass size, of the radar texture that sweeps across the map
compassFastRadarUpdateTime Time between radar updates for the fast radar mode
compassRadarUpdateTime Time between radar updates for the normal radar mode
compassRadarPingFadeTime How long an enemy is visible on the compass after it is detected by radar
compassTickertapeStretch How far the tickertape should stretch from its center.
compassRotation Style of compass
compassECoordCutoff Left cutoff for the scrolling east-west coords
compassCoords x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit)
compassPlayerHeight
compassPlayerWidth The size of the player's icon on the compass
compassFriendlyHeight
compassFriendlyWidth The size of the friendly icon on the compass
compassClampIcons If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
compassSoundPingFadeTime The time in seconds for the sound overlay on the compass to fade
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
compassMaxRange The maximum range from the player in world space that objects will be shown on the compass
compassSize Scale the compass
compass Display Compass Compass ownerdraw had width or height of 0
/**/
objectiveHide When enabled, objectives will not show.
objectiveFadeTimeWaitOff Onscreen Objective Pointer - How long to wait before turning off, when appropriate.
objectiveFadeTimeWaitOn Onscreen Objective Pointer - How long to wait before turning back on, when appropriate.
objectiveFadeTimeGoingOff Onscreen Objective Pointer - How long to take to fade out.
objectiveFadeTimeGoingOn Onscreen Objective Pointer - How long to take to fade back in.
objectiveFadeTooClose Onscreen Objective Pointer - Will not fade back in if target ent is closer than this.
objectiveFadeTooFar Onscreen Objective Pointer - Will not fade out if target ent is farther than this.
objectiveTextOffsetY Onscreen Objective Pointer - Offset of the icon's text.
objectiveFontSize Onscreen Objective Pointer - Fontsize of the icon's text.
waypointPlayerOffsetStand For waypoints pointing to players, how high to offset off of their origin when they are standing.
CraigChrist8239 Extractor of this list, this is here to prevent copypastas, lulz
waypointPlayerOffsetCrouch For waypoints pointing to players, how high to offset off of their origin when they are crouching.
waypointPlayerOffsetProne For waypoints pointing to players, how high to offset off of their origin when they are prone.
hudElemPausedBrightness Brightness of the hudelems when the game is paused.
waypointTweakY Scale applied to waypoint icons in splitscreen views.
waypointSplitscreenScale
waypointDistScaleSmallest Smallest scale that the distance effect uses.
waypointDistScaleRangeMax Distance from player that icon distance scaling ends.
waypointDistScaleRangeMin Distance from player that icon distance scaling starts.
waypointOffscreenScaleSmallest Smallest scale that the offscreen effect uses.
waypointOffscreenScaleLength How far the offscreen icon scale travels from full to smallest scale.
waypointOffscreenCornerRadius Size of the rounded corners.
waypointOffscreenRoundedCorners Off-screen icons take rounded corners when true. 90-degree corners when false.
waypointOffscreenPadBottom
waypointOffscreenPadTop
waypointOffscreenPadRight
waypointOffscreenPadLeft Offset from the edge.
waypointOffscreenDistanceThresholdAlpha Distance from the threshold over which offscreen objective icons lerp their alpha.
waypointOffscreenPointerDistance Distance from the center of the offscreen objective icon to the center its arrow.
waypointOffscreenPointerHeight
waypointOffscreenPointerWidth
waypointIconHeight Height of the offscreen pointer.
waypointIconWidth Width of the offscreen pointer.
waypointDebugDraw
laserDebug Enables the display of various debug info.
laserFlarePct Percentage laser widens over distance from viewer.
laserEndOffset How far from the point of collision the end of the beam is.
laserLightEndOffset How far from the true end of the beam the light at the end is.
laserLightBeginOffset How far from the true beginning of the beam the light at the beginning is.
laserLightRadius The radius of the light at the far end of a laser beam
laserLightBodyTweak Amount to add to length of beam for light when laser hits a body (for hitboxes)
laserLightWithoutNightvision Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
laserLight Whether to draw the light emitted from a laser (not the laser itself)
laserRadius The size (radius) of a laser beam
laserRangePlayer The maximum range of the player's laser beam
laserRange The maximum range of a laser beam
laserForceOn Force laser sights on in all possible places (for debug purposes).
/**/
tracer_debugDraw Draw debug lines where the tracers should be visible.
tracer_explosiveWidth The width of a bullet tracer when using explosive bullets
tracer_explosiveColor6 The 6th color of a bullet tracer when using explosive bullets
tracer_explosiveColor5 The 5th color of a bullet tracer when using explosive bullets
tracer_explosiveColor4 The 4th color of a bullet tracer when using explosive bullets
tracer_explosiveColor3 The 3rd color of a bullet tracer when using explosive bullets
tracer_explosiveColor2 The 2nd color of a bullet tracer when using explosive bullets
tracer_explosiveColor1 The 1st color of a bullet tracer when using explosive bullets
tracer_explosiveOverride When turned on, will apply an override to the tracer settings when shooting explosive bullets.
tracer_firstPersonMaxWidth The maximum width our OWN tracers can be when looking through our ADS
tracer_thermalWidthMult The multiplier applied to the base width when viewed in thermal vision
cg_marks_ents_player_only Marks on entities from players' bullets only.
cg_footsteps Play footstep sounds
cg_showmiss Show prediction errors
cg_nopredict Don't do client side prediction
cg_errordecay Decay for predicted error
cg_debugevents Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value.
cg_debugposition Output position debugging information
cg_centertime The time for a center printed message to fade
cg_brass Weapons eject brass
cg_crosshairEnemyColor The crosshair color when over an enemy
cg_crosshairDynamic Crosshair is Dynamic
cg_crosshairAlphaMin The minimum alpha value of the crosshair when it fades in
cg_crosshairAlpha The alpha value of the crosshair
cg_weaponCycleDelay The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
cg_splitscreenSpectatorScaleIncrease Scale value to apply to the spectator message in splitscreen
cg_hudSplitscreenBannerScoreboardScale Scale value to apply to the splitscreen banner scoreboard
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_hudSplitscreenCompassElementScale Scale value to apply to compass elements in splitscreen
cg_hudSplitscreenCompassScale Scale value to apply to the compass in splitscreen
cg_mapLocationSelectionCursorSpeed Speed of the cursor when selecting a location on the map
cg_hudProneY Virtual screen y coordinate of the prone blocked message
drawKillcamDataSize How big to draw the killcam data graph
drawKillcamDataPos Where to draw the server killcam graph
drawKillcamData Enable drawing server killcam data
drawServerBandwidthPos Where to draw the server bandwidth graph
drawServerBandwidth Enable drawing server bandwidth
drawEntityCountSize How big to draw the entity count graph
drawEntityCountPos Where to draw the entity count graph
drawEntityCount Enable entity count drawing
drawLagometer Enable the 'lagometer'
cg_hudVotePosition Position of the HUD vote box
cg_hudSayPosition Position of the HUD say box
cg_hudChatIntermissionPosition Position of the HUD chat box during intermission
cg_hudChatPosition Position of the HUD chat box
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_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_hudGrenadePointerPulseFreq The number of times per second that the grenade indicator flashes in Hertz
cg_hudGrenadePointerPivot The pivot point of th grenade indicator pointer
cg_hudGrenadePointerWidth The width of the grenade indicator pointer
cg_hudGrenadePointerHeight The height of the grenade indicator pointer
cg_hudGrenadeIconEnabledFlash Show the grenade indicator for flash grenades
cg_hudGrenadeIconWidth The width of the grenade indicator icon
cg_hudGrenadeIconHeight The height of the grenade indicator icon
cg_hudGrenadeIconOffset The offset from the center of the screen for a grenade 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_hudDamageIconInScope Draw damage icons when aiming down the sight of a scoped weapon
cg_hudDamageIconTime The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconOffset The offset from the center of the damage icon
cg_hudDamageIconHeight The height of the damage icon
cg_hudDamageIconWidth The width of the damage icon
cg_hudStanceHintPrints Draw helpful text to say how to change stances
cg_hudStanceFlash The background color of the flash when the stance changes
painReverbWetLevel Pain reverb wet level.
painReverbDryLevel Pain reverb dry level.
painReverbRoomType Pain reverb room type.
painVisionLerpOutRate Rate at which pain vision effect lerps out
painVisionTriggerHealth Health (0 to 1) that will trigger the pain vision effect
cg_splatterTrackOntoScreen Show tracking on screen when on-screen guy shoots you.
cg_splatterTrackFadeOutTime Ratio of time spent fading tracking indicator out
cg_splatterTrackFullInTime Ratio of time spent with tracking indicator at full alpha
cg_splatterTrackFadeInTime Ratio of time spent fading tracking indicator in
cg_splatterTrackOuterRadius Distance from center (0 to 1) at which splatter tracking indicator is at full alpha
cg_splatterTrackInnerRadius Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha
cg_splatterTrackOuterAngle Angle from hit direction at which splatter tracking indicator is at zero alpha
cg_splatterTrackInnerAngle Angle from hit direction at which splatter tracking indicator is at full alpha
cg_splatterTrackAlpha Alpha to add for each splatter tracking indicator
cg_splatterTrackIndependent Background portion of hit effect tracks independently of splatter portion.
cg_splatterHitOntoScreen Show blood on screen when on-screen guy shoots you.
cg_splatterHitFadeOutTime Ratio of time spent fading hit indicator out
cg_splatterHitFullInTime Ratio of time spent with hit indicator at full alpha
cg_splatterHitFadeInTime Ratio of time spent fading hit indicator in
cg_splatterHitOuterRadius Distance from center (0 to 1) at which splatter hit indicator is at full alpha
cg_splatterHitInnerRadius Distance from center (0 to 1) at which splatter hit indicator is at zero alpha
cg_splatterHitOuterAngle Angle from hit direction at which splatter hit indicator is at zero alpha
cg_splatterHitInnerAngle Angle from hit direction at which splatter hit indicator is at full alpha
cg_splatterHitAlpha Alpha to add for each splatter hit indicator
cg_drawSplatterTest Test out on-camera splatter effects.
cg_drawSplatter Draw on-camera splatter effects.
cg_drawDamageDirection Draw hit direction arrow.
cg_drawDamageFlash Draw flash when hit.
cg_drawShellshock Draw shellshock & flashbang screen effects.
cg_drawCrosshairNamesPosY
cg_drawCrosshairNamesPosX Virtual screen space position of the crosshair name
cg_drawCrosshairNames Draw the name of an enemy under the crosshair
cg_drawTurretCrosshair Draw a cross hair when using a turret
cg_drawCrosshair Turn on weapon crosshair
cg_drawSnapshot Draw debugging information for snapshots
cg_drawMaterial Draw debugging information for materials
cg_drawScriptUsage Draw debugging information for scripts
snd_drawInfo Draw debugging information for sounds
cg_debugInfoCornerOffset Offset from top-right corner, for cg_drawFPS, etc
cg_drawFPSLabels Draw FPS Info Labels
cg_drawViewpos Draw viewpos
cg_drawFPS Draw frames per second
cg_drawStatsSource Draw stats source
cg_drawMantleHint Draw a 'press key to mantle' hint
cg_drawBreathHint Draw a 'hold breath to steady' hint
cg_drawHealth Draw health bar
cg_draw2D Draw 2D screen elements
cg_viewVehicleInfluence The influence on the view angles from being in a vehicle
cg_fovMin The minimum possible field of view
cg_fovScale Scale applied to the field of view
cg_fov The field of view angle in degrees
cg_hintFadeTime Time in milliseconds for the cursor hint to fade
cg_weaponHintsCoD1Style Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
cg_cursorHints Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static
imagecg_drawGun Draw the view model
/**/
motionTrackerPingPitchAddPerEnemy The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
motionTrackerPingPitchNearby The pitch of the motion tracker sound for a nearby enemy
motionTrackerPingPitchBase The pitch of the motion tracker sound for a distant enemy
motionTrackerCenterY
motionTrackerCenterX The fractional position of the player on the motion tracker
motionTrackerPingSize The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
motionTrackerBlurDuration The motion blur duration for motion tracker dots
motionTrackerSweepAngle The maximum angle from straight forward that the motion tracker detects enemies
motionTrackerSweepSpeed The speed, in world units per second, of the motion tracker sweep
motionTrackerSweepInterval The time between motion tracker sweeps
motionTrackerRange The range, in world units, that the motion tracker displays
motionTrackerPingFadeTime How long an enemy is visible on the motion tracker after being detected
/**/
cg_airstrikeKillCamNearBlurEnd
cg_airstrikeKillCamNearBlurStart
cg_airstrikeKillCamFarBlurDist
cg_airstrikeKillCamFarBlurStart Airstrike kill camera distance above the airplane.
cg_airstrikeKillCamFarBlur
cg_airstrikeKillCamNearBlur
cg_airstrikeKillCamCloseZDist Airstrike kill camera closest distance above the target.
cg_airstrikeKillCamCloseXYDist Airstrike kill camera closest distance in front of the bomb.
cg_airstrikeKillCamFov Airstrike kill camera field of view.
cg_heliKillCamNearBlurEnd
cg_heliKillCamNearBlurStart
cg_heliKillCamFarBlurDist
cg_heliKillCamFarBlurStart Helicopter kill camera distance above the helicopter.
cg_heliKillCamFarBlur
cg_heliKillCamNearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamFov Helicopter kill camera field of view.
mp_paused If true ignore server time advancing. Handy for taking hi-res screen shots.
/**/
r_primaryLightTweakSpecularStrength
r_primaryLightTweakDiffuseStrength
r_primaryLightUseTweaks
r_filmDarkTint
r_filmMediumTint
r_filmLightTint
r_filmInvert
r_filmDesaturationDark
r_filmDesaturation
r_filmContrast
r_filmBrightness
r_filmEnable
r_glowSkyBleedIntensity1
r_glowSkyBleedIntensity0
r_glowRadius1
r_glowRadius0
r_glowBloomIntensity1
r_glowBloomIntensity0
r_glowBloomDesaturation
r_glowBloomCutoff
r_glow
nightVisionDisableEffects
nightVisionPowerOnTime How long the black-to-nightvision fade lasts when turning on the goggles.
nightVisionFadeInOutTime How long the fade to/from black lasts when putting on or removing night vision goggles.
r_glowTweakBloomDesaturation
r_glowTweakBloomCutoff
r_glowTweakBloomIntensity1
r_glowTweakBloomIntensity0
r_glowTweakSkyBleedIntensity1
r_glowTweakSkyBleedIntensity0
r_glowTweakRadius1
r_glowTweakRadius0
r_glowTweakEnable
/**/
r_filmTweakDarkTint
r_filmTweakMediumTint
r_filmTweakLightTint
r_filmTweakInvert
r_filmTweakDesaturationDark
r_filmTweakDesaturation
r_filmTweakBrightness
r_filmTweakContrast
r_filmTweakEnable
/**/
FoFIconSpawnTimeFade Length of the Friend-or-Foe icons' fade-ins.
FoFIconSpawnTimeDelay How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
FoFIconMaxSize Maximum size a Friend-or-Foe icon should ever grow to.
FoFIconMinSize Minimum size a Friend-or-Foe icon should ever shrink to.
FoFIconScale Base scale of Friend-or-Foe icons.
cg_cullBulletAngle Cull bullet trajectories that don't fall within this fov
cg_minCullBulletDist Don't cull bullet trajectories that are within this distance to you.
cg_cullBullets Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
viewModelDebugNotetracks Enable display of viewmodel notetrack debug info.
viewModelHacks Enabled depth hack and remove viewmodel from shadows.
cg_gun_z Up position of the viewmodel
cg_gun_y Right position of the viewmodel
cg_gun_x Forward position of the viewmodel
shieldImpactExplosionThreshold Pre-shield splash damage that is above this will be 'strong'.
shieldImpactExplosionHighShakeDuration Viewmodel shake duration for strong splash damage.
shieldImpactExplosionHighShakeScale Viewmodel shake scale for strong splash damage.
shieldImpactExplosionLowShakeDuration Viewmodel shake duration for weak splash damage.
shieldImpactExplosionLowShakeScale Viewmodel shake scale for weak splash damage.
shieldImpactMissileShakeDuration Viewmodel shake duration for direct missile impacts.
shieldImpactMissileShakeScale Viewmodel shake scale for direct missile impacts.
shieldImpactBulletShakeDuration Viewmodel shake duration for bullet impacts.
shieldImpactBulletShakeScale Viewmodel shake scale for bullet impacts.
/**?
hud_flash_period_offhand Offhand weapons flash period on changing weapon
hud_flash_time_offhand Offhand weapons flash duration on changing weapon
/**?
ui_gametype
ui_mapname
com_errorMessage
/**/
con_gameMsgWindow%dMsgTime On screen time for game messages in seconds in game message window
con_gameMsgWindow%dLineCount Maximum number of lines of text visible at once in game message window
con_gameMsgWindow%dScrollTime Time to scroll messages when the oldest message is removed in game message window
con_gameMsgWindow%dFadeInTime Time to fade in new messages in game message window
con_gameMsgWindow%dFadeOutTime Time to fade out old messages in game message window
con_gameMsgWindow%dSplitscreenScale Scaling of game message window %d in splitscreen
/**?
cl_deathMessageWidth Pixel width of the obituary area
con_matchPrefixOnly Only match the prefix when listing matching Dvars
monkeytoy Restrict console access
con_typewriterColorGlowCheckpoint
con_typewriterColorGlowFailed
con_typewriterColorGlowCompleted
con_typewriterColorGlowUpdated Color of typewritten objective text.
con_typewriterColorBase Base 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_typewriterPrintSpeed Time (in milliseconds) to print each letter in the line.
con_MiniConSplitscreenScale Splitscreen scale value for the mini console
con_miniconlines Number of lines in the minicon message window
con_minicontime Onscreen time for minicon messages in seconds
con_errormessagetime Onscreen time for error messages in seconds
con_outputWindowColor Color of the console output
con_outputSliderColor Color of the console slider
con_outputBarColor Color of the console output slider bar
con_inputHintBoxColor Color of the console input hint box
con_inputBoxColor Color of the console input box
/**/
cl_nodelta The server does not send snapshot deltas
cl_stanceHoldTime The time to hold the stance button before the player goes prone
cl_analog_attack_threshold The threshold before firing
/**/
iwnet_sessions Whether to give IWNet info about our session
iwnet_searching Whether to use IW matchmaking
motd
nextdemo The next demo to play
password
snaps Snapshot rate
rate Player's preferred network rate
name
cl_maxPing Maximum ping for the client
cl_ingame True if the game is active
cl_motdString Message of the day
m_filter Allow mouse movement smoothing
m_side Sideways motion in units per second
m_forward Forward speed in units per second
m_yaw Default yaw
m_pitch Default pitch
cl_bypassMouseInput Bypass UI mouse input and send directly to the game
cl_serverStatusResendTime Time in milliseconds to resend a server status message
r_inGameVideo Allow in game cinematics
cl_showmouserate Print mouse rate debugging information to the console
cl_freelook Enable looking with mouse
cl_mouseAccel Mouse acceleration
sensitivity Mouse sensitivity
cl_packetdup Enable packet duplication
cl_maxpackets Maximum number of packets sent per frame
cl_dirSelConvergenceTime Time to converge to the new direction when selecting a direction on the map.
cl_anglespeedkey Multiplier for max angle speed for game pad and keyboard
cl_pitchspeed Max pitch speed in degrees for game pad
cl_yawspeed Max yaw speed in degrees for game pad and keyboard
activeAction Action to execute in first frame
cl_freezeDemo cl_freezeDemo is used to lock a demo in place for single frame advances
cl_showTimeDelta Enable debugging information for time delta
cl_showSend Enable debugging information for sent commands
cl_showServerCommands Enable debugging information for server commands
cl_shownuments Show the number of entities
cl_shownet Display network debugging information
cl_connectionAttempts Maximum number of connection attempts before aborting
cl_connectTimeout Timeout time in seconds while connecting to a server
cl_timeout Seconds with no received packets until a timeout occurs
cl_hudDrawsBehindUI Should the HUD draw when the UI is up?
useonlinestats Whether to use online stats when in offline modes
splitscreen Current game is a splitscreen game
systemlink Current game is a system link game
onlineunrankedgameandhost true only if this is an xbox live RANKED game AND we're the host, otherwise false
onlinegameandhost true only if this is an xbox live game AND we're the host, otherwise false
onlinegame Current game is an online game with stats, custom classes, unlocks
playlist The playlist number
cl_noprint Print nothing to the console
/**/
party_currentSearchTier Current search tier we want when joining a game
party_defaultSearchTier Default search tier we want when joining a game
party_maxSearchTier Max possible search tier we want when joining a game
party_msPerTier ms per search tier
party_statusString Party Status (localized )
party_searchRandomDelay Time period over which the search timers will get randomly delayed.
party_searchPauseTime Minimum amount of time to pause between searches
party_searchResultsMin Minimum amount of time that has to pass before we'll search again for matches
party_searchResultsLifetime Time at which we consider the search results stale
lobby_partySearchWaitTime How long to wait for party members to join the lobby before we start searching for games
party_hostmigration Whether to use host migration in lobbies
party_reservedAnonymousSlotTime Time in milliseconds that anonymous slots will be reserved.
party_membersMissingMapPack Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_maxPrivatePartyPlayers Max number of players allowed in a private party.
party_firstSubpartyIndex Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
party_selectedIndexChangedTime Time stamp in milliseconds when the selected index last changed.
party_selectedIndex Current selected player index in the feeder.
party_IAmSelected True if selected player is you. Only valid when used with party feeders.
party_playervisible Whether selected player in party is showing true info or not. Only valid when used with party feeders.
party_connectTimeout Connect timeout
party_minLobbyTime Minimum time (in seconds) for a lobby to be open before auto starting a match
party_maxTeamDiff Maximum difference allowed between teams before starting a match
party_autoteams Enables/Disables auto team functionality
party_matchedPlayerCount Number of matched players before revealing their true names
party_teambased True if the current playlist is team based
party_hostname The name of the host player
party_partyPlayerCount Number of players currently in the party/lobby in party format (x players in y's party)
party_lobbyPlayerCount Number of players currently in the party/lobby in lobby format (x/y players)
party_kickplayerquestion String to store the question about kicking the selected player
party_mapname Current map name
party_gamesize Current maximum game size
party_gametype Current gametype
party_editingsettings True if the host is editing game settings
party_host True if we are the host of the party
party_debug Debug party functionality
party_connectToOthers If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_vetoDelayTime Delay time in seconds for a successful map vote to execute
party_vetoPercentRequired The fraction of the waiting players who need to veto for a map to be skipped
party_vetoPassed Did the veto pass?
party_vetoStatus Veto progress (localized )
party_vetoButtonVisible The party veto button is visible in the UI
party_timer Time until game begins in seconds, for UI display
party_teamsVisible teams are visible in UI
party_pregameStartTimerLength Time in seconds before showing and starting the game start timer
party_gameStartTimerLength Time in seconds before a game start once enough party members are ready
party_maxplayers Maximum number of players in a party
party_minplayers Minimum number of players in a party
/**/
cg_hudSplitscreenOffsetsUseScale Use splitscreen scaling for element offsets
cg_hudLegacySplitscreenScale Screen scale for hud elements in splitscreen
safeArea_adjusted_vertical User-adjustable vertical safe area as a fraction of the screen height
safeArea_adjusted_horizontal User-adjustable horizontal safe area as a fraction of the screen width
safeArea_vertical Vertical safe area as a fraction of the screen height
safeArea_horizontal Horizontal safe area as a fraction of the screen width
/**/
dynEnt_damageScale Scales damage applied to destructible dynents
dynEnt_explodingBulletMaxEnts The maximum number of dynents that can be awakened by one explosive bullet
dynEnt_explodingBulletMinForce Force below which dynents won't even bother waking up when hit by explosive bullets
dynEnt_explodingBulletSpinScale Scale of the random offset from the center of mass for bullet explosion forces.
dynEnt_explodingBulletUpbias Upward bias applied to force directions from bullet explosion hits
dynEnt_explodingBulletForce Force applied from bullet 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_explodeForce Force applied from explosion hit
dynEnt_bulletForce Force applied from bullet hit
/**/
glass_debug Shows debug info for glass
glass_shattered_scale The scale of the shattered glass material
glass_physics_maxdist The maximum distance of a glass piece from the player to do physics
glass_physics_chance The chance for a given shard of glass to use physics
glass_trace_interval The length of time, in milliseconds, between glass piece traces
glass_fringe_maxcoverage The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
glass_fringe_maxsize The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_shard_maxsize The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_max_shatter_fx_per_frame Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit.
glass_max_pieces_per_frame Maximum number of pieces to create in one frame. This is a guideline and not a hard limit.
glass_hinge_friction Friction used by moving glass pieces when joined like a hinge to a frame
glass_fx_chance Chance to play an effect on a small piece of glass when it hits the ground
glass_fall_gravity Gravity for falling pieces of glass
glass_fall_delay Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio
glass_fall_ratio Ratio of piece area to supporting edge length squared. Below the min, the piece never falls.
glass_edge_angle Sets the range of angle deflections used by new glass pieces on a supported edge
glass_angular_vel Sets the range of angular velocities used by new glass pieces
glass_linear_vel Sets the range of linear velocities used by new glass pieces
glass_break Toggle whether or not glass breaks when shot
fx_drawClouds Toggles the drawing of particle clouds
fx_mark_profile Turn on FX profiling for marks (specify which local client, with '1' being the first.)
fx_profile Turn on FX profiling (specify which local client, with '1' being the first.)
fx_profileFilter Only show effects with this as a substring in FX profile
fx_profileSkip Skip the first n lines in FX profile (to see ones off bottom of screen)
fx_profileSort Choose sort criteria for FX profiling
fx_visMinTraceDist Minimum visibility trace size
fx_count Debug effects count
fx_debugBolt Debug effects bolt
fx_freeze Freeze effects
fx_marks_ents Toggles whether bullet hits leave marks on entities
fx_marks_smodels Toggles whether bullet hits leave marks on static models
fx_marks Toggles whether bullet hits leave marks
fx_cull_elem_draw Culls effect elems for drawing
fx_cull_elem_spawn Culls effect elems for spawning
fx_draw Toggles drawing of effects after processing
fx_enable Toggles all effects processing
/**/
glass_radiusDamageMultiplier The amount to scale damage to glass from grenades and other explosions
glass_meleeDamage The amount of damage melee attacks do to glass
glass_damageToDestroy The amount of damage a piece of glass must take to be completely destroyed
glass_damageToWeaken The amount of damage a piece of glass must take to look damaged
/**/
g_kickHostIfIdle Kick the host if he's idle
g_giveAll Give all weapons
player_stunWhiteFlash If enabled, player's screens will flash white when they are stunned.
shieldBlastDamageProtection_180 How much protection a shield has against an explosion. 0.0 is none, 1.0 is full. For explosions within a 180-degree arc of the shield.
shieldBlastDamageProtection_120 How much protection a shield has against an explosion. 0.0 is none, 1.0 is full. For explosions within a 120-degree arc of the shield.
shieldBlastDamageProtection_60 How much protection a shield has against an explosion. 0.0 is none, 1.0 is full. For explosions within a 60-degree arc of the shield.
shieldBlastDamageProtection_30 How much protection a shield has against an explosion. 0.0 is none, 1.0 is full. For explosions within a 30-degree arc of the shield.
scr_forcerankedmatch script force game online and ranked
scr_game_allowkillcam script allow killcam
scr_team_fftype script team friendly fire type
g_mantleBlockTimeBuffer Time that the client think is delayed after mantling
g_earthquakeEnable Enable camera shake
g_radiusDamageMax The maximum radius damage radius for non-client and non-actor entities
g_redCrosshairs Whether red crosshairs are enabled
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_minGrenadeDamageSpeed Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)
player_MGUseRadius The radius within which a player can mount a machine gun
player_useRadius The radius within which a player can use things
player_throwbackOuterRadius The radius player is allow to throwback a grenade once the player has been in the inner radius
player_throwbackInnerRadius The radius to a live grenade player must be within initially to do a throwback
g_friendlyNameDist Maximum range for seeing a friendly's name
g_friendlyfireDist Maximum range for disabling fire at a friendly
g_debugLocHitTime Time duration of g_debugLocHit lines
g_debugLocHit Display locational damage info for an entity when the entity is hit
g_debugLocDamage Display locational damage debug information for an entity
g_no_script_spam Turn off script debugging info
g_voteAbstainWeight How much an abstained vote counts as a 'no' vote
g_oldVoting Use old voting method
g_smoothClients Enable extrapolation between client states
g_TeamTitleColor_Spectator Spectator team color for titles
g_TeamTitleColor_EnemyTeam Enemy team color for titles
g_TeamTitleColor_MyTeam Player team color for titles
g_TeamColor_Free Free Team color
g_TeamColor_Spectator Spectator team color
g_TeamColor_MyParty Player team color when in the same party
g_TeamColor_Axis Axis team color
g_TeamColor_Allies Allies team color
GAME_AXIS Axis team name
GAME_ALLIES Allied team name
g_ScoresColor_Axis Axis team color on scoreboard
g_ScoresColor_Allies Allies team color on scoreboard
g_ScoresColor_Free Free Team color on scoreboard
g_ScoresColor_Spectator Spectator team color on scoreboard
g_ScoresColor_EnemyTeam Enemy team color on scoreboard
g_ScoresColor_MyParty Player team color on scoreboard when in the same party
g_ScoresColor_MyTeam Player team color on scoreboard
faction_128_arab_red Icon name for the axis scores banner when you're on allies.
faction_128_usmc_red Icon name for the allied scores banner when you're on axis.
faction_128_arab_blue Icon name for the axis scores banner when you're on axis.
faction_128_usmc_blue Icon name for the allied scores banner when you're on allies.
faction_128_arab Icon name for the axis scores banner
faction_128_usmc Icon name for the allied scores banner
g_voiceChatTalkingDuration Time after the last talk packet was received that the player is considered by the
server to still be talking in milliseconds
g_deadChat Allow dead players to chat with living players
g_listEntity List the entities
g_allowVote Enable voting on this server
g_clonePlayerMaxVelocity Maximum velocity in each axis of a cloned player (for death animations)
g_dropHorzSpeedRand Random component of the initial horizontal speed of a dropped item
g_dropUpSpeedRand Random component of the initial vertical speed of a dropped item
g_dropUpSpeedBase Base component of the initial vertical speed of a dropped item
g_dropForwardSpeed Forward speed of a dropped item
g_playerCollisionEjectSpeed Speed at which to push intersecting players away from each other
g_motd The message of the day
ufoHitsTriggers ufo/noclip will hit triggers when enabled
g_inactivity Time delay before player is kicked for inactivity
g_maxDroppedWeapons Maximum number of dropped weapons
g_knockback Maximum knockback
g_speed Player speed
dedicated Dedicated server
g_banIPs IP addresses to ban from playing
g_password Password
g_sunFogScaleReadOnly Distance scale in the sun fog direction that was set in the most recent call to "setexpfog"
g_sunFogEndFadeAngleReadOnly Angle from the sun direction to end fade away from the sun fog color that was set in the most recent call to "setexpfog"
g_sunFogBeginFadeAngleReadOnly Angle from the sun direction to start fade away from the sun fog color that was set in the most recent call to "setexpfog"
g_sunFogDirReadOnly Sun fog direction that was set in the most recent call to "setexpfog"
g_sunFogColorReadOnly Sun fog color that was set in the most recent call to "setexpfog"
g_sunFogEnabledReadOnly Sun fog was enabled in the most recent call to "setexpfog"
g_fogMaxOpacityReadOnly Fog max opacity that was set in the most recent call to "setexpfog"
g_fogHalfDistReadOnly
g_fogStartDistReadOnly Fog start distance that was set in the most recent call to "setexpfog"
g_fogColorReadOnly Fog color that was set in the most recent call to "setexpfog"
g_dobjdump DObj debugging info for the given character number
g_dumpAnims Animation debugging info for the given character number
pickupPrints Print a message to the game window when picking up ammo, etc.
g_spawnDebug Turn on debug lines for spawning traces
radius_damage_debug Turn on debug lines for radius damage traces
melee_debug Turn on debug lines for melee traces
g_entinfo_maxdist Maximum distance of an entity from the camera at which to show entity information
g_entinfo Display entity information
g_vehicleDebug Turn on debug information for vehicles
g_vehicleDrawPath Turn on debug information for vehicle paths
shieldDebug Show debug info for riot shields
g_debugBullets Show debug information for bullets
g_debugDamage Show debug information for damage
g_logSync Enable synchronous logging
g_log Log file name
scr_%s_roundlimit script round limit
scr_%s_scorelimit script score limit
/**/
grenadeBounceRestitutionMax Cap to keep code from increasing bounce restitution too high.
grenadeCurveMax Largest rolling curvature (will be random between +/- this value)
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
grenadeWobbleFwdMag The forward rolling speed will oscillate +/- this amount
grenadeWobbleFreq Wobble cycles per inch of rolling distance (approx)
grenadeBumpMax Maximum upward speed of a bump (inches/sec)
grenadeBumpMag Size of bumps (as a fraction of the grenade's current speed)
grenadeBumpFreq How likely (per server frame) a bump will occur
grenadeFrictionMaxThresh The speed threshold that determines whether to use grenadeFrictionLow/High
grenadeFrictionHigh The amount of friction (0 to 1) for fast-moving grenades
grenadeFrictionLow The amount of friction (0 to 1) for slower/rolling grenades
grenadeRollingEnabled Enables the new "rolling" grenade behavior
grenadeRestThreshold The speed threshold below which grenades will come to rest
missileMacross Swarmy goodness.
missileExplosionLiftDistance Distance to lift the explosion off the surface for "big explosion" weapons
missileRemoteSpeedDown Remote-controlled missile slowdown-factor.
missileRemoteSpeedUp Remote-controlled missile speedup-factor.
missileRemoteSpeedTargetRange Remote-controlled missile speeds.
missileWaterMaxDepth If a missile explodes deeper under water than this, they explosion effect/sound will not play.
missileJavDuds If true, javelins that impact before their booster ignites will not explode, they will play their dud effects instead.
missileJavClimbToOwner
missileJavTurnDecel
missileJavSpeedLimitDescend Rocket's speed limit when descending towards target.
missileJavSpeedLimitClimb Rocket's speed limit when climbing.
missileJavAccelDescend Rocket acceleration when descending towards target.
missileJavAccelClimb Rocket acceleration when climbing.
missileJavTurnRateTop In top-fire mode, how sharp the rocket can turn, in angles/sec.
missileJavTurnRateDirect In direct-fire mode, how sharp the rocket can turn, in angles/sec.
missileJavClimbCeilingTop In top-fire mode, how high the missile needs to reach before it descends.
missileJavClimbCeilingDirect In direct-fire mode, how high the missile needs to reach before it descends.
missileJavClimbAngleTop In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileJavClimbAngleDirect In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
missileJavClimbHeightTop In top-fire mode, how far above the target the rocket will aim for when climbing.
missileJavClimbHeightDirect In direct-fire mode, how far above the target the rocket will aim for when climbing.
missileHellfireUpAccel The rate at which the hellfire missile curves upward
missileHellfireMaxSlope This limits how steeply the hellfire missile can turn upward when climbing
missileGlassShatterVel Velocity needed by a grenade or missile to shatter glass instead of bouncing off.
missileDebugAttractors Draw the attractors and repulsors. Attractors are green, and repulsors are yellow.
missileDebugText Print debug missile info to console.
missileDebugDraw Draw guided missile trajectories.
/**/
band_18players 18 player bandwidth req'd
band_12players 12 player bandwidth req'd
band_8players 8 player bandwidth req'd
band_4players 4 player bandwidth req'd
band_2players 2 player bandwidth req'd
ezpatch Enable ez patch
playlistFilename Playlist filename
popupText Menu popup text
widePopupText Menu popup uses wide text
com_errorResolveCommand Command to run when they close the error box
com_cinematicEndInWhite Set by script. True if cinematic ends with a white screen.
wideScreen True if the game video is running in 16x9 aspect, false if 4x3.
hiDef True if the game video is running in high-def.
com_animCheck Check anim tree
intro Intro movie should play
com_filter_output Use console filters for filtering output.
sv_running Server is running
useSvMapPreloading Whether to start loading the map before starting the server
useMapPreloading Whether to start loading the map before connecting to server
sv_paused Pause the client/server
com_maxFrameTime Time slows down if a frame takes longer than this many milliseconds
fixedtime Use a fixed time rate for each frame
timescale
com_timescale Scale time of each frame
com_statmon Draw stats monitor
logfile Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
developer_script Enable developer script comments
xenonGame True if running on XBox 360
consoleGame True if running on a console
com_maxfps Cap frames per second
/**/
migration_dvarErrors Whether to check for illegal script dvar changes.
shortversion Short game version
version Game version
/**/
com_attractmodeduration Time when controller is unused before attract mode is enabled
com_attractmode Run attract mode
/**/
net_dumpprofile
msg_hudelemspew Debug hudelem fields changing
msg_dumpEnts Print snapshot entity info
msg_printEntityNums Print entity numbers
net_lanauthorize Authorise CD keys when using a LAN
net_showprofile Show network profiling display
net_profile Profile network performance
packetDebug Enable packet debugging information
showdrop Show dropped packets
showpackets Show packets
/**/
g_serverHunkUser Maximum amount of clients on the server
sv_hugeSnapshotDelay How long to wait before building a new snapshot after a 'huge' snapshot is sent
sv_hugeSnapshotSize Size of a snapshot to be considered 'huge'
sv_clientArchive Have the clients archive data to save bandwidth on the server
sv_network_fps Number of times per second the server checks for net messages
sv_debugReliableCmds Enable debugging information for 'reliable' commands
sv_debugRate Enable snapshot rate debugging info
sv_mapRotationCurrent Current map in the map rotation
sv_mapRotation List of maps for the server to play
sv_kickBanTime Time in seconds for a player to be banned from the server after being kicked
sv_showAverageBPS Show average bytes per second for net debugging
sv_packet_info Enable packet info debugging information
sv_allowedClan2
sv_allowedClan1 Allow this clan to join the server
sv_padPackets add nop bytes to messages
sv_reconnectlimit minimum seconds between connect messages
sv_zombietime seconds to sync messages after disconnect
sv_connectTimeout seconds without any message when a client is loading
sv_timeout seconds without any message
sv_floodProtect Prevent malicious lagging by flooding the server with commands
sv_maxPing Maximum ping allowed on the server
sv_minPing Minimum ping allowed on the server
sv_maxRate Maximum bit rate
sv_clientSideBullets If true, clients will synthesize tracers and bullet impacts
CoD4Host Host name of the server
badhost_debug Bad host debugging
badhost_minPercentClientsUnhappyToSuck What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts
badhost_minTotalClientsForHappyTest Minimum number of clients before it does the 'suck as host' test
badhost_maxDoISuckFrames Max lagged frames need to end match
badhost_endGameIfISuck End the match if most of the players are lagged out
badhost_maxHappyPingTime Max ping that a player can have that we consider acceptable when calculating if the server is swamped
sv_privateClients Maximum number of private clients allowed on the server
xblive_playEvenIfDown Allow people to play online even if Live is down
xblive_ec_lastupdatems MS since last update required to early out qos
xblive_ec_firstupdatems MS to wait before deciding to early out qos
xblive_ec_minpercent Minimum percentage of probe results required before early outing qos
xblive_ec_minprobes Minimum probe results required before early outing qos
party_simulateLongQoS simulate a real QoS which takes around 30 seconds
xblive_mappacks 0 = original maps only, 1 = new maps only, 2 = both original and new
xblive_privatepartyclient true only if we're in a party and not the host
xblive_hostingprivateparty true only if we're hosting a party
xblive_privatematch Current game is a private match
partyChatDisconnectTimer Time to wait after user responds to Party Chat dialog before kicking (msec)
partyChatDisallowed Whether to disallow Xbox Live Party Chat
session_nonblocking Non-blocking Session code
disconnectOnSignOut If true, the player will be kicked back to the main menu if they sign out of their profile
xenon_maxVoicePacketsPerSecForServer Max voice packets per second the server will send
xenon_maxVoicePacketsPerSec Max voice packets per second a client will send
xenon_voiceDegrade Degrade voice quality
xenon_voiceDebug Debug voice communication
xblive_loggedin User is logged into xbox live
/**/
applied to ragdolls
ragdoll_max_simulating Max number of simultaneous active ragdolls
ragdoll_max_life Max lifetime of a ragdoll system in msec
ragdoll_fps Ragdoll update frames per second
ragdoll_debug Draw ragdoll debug info (bitflags)
ragdoll_enable Turn on ragdoll death animations
[/B] (before the codes)
and[B] [/CODE ][/B] (after the codes)
So it would look like this:
[code]
example
[/B] (before the codes)
and[B] [/CODE ][/B] (after the codes)
So it would look like this:
[code]
example
thank you dizzy
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