actionSlotsHide "0" Hide the actionslots.
activeAction Action to execute in first frame
aim_accel_turnrate_debug "0" Turn on debugging info for the acceleration
aim_accel_turnrate_enabled "1" Enable/disable acceleration of the turnrates
aim_accel_turnrate_lerp "1200" The acceleration of the turnrates
aim_aimAssistRangeScale "1" Scales the weapon's aim assist range
aim_autoAimRangeScale "1" Scales the weapon's auto aim range
aim_autoaim_debug "0" Turn on auto aim debugging
aim_autoaim_enabled "0" Turn on auto aim
aim_autoaim_lerp "40" The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height "120" The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width "160" The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_automelee_debug "0" Turn on auto melee debugging
aim_automelee_enabled "1" Turn on auto melee
aim_automelee_lerp "40" The rate in degrees per second that the auto melee will converge to its target
aim_automelee_range "128" The range of the auto melee
aim_automelee_region_height "240" The height of the auto melee region in virtual screen coordinates (0 - 480)
aim_automelee_region_width "320" The width of the auto melee region in virtual screen coordinates (0 - 640)
aim_input_graph_debug "0" Debug the view input graphs
aim_input_graph_enabled "1" Use graph for adjusting view input
aim_input_graph_index "3" Which input graph to use
aim_lockon_debug "0" Turn on debugging info for aim lock on
aim_lockon_deflection "0.05" The amount of stick deflection for the lockon to activate
aim_lockon_enabled "1" Aim lock on helps the player to stay on target
aim_lockon_region_height "90" The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width "90" The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength "0.6" The amount of aim assistance given by the target lock on
aim_scale_view_axis "1" Scale the influence of each input axis so that the major axis has more influence on the control
aim_slowdown_debug "0" Turn on debugging info for aim slowdown
aim_slowdown_enabled "1" Slowdown the turn rate when the cross hair passes over a target
aim_slowdown_pitch_scale "0.4" The vertical aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads "0.5" The vertical aim assist slowdown ratio when aiming down the sight
aim_slowdown_region_height "90" The screen height of the aim assist slowdown region
aim_slowdown_region_width "90" The screen width of the aim slowdown region
aim_slowdown_yaw_scale "0.4" The horizontal aim assist slowdown ratio from the hip
aim_slowdown_yaw_scale_ads "0.5" The horizontal aim assist slowdown ratio when aiming down the sight
aim_turnrate_pitch "90" The vertical turn rate for aim assist when firing from the hip
aim_turnrate_pitch_ads "55" The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_yaw "260" The horizontal turn rate for aim assist when firing from the hip
aim_turnrate_yaw_ads "90" The horizontal turn rate for aim assist when aiming down the sight
ai_corpseCount "16"
ammoCounterHide "0" Hide the Ammo Counter
authPort "20800"
authServerName "cod4master.activision.com"
badhost_debug "0" Bad host debugging
badhost_endGameIfISuck "1" End the match if most of the players are lagged out
badhost_maxDoISuckFrames "300" Max lagged frames need to end match
badhost_maxHappyPingTime "400" Max ping that a player can have that we consider acceptable when calculating if the server is swamped
badhost_minPercentClientsUnhappyToSuck "0.51" What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts
badhost_minTotalClientsForHappyTest "3" Minimum number of clients before it does the 'suck as host' test
bandwidthtest_announceinterval "200"
bandwidthtest_duration "500"
bandwidthtest_enable "1"
bandwidthtest_fudge "1"
bandwidthtest_ingame_enable "1"
bandwidthtest_ingame_fudge "1"
bandwidthtest_maxpacketsize "1000"
bandwidthtest_quota "0.5"
bandwidthtest_rounds "10"
bandwidthtest_scalar "2"
bandwidthtest_timeout "1500"
band_12players "384000" 12 player bandwidth req'd
band_18players "580000" 18 player bandwidth req'd
band_2players "64000" 2 player bandwidth req'd
band_4players "128000" 4 player bandwidth req'd
band_8players "256000" 8 player bandwidth req'd
bg_aimSpreadMoveSpeedThreshold "11" When player is moving faster than this speed, the aim spread will increase
bg_bulletExplDmgFactor "1" Weapon damage multiplier that will be applied at the center of the slash damage area.
bg_bulletExplRadius "250" The radius of the bullet splash damage, where the damage gradually falls off to 0.
bg_debugProne "0" Show prone debug information
bg_fallDamageMaxHeight "300" The height that a player will take maximum damage when falling
bg_fallDamageMinHeight "128" The height that a player will start to take minimum damage if they fall
bg_foliagesnd_fastinterval "500" The time between each foliage sound when moving quickly
bg_foliagesnd_maxspeed "180" The speed that a player must be going to make maximum noise while moving through foliage
bg_foliagesnd_minspeed "40" The speed that a player must be going to make minimum noise while moving through foliage
bg_foliagesnd_resetinterval "500" The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_slowinterval "1500" The time between each foliage sound when moving slowly
bg_forceDualWield "0" Force akimbo for all possible weapons
bg_forceExplosiveBullets "0" When set, all bullet weapons will fire explosive rounds (Simulates Perk)
bg_ladder_yawcap "100" The maximum angle that a player can look around while on a ladder
bg_legYawTolerance "20" The amount the player's leg yaw can differ from his torso before moving ta match
bg_lowGravity "800" Low gravity for slow or floaty objects, in inches per second per second
bg_maxGrenadeIndicatorSpeed "100" Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_prone_yawcap "85" The maximum angle that a player can look around quickly while prone
bg_shieldHitEncodeHeightVM "-10"
bg_shieldHitEncodeHeightWorld "-25" The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows.
bg_shieldHitEncodeWidthVM "-16"
bg_shieldHitEncodeWidthWorld "-14" The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns.
bg_shock_lookControl "1"
bg_shock_lookControl_fadeTime "2"
bg_shock_lookControl_maxpitchspeed "90"
bg_shock_lookControl_maxyawspeed "90"
bg_shock_lookControl_mousesensitivityscale "0.5"
bg_shock_movement "1"
bg_shock_screenBlurBlendFadeTime "1"
bg_shock_screenBlurBlendTime "0.4"
bg_shock_screenFlashShotFadeTime "1"
bg_shock_screenFlashWhiteFadeTime "1"
bg_shock_screenType "blurred"
bg_shock_sound "1"
bg_shock_soundDryLevel "1"
bg_shock_soundEnd "shellshock_end"
bg_shock_soundEndAbort "shellshock_end_abort"
bg_shock_soundFadeInTime "0.25"
bg_shock_soundFadeOutTime "2.5"
bg_shock_soundLoop "shellshock_loop"
bg_shock_soundLoopEndDelay "-3"
bg_shock_soundLoopFadeTime "1.5"
bg_shock_soundLoopSilent "shellshock_loop_silent"
bg_shock_soundModEndDelay "2"
bg_shock_soundRoomType "generic"
bg_shock_soundWetLevel "0.5"
bg_shock_viewKickFadeTime "3"
bg_shock_viewKickPeriod "0.75"
bg_shock_viewKickRadius "0.05"
bg_shock_volume_ambdist1 "0.5"
bg_shock_volume_ambdist2 "0.5"
bg_shock_volume_ambient "0.5"
bg_shock_volume_announcer "0.5"
bg_shock_volume_auto "0.5"
bg_shock_volume_auto2 "0.5"
bg_shock_volume_auto2d "0.5"
bg_shock_volume_autodog "0.5"
bg_shock_volume_body "0.5"
bg_shock_volume_body2d "0.5"
bg_shock_volume_bulletimpact "0.5"
bg_shock_volume_bulletwhizby "0.5"
bg_shock_volume_effects1 "0.5"
bg_shock_volume_effects2 "0.5"
bg_shock_volume_element "0.5"
bg_shock_volume_explosiveimpact "0.5"
bg_shock_volume_hurt "0.5"
bg_shock_volume_item "0.5"
bg_shock_volume_local "0.5"
bg_shock_volume_local2 "0.5"
bg_shock_volume_local3 "0.5"
bg_shock_volume_menu "0.5"
bg_shock_volume_mission "0.5"
bg_shock_volume_music "0.5"
bg_shock_volume_musicnopause "0.5"
bg_shock_volume_nonshock "0.5"
bg_shock_volume_physics "0.5"
bg_shock_volume_player1 "0.5"
bg_shock_volume_player2 "0.5"
bg_shock_volume_reload "0.5"
bg_shock_volume_reload2d "0.5"
bg_shock_volume_shellshock "0.5"
bg_shock_volume_vehicle "0.5"
bg_shock_volume_vehiclelimited "0.5"
bg_shock_volume_voice "0.5"
bg_shock_volume_weapon "0.5"
bg_shock_volume_weapon2d "0.5"
bg_softLandingMaxDamage "0.1" The max amount of damage (as % of max health) if soft landing is in effect
bg_softLandingMaxHeight "300" The height that a player will start to take max damage if soft landing is in effect
bg_softLandingMinHeight "128" The height that a player will start to take minimum damage if soft landing is in effect
bg_swingSpeed "0.2" The rate at which the player's legs swing around when strafing(multi-player only)
bg_viewBobAmplitudeBase "0.16" The base speed-based view bob amplitude
bg_viewBobAmplitudeDucked "0.0075" The multiplier to apply to the player's speed to get the view bob amplitude while ducking
bg_viewBobAmplitudeDuckedAds "0.0075" The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeProne "0.02" The multiplier to apply to the player's speed to get the view bob amplitude while prone
bg_viewBobAmplitudeRoll "1.5" The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeSprinting "0.02" The multiplier to apply to the player's speed to get the view bob amplitude while sprinting
bg_viewBobAmplitudeStanding "0.007" The multiplier to apply to the player's speed to get the view bob amplitude while standing
bg_viewBobAmplitudeStandingAds "0.007" The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobLag "0.25" The lag that will be applied the view bob cycle
bg_viewBobMax "8" The maximum allowed bob amplitude
bg_viewKickMax "90" The maximum view kick
bg_viewKickMin "5" The minimum view kick
bg_viewKickRandom "0.4" The random direction scale view kick
bg_viewKickScale "0.2" The scale to apply to the damage done to calculate damage view kick
bg_weaponBobAmplitudeBase "0.16" The base speed-based weapon bob amplitude
bg_weaponBobAmplitudeDucked "0.045" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking
bg_weaponBobAmplitudeProne "0.02" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone
bg_weaponBobAmplitudeRoll "1.5" The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeSprinting "0.02" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting
bg_weaponBobAmplitudeStanding "0.055" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing
bg_weaponBobLag "0.25" The lag that will be applied the weapon bob cycle
bg_weaponBobMax "8" The maximum allowed weapon/viewmodel bob amplitude
bind
bullet_penetrationMinFxDist "30" Min distance a penetrated bullet must travel before it'll trigger the effects
bullet_penetration_enabled "1" When false, disables bullet penetration completely.
bullet_ricochetBaseChance "0.5" The base chance a bullet has of ricocheting off of a riot shield.
cameraShakeRemoteHelo_Angles "0.221" Remote helicopter gunner cam, range to shake the view.
cameraShakeRemoteHelo_Freqs "31" Remote helicopter gunner cam, how fast to shake.
cameraShakeRemoteHelo_SpeedRange "2000" Remote helicopter gunner cam, range of missile speed to scale the shaking.
cameraShakeRemoteMissile_Angles "0.05" Remote missile-cam, range to shake the view.
cameraShakeRemoteMissile_Freqs "42" Remote missile-cam, how fast to shake.
cameraShakeRemoteMissile_SpeedRange "1000" Remote missile-cam, range of missile speed to scale the shaking.
camera_thirdPerson "0" Use third person view globally
camera_thirdPersonAdsTransScale "2" Scale applied to ADS transition time when in third person mode
camera_thirdPersonCrosshairOffset "0.35" Amount to vertically offset the crosshair from the center when in third person mode
camera_thirdPersonFovScale "0.9" Scale applied to the field of view when in global third person view
camera_thirdPersonOffset "-120" The offset of the camera from the player in global third person view
camera_thirdPersonOffsetAds "-60" The ADS offset of the camera from the player in global third person view
camera_thirdPersonOffsetTurretAds "-80" The ADS offset of the camera from the player when on a turret in global third person view
cg_airstrikeKillCamCloseXYDist "24" Airstrike kill camera closest distance in front of the bomb.
cg_airstrikeKillCamCloseZDist "24" Airstrike kill camera closest distance above the target.
cg_airstrikeKillCamFarBlur "2"
cg_airstrikeKillCamFarBlurDist "300"
cg_airstrikeKillCamFarBlurStart "100" Airstrike kill camera distance above the airplane.
cg_airstrikeKillCamFov "50" Airstrike kill camera field of view.
cg_airstrikeKillCamNearBlur "4"
cg_airstrikeKillCamNearBlurEnd "100"
cg_airstrikeKillCamNearBlurStart "0"
cg_blood "1" Show Blood
cg_brass "1" Weapons eject brass
cg_centertime "5" The time for a center printed message to fade
cg_chatHeight "4" The font height of a chat message
cg_chatTime "12000" The amount of time that a chat message is visible
cg_chatWithOtherTeams "0" If true, players can talk to other players regardless of their teams
cg_connectionIconSize "0" Size of the connection icon
cg_constantSizeHeadIcons "0" Head icons are the same size regardless of distance from the player
cg_crosshairAlpha "1" The alpha value of the crosshair
cg_crosshairAlphaMin "0.5" The minimum alpha value of the crosshair when it fades in
cg_crosshairDynamic "0" Crosshair is Dynamic
cg_crosshairEnemyColor "1" The crosshair color when over an enemy
cg_crosshairVerticalOffset "0" Amount to vertically offset the crosshair from the center.
cg_cullBulletAngle "50" Cull bullet trajectories that don't fall within this fov
cg_cullBullets "1" Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
cg_cursorHints "4" Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static
cg_deadChatWithDead "0" If true, dead players can all chat together, regardless of team
cg_deadChatWithTeam "0" If true, dead players can talk to living players on their team
cg_deadHearAllLiving "0" If true, dead players can hear all living players talk
cg_deadHearTeamLiving "0" If true, dead players can hear living players on their team talk
cg_debugevents "-1" Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value.
cg_debugInfoCornerOffset "0" Offset from top-right corner, for cg_drawFPS, etc
cg_debugposition "0" Output position debugging information
cg_debug_overlay_viewport "0" Remove the sniper overlay so you can check that the scissor window is correct.
cg_descriptiveText "1" Draw descriptive spectator messages
cg_dobjdump "-1" Output dobj info for the given entity id
cg_draw2D "1" Draw 2D screen elements
cg_drawBreathHint "1" Draw a 'hold breath to steady' hint
cg_drawCrosshair "1" Turn on weapon crosshair
cg_drawCrosshairNames "1" Draw the name of an enemy under the crosshair
cg_drawCrosshairNamesPosX "300" Virtual screen space position of the crosshair name
cg_drawCrosshairNamesPosY "180"
cg_drawDamageDirection "1" Draw hit direction arrow.
cg_drawDamageFlash "0" Draw flash when hit.
cg_drawFPS "Off" Draw frames per second
cg_drawFPSLabels "1" Draw FPS Info Labels
cg_drawFriendlyNames "1" Whether to show friendly names in game
cg_drawGun "1"
cg_drawHealth "0" Draw health bar
cg_drawMantleHint "1" Draw a 'press key to mantle' hint
cg_drawMaterial "Off" Draw debugging information for materials
cg_drawpaused "1" Draw paused screen
cg_drawScriptUsage "0" Draw debugging information for scripts
cg_drawShellshock "1" Draw shellshock & flashbang screen effects.
cg_drawSnapshot "0" Draw debugging information for snapshots
cg_drawSplatter "0" Draw on-camera splatter effects.
cg_drawSplatterTest "0" Test out on-camera splatter effects.
cg_drawStatsSource "0" Draw stats source
cg_drawTalk "ALL" Controls which icons CG_TALKER ownerdraw draws
cg_drawThroughWalls "0" Whether to draw friendly names through walls or not
cg_drawTurretCrosshair "1" Draw a cross hair when using a turret
cg_drawViewpos "0" Draw viewpos
cg_dumpAnims "-1" Output animation info for the given entity id
cg_enemyNameFadeIn "250" Time in milliseconds to fade in enemy names
cg_enemyNameFadeOut "250" Time in milliseconds to fade out enemy names
cg_errordecay "100" Decay for predicted error
cg_everyoneHearsEveryone "0" If true, all players can all chat together, regardless of team or death
cg_explosiveKillCamBackDist "35" Explosive kill camera: distance of camera backwards from explosive.
cg_explosiveKillCamGroundBackDist "30" Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
cg_explosiveKillCamGroundUpDist "15" Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
cg_explosiveKillCamStopDecelDist "100" Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
cg_explosiveKillCamStopDist "350" Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
cg_explosiveKillCamUpDist "5" Explosive kill camera: distance of camera vertically from explosive.
cg_explosiveKillCamWallOutDist "10" Explosive kill camera when stuck to wall: distance of camera out from wall.
cg_explosiveKillCamWallSideDist "30" Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
cg_flashbangNameFadeIn "1000" Time in milliseconds to fade in friendly names after a flashbang
cg_flashbangNameFadeOut "50" Time in milliseconds to fade out friendly names when flash banged
cg_footsteps "1" Play footstep sounds
cg_fov "65" The field of view angle in degrees
cg_fovMin "1" The minimum possible field of view
cg_fovScale "1" Scale applied to the field of view
cg_friendlyNameFadeIn "0" Time in milliseconds to fade in friendly names
cg_friendlyNameFadeOut "1500" Time in milliseconds to fade out friendly names
cg_gameBoldMessageWidth "390" The maximum character width of the bold game messages
cg_gameMessageWidth "455" The maximum character width of the game messages
cg_gun_x "0" Forward position of the viewmodel
cg_gun_y "0" Right position of the viewmodel
cg_gun_z "0" Up position of the viewmodel
cg_headIconMinScreenRadius "0.015" The minumum radius of a head icon on the screen
cg_heliKillCamFarBlur "2"
cg_heliKillCamFarBlurDist "300"
cg_heliKillCamFarBlurStart "100" Helicopter kill camera distance above the helicopter.
cg_heliKillCamFov "15" Helicopter kill camera field of view.
cg_heliKillCamNearBlur "4" Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamNearBlurEnd "100"
cg_heliKillCamNearBlurStart "0"
cg_hintFadeTime "100" Time in milliseconds for the cursor hint to fade
cg_hudChatIntermissionPosition "5" Position of the HUD chat box during intermission
cg_hudChatPosition "5" Position of the HUD chat box
cg_hudDamageIconHeight "64" The height of the damage icon
cg_hudDamageIconInScope "0" Draw damage icons when aiming down the sight of a scoped weapon
cg_hudDamageIconOffset "128" The offset from the center of the damage icon
cg_hudDamageIconTime "6000" The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconWidth "128" The width of the damage icon
cg_hudGrenadeIconEnabledFlash "0" Show the grenade indicator for flash grenades
cg_hudGrenadeIconHeight "25" The height of the grenade indicator icon
cg_hudGrenadeIconInScope "0" Show the grenade indicator when aiming down the sight of a scoped weapon
cg_hudGrenadeIconMaxHeight "104" The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash "500" The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag "250" The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset "50" The offset from the center of the screen for a grenade icon
cg_hudGrenadeIconWidth "25" The width of the grenade indicator icon
cg_hudGrenadePointerHeight "12" The height of the grenade indicator pointer
cg_hudGrenadePointerPivot "12" The pivot point of th grenade indicator pointer
cg_hudGrenadePointerPulseFreq "1.7" The number of times per second that the grenade indicator flashes in Hertz
cg_hudGrenadePointerPulseMax "1.85" 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 "0.3" 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 "25" The width of the grenade indicator pointer
cg_hudlegacysplitscreenscale "2"
cg_hudMapBorderWidth "2" The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight "15"
cg_hudMapFriendlyWidth "15" The size of the friendly icon on the full map
cg_hudMapPlayerHeight "20"
cg_hudMapPlayerWidth "20" The size of the player's icon on the full map
cg_hudMapRadarLineThickness "0.15" Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
cg_hudObjectiveTextScale "0.3"
cg_hudProneY "-160" Virtual screen y coordinate of the prone blocked message
cg_hudSayPosition "5" Position of the HUD say box
cg_hudsplitscreencompassscale "1.5"
cg_hudsplitscreenstancescale "2"
cg_hudStanceFlash "1" The background color of the flash when the stance changes
cg_hudStanceHintPrints "0" Draw helpful text to say how to change stances
cg_hudVotePosition "5" Position of the HUD vote box
cg_invalidCmdHintBlinkInterval "600" Blink rate of an invalid command hint
cg_invalidCmdHintDuration "1800" Duration of an invalid command hint
cg_javelinKillCamCloseZDist "128" Javelin kill camera: closest distance above the target.
cg_javelinKillCamDownDist "150" Javelin kill camera: distance to follow during descent.
cg_javelinKillCamFov "60" Javelin kill camera: fov
cg_javelinKillCamLookLerpDist "3000" Javelin kill camera: distance over which to lerp to look at player during descent. A value of zero means don't lerp at all.
cg_javelinKillCamPassDist "50" Javelin kill camera: distance away when passing.
cg_javelinKillCamPassTime "5" Javelin kill camera: time in seconds to pass javelin on the way up
cg_javelinKillCamUpDist "200" Javelin kill camera: distance to follow during ascent.
cg_killCamDefaultLerpTime "300" Default time used to lerp between killcam entities.
cg_killCamTurretLerpTime "900" Time used to lerp to a killcam entity of the TURRET type.
cg_laserlight "1"
cg_levelReverbDryLevel "0.9" Level reverb dry level.
cg_levelReverbEnabled "1" Enables level reverb.
cg_levelReverbRoomType "city" Level reverb room type.
cg_levelReverbWetLevel "0.15" Level reverb wet level.
cg_mapLocationSelectionCursorSpeed "0.6" Speed of the cursor when selecting a location on the map
cg_marks_ents_player_only "0" Marks on entities from players' bullets only.
cg_minCullBulletDist "128" Don't cull bullet trajectories that are within this distance to you.
cg_nopredict "0" Don't do client side prediction
cg_overheadIconSize "0.7" The maximum size to show overhead icons like 'rank'
cg_overheadNamesFarDist "1024" The far distance at which name sizes are scaled by cg_overheadNamesFarScale
cg_overheadNamesFarScale "0.75" The amount to scale overhead name sizes at cg_overheadNamesFarDist
cg_overheadNamesFont "2" Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow "0" Glow color for overhead names
cg_overheadNamesMaxDist "10000" The maximum distance for showing friendly player names
cg_overheadNamesNearDist "256" The near distance at which names are full size
cg_overheadNamesSize "0.5" The maximum size to show overhead names
cg_overheadRankSize "0.5" The size to show rank text
cg_overheadTitlesFont "2" Font for overhead titles ( see menudefinition.h )
cg_overheadTitleSize "0.5" The size to show title text
cg_predictItems "1" Turn on client side prediction for item pickup
cg_predictItemsDuration "5" The amount of time to wait after an item pickup prediction to show the item again if it failed.
cg_remoteMissileKillCamBackDist "300" Remote missile kill camera: distance of camera backwards from rocket.
cg_remoteMissileKillCamUpDist "60" Remote missile kill camera: distance of camera vertically from rocket.
cg_rocketKillCamBackDist "70" Rocket kill camera: distance of camera backwards from rocket.
cg_rocketKillCamUpDist "10" Rocket kill camera: distance of camera vertically from rocket.
cg_scoreboardBannerHeight "35" Banner height of the scoreboard
cg_scoreboardFont "0" Scoreboard font enum ( see menudefinition.h )
cg_scoreboardHeaderFontScale "0.35" Scoreboard header font scale
cg_scoreboardHeight "435" Height of the scoreboard
cg_scoreboardItemHeight "18" Item height of each item
cg_scoreboardMyColor "1" The local player's font color when shown in scoreboard
cg_scoreboardPingGraph "1" Whether to show graphical ping
cg_scoreboardPingHeight "0.7" Height of the ping graph as a % of the scoreboard row height
cg_scoreboardPingText "0" Whether to show numeric ping value
cg_scoreboardPingWidth "0.036" Width of the ping graph as a % of the scoreboard
cg_scoreboardRankFontScale "0.25" Scale of rank font
cg_scoreboardScrollStep "3" Scroll step amount for the scoreboard
cg_scoreboardTextOffset "0.5" Scoreboard text offset
cg_scoreboardWidth "500" Width of the scoreboard
cg_ScoresPing_BgColor "0.25098" Background color of ping
cg_ScoresPing_HighColor "0.8" Color for high ping
cg_ScoresPing_Interval "100" Number of milliseconds each bar represents
cg_ScoresPing_LowColor "0" Color for low ping
cg_ScoresPing_MaxBars "4" Number of bars to show in ping
cg_ScoresPing_MedColor "0.8" Color for medium ping
cg_scriptIconSize "0" Size of Icons defined by script
cg_showmiss "0" Show prediction errors
cg_splatterHitAlpha "1" Alpha to add for each splatter hit indicator
cg_splatterHitFadeInTime "0.05" Ratio of time spent fading hit indicator in
cg_splatterHitFadeOutTime "0.1" Ratio of time spent fading hit indicator out
cg_splatterHitFullInTime "0" Ratio of time spent with hit indicator at full alpha
cg_splatterHitInnerAngle "15" Angle from hit direction at which splatter hit indicator is at full alpha
cg_splatterHitInnerRadius "0" Distance from center (0 to 1) at which splatter hit indicator is at zero alpha
cg_splatterHitOntoScreen "0" Show blood on screen when on-screen guy shoots you.
cg_splatterHitOuterAngle "30" Angle from hit direction at which splatter hit indicator is at zero alpha
cg_splatterHitOuterRadius "0.6" Distance from center (0 to 1) at which splatter hit indicator is at full alpha
cg_splatterTrackAlpha "1" Alpha to add for each splatter tracking indicator
cg_splatterTrackFadeInTime "0" Ratio of time spent fading tracking indicator in
cg_splatterTrackFadeOutTime "0.5" Ratio of time spent fading tracking indicator out
cg_splatterTrackFullInTime "0.3" Ratio of time spent with tracking indicator at full alpha
cg_splatterTrackIndependent "1" Background portion of hit effect tracks independently of splatter portion.
cg_splatterTrackInnerAngle "5" Angle from hit direction at which splatter tracking indicator is at full alpha
cg_splatterTrackInnerRadius "0.4" Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha
cg_splatterTrackOntoScreen "0" Show tracking on screen when on-screen guy shoots you.
cg_splatterTrackOuterAngle "20" Angle from hit direction at which splatter tracking indicator is at zero alpha
cg_splatterTrackOuterRadius "0.6" Distance from center (0 to 1) at which splatter tracking indicator is at full alpha
cg_sprintMeterDisabledColor "0.8" The color of the sprint meter when the sprint meter is disabled
cg_sprintMeterEmptyColor "0.7" The color of the sprint meter when the sprint meter is empty
cg_sprintMeterFullColor "0.8" The color of the sprint meter when the sprint meter is full
cg_subtitleMinTime "3" The minimum time that the subtitles are displayed on screen in seconds
cg_subtitleWidthStandard "520" The width of the subtitles on a non wide-screen
cg_subtitleWidthWidescreen "520" The width of the subtitle on a wide-screen
cg_teamChatsOnly "0" Allow chatting only on the same team
cg_thirdPerson "0" Use third person view
cg_thirdPersonAngle "0" The angle of the camera from the player in third person view
cg_thirdPersonMode "Fixed" How the camera behaves in third person
cg_thirdPersonRange "120" The range of the camera from the player in third person view
cg_turretKillCamBackDist "10" Turret kill camera: distance of camera backwards from Turret.
cg_turretKillCamFov "50" Turret kill camera field of view.
cg_turretKillCamUpDist "10" Turret kill camera: distance of camera vertically from Turret.
cg_viewVehicleInfluence "1" The influence on the view angles from being in a vehicle
cg_viewZSmoothingMax "16" Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin "1" Threshhold for the minimum smoothing distance it must move to smooth
cg_viewZSmoothingTime "0.1" Amount of time to spread the smoothing over
cg_voiceIconSize "0" Size of the 'voice' icon
cg_watersheeting "1" Enables/disables the watersheeting fullscreen effect
cg_waterSheeting_brightness "0" Tweak dev var; film color brightness
cg_waterSheeting_contrast "1" Tweak dev var; film color contrast
cg_waterSheeting_darkTint "1" Tweak dev var; film color dark tint color
cg_waterSheeting_desaturation "0" Tweak dev var; Desaturation applied after all 3D drawing
cg_waterSheeting_distortionScaleFactor "0.021961" Distortion uv scales (Default to 1)
cg_waterSheeting_enable "0" Enable the water sheeting effect
cg_waterSheeting_fadeDuration "2" Sets fade duration in seconds
cg_waterSheeting_lightTint "0.780261" Tweak dev var; film color light tint color
cg_waterSheeting_magnitude "0.0655388" Distortion magnitude
cg_waterSheeting_radius "4.44051" Tweak dev var; Glow radius in pixels at 640x480
cg_weapHitCullAngle "45" Angle of cone within which to cull back facing weapon hit effects
cg_weapHitCullEnable "1" When true, cull back facing weapon hit fx.
cg_weaponCycleDelay "0" The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
cg_weaponHintsCoD1Style "1" Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
cg_weaponVisInterval "4" Do weapon vis checks once per this many frames, per centity
cg_youInKillCamSize "6" Size of the 'you' Icon in the kill cam
clientSideEffects "1" Enable loading _fx.gsc files on the client
cl_analog_attack_threshold "0.8" The threshold before firing
cl_anglespeedkey "1.5" Multiplier for max angle speed for game pad and keyboard
cl_bypassMouseInput "0" Bypass UI mouse input and send directly to the game
cl_connectionAttempts "15" Maximum number of connection attempts before aborting
cl_connectTimeout "120" Timeout time in seconds while connecting to a server
cl_demoBackJump "20000"
cl_demoFastTimescaleSpeed "3"
cl_demoForwardJump "4000"
cl_demoSlowTimescaleSpeed "0.4"
cl_dirSelConvergenceTime "0.1" Time to converge to the new direction when selecting a direction on the map.
cl_freelook "1" Enable looking with mouse
cl_freezeDemo "0" is used to lock a demo in place for single frame advances
cl_hudDrawsBehindUI "1" Should the HUD draw when the UI is up?
cl_ingame "0" True if the game is active
cl_maxpackets "30" Maximum number of packets sent per frame
cl_maxPing "800" Maximum ping for the client
cl_migrationTimeout "40"
cl_motdString Message of the day
cl_mouseAccel "0" Mouse acceleration
cl_nodelta "0" The server does not send snapshot deltas
cl_noprint "0" Print nothing to the console
cl_packetdup "1" Enable packet duplication
cl_paused "0" Pause the game
cl_pitchspeed "140" Max pitch speed in degrees for game pad
cl_serverStatusResendTime "750" Time in milliseconds to resend a server status message
cl_showmouserate "0" Print mouse rate debugging information to the console
cl_shownet "0" Display network debugging information
cl_shownuments "0" Show the number of entities
cl_showSend "0" Enable debugging information for sent commands
cl_showServerCommands "0" Enable debugging information for server commands
cl_showTimeDelta "0" Enable debugging information for time delta
cl_stanceHoldTime "300" The time to hold the stance button before the player goes prone
cl_timeout "20" Seconds with no received packets until a timeout occurs
cl_voice "1"
cl_yawspeed "140" Max yaw speed in degrees for game pad and keyboard
compass "1" Display Compass Compass ownerdraw had width or height of 0
compassClampIcons "1" If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
compassCoords "740" x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit)
compassECoordCutoff "37" Left cutoff for the scrolling east-west coords
compassEnemyFootstepEnabled "0" Enables enemies showing on the compass because of moving rapidly nearby.
compassEnemyFootstepMaxRange "500" The maximum distance at which an enemy may appear on the compass due to 'footsteps'
compassEnemyFootstepMaxZ "100" The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
compassEnemyFootstepMinSpeed "140" The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
compassFastRadarUpdateTime "2" Time between radar updates for the fast radar mode
compassFriendlyHeight "16"
compassFriendlyWidth "16" The size of the friendly icon on the compass
compassHellfireTargetSpot "0" Hellfires on the compass show the spot that they're pointed at, instead of showing their own position.
compassHideSansObjectivePointer "0" Hide the compass, but leave the obective pointer visible.
compassHideVehicles "0" When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw.
compassMaxRange "2500" The maximum range from the player in world space that objects will be shown on the compass
compassMinRadius "0.0001" The minimum radius from the center of the compass that objects will appear.
compassMinRange "0.0001" The minimum range from the player in world space that objects will appear on the compass
compassObjectiveArrowHeight "20"
compassObjectiveArrowOffset "2" The offset of the objective arrow inward from the edge of the compass map
compassObjectiveArrowRotateDist "5" Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
compassObjectiveArrowWidth "20" The size of the objective arrow on the compass
compassObjectiveDetailDist "10" When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
compassObjectiveDrawLines "1" Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
compassObjectiveHeight "20"
compassObjectiveIconHeight "16"
compassObjectiveIconWidth "16" The size of the objective on the full map
compassObjectiveMaxHeight "70" The maximum height that an objective is considered to be on this level
compassObjectiveMaxRange "2048" The maximum range at which an objective is visible on the compass
compassObjectiveMinAlpha "1" The minimum alpha for an objective at the edge of the compass
compassObjectiveMinDistRange "1" The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight "-70" The minimum height that an objective is considered to be on this level
compassObjectiveNearbyDist "4" When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveNumRings "10" The number of rings when a new objective appears
compassObjectiveRingSize "80" The maximum objective ring sige when a new objective appears on the compass
compassObjectiveRingTime "10000" The amount of time between each ring when an objective appears
compassObjectiveTextHeight "18" Objective text height
compassObjectiveTextScale "0.3" Scale to apply to hud objectives
compassObjectiveWidth "20" The size of the objective on the compass
compassPlayerHeight "18.75"
compassPlayerWidth "18.75" The size of the player's icon on the compass
compassRadarLineThickness "0.4" Thickness, relative to the compass size, of the radar texture that sweeps across the map
compassRadarPingFadeTime "4" How long an enemy is visible on the compass after it is detected by radar
compassRadarUpdateTime "4" Time between radar updates for the normal radar mode
compassRotation "1" Style of compass
compassSize "1" Scale the compass
compassSoundPingFadeTime "2" The time in seconds for the sound overlay on the compass to fade
compassTickertapeStretch "0.5" How far the tickertape should stretch from its center.
com_animCheck "0" Check anim tree
com_cinematicEndInWhite "0" Set by script. True if cinematic ends with a white screen.
com_errorResolveCommand Command to run when they close the error box
com_filter_output "0" Use console filters for filtering output.
com_maxfps "85" Cap frames per second
com_maxFrameTime "100" Time slows down if a frame takes longer than this many milliseconds
com_recommendedSet "1"
com_statmon "0" Draw stats monitor
com_timescale "1" Scale time of each frame
con_default_console_filter "*"
con_errormessagetime "8" Onscreen time for error messages in seconds
con_gameMsgWindow0FadeInTime "0.25"
con_gameMsgWindow0FadeOutTime "0.5"
con_gameMsgWindow0Filter "gamenotify"
con_gameMsgWindow0LineCount "4"
con_gameMsgWindow0MsgTime "5"
con_gameMsgWindow0ScrollTime "0.25"
con_gameMsgWindow0SplitscreenScale "1.5"
con_gameMsgWindow1FadeInTime "0.25"
con_gameMsgWindow1FadeOutTime "0.5"
con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount "1"
con_gameMsgWindow1MsgTime "3"
con_gameMsgWindow1ScrollTime "0.25"
con_gameMsgWindow1SplitscreenScale "1.5"
con_gameMsgWindow2FadeInTime "0.75"
con_gameMsgWindow2FadeOutTime "0.5"
con_gameMsgWindow2Filter "subtitle"
con_gameMsgWindow2LineCount "7"
con_gameMsgWindow2MsgTime "5"
con_gameMsgWindow2ScrollTime "0.25"
con_gameMsgWindow2SplitscreenScale "1.5"
con_gameMsgWindow3FadeInTime "0.25"
con_gameMsgWindow3FadeOutTime "0.5"
con_gameMsgWindow3Filter
con_gameMsgWindow3LineCount "5"
con_gameMsgWindow3MsgTime "5"
con_gameMsgWindow3ScrollTime "0.25"
con_gameMsgWindow3SplitscreenScale "1.5"
con_inputBoxColor "0.25" Color of the console input box
con_inputHintBoxColor "0.4" Color of the console input hint box
con_matchPrefixOnly "1" Only match the prefix when listing matching Dvars
con_minicon "0" Display the mini console on screen
con_miniconlines "5" Number of lines in the minicon message window
con_minicontime "4" Onscreen time for minicon messages in seconds
con_outputBarColor "1" Color of the console output slider bar
con_outputSliderColor "0.15" Color of the console slider
con_outputWindowColor "0.35" Color of the console output
con_typewriterColorBase "1" Base color of typewritten objective text.
con_typewriterColorGlowCheckpoint "0.6"
con_typewriterColorGlowCompleted "0"
con_typewriterColorGlowFailed "0.8"
con_typewriterColorGlowUpdated "0" Color of typewritten objective text.
con_typewriterDecayDuration "700" Time (in milliseconds) to spend disolving the line away.
con_typewriterDecayStartTime "6000" Time (in milliseconds) to spend between the build and disolve phases.
con_typewriterPrintSpeed "50" Time (in milliseconds) to print each letter in the line.
cpu_speed_12players "3"
cpu_speed_18players "6"
cpu_speed_8players "2.7"
developer "0" Enable development options
developer_script "0" Enable developer script comments
didyouknow "@PLATFORM_DYK_IW4_MSG17"
drawEntityCount "0" Enable entity count drawing
drawEntityCountPos "-55" Where to draw the entity count graph
drawEntityCountSize "32" How big to draw the entity count graph
drawKillcamData "0" Enable drawing server killcam data
drawKillcamDataPos "-55" Where to draw the server killcam graph
drawKillcamDataSize "32" How big to draw the killcam data graph
drawLagometer "0" Enable the 'lagometer'
drawServerBandwidth "0" Enable drawing server bandwidth
drawServerBandwidthPos "-55" Where to draw the server bandwidth graph
dynEnt_active "1"
dynEnt_bulletForce "1000" Force applied from bullet hit
dynEnt_damageScale "1" Scales damage applied to destructible dynents
dynEnt_explodeForce "12500" Force applied from explosion hit
dynEnt_explodeMaxEnts "20" The maximum number of dynents that can be awakened by one explosion
dynEnt_explodeMinForce "40" Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale "3" Scale of the random offset from the center of mass for explosion forces.
dynEnt_explodeUpbias "0.5" Upward bias applied to force directions from explosion hits
dynEnt_explodingBulletForce "3500" Force applied from bullet explosion hit
dynEnt_explodingBulletMaxEnts "5" The maximum number of dynents that can be awakened by one explosive bullet
dynEnt_explodingBulletMinForce "5" Force below which dynents won't even bother waking up when hit by explosive bullets
dynEnt_explodingBulletSpinScale "1" Scale of the random offset from the center of mass for bullet explosion forces.
dynEnt_explodingBulletUpbias "0.5" Upward bias applied to force directions from bullet explosion hits
fixedtime "0" Use a fixed time rate for each frame
FoFIconMaxSize "640" Maximum size a Friend-or-Foe icon should ever grow to.
FoFIconMinSize "30" Minimum size a Friend-or-Foe icon should ever shrink to.
FoFIconScale "1.3" Base scale of Friend-or-Foe icons.
FoFIconSpawnTimeDelay "1" How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
FoFIconSpawnTimeFade "5" Length of the Friend-or-Foe icons' fade-ins.
friction "5.5" Player
fs_basegame
fs_basepath "G:codmw2"
fs_cdpath
fs_copyfiles "0"
fs_debug "0"
fs_game
fs_homepath "G:codmw2"
fs_ignoreLocalized "0"
fx_count "0" Debug effects count
fx_cull_elem_draw "1" Culls effect elems for drawing
fx_cull_elem_spawn "1" Culls effect elems for spawning
fx_debugBolt "0" Debug effects bolt
fx_draw "1" Toggles drawing of effects after processing
fx_drawClouds "1" Toggles the drawing of particle clouds
fx_enable "1" Toggles all effects processing
fx_freeze "0" Freeze effects
fx_marks "1" Toggles whether bullet hits leave marks
fx_marks_ents "1" Toggles whether bullet hits leave marks on entities
fx_marks_smodels "1" Toggles whether bullet hits leave marks on static models
fx_mark_profile "0" Turn on FX profiling for marks (specify which local client, with '1' being the first.)
fx_profile "0" 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 "0" Skip the first n lines in FX profile (to see ones off bottom of screen)
fx_profileSort "cost" Choose sort criteria for FX profiling
fx_visMinTraceDist "80" Minimum visibility trace size
gameMode "mp"
glass_angular_vel "5" Sets the range of angular velocities used by new glass pieces
glass_break "1" Toggle whether or not glass breaks when shot
glass_debug "0" Shows debug info for glass
glass_edge_angle "5" Sets the range of angle deflections used by new glass pieces on a supported edge
glass_fall_delay "0.2" Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio
glass_fall_gravity "800" Gravity for falling pieces of glass
glass_fall_ratio "1.5" Ratio of piece area to supporting edge length squared. Below the min, the piece never falls.
glass_fringe_maxcoverage "0.2" The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
glass_fringe_maxsize "150" The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_fx_chance "0.25" Chance to play an effect on a small piece of glass when it hits the ground
glass_hinge_friction "50" Friction used by moving glass pieces when joined like a hinge to a frame
glass_linear_vel "200" Sets the range of linear velocities used by new glass pieces
glass_max_pieces_per_frame "100" Maximum number of pieces to create in one frame. This is a guideline and not a hard limit.
glass_max_shatter_fx_per_frame "6" Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit.
glass_physics_chance "0.15" The chance for a given shard of glass to use physics
glass_physics_maxdist "512" The maximum distance of a glass piece from the player to do physics
glass_shard_maxsize "300" The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_shattered_scale "48" The scale of the shattered glass material
glass_trace_interval "100" The length of time, in milliseconds, between glass piece traces
g_allowvote "1"
g_gametype "war"
g_gravity "800" Gravity in inches per second per second
g_hardcore "0"
g_logsync "2"
g_synchronousClients "0" Client is synchronized to the server - allows smooth demos
heli_barrelMaxVelocity "1250"
heli_barrelRotation "70"
heli_barrelSlowdown "360"
hiDef "1" True if the game video is running in high-def.
hudElemPausedBrightness "0.4" Brightness of the hudelems when the game is paused.
hud_bloodOverlayLerpRate "0.3" Rate at which blood overlay fades out
hud_deathQuoteFadeTime "1000" The time for the death quote to fade
hud_enable "1"
hud_fadeout_speed "0.1" The speed that the HUD will fade at
hud_fade_ammodisplay "0" The time for the ammo display to fade in seconds
hud_fade_compass "0" The time for the compass to fade in seconds
hud_fade_healthbar "2" The time for the health bar to fade in seconds
hud_fade_offhand "0" The time for the offhand weapons to fade in seconds
hud_fade_sprint "1.7" The time for the sprint meter to fade in seconds
hud_fade_stance "1.7" The time for the stance to fade in seconds
hud_flash_period_offhand "0.5" Offhand weapons flash period on changing weapon
hud_flash_time_offhand "2" Offhand weapons flash duration on changing weapon
hud_health_pulserate_critical "0.5" The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured "1" The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical "0.33" The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured "1" The health level at which to start the 'injured' pulse effect
intro "0" Intro movie should play
in_mouse "1"
iwnet_debug "0" turn on iwnet debugging
iwnet_maxResendTime "120" maximum resend time for iwnet commands
iwnet_minResendTime "4" minimum resend time for iwnet commands
iwnet_searching "1" Whether to use IW matchmaking
iwnet_sessionFullHeartbeat "20000"
iwnet_sessionHeartbeat "5000" How often to send a heartbeat msg
iwnet_sessions "1" Whether to give IWNet info about our session
iwnet_xuid "504"
jump_height "39" The maximum height of a player's jump
jump_ladderPushVel "128" The velocity of a jump off of a ladder
jump_slowdownEnable "1" Slow player movement after jumping
jump_spreadAdd "64" The amount of spread scale to add as a side effect of jumping
jump_stepSize "18" The maximum step up to the top of a jump arc
koth_autodestroytime "60"
koth_capturetime "20"
koth_delayPlayer "0"
koth_destroytime "10"
koth_extraDelay "0"
koth_kothmode "0"
koth_proMode "0"
koth_spawnDelay "60"
koth_spawntime "30"
laserDebug "0" Enables the display of various debug info.
laserEndOffset "0.5" How far from the point of collision the end of the beam is.
laserFlarePct "0.2" Percentage laser widens over distance from viewer.
laserFlarePct_alt "0"
laserForceOn "0" Force laser sights on in all possible places (for debug purposes).
laserLight "1" Whether to draw the light emitted from a laser (not the laser itself)
laserLightBeginOffset "13" How far from the true beginning of the beam the light at the beginning is.
laserLightBodyTweak "15" Amount to add to length of beam for light when laser hits a body (for hitboxes)
laserLightEndOffset "-3" How far from the true end of the beam the light at the end is.
laserLightRadius "3" The radius of the light at the far end of a laser beam
laserLightRadius_alt "100"
laserLightWithoutNightvision "0" Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
laserRadius "0.8" The size (radius) of a laser beam
laserRadius_alt "30"
laserRange "1500" The maximum range of a laser beam
laserRangePlayer "1500" The maximum range of the player's laser beam
laserRange_alt "5000"
loading_sre_fatal "1"
lobby_animationSpeed "30" How long each frame of the animation should draw, in milliseconds
lobby_animationTilesHigh "4" How many animation tiles high is the searching_for_player texture
lobby_animationTilesWide "8" How many animation tiles wide is the searching_for_player texture
lobby_numAnimationFrames "30" How many animation tiles are in the searching_for_player texture
lobby_partySearchWaitTime "1000" How long to wait for party members to join the lobby before we start searching for games
lobby_searchingPartyColor "0.941177" The color to show that we're searching for that slot when shown in lobbies
loc_forceEnglish "0" Force english localized strings
loc_language "0" Language
loc_translate "1" Enable translations
loc_warnings "0" Enable localization warnings
loc_warningsAsErrors "0" Throw an error for any unlocalized string
loc_warningsUI "0" Enable localization warnings for UI
logfile "1" Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
lowAmmoWarningColor1 "0.701961" Color 1 of 2 to oscilate between
lowAmmoWarningColor2 "1" Color 2 of 2 to oscilate between
lowAmmoWarningNoAmmoColor1 "0.8" Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoAmmoColor2 "1" lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoReloadColor1 "0.701961" Like lowAmmoWarningColor1, but when no ammo to reload with.
lowAmmoWarningNoReloadColor2 "0.701961" lowAmmoWarningColor2, but when no ammo to reload with.
lowAmmoWarningPulseFreq "2.3" Frequency of the pulse (oscilation between the 2 colors)
lowAmmoWarningPulseMax "1.5" Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseMin "0" Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
lsp_debug "0" Whether to print lsp debug info
mantle_check_angle "60" The minimum angle from the player to a mantle surface to allow a mantle
mantle_check_radius "0.1" The player radius to test against while mantling
mantle_check_range "20" The minimum distance from a player to a mantle surface to allow a mantle
mantle_debug "0" Show debug information for mantling
mantle_enable "1" Enable player mantling
mantle_max_vertical_end_velocity "0" The maximum allowed vertical velocity when finishing a mantle
mantle_view_yawcap "60" The angle at which to restrict a sideways turn while mantling
mapcrc "0"
mapname
masterPort "20810"
masterServerName "cod4master.activision.com"
matchmaking_debug "1" Enable matchmaking debugging information
maxVoicePacketsPerSec "100"
maxVoicePacketsPerSecForServer "20"
migrationPingTime "10"
migration_blocksperframe "0" Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
migration_dvarErrors "1" Whether to check for illegal script dvar changes.
migration_limit "5" maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
migration_msgtimeout "500" timeout time in ms of migration messages
migration_timeBetween "30000" milliseconds between migration_limit dvar's value of migrations.
migration_verboseBroadcastTime "100" time in milliseconds between verbose migration state broadcasts
missileRemoteFOV "15" Remote missile-cam, FOV to use.
missileRemoteSteerPitchRange "1" Remote-controlled missile allowed up/down range. To keep players from steering missiles above the horizon.
missileRemoteSteerPitchRate "35" Remote-controlled missile up/down steering speed.
missileRemoteSteerYawRate "35" Remote-controlled missile left/right steering speed.
monkeytoy "0" Restrict console access
motd "Welcome"
motionTrackerBlurDuration "0.2" The motion blur duration for motion tracker dots
motionTrackerCenterX "0" The fractional position of the player on the motion tracker
motionTrackerCenterY "-0.37"
motionTrackerPingFadeTime "3" How long an enemy is visible on the motion tracker after being detected
motionTrackerPingPitchAddPerEnemy "0" The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
motionTrackerPingPitchBase "1" The pitch of the motion tracker sound for a distant enemy
motionTrackerPingPitchNearby "2" The pitch of the motion tracker sound for a nearby enemy
motionTrackerPingSize "0.2" The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
motionTrackerRange "1600" The range, in world units, that the motion tracker displays
motionTrackerSweepAngle "90" The maximum angle from straight forward that the motion tracker detects enemies
motionTrackerSweepInterval "3" The time between motion tracker sweeps
motionTrackerSweepSpeed "2000" The speed, in world units per second, of the motion tracker sweep
mp_paused "0" If true ignore server time advancing. Handy for taking hi-res screen shots.
msg_dumpEnts "0" Print snapshot entity info
msg_hudelemspew "0" Debug hudelem fields changing
msg_printEntityNums "0" Print entity numbers
m_filter "0" Allow mouse movement smoothing
m_forward "0.25" Forward speed in units per second
m_pitch "0.022" Default pitch
m_side "0.25" Sideways motion in units per second
m_yaw "0.022" Default yaw
name
net_ip "localhost" Network IP address
net_lanauthorize "0" Authorise CD keys when using a LAN
net_noipx "0"
net_noudp "0"
net_port "28960" Network port
net_profile "0" Profile network performance
net_showprofile "0" Show network profiling display
net_socksEnabled "0"
net_socksPassword
net_socksPort "1080"
net_socksServer
net_socksUsername
nextdemo The next demo to play
nextmap
nightVisionDisableEffects "0"
nightVisionFadeInOutTime "0.1" How long the fade to/from black lasts when putting on or removing night vision goggles.
nightVisionPowerOnTime "0.3" How long the black-to-nightvision fade lasts when turning on the goggles.
objectiveFadeTimeGoingOff "0.5" Onscreen Objective Pointer - How long to take to fade out.
objectiveFadeTimeGoingOn "1" Onscreen Objective Pointer - How long to take to fade back in.
objectiveFadeTimeWaitOff "2" Onscreen Objective Pointer - How long to wait before turning off, when appropriate.
objectiveFadeTimeWaitOn "2" Onscreen Objective Pointer - How long to wait before turning back on, when appropriate.
objectiveFadeTooClose "0.1" Onscreen Objective Pointer - Will not fade back in if target ent is closer than this.
objectiveFadeTooFar "25" Onscreen Objective Pointer - Will not fade out if target ent is farther than this.
objectiveFontSize "0.6" Onscreen Objective Pointer - Fontsize of the icon's text.
objectiveHide "0" When enabled, objectives will not show.
objectiveTextOffsetY "-5.33" Onscreen Objective Pointer - Offset of the icon's text.
onlinegame "0" Current game is an online game with stats, custom classes, unlocks
onlinegameandhost "0" true only if this is an xbox live game AND we're the host, otherwise false
onlineunrankedgameandhost "0" true only if this is an xbox live RANKED game AND we're the host, otherwise false
overrideNVGModelWithKnife "0" When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
packetDebug "0" Enable packet debugging information
painReverbDryLevel "0.5" Pain reverb dry level.
painReverbRoomType "underwater" Pain reverb room type.
painReverbWetLevel "0.4" Pain reverb wet level.
painVisionLerpOutRate "0.3" Rate at which pain vision effect lerps out
painVisionTriggerHealth "0.55" Health (0 to 1) that will trigger the pain vision effect
partymigrate_broadcast_interval "200"
partymigrate_cpuBonusPing "25"
partymigrate_cpuBonusThreshold "0.5"
partymigrate_pingtest_retry "100"
partymigrate_pingtest_timeout "600"
partymigrate_selectiontime "1800"
partymigrate_timeout "8000"
partymigrate_timeoutmax "15000"
party_autoteams "1" Enables/Disables auto team functionality
party_connectTimeout "1000" Connect timeout
party_connectToOthers "1" If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_currentSearchTier "2" Current search tier we want when joining a game
party_debug "0" Debug party functionality
party_defaultSearchTier "2" Default search tier we want when joining a game
party_editingsettings "0" True if the host is editing game settings
party_firstSubpartyIndex "0" Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
party_gamesize Current maximum game size
party_gameStartTimerLength "10" Time in seconds before a game start once enough party members are ready
party_gametype Current gametype
party_host "0" True if we are the host of the party
party_hostmigration "1" Whether to use host migration in lobbies
party_hostname The name of the host player
party_IAmSelected "0" True if selected player is you. Only valid when used with party feeders.
party_kickplayerquestion String to store the question about kicking the selected player
party_listFocus "0"
party_lobbyPlayerCount Number of players currently in the party/lobby in lobby format (x/y players)
party_mapname Current map name
party_mappacks
party_matchedPlayerCount "4" Number of matched players before revealing their true names
party_maxplayers "16" Maximum number of players in a party
party_maxPrivatePartyPlayers "18" Max number of players allowed in a private party.
party_maxSearchTier "6" Max possible search tier we want when joining a game
party_maxTeamDiff "1" Maximum difference allowed between teams before starting a match
party_membersMissingMapPack "0" Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_minLobbyTime "60" Minimum time (in seconds) for a lobby to be open before auto starting a match
party_minplayers "2" Minimum number of players in a party
party_msPerTier "50" ms per search tier
party_partyPlayerCount Number of players currently in the party/lobby in party format (x players in y's party)
party_playervisible "0" Whether selected player in party is showing true info or not. Only valid when used with party feeders.
party_pregameStartTimerLength "5" Time in seconds before showing and starting the game start timer
party_searchPauseTime "2000" Minimum amount of time to pause between searches
party_searchRandomDelay "500" Time period over which the search timers will get randomly delayed.
party_searchResultsLifetime "45000" Time at which we consider the search results stale
party_searchResultsMin "2000" Minimum amount of time that has to pass before we'll search again for matches
party_selectedIndex "0" Current selected player index in the feeder.
party_selectedIndexChangedTime "0" Time stamp in milliseconds when the selected index last changed.
party_statusString Party Status (localized )
party_teambased "1" True if the current playlist is team based
party_teamsVisible "0" teams are visible in UI
party_timer "0" Time until game begins in seconds, for UI display
party_vetoButtonVisible "0" The party veto button is visible in the UI
party_vetoDelayTime "4" Delay time in seconds for a successful map vote to execute
party_vetoPassed "0" Did the veto pass?
party_vetoPercentRequired "0.501" The fraction of the waiting players who need to veto for a map to be skipped
actionSlotsHide "0" Hide the actionslots.
activeAction Action to execute in first frame
aim_accel_turnrate_debug "0" Turn on debugging info for the acceleration
aim_accel_turnrate_enabled "1" Enable/disable acceleration of the turnrates
aim_accel_turnrate_lerp "1200" The acceleration of the turnrates
aim_aimAssistRangeScale "1" Scales the weapon's aim assist range
aim_autoAimRangeScale "1" Scales the weapon's auto aim range
aim_autoaim_debug "0" Turn on auto aim debugging
aim_autoaim_enabled "0" Turn on auto aim
aim_autoaim_lerp "40" The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height "120" The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width "160" The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_automelee_debug "0" Turn on auto melee debugging
aim_automelee_enabled "1" Turn on auto melee
aim_automelee_lerp "40" The rate in degrees per second that the auto melee will converge to its target
aim_automelee_range "128" The range of the auto melee
aim_automelee_region_height "240" The height of the auto melee region in virtual screen coordinates (0 - 480)
aim_automelee_region_width "320" The width of the auto melee region in virtual screen coordinates (0 - 640)
aim_input_graph_debug "0" Debug the view input graphs
aim_input_graph_enabled "1" Use graph for adjusting view input
aim_input_graph_index "3" Which input graph to use
aim_lockon_debug "0" Turn on debugging info for aim lock on
aim_lockon_deflection "0.05" The amount of stick deflection for the lockon to activate
aim_lockon_enabled "1" Aim lock on helps the player to stay on target
aim_lockon_region_height "90" The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width "90" The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength "0.6" The amount of aim assistance given by the target lock on
aim_scale_view_axis "1" Scale the influence of each input axis so that the major axis has more influence on the control
aim_slowdown_debug "0" Turn on debugging info for aim slowdown
aim_slowdown_enabled "1" Slowdown the turn rate when the cross hair passes over a target
aim_slowdown_pitch_scale "0.4" The vertical aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads "0.5" The vertical aim assist slowdown ratio when aiming down the sight
aim_slowdown_region_height "90" The screen height of the aim assist slowdown region
aim_slowdown_region_width "90" The screen width of the aim slowdown region
aim_slowdown_yaw_scale "0.4" The horizontal aim assist slowdown ratio from the hip
aim_slowdown_yaw_scale_ads "0.5" The horizontal aim assist slowdown ratio when aiming down the sight
aim_turnrate_pitch "90" The vertical turn rate for aim assist when firing from the hip
aim_turnrate_pitch_ads "55" The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_yaw "260" The horizontal turn rate for aim assist when firing from the hip
aim_turnrate_yaw_ads "90" The horizontal turn rate for aim assist when aiming down the sight
ai_corpseCount "16"
ammoCounterHide "0" Hide the Ammo Counter
authPort "20800"
authServerName "cod4master.activision.com"
badhost_debug "0" Bad host debugging
badhost_endGameIfISuck "1" End the match if most of the players are lagged out
badhost_maxDoISuckFrames "300" Max lagged frames need to end match
badhost_maxHappyPingTime "400" Max ping that a player can have that we consider acceptable when calculating if the server is swamped
badhost_minPercentClientsUnhappyToSuck "0.51" What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts
badhost_minTotalClientsForHappyTest "3" Minimum number of clients before it does the 'suck as host' test
bandwidthtest_announceinterval "200"
bandwidthtest_duration "500"
bandwidthtest_enable "1"
bandwidthtest_fudge "1"
bandwidthtest_ingame_enable "1"
bandwidthtest_ingame_fudge "1"
bandwidthtest_maxpacketsize "1000"
bandwidthtest_quota "0.5"
bandwidthtest_rounds "10"
bandwidthtest_scalar "2"
bandwidthtest_timeout "1500"
band_12players "384000" 12 player bandwidth req'd
band_18players "580000" 18 player bandwidth req'd
band_2players "64000" 2 player bandwidth req'd
band_4players "128000" 4 player bandwidth req'd
band_8players "256000" 8 player bandwidth req'd
bg_aimSpreadMoveSpeedThreshold "11" When player is moving faster than this speed, the aim spread will increase
bg_bulletExplDmgFactor "1" Weapon damage multiplier that will be applied at the center of the slash damage area.
bg_bulletExplRadius "250" The radius of the bullet splash damage, where the damage gradually falls off to 0.
bg_debugProne "0" Show prone debug information
bg_fallDamageMaxHeight "300" The height that a player will take maximum damage when falling
bg_fallDamageMinHeight "128" The height that a player will start to take minimum damage if they fall
bg_foliagesnd_fastinterval "500" The time between each foliage sound when moving quickly
bg_foliagesnd_maxspeed "180" The speed that a player must be going to make maximum noise while moving through foliage
bg_foliagesnd_minspeed "40" The speed that a player must be going to make minimum noise while moving through foliage
bg_foliagesnd_resetinterval "500" The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_slowinterval "1500" The time between each foliage sound when moving slowly
bg_forceDualWield "0" Force akimbo for all possible weapons
bg_forceExplosiveBullets "0" When set, all bullet weapons will fire explosive rounds (Simulates Perk)
bg_ladder_yawcap "100" The maximum angle that a player can look around while on a ladder
bg_legYawTolerance "20" The amount the player's leg yaw can differ from his torso before moving ta match
bg_lowGravity "800" Low gravity for slow or floaty objects, in inches per second per second
bg_maxGrenadeIndicatorSpeed "100" Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_prone_yawcap "85" The maximum angle that a player can look around quickly while prone
bg_shieldHitEncodeHeightVM "-10"
bg_shieldHitEncodeHeightWorld "-25" The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows.
bg_shieldHitEncodeWidthVM "-16"
bg_shieldHitEncodeWidthWorld "-14" The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns.
bg_shock_lookControl "1"
bg_shock_lookControl_fadeTime "2"
bg_shock_lookControl_maxpitchspeed "90"
bg_shock_lookControl_maxyawspeed "90"
bg_shock_lookControl_mousesensitivityscale "0.5"
bg_shock_movement "1"
bg_shock_screenBlurBlendFadeTime "1"
bg_shock_screenBlurBlendTime "0.4"
bg_shock_screenFlashShotFadeTime "1"
bg_shock_screenFlashWhiteFadeTime "1"
bg_shock_screenType "blurred"
bg_shock_sound "1"
bg_shock_soundDryLevel "1"
bg_shock_soundEnd "shellshock_end"
bg_shock_soundEndAbort "shellshock_end_abort"
bg_shock_soundFadeInTime "0.25"
bg_shock_soundFadeOutTime "2.5"
bg_shock_soundLoop "shellshock_loop"
bg_shock_soundLoopEndDelay "-3"
bg_shock_soundLoopFadeTime "1.5"
bg_shock_soundLoopSilent "shellshock_loop_silent"
bg_shock_soundModEndDelay "2"
bg_shock_soundRoomType "generic"
bg_shock_soundWetLevel "0.5"
bg_shock_viewKickFadeTime "3"
bg_shock_viewKickPeriod "0.75"
bg_shock_viewKickRadius "0.05"
bg_shock_volume_ambdist1 "0.5"
bg_shock_volume_ambdist2 "0.5"
bg_shock_volume_ambient "0.5"
bg_shock_volume_announcer "0.5"
bg_shock_volume_auto "0.5"
bg_shock_volume_auto2 "0.5"
bg_shock_volume_auto2d "0.5"
bg_shock_volume_autodog "0.5"
bg_shock_volume_body "0.5"
bg_shock_volume_body2d "0.5"
bg_shock_volume_bulletimpact "0.5"
bg_shock_volume_bulletwhizby "0.5"
bg_shock_volume_effects1 "0.5"
bg_shock_volume_effects2 "0.5"
bg_shock_volume_element "0.5"
bg_shock_volume_explosiveimpact "0.5"
bg_shock_volume_hurt "0.5"
bg_shock_volume_item "0.5"
bg_shock_volume_local "0.5"
bg_shock_volume_local2 "0.5"
bg_shock_volume_local3 "0.5"
bg_shock_volume_menu "0.5"
bg_shock_volume_mission "0.5"
bg_shock_volume_music "0.5"
bg_shock_volume_musicnopause "0.5"
bg_shock_volume_nonshock "0.5"
bg_shock_volume_physics "0.5"
bg_shock_volume_player1 "0.5"
bg_shock_volume_player2 "0.5"
bg_shock_volume_reload "0.5"
bg_shock_volume_reload2d "0.5"
bg_shock_volume_shellshock "0.5"
bg_shock_volume_vehicle "0.5"
bg_shock_volume_vehiclelimited "0.5"
bg_shock_volume_voice "0.5"
bg_shock_volume_weapon "0.5"
bg_shock_volume_weapon2d "0.5"
bg_softLandingMaxDamage "0.1" The max amount of damage (as % of max health) if soft landing is in effect
bg_softLandingMaxHeight "300" The height that a player will start to take max damage if soft landing is in effect
bg_softLandingMinHeight "128" The height that a player will start to take minimum damage if soft landing is in effect
bg_swingSpeed "0.2" The rate at which the player's legs swing around when strafing(multi-player only)
bg_viewBobAmplitudeBase "0.16" The base speed-based view bob amplitude
bg_viewBobAmplitudeDucked "0.0075" The multiplier to apply to the player's speed to get the view bob amplitude while ducking
bg_viewBobAmplitudeDuckedAds "0.0075" The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeProne "0.02" The multiplier to apply to the player's speed to get the view bob amplitude while prone
bg_viewBobAmplitudeRoll "1.5" The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeSprinting "0.02" The multiplier to apply to the player's speed to get the view bob amplitude while sprinting
bg_viewBobAmplitudeStanding "0.007" The multiplier to apply to the player's speed to get the view bob amplitude while standing
bg_viewBobAmplitudeStandingAds "0.007" The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobLag "0.25" The lag that will be applied the view bob cycle
bg_viewBobMax "8" The maximum allowed bob amplitude
bg_viewKickMax "90" The maximum view kick
bg_viewKickMin "5" The minimum view kick
bg_viewKickRandom "0.4" The random direction scale view kick
bg_viewKickScale "0.2" The scale to apply to the damage done to calculate damage view kick
bg_weaponBobAmplitudeBase "0.16" The base speed-based weapon bob amplitude
bg_weaponBobAmplitudeDucked "0.045" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking
bg_weaponBobAmplitudeProne "0.02" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone
bg_weaponBobAmplitudeRoll "1.5" The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeSprinting "0.02" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting
bg_weaponBobAmplitudeStanding "0.055" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing
bg_weaponBobLag "0.25" The lag that will be applied the weapon bob cycle
bg_weaponBobMax "8" The maximum allowed weapon/viewmodel bob amplitude
bind
bullet_penetrationMinFxDist "30" Min distance a penetrated bullet must travel before it'll trigger the effects
bullet_penetration_enabled "1" When false, disables bullet penetration completely.
bullet_ricochetBaseChance "0.5" The base chance a bullet has of ricocheting off of a riot shield.
cameraShakeRemoteHelo_Angles "0.221" Remote helicopter gunner cam, range to shake the view.
cameraShakeRemoteHelo_Freqs "31" Remote helicopter gunner cam, how fast to shake.
cameraShakeRemoteHelo_SpeedRange "2000" Remote helicopter gunner cam, range of missile speed to scale the shaking.
cameraShakeRemoteMissile_Angles "0.05" Remote missile-cam, range to shake the view.
cameraShakeRemoteMissile_Freqs "42" Remote missile-cam, how fast to shake.
cameraShakeRemoteMissile_SpeedRange "1000" Remote missile-cam, range of missile speed to scale the shaking.
camera_thirdPerson "0" Use third person view globally
camera_thirdPersonAdsTransScale "2" Scale applied to ADS transition time when in third person mode
camera_thirdPersonCrosshairOffset "0.35" Amount to vertically offset the crosshair from the center when in third person mode
camera_thirdPersonFovScale "0.9" Scale applied to the field of view when in global third person view
camera_thirdPersonOffset "-120" The offset of the camera from the player in global third person view
camera_thirdPersonOffsetAds "-60" The ADS offset of the camera from the player in global third person view
camera_thirdPersonOffsetTurretAds "-80" The ADS offset of the camera from the player when on a turret in global third person view
cg_airstrikeKillCamCloseXYDist "24" Airstrike kill camera closest distance in front of the bomb.
cg_airstrikeKillCamCloseZDist "24" Airstrike kill camera closest distance above the target.
cg_airstrikeKillCamFarBlur "2"
cg_airstrikeKillCamFarBlurDist "300"
cg_airstrikeKillCamFarBlurStart "100" Airstrike kill camera distance above the airplane.
cg_airstrikeKillCamFov "50" Airstrike kill camera field of view.
cg_airstrikeKillCamNearBlur "4"
cg_airstrikeKillCamNearBlurEnd "100"
cg_airstrikeKillCamNearBlurStart "0"
cg_blood "1" Show Blood
cg_brass "1" Weapons eject brass
cg_centertime "5" The time for a center printed message to fade
cg_chatHeight "4" The font height of a chat message
cg_chatTime "12000" The amount of time that a chat message is visible
cg_chatWithOtherTeams "0" If true, players can talk to other players regardless of their teams
cg_connectionIconSize "0" Size of the connection icon
cg_constantSizeHeadIcons "0" Head icons are the same size regardless of distance from the player
cg_crosshairAlpha "1" The alpha value of the crosshair
cg_crosshairAlphaMin "0.5" The minimum alpha value of the crosshair when it fades in
cg_crosshairDynamic "0" Crosshair is Dynamic
cg_crosshairEnemyColor "1" The crosshair color when over an enemy
cg_crosshairVerticalOffset "0" Amount to vertically offset the crosshair from the center.
cg_cullBulletAngle "50" Cull bullet trajectories that don't fall within this fov
cg_cullBullets "1" Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
cg_cursorHints "4" Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static
cg_deadChatWithDead "0" If true, dead players can all chat together, regardless of team
cg_deadChatWithTeam "0" If true, dead players can talk to living players on their team
cg_deadHearAllLiving "0" If true, dead players can hear all living players talk
cg_deadHearTeamLiving "0" If true, dead players can hear living players on their team talk
cg_debugevents "-1" Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value.
cg_debugInfoCornerOffset "0" Offset from top-right corner, for cg_drawFPS, etc
cg_debugposition "0" Output position debugging information
cg_debug_overlay_viewport "0" Remove the sniper overlay so you can check that the scissor window is correct.
cg_descriptiveText "1" Draw descriptive spectator messages
cg_dobjdump "-1" Output dobj info for the given entity id
cg_draw2D "1" Draw 2D screen elements
cg_drawBreathHint "1" Draw a 'hold breath to steady' hint
cg_drawCrosshair "1" Turn on weapon crosshair
cg_drawCrosshairNames "1" Draw the name of an enemy under the crosshair
cg_drawCrosshairNamesPosX "300" Virtual screen space position of the crosshair name
cg_drawCrosshairNamesPosY "180"
cg_drawDamageDirection "1" Draw hit direction arrow.
cg_drawDamageFlash "0" Draw flash when hit.
cg_drawFPS "Off" Draw frames per second
cg_drawFPSLabels "1" Draw FPS Info Labels
cg_drawFriendlyNames "1" Whether to show friendly names in game
cg_drawGun "1"
cg_drawHealth "0" Draw health bar
cg_drawMantleHint "1" Draw a 'press key to mantle' hint
cg_drawMaterial "Off" Draw debugging information for materials
cg_drawpaused "1" Draw paused screen
cg_drawScriptUsage "0" Draw debugging information for scripts
cg_drawShellshock "1" Draw shellshock & flashbang screen effects.
cg_drawSnapshot "0" Draw debugging information for snapshots
cg_drawSplatter "0" Draw on-camera splatter effects.
cg_drawSplatterTest "0" Test out on-camera splatter effects.
cg_drawStatsSource "0" Draw stats source
cg_drawTalk "ALL" Controls which icons CG_TALKER ownerdraw draws
cg_drawThroughWalls "0" Whether to draw friendly names through walls or not
cg_drawTurretCrosshair "1" Draw a cross hair when using a turret
cg_drawViewpos "0" Draw viewpos
cg_dumpAnims "-1" Output animation info for the given entity id
cg_enemyNameFadeIn "250" Time in milliseconds to fade in enemy names
cg_enemyNameFadeOut "250" Time in milliseconds to fade out enemy names
cg_errordecay "100" Decay for predicted error
cg_everyoneHearsEveryone "0" If true, all players can all chat together, regardless of team or death
cg_explosiveKillCamBackDist "35" Explosive kill camera: distance of camera backwards from explosive.
cg_explosiveKillCamGroundBackDist "30" Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
cg_explosiveKillCamGroundUpDist "15" Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
cg_explosiveKillCamStopDecelDist "100" Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
cg_explosiveKillCamStopDist "350" Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
cg_explosiveKillCamUpDist "5" Explosive kill camera: distance of camera vertically from explosive.
cg_explosiveKillCamWallOutDist "10" Explosive kill camera when stuck to wall: distance of camera out from wall.
cg_explosiveKillCamWallSideDist "30" Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
cg_flashbangNameFadeIn "1000" Time in milliseconds to fade in friendly names after a flashbang
cg_flashbangNameFadeOut "50" Time in milliseconds to fade out friendly names when flash banged
cg_footsteps "1" Play footstep sounds
cg_fov "65" The field of view angle in degrees
cg_fovMin "1" The minimum possible field of view
cg_fovScale "1" Scale applied to the field of view
cg_friendlyNameFadeIn "0" Time in milliseconds to fade in friendly names
cg_friendlyNameFadeOut "1500" Time in milliseconds to fade out friendly names
cg_gameBoldMessageWidth "390" The maximum character width of the bold game messages
cg_gameMessageWidth "455" The maximum character width of the game messages
cg_gun_x "0" Forward position of the viewmodel
cg_gun_y "0" Right position of the viewmodel
cg_gun_z "0" Up position of the viewmodel
cg_headIconMinScreenRadius "0.015" The minumum radius of a head icon on the screen
cg_heliKillCamFarBlur "2"
cg_heliKillCamFarBlurDist "300"
cg_heliKillCamFarBlurStart "100" Helicopter kill camera distance above the helicopter.
cg_heliKillCamFov "15" Helicopter kill camera field of view.
cg_heliKillCamNearBlur "4" Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamNearBlurEnd "100"
cg_heliKillCamNearBlurStart "0"
cg_hintFadeTime "100" Time in milliseconds for the cursor hint to fade
cg_hudChatIntermissionPosition "5" Position of the HUD chat box during intermission
cg_hudChatPosition "5" Position of the HUD chat box
cg_hudDamageIconHeight "64" The height of the damage icon
cg_hudDamageIconInScope "0" Draw damage icons when aiming down the sight of a scoped weapon
cg_hudDamageIconOffset "128" The offset from the center of the damage icon
cg_hudDamageIconTime "6000" The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconWidth "128" The width of the damage icon
cg_hudGrenadeIconEnabledFlash "0" Show the grenade indicator for flash grenades
cg_hudGrenadeIconHeight "25" The height of the grenade indicator icon
cg_hudGrenadeIconInScope "0" Show the grenade indicator when aiming down the sight of a scoped weapon
cg_hudGrenadeIconMaxHeight "104" The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash "500" The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag "250" The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset "50" The offset from the center of the screen for a grenade icon
cg_hudGrenadeIconWidth "25" The width of the grenade indicator icon
cg_hudGrenadePointerHeight "12" The height of the grenade indicator pointer
cg_hudGrenadePointerPivot "12" The pivot point of th grenade indicator pointer
cg_hudGrenadePointerPulseFreq "1.7" The number of times per second that the grenade indicator flashes in Hertz
cg_hudGrenadePointerPulseMax "1.85" 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 "0.3" 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 "25" The width of the grenade indicator pointer
cg_hudlegacysplitscreenscale "2"
cg_hudMapBorderWidth "2" The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight "15"
cg_hudMapFriendlyWidth "15" The size of the friendly icon on the full map
cg_hudMapPlayerHeight "20"
cg_hudMapPlayerWidth "20" The size of the player's icon on the full map
cg_hudMapRadarLineThickness "0.15" Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
cg_hudObjectiveTextScale "0.3"
cg_hudProneY "-160" Virtual screen y coordinate of the prone blocked message
cg_hudSayPosition "5" Position of the HUD say box
cg_hudsplitscreencompassscale "1.5"
cg_hudsplitscreenstancescale "2"
cg_hudStanceFlash "1" The background color of the flash when the stance changes
cg_hudStanceHintPrints "0" Draw helpful text to say how to change stances
cg_hudVotePosition "5" Position of the HUD vote box
cg_invalidCmdHintBlinkInterval "600" Blink rate of an invalid command hint
cg_invalidCmdHintDuration "1800" Duration of an invalid command hint
cg_javelinKillCamCloseZDist "128" Javelin kill camera: closest distance above the target.
cg_javelinKillCamDownDist "150" Javelin kill camera: distance to follow during descent.
cg_javelinKillCamFov "60" Javelin kill camera: fov
cg_javelinKillCamLookLerpDist "3000" Javelin kill camera: distance over which to lerp to look at player during descent. A value of zero means don't lerp at all.
cg_javelinKillCamPassDist "50" Javelin kill camera: distance away when passing.
cg_javelinKillCamPassTime "5" Javelin kill camera: time in seconds to pass javelin on the way up
cg_javelinKillCamUpDist "200" Javelin kill camera: distance to follow during ascent.
cg_killCamDefaultLerpTime "300" Default time used to lerp between killcam entities.
cg_killCamTurretLerpTime "900" Time used to lerp to a killcam entity of the TURRET type.
cg_laserlight "1"
cg_levelReverbDryLevel "0.9" Level reverb dry level.
cg_levelReverbEnabled "1" Enables level reverb.
cg_levelReverbRoomType "city" Level reverb room type.
cg_levelReverbWetLevel "0.15" Level reverb wet level.
cg_mapLocationSelectionCursorSpeed "0.6" Speed of the cursor when selecting a location on the map
cg_marks_ents_player_only "0" Marks on entities from players' bullets only.
cg_minCullBulletDist "128" Don't cull bullet trajectories that are within this distance to you.
cg_nopredict "0" Don't do client side prediction
cg_overheadIconSize "0.7" The maximum size to show overhead icons like 'rank'
cg_overheadNamesFarDist "1024" The far distance at which name sizes are scaled by cg_overheadNamesFarScale
cg_overheadNamesFarScale "0.75" The amount to scale overhead name sizes at cg_overheadNamesFarDist
cg_overheadNamesFont "2" Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow "0" Glow color for overhead names
cg_overheadNamesMaxDist "10000" The maximum distance for showing friendly player names
cg_overheadNamesNearDist "256" The near distance at which names are full size
cg_overheadNamesSize "0.5" The maximum size to show overhead names
cg_overheadRankSize "0.5" The size to show rank text
cg_overheadTitlesFont "2" Font for overhead titles ( see menudefinition.h )
cg_overheadTitleSize "0.5" The size to show title text
cg_predictItems "1" Turn on client side prediction for item pickup
cg_predictItemsDuration "5" The amount of time to wait after an item pickup prediction to show the item again if it failed.
cg_remoteMissileKillCamBackDist "300" Remote missile kill camera: distance of camera backwards from rocket.
cg_remoteMissileKillCamUpDist "60" Remote missile kill camera: distance of camera vertically from rocket.
cg_rocketKillCamBackDist "70" Rocket kill camera: distance of camera backwards from rocket.
cg_rocketKillCamUpDist "10" Rocket kill camera: distance of camera vertically from rocket.
cg_scoreboardBannerHeight "35" Banner height of the scoreboard
cg_scoreboardFont "0" Scoreboard font enum ( see menudefinition.h )
cg_scoreboardHeaderFontScale "0.35" Scoreboard header font scale
cg_scoreboardHeight "435" Height of the scoreboard
cg_scoreboardItemHeight "18" Item height of each item
cg_scoreboardMyColor "1" The local player's font color when shown in scoreboard
cg_scoreboardPingGraph "1" Whether to show graphical ping
cg_scoreboardPingHeight "0.7" Height of the ping graph as a % of the scoreboard row height
cg_scoreboardPingText "0" Whether to show numeric ping value
cg_scoreboardPingWidth "0.036" Width of the ping graph as a % of the scoreboard
cg_scoreboardRankFontScale "0.25" Scale of rank font
cg_scoreboardScrollStep "3" Scroll step amount for the scoreboard
cg_scoreboardTextOffset "0.5" Scoreboard text offset
cg_scoreboardWidth "500" Width of the scoreboard
cg_ScoresPing_BgColor "0.25098" Background color of ping
cg_ScoresPing_HighColor "0.8" Color for high ping
cg_ScoresPing_Interval "100" Number of milliseconds each bar represents
cg_ScoresPing_LowColor "0" Color for low ping
cg_ScoresPing_MaxBars "4" Number of bars to show in ping
cg_ScoresPing_MedColor "0.8" Color for medium ping
cg_scriptIconSize "0" Size of Icons defined by script
cg_showmiss "0" Show prediction errors
cg_splatterHitAlpha "1" Alpha to add for each splatter hit indicator
cg_splatterHitFadeInTime "0.05" Ratio of time spent fading hit indicator in
cg_splatterHitFadeOutTime "0.1" Ratio of time spent fading hit indicator out
cg_splatterHitFullInTime "0" Ratio of time spent with hit indicator at full alpha
cg_splatterHitInnerAngle "15" Angle from hit direction at which splatter hit indicator is at full alpha
cg_splatterHitInnerRadius "0" Distance from center (0 to 1) at which splatter hit indicator is at zero alpha
cg_splatterHitOntoScreen "0" Show blood on screen when on-screen guy shoots you.
cg_splatterHitOuterAngle "30" Angle from hit direction at which splatter hit indicator is at zero alpha
cg_splatterHitOuterRadius "0.6" Distance from center (0 to 1) at which splatter hit indicator is at full alpha
cg_splatterTrackAlpha "1" Alpha to add for each splatter tracking indicator
cg_splatterTrackFadeInTime "0" Ratio of time spent fading tracking indicator in
cg_splatterTrackFadeOutTime "0.5" Ratio of time spent fading tracking indicator out
cg_splatterTrackFullInTime "0.3" Ratio of time spent with tracking indicator at full alpha
cg_splatterTrackIndependent "1" Background portion of hit effect tracks independently of splatter portion.
cg_splatterTrackInnerAngle "5" Angle from hit direction at which splatter tracking indicator is at full alpha
cg_splatterTrackInnerRadius "0.4" Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha
cg_splatterTrackOntoScreen "0" Show tracking on screen when on-screen guy shoots you.
cg_splatterTrackOuterAngle "20" Angle from hit direction at which splatter tracking indicator is at zero alpha
cg_splatterTrackOuterRadius "0.6" Distance from center (0 to 1) at which splatter tracking indicator is at full alpha
cg_sprintMeterDisabledColor "0.8" The color of the sprint meter when the sprint meter is disabled
cg_sprintMeterEmptyColor "0.7" The color of the sprint meter when the sprint meter is empty
cg_sprintMeterFullColor "0.8" The color of the sprint meter when the sprint meter is full
cg_subtitleMinTime "3" The minimum time that the subtitles are displayed on screen in seconds
cg_subtitleWidthStandard "520" The width of the subtitles on a non wide-screen
cg_subtitleWidthWidescreen "520" The width of the subtitle on a wide-screen
cg_teamChatsOnly "0" Allow chatting only on the same team
cg_thirdPerson "0" Use third person view
cg_thirdPersonAngle "0" The angle of the camera from the player in third person view
cg_thirdPersonMode "Fixed" How the camera behaves in third person
cg_thirdPersonRange "120" The range of the camera from the player in third person view
cg_turretKillCamBackDist "10" Turret kill camera: distance of camera backwards from Turret.
cg_turretKillCamFov "50" Turret kill camera field of view.
cg_turretKillCamUpDist "10" Turret kill camera: distance of camera vertically from Turret.
cg_viewVehicleInfluence "1" The influence on the view angles from being in a vehicle
cg_viewZSmoothingMax "16" Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin "1" Threshhold for the minimum smoothing distance it must move to smooth
cg_viewZSmoothingTime "0.1" Amount of time to spread the smoothing over
cg_voiceIconSize "0" Size of the 'voice' icon
cg_watersheeting "1" Enables/disables the watersheeting fullscreen effect
cg_waterSheeting_brightness "0" Tweak dev var; film color brightness
cg_waterSheeting_contrast "1" Tweak dev var; film color contrast
cg_waterSheeting_darkTint "1" Tweak dev var; film color dark tint color
cg_waterSheeting_desaturation "0" Tweak dev var; Desaturation applied after all 3D drawing
cg_waterSheeting_distortionScaleFactor "0.021961" Distortion uv scales (Default to 1)
cg_waterSheeting_enable "0" Enable the water sheeting effect
cg_waterSheeting_fadeDuration "2" Sets fade duration in seconds
cg_waterSheeting_lightTint "0.780261" Tweak dev var; film color light tint color
cg_waterSheeting_magnitude "0.0655388" Distortion magnitude
cg_waterSheeting_radius "4.44051" Tweak dev var; Glow radius in pixels at 640x480
cg_weapHitCullAngle "45" Angle of cone within which to cull back facing weapon hit effects
cg_weapHitCullEnable "1" When true, cull back facing weapon hit fx.
cg_weaponCycleDelay "0" The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
cg_weaponHintsCoD1Style "1" Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
cg_weaponVisInterval "4" Do weapon vis checks once per this many frames, per centity
cg_youInKillCamSize "6" Size of the 'you' Icon in the kill cam
clientSideEffects "1" Enable loading _fx.gsc files on the client
cl_analog_attack_threshold "0.8" The threshold before firing
cl_anglespeedkey "1.5" Multiplier for max angle speed for game pad and keyboard
cl_bypassMouseInput "0" Bypass UI mouse input and send directly to the game
cl_connectionAttempts "15" Maximum number of connection attempts before aborting
cl_connectTimeout "120" Timeout time in seconds while connecting to a server
cl_demoBackJump "20000"
cl_demoFastTimescaleSpeed "3"
cl_demoForwardJump "4000"
cl_demoSlowTimescaleSpeed "0.4"
cl_dirSelConvergenceTime "0.1" Time to converge to the new direction when selecting a direction on the map.
cl_freelook "1" Enable looking with mouse
cl_freezeDemo "0" is used to lock a demo in place for single frame advances
cl_hudDrawsBehindUI "1" Should the HUD draw when the UI is up?
cl_ingame "0" True if the game is active
cl_maxpackets "30" Maximum number of packets sent per frame
cl_maxPing "800" Maximum ping for the client
cl_migrationTimeout "40"
cl_motdString Message of the day
cl_mouseAccel "0" Mouse acceleration
cl_nodelta "0" The server does not send snapshot deltas
cl_noprint "0" Print nothing to the console
cl_packetdup "1" Enable packet duplication
cl_paused "0" Pause the game
cl_pitchspeed "140" Max pitch speed in degrees for game pad
cl_serverStatusResendTime "750" Time in milliseconds to resend a server status message
cl_showmouserate "0" Print mouse rate debugging information to the console
cl_shownet "0" Display network debugging information
cl_shownuments "0" Show the number of entities
cl_showSend "0" Enable debugging information for sent commands
cl_showServerCommands "0" Enable debugging information for server commands
cl_showTimeDelta "0" Enable debugging information for time delta
cl_stanceHoldTime "300" The time to hold the stance button before the player goes prone
cl_timeout "20" Seconds with no received packets until a timeout occurs
cl_voice "1"
cl_yawspeed "140" Max yaw speed in degrees for game pad and keyboard
compass "1" Display Compass Compass ownerdraw had width or height of 0
compassClampIcons "1" If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
compassCoords "740" x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit)
compassECoordCutoff "37" Left cutoff for the scrolling east-west coords
compassEnemyFootstepEnabled "0" Enables enemies showing on the compass because of moving rapidly nearby.
compassEnemyFootstepMaxRange "500" The maximum distance at which an enemy may appear on the compass due to 'footsteps'
compassEnemyFootstepMaxZ "100" The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
compassEnemyFootstepMinSpeed "140" The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
compassFastRadarUpdateTime "2" Time between radar updates for the fast radar mode
compassFriendlyHeight "16"
compassFriendlyWidth "16" The size of the friendly icon on the compass
compassHellfireTargetSpot "0" Hellfires on the compass show the spot that they're pointed at, instead of showing their own position.
compassHideSansObjectivePointer "0" Hide the compass, but leave the obective pointer visible.
compassHideVehicles "0" When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw.
compassMaxRange "2500" The maximum range from the player in world space that objects will be shown on the compass
compassMinRadius "0.0001" The minimum radius from the center of the compass that objects will appear.
compassMinRange "0.0001" The minimum range from the player in world space that objects will appear on the compass
compassObjectiveArrowHeight "20"
compassObjectiveArrowOffset "2" The offset of the objective arrow inward from the edge of the compass map
compassObjectiveArrowRotateDist "5" Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
compassObjectiveArrowWidth "20" The size of the objective arrow on the compass
compassObjectiveDetailDist "10" When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
compassObjectiveDrawLines "1" Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
compassObjectiveHeight "20"
compassObjectiveIconHeight "16"
compassObjectiveIconWidth "16" The size of the objective on the full map
compassObjectiveMaxHeight "70" The maximum height that an objective is considered to be on this level
compassObjectiveMaxRange "2048" The maximum range at which an objective is visible on the compass
compassObjectiveMinAlpha "1" The minimum alpha for an objective at the edge of the compass
compassObjectiveMinDistRange "1" The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight "-70" The minimum height that an objective is considered to be on this level
compassObjectiveNearbyDist "4" When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveNumRings "10" The number of rings when a new objective appears
compassObjectiveRingSize "80" The maximum objective ring sige when a new objective appears on the compass
compassObjectiveRingTime "10000" The amount of time between each ring when an objective appears
compassObjectiveTextHeight "18" Objective text height
compassObjectiveTextScale "0.3" Scale to apply to hud objectives
compassObjectiveWidth "20" The size of the objective on the compass
compassPlayerHeight "18.75"
compassPlayerWidth "18.75" The size of the player's icon on the compass
compassRadarLineThickness "0.4" Thickness, relative to the compass size, of the radar texture that sweeps across the map
compassRadarPingFadeTime "4" How long an enemy is visible on the compass after it is detected by radar
compassRadarUpdateTime "4" Time between radar updates for the normal radar mode
compassRotation "1" Style of compass
compassSize "1" Scale the compass
compassSoundPingFadeTime "2" The time in seconds for the sound overlay on the compass to fade
compassTickertapeStretch "0.5" How far the tickertape should stretch from its center.
com_animCheck "0" Check anim tree
com_cinematicEndInWhite "0" Set by script. True if cinematic ends with a white screen.
com_errorResolveCommand Command to run when they close the error box
com_filter_output "0" Use console filters for filtering output.
com_maxfps "85" Cap frames per second
com_maxFrameTime "100" Time slows down if a frame takes longer than this many milliseconds
com_recommendedSet "1"
com_statmon "0" Draw stats monitor
com_timescale "1" Scale time of each frame
con_default_console_filter "*"
con_errormessagetime "8" Onscreen time for error messages in seconds
con_gameMsgWindow0FadeInTime "0.25"
con_gameMsgWindow0FadeOutTime "0.5"
con_gameMsgWindow0Filter "gamenotify"
con_gameMsgWindow0LineCount "4"
con_gameMsgWindow0MsgTime "5"
con_gameMsgWindow0ScrollTime "0.25"
con_gameMsgWindow0SplitscreenScale "1.5"
con_gameMsgWindow1FadeInTime "0.25"
con_gameMsgWindow1FadeOutTime "0.5"
con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount "1"
con_gameMsgWindow1MsgTime "3"
con_gameMsgWindow1ScrollTime "0.25"
con_gameMsgWindow1SplitscreenScale "1.5"
con_gameMsgWindow2FadeInTime "0.75"
con_gameMsgWindow2FadeOutTime "0.5"
con_gameMsgWindow2Filter "subtitle"
con_gameMsgWindow2LineCount "7"
con_gameMsgWindow2MsgTime "5"
con_gameMsgWindow2ScrollTime "0.25"
con_gameMsgWindow2SplitscreenScale "1.5"
con_gameMsgWindow3FadeInTime "0.25"
con_gameMsgWindow3FadeOutTime "0.5"
con_gameMsgWindow3Filter
con_gameMsgWindow3LineCount "5"
con_gameMsgWindow3MsgTime "5"
con_gameMsgWindow3ScrollTime "0.25"
con_gameMsgWindow3SplitscreenScale "1.5"
con_inputBoxColor "0.25" Color of the console input box
con_inputHintBoxColor "0.4" Color of the console input hint box
con_matchPrefixOnly "1" Only match the prefix when listing matching Dvars
con_minicon "0" Display the mini console on screen
con_miniconlines "5" Number of lines in the minicon message window
con_minicontime "4" Onscreen time for minicon messages in seconds
con_outputBarColor "1" Color of the console output slider bar
con_outputSliderColor "0.15" Color of the console slider
con_outputWindowColor "0.35" Color of the console output
con_typewriterColorBase "1" Base color of typewritten objective text.
con_typewriterColorGlowCheckpoint "0.6"
con_typewriterColorGlowCompleted "0"
con_typewriterColorGlowFailed "0.8"
con_typewriterColorGlowUpdated "0" Color of typewritten objective text.
con_typewriterDecayDuration "700" Time (in milliseconds) to spend disolving the line away.
con_typewriterDecayStartTime "6000" Time (in milliseconds) to spend between the build and disolve phases.
con_typewriterPrintSpeed "50" Time (in milliseconds) to print each letter in the line.
cpu_speed_12players "3"
cpu_speed_18players "6"
cpu_speed_8players "2.7"
developer "0" Enable development options
developer_script "0" Enable developer script comments
didyouknow "@PLATFORM_DYK_IW4_MSG17"
drawEntityCount "0" Enable entity count drawing
drawEntityCountPos "-55" Where to draw the entity count graph
drawEntityCountSize "32" How big to draw the entity count graph
drawKillcamData "0" Enable drawing server killcam data
drawKillcamDataPos "-55" Where to draw the server killcam graph
drawKillcamDataSize "32" How big to draw the killcam data graph
drawLagometer "0" Enable the 'lagometer'
drawServerBandwidth "0" Enable drawing server bandwidth
drawServerBandwidthPos "-55" Where to draw the server bandwidth graph
dynEnt_active "1"
dynEnt_bulletForce "1000" Force applied from bullet hit
dynEnt_damageScale "1" Scales damage applied to destructible dynents
dynEnt_explodeForce "12500" Force applied from explosion hit
dynEnt_explodeMaxEnts "20" The maximum number of dynents that can be awakened by one explosion
dynEnt_explodeMinForce "40" Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale "3" Scale of the random offset from the center of mass for explosion forces.
dynEnt_explodeUpbias "0.5" Upward bias applied to force directions from explosion hits
dynEnt_explodingBulletForce "3500" Force applied from bullet explosion hit
dynEnt_explodingBulletMaxEnts "5" The maximum number of dynents that can be awakened by one explosive bullet
dynEnt_explodingBulletMinForce "5" Force below which dynents won't even bother waking up when hit by explosive bullets
dynEnt_explodingBulletSpinScale "1" Scale of the random offset from the center of mass for bullet explosion forces.
dynEnt_explodingBulletUpbias "0.5" Upward bias applied to force directions from bullet explosion hits
fixedtime "0" Use a fixed time rate for each frame
FoFIconMaxSize "640" Maximum size a Friend-or-Foe icon should ever grow to.
FoFIconMinSize "30" Minimum size a Friend-or-Foe icon should ever shrink to.
FoFIconScale "1.3" Base scale of Friend-or-Foe icons.
FoFIconSpawnTimeDelay "1" How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
FoFIconSpawnTimeFade "5" Length of the Friend-or-Foe icons' fade-ins.
friction "5.5" Player
fs_basegame
fs_basepath "G:codmw2"
fs_cdpath
fs_copyfiles "0"
fs_debug "0"
fs_game
fs_homepath "G:codmw2"
fs_ignoreLocalized "0"
fx_count "0" Debug effects count
fx_cull_elem_draw "1" Culls effect elems for drawing
fx_cull_elem_spawn "1" Culls effect elems for spawning
fx_debugBolt "0" Debug effects bolt
fx_draw "1" Toggles drawing of effects after processing
fx_drawClouds "1" Toggles the drawing of particle clouds
fx_enable "1" Toggles all effects processing
fx_freeze "0" Freeze effects
fx_marks "1" Toggles whether bullet hits leave marks
fx_marks_ents "1" Toggles whether bullet hits leave marks on entities
fx_marks_smodels "1" Toggles whether bullet hits leave marks on static models
fx_mark_profile "0" Turn on FX profiling for marks (specify which local client, with '1' being the first.)
fx_profile "0" 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 "0" Skip the first n lines in FX profile (to see ones off bottom of screen)
fx_profileSort "cost" Choose sort criteria for FX profiling
fx_visMinTraceDist "80" Minimum visibility trace size
gameMode "mp"
glass_angular_vel "5" Sets the range of angular velocities used by new glass pieces
glass_break "1" Toggle whether or not glass breaks when shot
glass_debug "0" Shows debug info for glass
glass_edge_angle "5" Sets the range of angle deflections used by new glass pieces on a supported edge
glass_fall_delay "0.2" Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio
glass_fall_gravity "800" Gravity for falling pieces of glass
glass_fall_ratio "1.5" Ratio of piece area to supporting edge length squared. Below the min, the piece never falls.
glass_fringe_maxcoverage "0.2" The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
glass_fringe_maxsize "150" The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_fx_chance "0.25" Chance to play an effect on a small piece of glass when it hits the ground
glass_hinge_friction "50" Friction used by moving glass pieces when joined like a hinge to a frame
glass_linear_vel "200" Sets the range of linear velocities used by new glass pieces
glass_max_pieces_per_frame "100" Maximum number of pieces to create in one frame. This is a guideline and not a hard limit.
glass_max_shatter_fx_per_frame "6" Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit.
glass_physics_chance "0.15" The chance for a given shard of glass to use physics
glass_physics_maxdist "512" The maximum distance of a glass piece from the player to do physics
glass_shard_maxsize "300" The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_shattered_scale "48" The scale of the shattered glass material
glass_trace_interval "100" The length of time, in milliseconds, between glass piece traces
g_allowvote "1"
g_gametype "war"
g_gravity "800" Gravity in inches per second per second
g_hardcore "0"
g_logsync "2"
g_synchronousClients "0" Client is synchronized to the server - allows smooth demos
heli_barrelMaxVelocity "1250"
heli_barrelRotation "70"
heli_barrelSlowdown "360"
hiDef "1" True if the game video is running in high-def.
hudElemPausedBrightness "0.4" Brightness of the hudelems when the game is paused.
hud_bloodOverlayLerpRate "0.3" Rate at which blood overlay fades out
hud_deathQuoteFadeTime "1000" The time for the death quote to fade
hud_enable "1"
hud_fadeout_speed "0.1" The speed that the HUD will fade at
hud_fade_ammodisplay "0" The time for the ammo display to fade in seconds
hud_fade_compass "0" The time for the compass to fade in seconds
hud_fade_healthbar "2" The time for the health bar to fade in seconds
hud_fade_offhand "0" The time for the offhand weapons to fade in seconds
hud_fade_sprint "1.7" The time for the sprint meter to fade in seconds
hud_fade_stance "1.7" The time for the stance to fade in seconds
hud_flash_period_offhand "0.5" Offhand weapons flash period on changing weapon
hud_flash_time_offhand "2" Offhand weapons flash duration on changing weapon
hud_health_pulserate_critical "0.5" The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured "1" The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical "0.33" The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured "1" The health level at which to start the 'injured' pulse effect
intro "0" Intro movie should play
in_mouse "1"
iwnet_debug "0" turn on iwnet debugging
iwnet_maxResendTime "120" maximum resend time for iwnet commands
iwnet_minResendTime "4" minimum resend time for iwnet commands
iwnet_searching "1" Whether to use IW matchmaking
iwnet_sessionFullHeartbeat "20000"
iwnet_sessionHeartbeat "5000" How often to send a heartbeat msg
iwnet_sessions "1" Whether to give IWNet info about our session
iwnet_xuid "504"
jump_height "39" The maximum height of a player's jump
jump_ladderPushVel "128" The velocity of a jump off of a ladder
jump_slowdownEnable "1" Slow player movement after jumping
jump_spreadAdd "64" The amount of spread scale to add as a side effect of jumping
jump_stepSize "18" The maximum step up to the top of a jump arc
koth_autodestroytime "60"
koth_capturetime "20"
koth_delayPlayer "0"
koth_destroytime "10"
koth_extraDelay "0"
koth_kothmode "0"
koth_proMode "0"
koth_spawnDelay "60"
koth_spawntime "30"
laserDebug "0" Enables the display of various debug info.
laserEndOffset "0.5" How far from the point of collision the end of the beam is.
laserFlarePct "0.2" Percentage laser widens over distance from viewer.
laserFlarePct_alt "0"
laserForceOn "0" Force laser sights on in all possible places (for debug purposes).
laserLight "1" Whether to draw the light emitted from a laser (not the laser itself)
laserLightBeginOffset "13" How far from the true beginning of the beam the light at the beginning is.
laserLightBodyTweak "15" Amount to add to length of beam for light when laser hits a body (for hitboxes)
laserLightEndOffset "-3" How far from the true end of the beam the light at the end is.
laserLightRadius "3" The radius of the light at the far end of a laser beam
laserLightRadius_alt "100"
laserLightWithoutNightvision "0" Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
laserRadius "0.8" The size (radius) of a laser beam
laserRadius_alt "30"
laserRange "1500" The maximum range of a laser beam
laserRangePlayer "1500" The maximum range of the player's laser beam
laserRange_alt "5000"
loading_sre_fatal "1"
lobby_animationSpeed "30" How long each frame of the animation should draw, in milliseconds
lobby_animationTilesHigh "4" How many animation tiles high is the searching_for_player texture
lobby_animationTilesWide "8" How many animation tiles wide is the searching_for_player texture
lobby_numAnimationFrames "30" How many animation tiles are in the searching_for_player texture
lobby_partySearchWaitTime "1000" How long to wait for party members to join the lobby before we start searching for games
lobby_searchingPartyColor "0.941177" The color to show that we're searching for that slot when shown in lobbies
loc_forceEnglish "0" Force english localized strings
loc_language "0" Language
loc_translate "1" Enable translations
loc_warnings "0" Enable localization warnings
loc_warningsAsErrors "0" Throw an error for any unlocalized string
loc_warningsUI "0" Enable localization warnings for UI
logfile "1" Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
lowAmmoWarningColor1 "0.701961" Color 1 of 2 to oscilate between
lowAmmoWarningColor2 "1" Color 2 of 2 to oscilate between
lowAmmoWarningNoAmmoColor1 "0.8" Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoAmmoColor2 "1" lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoReloadColor1 "0.701961" Like lowAmmoWarningColor1, but when no ammo to reload with.
lowAmmoWarningNoReloadColor2 "0.701961" lowAmmoWarningColor2, but when no ammo to reload with.
lowAmmoWarningPulseFreq "2.3" Frequency of the pulse (oscilation between the 2 colors)
lowAmmoWarningPulseMax "1.5" Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseMin "0" Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
lsp_debug "0" Whether to print lsp debug info
mantle_check_angle "60" The minimum angle from the player to a mantle surface to allow a mantle
mantle_check_radius "0.1" The player radius to test against while mantling
mantle_check_range "20" The minimum distance from a player to a mantle surface to allow a mantle
mantle_debug "0" Show debug information for mantling
mantle_enable "1" Enable player mantling
mantle_max_vertical_end_velocity "0" The maximum allowed vertical velocity when finishing a mantle
mantle_view_yawcap "60" The angle at which to restrict a sideways turn while mantling
mapcrc "0"
mapname
masterPort "20810"
masterServerName "cod4master.activision.com"
matchmaking_debug "1" Enable matchmaking debugging information
maxVoicePacketsPerSec "100"
maxVoicePacketsPerSecForServer "20"
migrationPingTime "10"
migration_blocksperframe "0" Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
migration_dvarErrors "1" Whether to check for illegal script dvar changes.
migration_limit "5" maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
migration_msgtimeout "500" timeout time in ms of migration messages
migration_timeBetween "30000" milliseconds between migration_limit dvar's value of migrations.
migration_verboseBroadcastTime "100" time in milliseconds between verbose migration state broadcasts
missileRemoteFOV "15" Remote missile-cam, FOV to use.
missileRemoteSteerPitchRange "1" Remote-controlled missile allowed up/down range. To keep players from steering missiles above the horizon.
missileRemoteSteerPitchRate "35" Remote-controlled missile up/down steering speed.
missileRemoteSteerYawRate "35" Remote-controlled missile left/right steering speed.
monkeytoy "0" Restrict console access
motd "Welcome"
motionTrackerBlurDuration "0.2" The motion blur duration for motion tracker dots
motionTrackerCenterX "0" The fractional position of the player on the motion tracker
motionTrackerCenterY "-0.37"
motionTrackerPingFadeTime "3" How long an enemy is visible on the motion tracker after being detected
motionTrackerPingPitchAddPerEnemy "0" The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
motionTrackerPingPitchBase "1" The pitch of the motion tracker sound for a distant enemy
motionTrackerPingPitchNearby "2" The pitch of the motion tracker sound for a nearby enemy
motionTrackerPingSize "0.2" The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
motionTrackerRange "1600" The range, in world units, that the motion tracker displays
motionTrackerSweepAngle "90" The maximum angle from straight forward that the motion tracker detects enemies
motionTrackerSweepInterval "3" The time between motion tracker sweeps
motionTrackerSweepSpeed "2000" The speed, in world units per second, of the motion tracker sweep
mp_paused "0" If true ignore server time advancing. Handy for taking hi-res screen shots.
msg_dumpEnts "0" Print snapshot entity info
msg_hudelemspew "0" Debug hudelem fields changing
msg_printEntityNums "0" Print entity numbers
m_filter "0" Allow mouse movement smoothing
m_forward "0.25" Forward speed in units per second
m_pitch "0.022" Default pitch
m_side "0.25" Sideways motion in units per second
m_yaw "0.022" Default yaw
name
net_ip "localhost" Network IP address
net_lanauthorize "0" Authorise CD keys when using a LAN
net_noipx "0"
net_noudp "0"
net_port "28960" Network port
net_profile "0" Profile network performance
net_showprofile "0" Show network profiling display
net_socksEnabled "0"
net_socksPassword
net_socksPort "1080"
net_socksServer
net_socksUsername
nextdemo The next demo to play
nextmap
nightVisionDisableEffects "0"
nightVisionFadeInOutTime "0.1" How long the fade to/from black lasts when putting on or removing night vision goggles.
nightVisionPowerOnTime "0.3" How long the black-to-nightvision fade lasts when turning on the goggles.
objectiveFadeTimeGoingOff "0.5" Onscreen Objective Pointer - How long to take to fade out.
objectiveFadeTimeGoingOn "1" Onscreen Objective Pointer - How long to take to fade back in.
objectiveFadeTimeWaitOff "2" Onscreen Objective Pointer - How long to wait before turning off, when appropriate.
objectiveFadeTimeWaitOn "2" Onscreen Objective Pointer - How long to wait before turning back on, when appropriate.
objectiveFadeTooClose "0.1" Onscreen Objective Pointer - Will not fade back in if target ent is closer than this.
objectiveFadeTooFar "25" Onscreen Objective Pointer - Will not fade out if target ent is farther than this.
objectiveFontSize "0.6" Onscreen Objective Pointer - Fontsize of the icon's text.
objectiveHide "0" When enabled, objectives will not show.
objectiveTextOffsetY "-5.33" Onscreen Objective Pointer - Offset of the icon's text.
onlinegame "0" Current game is an online game with stats, custom classes, unlocks
onlinegameandhost "0" true only if this is an xbox live game AND we're the host, otherwise false
onlineunrankedgameandhost "0" true only if this is an xbox live RANKED game AND we're the host, otherwise false
overrideNVGModelWithKnife "0" When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
packetDebug "0" Enable packet debugging information
painReverbDryLevel "0.5" Pain reverb dry level.
painReverbRoomType "underwater" Pain reverb room type.
painReverbWetLevel "0.4" Pain reverb wet level.
painVisionLerpOutRate "0.3" Rate at which pain vision effect lerps out
painVisionTriggerHealth "0.55" Health (0 to 1) that will trigger the pain vision effect
partymigrate_broadcast_interval "200"
partymigrate_cpuBonusPing "25"
partymigrate_cpuBonusThreshold "0.5"
partymigrate_pingtest_retry "100"
partymigrate_pingtest_timeout "600"
partymigrate_selectiontime "1800"
partymigrate_timeout "8000"
partymigrate_timeoutmax "15000"
party_autoteams "1" Enables/Disables auto team functionality
party_connectTimeout "1000" Connect timeout
party_connectToOthers "1" If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_currentSearchTier "2" Current search tier we want when joining a game
party_debug "0" Debug party functionality
party_defaultSearchTier "2" Default search tier we want when joining a game
party_editingsettings "0" True if the host is editing game settings
party_firstSubpartyIndex "0" Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
party_gamesize Current maximum game size
party_gameStartTimerLength "10" Time in seconds before a game start once enough party members are ready
party_gametype Current gametype
party_host "0" True if we are the host of the party
party_hostmigration "1" Whether to use host migration in lobbies
party_hostname The name of the host player
party_IAmSelected "0" True if selected player is you. Only valid when used with party feeders.
party_kickplayerquestion String to store the question about kicking the selected player
party_listFocus "0"
party_lobbyPlayerCount Number of players currently in the party/lobby in lobby format (x/y players)
party_mapname Current map name
party_mappacks
party_matchedPlayerCount "4" Number of matched players before revealing their true names
party_maxplayers "16" Maximum number of players in a party
party_maxPrivatePartyPlayers "18" Max number of players allowed in a private party.
party_maxSearchTier "6" Max possible search tier we want when joining a game
party_maxTeamDiff "1" Maximum difference allowed between teams before starting a match
party_membersMissingMapPack "0" Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_minLobbyTime "60" Minimum time (in seconds) for a lobby to be open before auto starting a match
party_minplayers "2" Minimum number of players in a party
party_msPerTier "50" ms per search tier
party_partyPlayerCount Number of players currently in the party/lobby in party format (x players in y's party)
party_playervisible "0" Whether selected player in party is showing true info or not. Only valid when used with party feeders.
party_pregameStartTimerLength "5" Time in seconds before showing and starting the game start timer
party_searchPauseTime "2000" Minimum amount of time to pause between searches
party_searchRandomDelay "500" Time period over which the search timers will get randomly delayed.
party_searchResultsLifetime "45000" Time at which we consider the search results stale
party_searchResultsMin "2000" Minimum amount of time that has to pass before we'll search again for matches
party_selectedIndex "0" Current selected player index in the feeder.
party_selectedIndexChangedTime "0" Time stamp in milliseconds when the selected index last changed.
party_statusString Party Status (localized )
party_teambased "1" True if the current playlist is team based
party_teamsVisible "0" teams are visible in UI
party_timer "0" Time until game begins in seconds, for UI display
party_vetoButtonVisible "0" The party veto button is visible in the UI
party_vetoDelayTime "4" Delay time in seconds for a successful map vote to execute
party_vetoPassed "0" Did the veto pass?
party_vetoPercentRequired "0.501" The fraction of the waiting players who need to veto for a map to be skipped
actionSlotsHide "0" Hide the actionslots.
activeAction Action to execute in first frame
aim_accel_turnrate_debug "0" Turn on debugging info for the acceleration
aim_accel_turnrate_enabled "1" Enable/disable acceleration of the turnrates
aim_accel_turnrate_lerp "1200" The acceleration of the turnrates
aim_aimAssistRangeScale "1" Scales the weapon's aim assist range
aim_autoAimRangeScale "1" Scales the weapon's auto aim range
aim_autoaim_debug "0" Turn on auto aim debugging
aim_autoaim_enabled "0" Turn on auto aim
aim_autoaim_lerp "40" The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height "120" The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width "160" The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_automelee_debug "0" Turn on auto melee debugging
aim_automelee_enabled "1" Turn on auto melee
aim_automelee_lerp "40" The rate in degrees per second that the auto melee will converge to its target
aim_automelee_range "128" The range of the auto melee
aim_automelee_region_height "240" The height of the auto melee region in virtual screen coordinates (0 - 480)
aim_automelee_region_width "320" The width of the auto melee region in virtual screen coordinates (0 - 640)
aim_input_graph_debug "0" Debug the view input graphs
aim_input_graph_enabled "1" Use graph for adjusting view input
aim_input_graph_index "3" Which input graph to use
aim_lockon_debug "0" Turn on debugging info for aim lock on
aim_lockon_deflection "0.05" The amount of stick deflection for the lockon to activate
aim_lockon_enabled "1" Aim lock on helps the player to stay on target
aim_lockon_region_height "90" The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width "90" The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength "0.6" The amount of aim assistance given by the target lock on
aim_scale_view_axis "1" Scale the influence of each input axis so that the major axis has more influence on the control
aim_slowdown_debug "0" Turn on debugging info for aim slowdown
aim_slowdown_enabled "1" Slowdown the turn rate when the cross hair passes over a target
aim_slowdown_pitch_scale "0.4" The vertical aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads "0.5" The vertical aim assist slowdown ratio when aiming down the sight
aim_slowdown_region_height "90" The screen height of the aim assist slowdown region
aim_slowdown_region_width "90" The screen width of the aim slowdown region
aim_slowdown_yaw_scale "0.4" The horizontal aim assist slowdown ratio from the hip
aim_slowdown_yaw_scale_ads "0.5" The horizontal aim assist slowdown ratio when aiming down the sight
aim_turnrate_pitch "90" The vertical turn rate for aim assist when firing from the hip
aim_turnrate_pitch_ads "55" The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_yaw "260" The horizontal turn rate for aim assist when firing from the hip
aim_turnrate_yaw_ads "90" The horizontal turn rate for aim assist when aiming down the sight
ai_corpseCount "16"
ammoCounterHide "0" Hide the Ammo Counter
authPort "20800"
authServerName "cod4master.activision.com"
badhost_debug "0" Bad host debugging
badhost_endGameIfISuck "1" End the match if most of the players are lagged out
badhost_maxDoISuckFrames "300" Max lagged frames need to end match
badhost_maxHappyPingTime "400" Max ping that a player can have that we consider acceptable when calculating if the server is swamped
badhost_minPercentClientsUnhappyToSuck "0.51" What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts
badhost_minTotalClientsForHappyTest "3" Minimum number of clients before it does the 'suck as host' test
bandwidthtest_announceinterval "200"
bandwidthtest_duration "500"
bandwidthtest_enable "1"
bandwidthtest_fudge "1"
bandwidthtest_ingame_enable "1"
bandwidthtest_ingame_fudge "1"
bandwidthtest_maxpacketsize "1000"
bandwidthtest_quota "0.5"
bandwidthtest_rounds "10"
bandwidthtest_scalar "2"
bandwidthtest_timeout "1500"
band_12players "384000" 12 player bandwidth req'd
band_18players "580000" 18 player bandwidth req'd
band_2players "64000" 2 player bandwidth req'd
band_4players "128000" 4 player bandwidth req'd
band_8players "256000" 8 player bandwidth req'd
bg_aimSpreadMoveSpeedThreshold "11" When player is moving faster than this speed, the aim spread will increase
bg_bulletExplDmgFactor "1" Weapon damage multiplier that will be applied at the center of the slash damage area.
bg_bulletExplRadius "250" The radius of the bullet splash damage, where the damage gradually falls off to 0.
bg_debugProne "0" Show prone debug information
bg_fallDamageMaxHeight "300" The height that a player will take maximum damage when falling
bg_fallDamageMinHeight "128" The height that a player will start to take minimum damage if they fall
bg_foliagesnd_fastinterval "500" The time between each foliage sound when moving quickly
bg_foliagesnd_maxspeed "180" The speed that a player must be going to make maximum noise while moving through foliage
bg_foliagesnd_minspeed "40" The speed that a player must be going to make minimum noise while moving through foliage
bg_foliagesnd_resetinterval "500" The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_slowinterval "1500" The time between each foliage sound when moving slowly
bg_forceDualWield "0" Force akimbo for all possible weapons
bg_forceExplosiveBullets "0" When set, all bullet weapons will fire explosive rounds (Simulates Perk)
bg_ladder_yawcap "100" The maximum angle that a player can look around while on a ladder
bg_legYawTolerance "20" The amount the player's leg yaw can differ from his torso before moving ta match
bg_lowGravity "800" Low gravity for slow or floaty objects, in inches per second per second
bg_maxGrenadeIndicatorSpeed "100" Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_prone_yawcap "85" The maximum angle that a player can look around quickly while prone
bg_shieldHitEncodeHeightVM "-10"
bg_shieldHitEncodeHeightWorld "-25" The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows.
bg_shieldHitEncodeWidthVM "-16"
bg_shieldHitEncodeWidthWorld "-14" The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns.
bg_shock_lookControl "1"
bg_shock_lookControl_fadeTime "2"
bg_shock_lookControl_maxpitchspeed "90"
bg_shock_lookControl_maxyawspeed "90"
bg_shock_lookControl_mousesensitivityscale "0.5"
bg_shock_movement "1"
bg_shock_screenBlurBlendFadeTime "1"
bg_shock_screenBlurBlendTime "0.4"
bg_shock_screenFlashShotFadeTime "1"
bg_shock_screenFlashWhiteFadeTime "1"
bg_shock_screenType "blurred"
bg_shock_sound "1"
bg_shock_soundDryLevel "1"
bg_shock_soundEnd "shellshock_end"
bg_shock_soundEndAbort "shellshock_end_abort"
bg_shock_soundFadeInTime "0.25"
bg_shock_soundFadeOutTime "2.5"
bg_shock_soundLoop "shellshock_loop"
bg_shock_soundLoopEndDelay "-3"
bg_shock_soundLoopFadeTime "1.5"
bg_shock_soundLoopSilent "shellshock_loop_silent"
bg_shock_soundModEndDelay "2"
bg_shock_soundRoomType "generic"
bg_shock_soundWetLevel "0.5"
bg_shock_viewKickFadeTime "3"
bg_shock_viewKickPeriod "0.75"
bg_shock_viewKickRadius "0.05"
bg_shock_volume_ambdist1 "0.5"
bg_shock_volume_ambdist2 "0.5"
bg_shock_volume_ambient "0.5"
bg_shock_volume_announcer "0.5"
bg_shock_volume_auto "0.5"
bg_shock_volume_auto2 "0.5"
bg_shock_volume_auto2d "0.5"
bg_shock_volume_autodog "0.5"
bg_shock_volume_body "0.5"
bg_shock_volume_body2d "0.5"
bg_shock_volume_bulletimpact "0.5"
bg_shock_volume_bulletwhizby "0.5"
bg_shock_volume_effects1 "0.5"
bg_shock_volume_effects2 "0.5"
bg_shock_volume_element "0.5"
bg_shock_volume_explosiveimpact "0.5"
bg_shock_volume_hurt "0.5"
bg_shock_volume_item "0.5"
bg_shock_volume_local "0.5"
bg_shock_volume_local2 "0.5"
bg_shock_volume_local3 "0.5"
bg_shock_volume_menu "0.5"
bg_shock_volume_mission "0.5"
bg_shock_volume_music "0.5"
bg_shock_volume_musicnopause "0.5"
bg_shock_volume_nonshock "0.5"
bg_shock_volume_physics "0.5"
bg_shock_volume_player1 "0.5"
bg_shock_volume_player2 "0.5"
bg_shock_volume_reload "0.5"
bg_shock_volume_reload2d "0.5"
bg_shock_volume_shellshock "0.5"
bg_shock_volume_vehicle "0.5"
bg_shock_volume_vehiclelimited "0.5"
bg_shock_volume_voice "0.5"
bg_shock_volume_weapon "0.5"
bg_shock_volume_weapon2d "0.5"
bg_softLandingMaxDamage "0.1" The max amount of damage (as % of max health) if soft landing is in effect
bg_softLandingMaxHeight "300" The height that a player will start to take max damage if soft landing is in effect
bg_softLandingMinHeight "128" The height that a player will start to take minimum damage if soft landing is in effect
bg_swingSpeed "0.2" The rate at which the player's legs swing around when strafing(multi-player only)
bg_viewBobAmplitudeBase "0.16" The base speed-based view bob amplitude
bg_viewBobAmplitudeDucked "0.0075" The multiplier to apply to the player's speed to get the view bob amplitude while ducking
bg_viewBobAmplitudeDuckedAds "0.0075" The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeProne "0.02" The multiplier to apply to the player's speed to get the view bob amplitude while prone
bg_viewBobAmplitudeRoll "1.5" The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeSprinting "0.02" The multiplier to apply to the player's speed to get the view bob amplitude while sprinting
bg_viewBobAmplitudeStanding "0.007" The multiplier to apply to the player's speed to get the view bob amplitude while standing
bg_viewBobAmplitudeStandingAds "0.007" The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobLag "0.25" The lag that will be applied the view bob cycle
bg_viewBobMax "8" The maximum allowed bob amplitude
bg_viewKickMax "90" The maximum view kick
bg_viewKickMin "5" The minimum view kick
bg_viewKickRandom "0.4" The random direction scale view kick
bg_viewKickScale "0.2" The scale to apply to the damage done to calculate damage view kick
bg_weaponBobAmplitudeBase "0.16" The base speed-based weapon bob amplitude
bg_weaponBobAmplitudeDucked "0.045" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking
bg_weaponBobAmplitudeProne "0.02" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone
bg_weaponBobAmplitudeRoll "1.5" The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeSprinting "0.02" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting
bg_weaponBobAmplitudeStanding "0.055" The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing
bg_weaponBobLag "0.25" The lag that will be applied the weapon bob cycle
bg_weaponBobMax "8" The maximum allowed weapon/viewmodel bob amplitude
bind
bullet_penetrationMinFxDist "30" Min distance a penetrated bullet must travel before it'll trigger the effects
bullet_penetration_enabled "1" When false, disables bullet penetration completely.
bullet_ricochetBaseChance "0.5" The base chance a bullet has of ricocheting off of a riot shield.
cameraShakeRemoteHelo_Angles "0.221" Remote helicopter gunner cam, range to shake the view.
cameraShakeRemoteHelo_Freqs "31" Remote helicopter gunner cam, how fast to shake.
cameraShakeRemoteHelo_SpeedRange "2000" Remote helicopter gunner cam, range of missile speed to scale the shaking.
cameraShakeRemoteMissile_Angles "0.05" Remote missile-cam, range to shake the view.
cameraShakeRemoteMissile_Freqs "42" Remote missile-cam, how fast to shake.
cameraShakeRemoteMissile_SpeedRange "1000" Remote missile-cam, range of missile speed to scale the shaking.
camera_thirdPerson "0" Use third person view globally
camera_thirdPersonAdsTransScale "2" Scale applied to ADS transition time when in third person mode
camera_thirdPersonCrosshairOffset "0.35" Amount to vertically offset the crosshair from the center when in third person mode
camera_thirdPersonFovScale "0.9" Scale applied to the field of view when in global third person view
camera_thirdPersonOffset "-120" The offset of the camera from the player in global third person view
camera_thirdPersonOffsetAds "-60" The ADS offset of the camera from the player in global third person view
camera_thirdPersonOffsetTurretAds "-80" The ADS offset of the camera from the player when on a turret in global third person view
cg_airstrikeKillCamCloseXYDist "24" Airstrike kill camera closest distance in front of the bomb.
cg_airstrikeKillCamCloseZDist "24" Airstrike kill camera closest distance above the target.
cg_airstrikeKillCamFarBlur "2"
cg_airstrikeKillCamFarBlurDist "300"
cg_airstrikeKillCamFarBlurStart "100" Airstrike kill camera distance above the airplane.
cg_airstrikeKillCamFov "50" Airstrike kill camera field of view.
cg_airstrikeKillCamNearBlur "4"
cg_airstrikeKillCamNearBlurEnd "100"
cg_airstrikeKillCamNearBlurStart "0"
cg_blood "1" Show Blood
cg_brass "1" Weapons eject brass
cg_centertime "5" The time for a center printed message to fade
cg_chatHeight "4" The font height of a chat message
cg_chatTime "12000" The amount of time that a chat message is visible
cg_chatWithOtherTeams "0" If true, players can talk to other players regardless of their teams
cg_connectionIconSize "0" Size of the connection icon
cg_constantSizeHeadIcons "0" Head icons are the same size regardless of distance from the player
cg_crosshairAlpha "1" The alpha value of the crosshair
cg_crosshairAlphaMin "0.5" The minimum alpha value of the crosshair when it fades in
cg_crosshairDynamic "0" Crosshair is Dynamic
cg_crosshairEnemyColor "1" The crosshair color when over an enemy
cg_crosshairVerticalOffset "0" Amount to vertically offset the crosshair from the center.
cg_cullBulletAngle "50" Cull bullet trajectories that don't fall within this fov
cg_cullBullets "1" Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
cg_cursorHints "4" Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static
cg_deadChatWithDead "0" If true, dead players can all chat together, regardless of team
cg_deadChatWithTeam "0" If true, dead players can talk to living players on their team
cg_deadHearAllLiving "0" If true, dead players can hear all living players talk
cg_deadHearTeamLiving "0" If true, dead players can hear living players on their team talk
cg_debugevents "-1" Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value.
cg_debugInfoCornerOffset "0" Offset from top-right corner, for cg_drawFPS, etc
cg_debugposition "0" Output position debugging information
cg_debug_overlay_viewport "0" Remove the sniper overlay so you can check that the scissor window is correct.
cg_descriptiveText "1" Draw descriptive spectator messages
cg_dobjdump "-1" Output dobj info for the given entity id
cg_draw2D "1" Draw 2D screen elements
cg_drawBreathHint "1" Draw a 'hold breath to steady' hint
cg_drawCrosshair "1" Turn on weapon crosshair
cg_drawCrosshairNames "1" Draw the name of an enemy under the crosshair
cg_drawCrosshairNamesPosX "300" Virtual screen space position of the crosshair name
cg_drawCrosshairNamesPosY "180"
cg_drawDamageDirection "1" Draw hit direction arrow.
cg_drawDamageFlash "0" Draw flash when hit.
cg_drawFPS "Off" Draw frames per second
cg_drawFPSLabels "1" Draw FPS Info Labels
cg_drawFriendlyNames "1" Whether to show friendly names in game
cg_drawGun "1"
cg_drawHealth "0" Draw health bar
cg_drawMantleHint "1" Draw a 'press key to mantle' hint
cg_drawMaterial "Off" Draw debugging information for materials
cg_drawpaused "1" Draw paused screen
cg_drawScriptUsage "0" Draw debugging information for scripts
cg_drawShellshock "1" Draw shellshock & flashbang screen effects.
cg_drawSnapshot "0" Draw debugging information for snapshots
cg_drawSplatter "0" Draw on-camera splatter effects.
cg_drawSplatterTest "0" Test out on-camera splatter effects.
cg_drawStatsSource "0" Draw stats source
cg_drawTalk "ALL" Controls which icons CG_TALKER ownerdraw draws
cg_drawThroughWalls "0" Whether to draw friendly names through walls or not
cg_drawTurretCrosshair "1" Draw a cross hair when using a turret
cg_drawViewpos "0" Draw viewpos
cg_dumpAnims "-1" Output animation info for the given entity id
cg_enemyNameFadeIn "250" Time in milliseconds to fade in enemy names
cg_enemyNameFadeOut "250" Time in milliseconds to fade out enemy names
cg_errordecay "100" Decay for predicted error
cg_everyoneHearsEveryone "0" If true, all players can all chat together, regardless of team or death
cg_explosiveKillCamBackDist "35" Explosive kill camera: distance of camera backwards from explosive.
cg_explosiveKillCamGroundBackDist "30" Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
cg_explosiveKillCamGroundUpDist "15" Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
cg_explosiveKillCamStopDecelDist "100" Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
cg_explosiveKillCamStopDist "350" Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
cg_explosiveKillCamUpDist "5" Explosive kill camera: distance of camera vertically from explosive.
cg_explosiveKillCamWallOutDist "10" Explosive kill camera when stuck to wall: distance of camera out from wall.
cg_explosiveKillCamWallSideDist "30" Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
cg_flashbangNameFadeIn "1000" Time in milliseconds to fade in friendly names after a flashbang
cg_flashbangNameFadeOut "50" Time in milliseconds to fade out friendly names when flash banged
cg_footsteps "1" Play footstep sounds
cg_fov "65" The field of view angle in degrees
cg_fovMin "1" The minimum possible field of view
cg_fovScale "1" Scale applied to the field of view
cg_friendlyNameFadeIn "0" Time in milliseconds to fade in friendly names
cg_friendlyNameFadeOut "1500" Time in milliseconds to fade out friendly names
cg_gameBoldMessageWidth "390" The maximum character width of the bold game messages
cg_gameMessageWidth "455" The maximum character width of the game messages
cg_gun_x "0" Forward position of the viewmodel
cg_gun_y "0" Right position of the viewmodel
cg_gun_z "0" Up position of the viewmodel
cg_headIconMinScreenRadius "0.015" The minumum radius of a head icon on the screen
cg_heliKillCamFarBlur "2"
cg_heliKillCamFarBlurDist "300"
cg_heliKillCamFarBlurStart "100" Helicopter kill camera distance above the helicopter.
cg_heliKillCamFov "15" Helicopter kill camera field of view.
cg_heliKillCamNearBlur "4" Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamNearBlurEnd "100"
cg_heliKillCamNearBlurStart "0"
cg_hintFadeTime "100" Time in milliseconds for the cursor hint to fade
cg_hudChatIntermissionPosition "5" Position of the HUD chat box during intermission
cg_hudChatPosition "5" Position of the HUD chat box
cg_hudDamageIconHeight "64" The height of the damage icon
cg_hudDamageIconInScope "0" Draw damage icons when aiming down the sight of a scoped weapon
cg_hudDamageIconOffset "128" The offset from the center of the damage icon
cg_hudDamageIconTime "6000" The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconWidth "128" The width of the damage icon
cg_hudGrenadeIconEnabledFlash "0" Show the grenade indicator for flash grenades
cg_hudGrenadeIconHeight "25" The height of the grenade indicator icon
cg_hudGrenadeIconInScope "0" Show the grenade indicator when aiming down the sight of a scoped weapon
cg_hudGrenadeIconMaxHeight "104" The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash "500" The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag "250" The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset "50" The offset from the center of the screen for a grenade icon
cg_hudGrenadeIconWidth "25" The width of the grenade indicator icon
cg_hudGrenadePointerHeight "12" The height of the grenade indicator pointer
cg_hudGrenadePointerPivot "12" The pivot point of th grenade indicator pointer
cg_hudGrenadePointerPulseFreq "1.7" The number of times per second that the grenade indicator flashes in Hertz
cg_hudGrenadePointerPulseMax "1.85" 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 "0.3" 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 "25" The width of the grenade indicator pointer
cg_hudlegacysplitscreenscale "2"
cg_hudMapBorderWidth "2" The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight "15"
cg_hudMapFriendlyWidth "15" The size of the friendly icon on the full map
cg_hudMapPlayerHeight "20"
cg_hudMapPlayerWidth "20" The size of the player's icon on the full map
cg_hudMapRadarLineThickness "0.15" Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
cg_hudObjectiveTextScale "0.3"
cg_hudProneY "-160" Virtual screen y coordinate of the prone blocked message
cg_hudSayPosition "5" Position of the HUD say box
cg_hudsplitscreencompassscale "1.5"
cg_hudsplitscreenstancescale "2"
cg_hudStanceFlash "1" The background color of the flash when the stance changes
cg_hudStanceHintPrints "0" Draw helpful text to say how to change stances
cg_hudVotePosition "5" Position of the HUD vote box
cg_invalidCmdHintBlinkInterval "600" Blink rate of an invalid command hint
cg_invalidCmdHintDuration "1800" Duration of an invalid command hint
cg_javelinKillCamCloseZDist "128" Javelin kill camera: closest distance above the target.
cg_javelinKillCamDownDist "150" Javelin kill camera: distance to follow during descent.
cg_javelinKillCamFov "60" Javelin kill camera: fov
cg_javelinKillCamLookLerpDist "3000" Javelin kill camera: distance over which to lerp to look at player during descent. A value of zero means don't lerp at all.
cg_javelinKillCamPassDist "50" Javelin kill camera: distance away when passing.
cg_javelinKillCamPassTime "5" Javelin kill camera: time in seconds to pass javelin on the way up
cg_javelinKillCamUpDist "200" Javelin kill camera: distance to follow during ascent.
cg_killCamDefaultLerpTime "300" Default time used to lerp between killcam entities.
cg_killCamTurretLerpTime "900" Time used to lerp to a killcam entity of the TURRET type.
cg_laserlight "1"
cg_levelReverbDryLevel "0.9" Level reverb dry level.
cg_levelReverbEnabled "1" Enables level reverb.
cg_levelReverbRoomType "city" Level reverb room type.
cg_levelReverbWetLevel "0.15" Level reverb wet level.
cg_mapLocationSelectionCursorSpeed "0.6" Speed of the cursor when selecting a location on the map
cg_marks_ents_player_only "0" Marks on entities from players' bullets only.
cg_minCullBulletDist "128" Don't cull bullet trajectories that are within this distance to you.
cg_nopredict "0" Don't do client side prediction
cg_overheadIconSize "0.7" The maximum size to show overhead icons like 'rank'
cg_overheadNamesFarDist "1024" The far distance at which name sizes are scaled by cg_overheadNamesFarScale
cg_overheadNamesFarScale "0.75" The amount to scale overhead name sizes at cg_overheadNamesFarDist
cg_overheadNamesFont "2" Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow "0" Glow color for overhead names
cg_overheadNamesMaxDist "10000" The maximum distance for showing friendly player names
cg_overheadNamesNearDist "256" The near distance at which names are full size
cg_overheadNamesSize "0.5" The maximum size to show overhead names
cg_overheadRankSize "0.5" The size to show rank text
cg_overheadTitlesFont "2" Font for overhead titles ( see menudefinition.h )
cg_overheadTitleSize "0.5" The size to show title text
cg_predictItems "1" Turn on client side prediction for item pickup
cg_predictItemsDuration "5" The amount of time to wait after an item pickup prediction to show the item again if it failed.
cg_remoteMissileKillCamBackDist "300" Remote missile kill camera: distance of camera backwards from rocket.
cg_remoteMissileKillCamUpDist "60" Remote missile kill camera: distance of camera vertically from rocket.
cg_rocketKillCamBackDist "70" Rocket kill camera: distance of camera backwards from rocket.
cg_rocketKillCamUpDist "10" Rocket kill camera: distance of camera vertically from rocket.
cg_scoreboardBannerHeight "35" Banner height of the scoreboard
cg_scoreboardFont "0" Scoreboard font enum ( see menudefinition.h )
cg_scoreboardHeaderFontScale "0.35" Scoreboard header font scale
cg_scoreboardHeight "435" Height of the scoreboard
cg_scoreboardItemHeight "18" Item height of each item
cg_scoreboardMyColor "1" The local player's font color when shown in scoreboard
cg_scoreboardPingGraph "1" Whether to show graphical ping
cg_scoreboardPingHeight "0.7" Height of the ping graph as a % of the scoreboard row height
cg_scoreboardPingText "0" Whether to show numeric ping value
cg_scoreboardPingWidth "0.036" Width of the ping graph as a % of the scoreboard
cg_scoreboardRankFontScale "0.25" Scale of rank font
cg_scoreboardScrollStep "3" Scroll step amount for the scoreboard
cg_scoreboardTextOffset "0.5" Scoreboard text offset
cg_scoreboardWidth "500" Width of the scoreboard
cg_ScoresPing_BgColor "0.25098" Background color of ping
cg_ScoresPing_HighColor "0.8" Color for high ping
cg_ScoresPing_Interval "100" Number of milliseconds each bar represents
cg_ScoresPing_LowColor "0" Color for low ping
cg_ScoresPing_MaxBars "4" Number of bars to show in ping
cg_ScoresPing_MedColor "0.8" Color for medium ping
cg_scriptIconSize "0" Size of Icons defined by script
cg_showmiss "0" Show prediction errors
cg_splatterHitAlpha "1" Alpha to add for each splatter hit indicator
cg_splatterHitFadeInTime "0.05" Ratio of time spent fading hit indicator in
cg_splatterHitFadeOutTime "0.1" Ratio of time spent fading hit indicator out
cg_splatterHitFullInTime "0" Ratio of time spent with hit indicator at full alpha
cg_splatterHitInnerAngle "15" Angle from hit direction at which splatter hit indicator is at full alpha
cg_splatterHitInnerRadius "0" Distance from center (0 to 1) at which splatter hit indicator is at zero alpha
cg_splatterHitOntoScreen "0" Show blood on screen when on-screen guy shoots you.
cg_splatterHitOuterAngle "30" Angle from hit direction at which splatter hit indicator is at zero alpha
cg_splatterHitOuterRadius "0.6" Distance from center (0 to 1) at which splatter hit indicator is at full alpha
cg_splatterTrackAlpha "1" Alpha to add for each splatter tracking indicator
cg_splatterTrackFadeInTime "0" Ratio of time spent fading tracking indicator in
cg_splatterTrackFadeOutTime "0.5" Ratio of time spent fading tracking indicator out
cg_splatterTrackFullInTime "0.3" Ratio of time spent with tracking indicator at full alpha
cg_splatterTrackIndependent "1" Background portion of hit effect tracks independently of splatter portion.
cg_splatterTrackInnerAngle "5" Angle from hit direction at which splatter tracking indicator is at full alpha
cg_splatterTrackInnerRadius "0.4" Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha
cg_splatterTrackOntoScreen "0" Show tracking on screen when on-screen guy shoots you.
cg_splatterTrackOuterAngle "20" Angle from hit direction at which splatter tracking indicator is at zero alpha
cg_splatterTrackOuterRadius "0.6" Distance from center (0 to 1) at which splatter tracking indicator is at full alpha
cg_sprintMeterDisabledColor "0.8" The color of the sprint meter when the sprint meter is disabled
cg_sprintMeterEmptyColor "0.7" The color of the sprint meter when the sprint meter is empty
cg_sprintMeterFullColor "0.8" The color of the sprint meter when the sprint meter is full
cg_subtitleMinTime "3" The minimum time that the subtitles are displayed on screen in seconds
cg_subtitleWidthStandard "520" The width of the subtitles on a non wide-screen
cg_subtitleWidthWidescreen "520" The width of the subtitle on a wide-screen
cg_teamChatsOnly "0" Allow chatting only on the same team
cg_thirdPerson "0" Use third person view
cg_thirdPersonAngle "0" The angle of the camera from the player in third person view
cg_thirdPersonMode "Fixed" How the camera behaves in third person
cg_thirdPersonRange "120" The range of the camera from the player in third person view
cg_turretKillCamBackDist "10" Turret kill camera: distance of camera backwards from Turret.
cg_turretKillCamFov "50" Turret kill camera field of view.
cg_turretKillCamUpDist "10" Turret kill camera: distance of camera vertically from Turret.
cg_viewVehicleInfluence "1" The influence on the view angles from being in a vehicle
cg_viewZSmoothingMax "16" Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin "1" Threshhold for the minimum smoothing distance it must move to smooth
cg_viewZSmoothingTime "0.1" Amount of time to spread the smoothing over
cg_voiceIconSize "0" Size of the 'voice' icon
cg_watersheeting "1" Enables/disables the watersheeting fullscreen effect
cg_waterSheeting_brightness "0" Tweak dev var; film color brightness
cg_waterSheeting_contrast "1" Tweak dev var; film color contrast
cg_waterSheeting_darkTint "1" Tweak dev var; film color dark tint color
cg_waterSheeting_desaturation "0" Tweak dev var; Desaturation applied after all 3D drawing
cg_waterSheeting_distortionScaleFactor "0.021961" Distortion uv scales (Default to 1)
cg_waterSheeting_enable "0" Enable the water sheeting effect
cg_waterSheeting_fadeDuration "2" Sets fade duration in seconds
cg_waterSheeting_lightTint "0.780261" Tweak dev var; film color light tint color
cg_waterSheeting_magnitude "0.0655388" Distortion magnitude
cg_waterSheeting_radius "4.44051" Tweak dev var; Glow radius in pixels at 640x480
cg_weapHitCullAngle "45" Angle of cone within which to cull back facing weapon hit effects
cg_weapHitCullEnable "1" When true, cull back facing weapon hit fx.
cg_weaponCycleDelay "0" The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
cg_weaponHintsCoD1Style "1" Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
cg_weaponVisInterval "4" Do weapon vis checks once per this many frames, per centity
cg_youInKillCamSize "6" Size of the 'you' Icon in the kill cam
clientSideEffects "1" Enable loading _fx.gsc files on the client
cl_analog_attack_threshold "0.8" The threshold before firing
cl_anglespeedkey "1.5" Multiplier for max angle speed for game pad and keyboard
cl_bypassMouseInput "0" Bypass UI mouse input and send directly to the game
cl_connectionAttempts "15" Maximum number of connection attempts before aborting
cl_connectTimeout "120" Timeout time in seconds while connecting to a server
cl_demoBackJump "20000"
cl_demoFastTimescaleSpeed "3"
cl_demoForwardJump "4000"
cl_demoSlowTimescaleSpeed "0.4"
cl_dirSelConvergenceTime "0.1" Time to converge to the new direction when selecting a direction on the map.
cl_freelook "1" Enable looking with mouse
cl_freezeDemo "0" is used to lock a demo in place for single frame advances
cl_hudDrawsBehindUI "1" Should the HUD draw when the UI is up?
cl_ingame "0" True if the game is active
cl_maxpackets "30" Maximum number of packets sent per frame
cl_maxPing "800" Maximum ping for the client
cl_migrationTimeout "40"
cl_motdString Message of the day
cl_mouseAccel "0" Mouse acceleration
cl_nodelta "0" The server does not send snapshot deltas
cl_noprint "0" Print nothing to the console
cl_packetdup "1" Enable packet duplication
cl_paused "0" Pause the game
cl_pitchspeed "140" Max pitch speed in degrees for game pad
cl_serverStatusResendTime "750" Time in milliseconds to resend a server status message
cl_showmouserate "0" Print mouse rate debugging information to the console
cl_shownet "0" Display network debugging information
cl_shownuments "0" Show the number of entities
cl_showSend "0" Enable debugging information for sent commands
cl_showServerCommands "0" Enable debugging information for server commands
cl_showTimeDelta "0" Enable debugging information for time delta
cl_stanceHoldTime "300" The time to hold the stance button before the player goes prone
cl_timeout "20" Seconds with no received packets until a timeout occurs
cl_voice "1"
cl_yawspeed "140" Max yaw speed in degrees for game pad and keyboard
compass "1" Display Compass Compass ownerdraw had width or height of 0
compassClampIcons "1" If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
compassCoords "740" x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit)
compassECoordCutoff "37" Left cutoff for the scrolling east-west coords
compassEnemyFootstepEnabled "0" Enables enemies showing on the compass because of moving rapidly nearby.
compassEnemyFootstepMaxRange "500" The maximum distance at which an enemy may appear on the compass due to 'footsteps'
compassEnemyFootstepMaxZ "100" The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
compassEnemyFootstepMinSpeed "140" The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
compassFastRadarUpdateTime "2" Time between radar updates for the fast radar mode
compassFriendlyHeight "16"
compassFriendlyWidth "16" The size of the friendly icon on the compass
compassHellfireTargetSpot "0" Hellfires on the compass show the spot that they're pointed at, instead of showing their own position.
compassHideSansObjectivePointer "0" Hide the compass, but leave the obective pointer visible.
compassHideVehicles "0" When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw.
compassMaxRange "2500" The maximum range from the player in world space that objects will be shown on the compass
compassMinRadius "0.0001" The minimum radius from the center of the compass that objects will appear.
compassMinRange "0.0001" The minimum range from the player in world space that objects will appear on the compass
compassObjectiveArrowHeight "20"
compassObjectiveArrowOffset "2" The offset of the objective arrow inward from the edge of the compass map
compassObjectiveArrowRotateDist "5" Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
compassObjectiveArrowWidth "20" The size of the objective arrow on the compass
compassObjectiveDetailDist "10" When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
compassObjectiveDrawLines "1" Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
compassObjectiveHeight "20"
compassObjectiveIconHeight "16"
compassObjectiveIconWidth "16" The size of the objective on the full map
compassObjectiveMaxHeight "70" The maximum height that an objective is considered to be on this level
compassObjectiveMaxRange "2048" The maximum range at which an objective is visible on the compass
compassObjectiveMinAlpha "1" The minimum alpha for an objective at the edge of the compass
compassObjectiveMinDistRange "1" The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight "-70" The minimum height that an objective is considered to be on this level
compassObjectiveNearbyDist "4" When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveNumRings "10" The number of rings when a new objective appears
compassObjectiveRingSize "80" The maximum objective ring sige when a new objective appears on the compass
compassObjectiveRingTime "10000" The amount of time between each ring when an objective appears
compassObjectiveTextHeight "18" Objective text height
compassObjectiveTextScale "0.3" Scale to apply to hud objectives
compassObjectiveWidth "20" The size of the objective on the compass
compassPlayerHeight "18.75"
compassPlayerWidth "18.75" The size of the player's icon on the compass
compassRadarLineThickness "0.4" Thickness, relative to the compass size, of the radar texture that sweeps across the map
compassRadarPingFadeTime "4" How long an enemy is visible on the compass after it is detected by radar
compassRadarUpdateTime "4" Time between radar updates for the normal radar mode
compassRotation "1" Style of compass
compassSize "1" Scale the compass
compassSoundPingFadeTime "2" The time in seconds for the sound overlay on the compass to fade
compassTickertapeStretch "0.5" How far the tickertape should stretch from its center.
com_animCheck "0" Check anim tree
com_cinematicEndInWhite "0" Set by script. True if cinematic ends with a white screen.
com_errorResolveCommand Command to run when they close the error box
com_filter_output "0" Use console filters for filtering output.
com_maxfps "85" Cap frames per second
com_maxFrameTime "100" Time slows down if a frame takes longer than this many milliseconds
com_recommendedSet "1"
com_statmon "0" Draw stats monitor
com_timescale "1" Scale time of each frame
con_default_console_filter "*"
con_errormessagetime "8" Onscreen time for error messages in seconds
con_gameMsgWindow0FadeInTime "0.25"
con_gameMsgWindow0FadeOutTime "0.5"
con_gameMsgWindow0Filter "gamenotify"
con_gameMsgWindow0LineCount "4"
con_gameMsgWindow0MsgTime "5"
con_gameMsgWindow0ScrollTime "0.25"
con_gameMsgWindow0SplitscreenScale "1.5"
con_gameMsgWindow1FadeInTime "0.25"
con_gameMsgWindow1FadeOutTime "0.5"
con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount "1"
con_gameMsgWindow1MsgTime "3"
con_gameMsgWindow1ScrollTime "0.25"
con_gameMsgWindow1SplitscreenScale "1.5"
con_gameMsgWindow2FadeInTime "0.75"
con_gameMsgWindow2FadeOutTime "0.5"
con_gameMsgWindow2Filter "subtitle"
con_gameMsgWindow2LineCount "7"
con_gameMsgWindow2MsgTime "5"
con_gameMsgWindow2ScrollTime "0.25"
con_gameMsgWindow2SplitscreenScale "1.5"
con_gameMsgWindow3FadeInTime "0.25"
con_gameMsgWindow3FadeOutTime "0.5"
con_gameMsgWindow3Filter
con_gameMsgWindow3LineCount "5"
con_gameMsgWindow3MsgTime "5"
con_gameMsgWindow3ScrollTime "0.25"
con_gameMsgWindow3SplitscreenScale "1.5"
con_inputBoxColor "0.25" Color of the console input box
con_inputHintBoxColor "0.4" Color of the console input hint box
con_matchPrefixOnly "1" Only match the prefix when listing matching Dvars
con_minicon "0" Display the mini console on screen
con_miniconlines "5" Number of lines in the minicon message window
con_minicontime "4" Onscreen time for minicon messages in seconds
con_outputBarColor "1" Color of the console output slider bar
con_outputSliderColor "0.15" Color of the console slider
con_outputWindowColor "0.35" Color of the console output
con_typewriterColorBase "1" Base color of typewritten objective text.
con_typewriterColorGlowCheckpoint "0.6"
con_typewriterColorGlowCompleted "0"
con_typewriterColorGlowFailed "0.8"
con_typewriterColorGlowUpdated "0" Color of typewritten objective text.
con_typewriterDecayDuration "700" Time (in milliseconds) to spend disolving the line away.
con_typewriterDecayStartTime "6000" Time (in milliseconds) to spend between the build and disolve phases.
con_typewriterPrintSpeed "50" Time (in milliseconds) to print each letter in the line.
cpu_speed_12players "3"
cpu_speed_18players "6"
cpu_speed_8players "2.7"
developer "0" Enable development options
developer_script "0" Enable developer script comments
didyouknow "@PLATFORM_DYK_IW4_MSG17"
drawEntityCount "0" Enable entity count drawing
drawEntityCountPos "-55" Where to draw the entity count graph
drawEntityCountSize "32" How big to draw the entity count graph
drawKillcamData "0" Enable drawing server killcam data
drawKillcamDataPos "-55" Where to draw the server killcam graph
drawKillcamDataSize "32" How big to draw the killcam data graph
drawLagometer "0" Enable the 'lagometer'
drawServerBandwidth "0" Enable drawing server bandwidth
drawServerBandwidthPos "-55" Where to draw the server bandwidth graph
dynEnt_active "1"
dynEnt_bulletForce "1000" Force applied from bullet hit
dynEnt_damageScale "1" Scales damage applied to destructible dynents
dynEnt_explodeForce "12500" Force applied from explosion hit
dynEnt_explodeMaxEnts "20" The maximum number of dynents that can be awakened by one explosion
dynEnt_explodeMinForce "40" Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale "3" Scale of the random offset from the center of mass for explosion forces.
dynEnt_explodeUpbias "0.5" Upward bias applied to force directions from explosion hits
dynEnt_explodingBulletForce "3500" Force applied from bullet explosion hit
dynEnt_explodingBulletMaxEnts "5" The maximum number of dynents that can be awakened by one explosive bullet
dynEnt_explodingBulletMinForce "5" Force below which dynents won't even bother waking up when hit by explosive bullets
dynEnt_explodingBulletSpinScale "1" Scale of the random offset from the center of mass for bullet explosion forces.
dynEnt_explodingBulletUpbias "0.5" Upward bias applied to force directions from bullet explosion hits
fixedtime "0" Use a fixed time rate for each frame
FoFIconMaxSize "640" Maximum size a Friend-or-Foe icon should ever grow to.
FoFIconMinSize "30" Minimum size a Friend-or-Foe icon should ever shrink to.
FoFIconScale "1.3" Base scale of Friend-or-Foe icons.
FoFIconSpawnTimeDelay "1" How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
FoFIconSpawnTimeFade "5" Length of the Friend-or-Foe icons' fade-ins.
friction "5.5" Player
fs_basegame
fs_basepath "G:codmw2"
fs_cdpath
fs_copyfiles "0"
fs_debug "0"
fs_game
fs_homepath "G:codmw2"
fs_ignoreLocalized "0"
fx_count "0" Debug effects count
fx_cull_elem_draw "1" Culls effect elems for drawing
fx_cull_elem_spawn "1" Culls effect elems for spawning
fx_debugBolt "0" Debug effects bolt
fx_draw "1" Toggles drawing of effects after processing
fx_drawClouds "1" Toggles the drawing of particle clouds
fx_enable "1" Toggles all effects processing
fx_freeze "0" Freeze effects
fx_marks "1" Toggles whether bullet hits leave marks
fx_marks_ents "1" Toggles whether bullet hits leave marks on entities
fx_marks_smodels "1" Toggles whether bullet hits leave marks on static models
fx_mark_profile "0" Turn on FX profiling for marks (specify which local client, with '1' being the first.)
fx_profile "0" 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 "0" Skip the first n lines in FX profile (to see ones off bottom of screen)
fx_profileSort "cost" Choose sort criteria for FX profiling
fx_visMinTraceDist "80" Minimum visibility trace size
gameMode "mp"
glass_angular_vel "5" Sets the range of angular velocities used by new glass pieces
glass_break "1" Toggle whether or not glass breaks when shot
glass_debug "0" Shows debug info for glass
glass_edge_angle "5" Sets the range of angle deflections used by new glass pieces on a supported edge
glass_fall_delay "0.2" Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio
glass_fall_gravity "800" Gravity for falling pieces of glass
glass_fall_ratio "1.5" Ratio of piece area to supporting edge length squared. Below the min, the piece never falls.
glass_fringe_maxcoverage "0.2" The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
glass_fringe_maxsize "150" The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_fx_chance "0.25" Chance to play an effect on a small piece of glass when it hits the ground
glass_hinge_friction "50" Friction used by moving glass pieces when joined like a hinge to a frame
glass_linear_vel "200" Sets the range of linear velocities used by new glass pieces
glass_max_pieces_per_frame "100" Maximum number of pieces to create in one frame. This is a guideline and not a hard limit.
glass_max_shatter_fx_per_frame "6" Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit.
glass_physics_chance "0.15" The chance for a given shard of glass to use physics
glass_physics_maxdist "512" The maximum distance of a glass piece from the player to do physics
glass_shard_maxsize "300" The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_shattered_scale "48" The scale of the shattered glass material
glass_trace_interval "100" The length of time, in milliseconds, between glass piece traces
g_allowvote "1"
g_gametype "war"
g_gravity "800" Gravity in inches per second per second
g_hardcore "0"
g_logsync "2"
g_synchronousClients "0" Client is synchronized to the server - allows smooth demos
heli_barrelMaxVelocity "1250"
heli_barrelRotation "70"
heli_barrelSlowdown "360"
hiDef "1" True if the game video is running in high-def.
hudElemPausedBrightness "0.4" Brightness of the hudelems when the game is paused.
hud_bloodOverlayLerpRate "0.3" Rate at which blood overlay fades out
hud_deathQuoteFadeTime "1000" The time for the death quote to fade
hud_enable "1"
hud_fadeout_speed "0.1" The speed that the HUD will fade at
hud_fade_ammodisplay "0" The time for the ammo display to fade in seconds
hud_fade_compass "0" The time for the compass to fade in seconds
hud_fade_healthbar "2" The time for the health bar to fade in seconds
hud_fade_offhand "0" The time for the offhand weapons to fade in seconds
hud_fade_sprint "1.7" The time for the sprint meter to fade in seconds
hud_fade_stance "1.7" The time for the stance to fade in seconds
hud_flash_period_offhand "0.5" Offhand weapons flash period on changing weapon
hud_flash_time_offhand "2" Offhand weapons flash duration on changing weapon
hud_health_pulserate_critical "0.5" The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured "1" The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical "0.33" The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured "1" The health level at which to start the 'injured' pulse effect
intro "0" Intro movie should play
in_mouse "1"
iwnet_debug "0" turn on iwnet debugging
iwnet_maxResendTime "120" maximum resend time for iwnet commands
iwnet_minResendTime "4" minimum resend time for iwnet commands
iwnet_searching "1" Whether to use IW matchmaking
iwnet_sessionFullHeartbeat "20000"
iwnet_sessionHeartbeat "5000" How often to send a heartbeat msg
iwnet_sessions "1" Whether to give IWNet info about our session
iwnet_xuid "504"
jump_height "39" The maximum height of a player's jump
jump_ladderPushVel "128" The velocity of a jump off of a ladder
jump_slowdownEnable "1" Slow player movement after jumping
jump_spreadAdd "64" The amount of spread scale to add as a side effect of jumping
jump_stepSize "18" The maximum step up to the top of a jump arc
koth_autodestroytime "60"
koth_capturetime "20"
koth_delayPlayer "0"
koth_destroytime "10"
koth_extraDelay "0"
koth_kothmode "0"
koth_proMode "0"
koth_spawnDelay "60"
koth_spawntime "30"
laserDebug "0" Enables the display of various debug info.
laserEndOffset "0.5" How far from the point of collision the end of the beam is.
laserFlarePct "0.2" Percentage laser widens over distance from viewer.
laserFlarePct_alt "0"
laserForceOn "0" Force laser sights on in all possible places (for debug purposes).
laserLight "1" Whether to draw the light emitted from a laser (not the laser itself)
laserLightBeginOffset "13" How far from the true beginning of the beam the light at the beginning is.
laserLightBodyTweak "15" Amount to add to length of beam for light when laser hits a body (for hitboxes)
laserLightEndOffset "-3" How far from the true end of the beam the light at the end is.
laserLightRadius "3" The radius of the light at the far end of a laser beam
laserLightRadius_alt "100"
laserLightWithoutNightvision "0" Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
laserRadius "0.8" The size (radius) of a laser beam
laserRadius_alt "30"
laserRange "1500" The maximum range of a laser beam
laserRangePlayer "1500" The maximum range of the player's laser beam
laserRange_alt "5000"
loading_sre_fatal "1"
lobby_animationSpeed "30" How long each frame of the animation should draw, in milliseconds
lobby_animationTilesHigh "4" How many animation tiles high is the searching_for_player texture
lobby_animationTilesWide "8" How many animation tiles wide is the searching_for_player texture
lobby_numAnimationFrames "30" How many animation tiles are in the searching_for_player texture
lobby_partySearchWaitTime "1000" How long to wait for party members to join the lobby before we start searching for games
lobby_searchingPartyColor "0.941177" The color to show that we're searching for that slot when shown in lobbies
loc_forceEnglish "0" Force english localized strings
loc_language "0" Language
loc_translate "1" Enable translations
loc_warnings "0" Enable localization warnings
loc_warningsAsErrors "0" Throw an error for any unlocalized string
loc_warningsUI "0" Enable localization warnings for UI
logfile "1" Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
lowAmmoWarningColor1 "0.701961" Color 1 of 2 to oscilate between
lowAmmoWarningColor2 "1" Color 2 of 2 to oscilate between
lowAmmoWarningNoAmmoColor1 "0.8" Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoAmmoColor2 "1" lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoReloadColor1 "0.701961" Like lowAmmoWarningColor1, but when no ammo to reload with.
lowAmmoWarningNoReloadColor2 "0.701961" lowAmmoWarningColor2, but when no ammo to reload with.
lowAmmoWarningPulseFreq "2.3" Frequency of the pulse (oscilation between the 2 colors)
lowAmmoWarningPulseMax "1.5" Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseMin "0" Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
lsp_debug "0" Whether to print lsp debug info
mantle_check_angle "60" The minimum angle from the player to a mantle surface to allow a mantle
mantle_check_radius "0.1" The player radius to test against while mantling
mantle_check_range "20" The minimum distance from a player to a mantle surface to allow a mantle
mantle_debug "0" Show debug information for mantling
mantle_enable "1" Enable player mantling
mantle_max_vertical_end_velocity "0" The maximum allowed vertical velocity when finishing a mantle
mantle_view_yawcap "60" The angle at which to restrict a sideways turn while mantling
mapcrc "0"
mapname
masterPort "20810"
masterServerName "cod4master.activision.com"
matchmaking_debug "1" Enable matchmaking debugging information
maxVoicePacketsPerSec "100"
maxVoicePacketsPerSecForServer "20"
migrationPingTime "10"
migration_blocksperframe "0" Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
migration_dvarErrors "1" Whether to check for illegal script dvar changes.
migration_limit "5" maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
migration_msgtimeout "500" timeout time in ms of migration messages
migration_timeBetween "30000" milliseconds between migration_limit dvar's value of migrations.
migration_verboseBroadcastTime "100" time in milliseconds between verbose migration state broadcasts
missileRemoteFOV "15" Remote missile-cam, FOV to use.
missileRemoteSteerPitchRange "1" Remote-controlled missile allowed up/down range. To keep players from steering missiles above the horizon.
missileRemoteSteerPitchRate "35" Remote-controlled missile up/down steering speed.
missileRemoteSteerYawRate "35" Remote-controlled missile left/right steering speed.
monkeytoy "0" Restrict console access
motd "Welcome"
motionTrackerBlurDuration "0.2" The motion blur duration for motion tracker dots
motionTrackerCenterX "0" The fractional position of the player on the motion tracker
motionTrackerCenterY "-0.37"
motionTrackerPingFadeTime "3" How long an enemy is visible on the motion tracker after being detected
motionTrackerPingPitchAddPerEnemy "0" The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
motionTrackerPingPitchBase "1" The pitch of the motion tracker sound for a distant enemy
motionTrackerPingPitchNearby "2" The pitch of the motion tracker sound for a nearby enemy
motionTrackerPingSize "0.2" The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
motionTrackerRange "1600" The range, in world units, that the motion tracker displays
motionTrackerSweepAngle "90" The maximum angle from straight forward that the motion tracker detects enemies
motionTrackerSweepInterval "3" The time between motion tracker sweeps
motionTrackerSweepSpeed "2000" The speed, in world units per second, of the motion tracker sweep
mp_paused "0" If true ignore server time advancing. Handy for taking hi-res screen shots.
msg_dumpEnts "0" Print snapshot entity info
msg_hudelemspew "0" Debug hudelem fields changing
msg_printEntityNums "0" Print entity numbers
m_filter "0" Allow mouse movement smoothing
m_forward "0.25" Forward speed in units per second
m_pitch "0.022" Default pitch
m_side "0.25" Sideways motion in units per second
m_yaw "0.022" Default yaw
name
net_ip "localhost" Network IP address
net_lanauthorize "0" Authorise CD keys when using a LAN
net_noipx "0"
net_noudp "0"
net_port "28960" Network port
net_profile "0" Profile network performance
net_showprofile "0" Show network profiling display
net_socksEnabled "0"
net_socksPassword
net_socksPort "1080"
net_socksServer
net_socksUsername
nextdemo The next demo to play
nextmap
nightVisionDisableEffects "0"
nightVisionFadeInOutTime "0.1" How long the fade to/from black lasts when putting on or removing night vision goggles.
nightVisionPowerOnTime "0.3" How long the black-to-nightvision fade lasts when turning on the goggles.
objectiveFadeTimeGoingOff "0.5" Onscreen Objective Pointer - How long to take to fade out.
objectiveFadeTimeGoingOn "1" Onscreen Objective Pointer - How long to take to fade back in.
objectiveFadeTimeWaitOff "2" Onscreen Objective Pointer - How long to wait before turning off, when appropriate.
objectiveFadeTimeWaitOn "2" Onscreen Objective Pointer - How long to wait before turning back on, when appropriate.
objectiveFadeTooClose "0.1" Onscreen Objective Pointer - Will not fade back in if target ent is closer than this.
objectiveFadeTooFar "25" Onscreen Objective Pointer - Will not fade out if target ent is farther than this.
objectiveFontSize "0.6" Onscreen Objective Pointer - Fontsize of the icon's text.
objectiveHide "0" When enabled, objectives will not show.
objectiveTextOffsetY "-5.33" Onscreen Objective Pointer - Offset of the icon's text.
onlinegame "0" Current game is an online game with stats, custom classes, unlocks
onlinegameandhost "0" true only if this is an xbox live game AND we're the host, otherwise false
onlineunrankedgameandhost "0" true only if this is an xbox live RANKED game AND we're the host, otherwise false
overrideNVGModelWithKnife "0" When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
packetDebug "0" Enable packet debugging information
painReverbDryLevel "0.5" Pain reverb dry level.
painReverbRoomType "underwater" Pain reverb room type.
painReverbWetLevel "0.4" Pain reverb wet level.
painVisionLerpOutRate "0.3" Rate at which pain vision effect lerps out
painVisionTriggerHealth "0.55" Health (0 to 1) that will trigger the pain vision effect
partymigrate_broadcast_interval "200"
partymigrate_cpuBonusPing "25"
partymigrate_cpuBonusThreshold "0.5"
partymigrate_pingtest_retry "100"
partymigrate_pingtest_timeout "600"
partymigrate_selectiontime "1800"
partymigrate_timeout "8000"
partymigrate_timeoutmax "15000"
party_autoteams "1" Enables/Disables auto team functionality
party_connectTimeout "1000" Connect timeout
party_connectToOthers "1" If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_currentSearchTier "2" Current search tier we want when joining a game
party_debug "0" Debug party functionality
party_defaultSearchTier "2" Default search tier we want when joining a game
party_editingsettings "0" True if the host is editing game settings
party_firstSubpartyIndex "0" Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
party_gamesize Current maximum game size
party_gameStartTimerLength "10" Time in seconds before a game start once enough party members are ready
party_gametype Current gametype
party_host "0" True if we are the host of the party
party_hostmigration "1" Whether to use host migration in lobbies
party_hostname The name of the host player
party_IAmSelected "0" True if selected player is you. Only valid when used with party feeders.
party_kickplayerquestion String to store the question about kicking the selected player
party_listFocus "0"
party_lobbyPlayerCount Number of players currently in the party/lobby in lobby format (x/y players)
party_mapname Current map name
party_mappacks
party_matchedPlayerCount "4" Number of matched players before revealing their true names
party_maxplayers "16" Maximum number of players in a party
party_maxPrivatePartyPlayers "18" Max number of players allowed in a private party.
party_maxSearchTier "6" Max possible search tier we want when joining a game
party_maxTeamDiff "1" Maximum difference allowed between teams before starting a match
party_membersMissingMapPack "0" Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_minLobbyTime "60" Minimum time (in seconds) for a lobby to be open before auto starting a match
party_minplayers "2" Minimum number of players in a party
party_msPerTier "50" ms per search tier
party_partyPlayerCount Number of players currently in the party/lobby in party format (x players in y's party)
party_playervisible "0" Whether selected player in party is showing true info or not. Only valid when used with party feeders.
party_pregameStartTimerLength "5" Time in seconds before showing and starting the game start timer
party_searchPauseTime "2000" Minimum amount of time to pause between searches
party_searchRandomDelay "500" Time period over which the search timers will get randomly delayed.
party_searchResultsLifetime "45000" Time at which we consider the search results stale
party_searchResultsMin "2000" Minimum amount of time that has to pass before we'll search again for matches
party_selectedIndex "0" Current selected player index in the feeder.
party_selectedIndexChangedTime "0" Time stamp in milliseconds when the selected index last changed.
party_statusString Party Status (localized )
party_teambased "1" True if the current playlist is team based
party_teamsVisible "0" teams are visible in UI
party_timer "0" Time until game begins in seconds, for UI display
party_vetoButtonVisible "0" The party veto button is visible in the UI
party_vetoDelayTime "4" Delay time in seconds for a successful map vote to execute
party_vetoPassed "0" Did the veto pass?
party_vetoPercentRequired "0.501" The fraction of the waiting players who need to veto for a map to be skipped
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