Post: MW2 DVARS Huge List Of Them
04-05-2013, 11:42 PM #1
Taylor21567 ツ
NextGenUpdate Elite
(adsbygoogle = window.adsbygoogle || []).push({}); Hey Guys Taylor21567 Here Just Helping Out The Modding Community For 1.14 Patch Maker Anyway Here Is a HUGE FUCKING list Of DVARS This Was Not Created By Me All I Did Was Copy And Paste No Credit To Me All The Credit Goes To The Creator <3


    ------------------------- KRISPYCREAMMODS MW2 DVAR LIST SORRY THE STICKY SUCKED :(-----------------------

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"player_sprintSpeedScale", 3.0 ); //Sprint Speed
"player_sprintUnlimited", 1 ); //Unlimited sprint
"laserForceOn", 1 ); //Laser Sight:
"bg_forceExplosiveBullets", 1 ); //Explosive Bullets
"bg_forceDualWield", 1); //Dual Weapons
"drawServerBandwidth", 1); //Display Server Bandwidth
"cg_drawFPS", 1); //FPS
"party_hostmigration", "0"); //Force Host
"party_connectToOthers" , "0"); //Force Host
"r_zfar", "0" ); //Thin Walls
"r_zFeather", "4" ); //Thin Walls
"r_znear", "57" ); //Thin Walls
"r_znear_depthhack", "2" ); //Thin Walls
"cg_everyoneHearsEveryone", "1" ); //Hear everyone
"cg_chatWithOtherTeams", "1" ); //Chat With Other Teams
"cg_drawShellshock", "0" ); //No Stun Damage
"scr_maxPerPlayerExplosives", "999" ); //Max Explosives
"scr_airdrop_nuke", 999 ); //Nuke In Care Packages
"scr_nukeTimer", 99 ); //Nuke Timer
"g_knockback", "99999" ); //Knockback
"player_burstFireCooldown", "0" ); //Auto Famas/ M16
"player_deathinvulnerabletomelee", "1" ); //Can't die via knife
"player_meleeRange", "999" ); //Melee Range


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    actionSlotsHide "0"                           ?Hide D-pad at Bottom-Right?
activeAction "" ?
A ai_corpseCount "16" Sets The Body Count in single player mode for AI.
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C aim_accel_turnrate_debug "0" ?Speed of turn?
C aim_accel_turnrate_enabled "1" ?Quick turn On/Off?
C aim_accel_turnrate_lerp "1200" ?
C aim_aimAssistRangeScale "1" Snap Time Response To Target (Setting to 2 yields no improvement)
C aim_autoaim_debug "0" This Show the Auto Aim region on the Screen as a "GREEN BOX"
C aim_autoaim_enabled "0" Master Dvar To Enable "Auto Aim". This Must be turned no matter what if you plan on using "AUTO AIM"
C aim_autoaim_lerp "40" Distance region can be from Target before Snapping into place.
C aim_autoaim_region_height "120" Sets the Height of the Auto Aim region. This is the height The auto aim will Engage in. (adjusting this will also change Size of Box)
C aim_autoaim_region_width "160" Sets the width of the Auto Aim region. This is the width The auto aim will Engage in. (adjusting this will also change Size of Box)
C aim_autoAimRangeScale "1" Snap Time Response To Target (Setting to 2 yields no improvement)
C aim_automelee_debug "0" This Will enable yet another "box" to Show the Auto knife Region
C aim_automelee_enabled "1" AUTO KNIFE (AIMBOT FOR KNIFE) This must be Enabled to use Auto Knife.
C aim_automelee_lerp "40" Distance region can be from Target before Snapping into place.
C aim_automelee_range "128" Distance that you can Stab someone from. Setting this to 999 will allow you to knife from very far.
C aim_automelee_region_height "240" Sets the Height of the Auto knife region. This is the height The auto knife will Engage in.
C aim_automelee_region_width "320" Sets the width of the Auto knife region. This is the width The auto knife will Engage in.
C aim_input_graph_debug "0" ?
C aim_input_graph_enabled "1" ?
C aim_input_graph_index "3" ?
C aim_lockon_debug "0" This Will show the AIM LOCKON Region. "GREEN BOX"
C aim_lockon_deflection "0.05" How much of AIM LOCKON attempts To stay at first Lock on position. (Will attempted To follow or lead target more so)
C aim_lockon_enabled "1" AIM LOCKON ENABLE. This must be Enabled For AIM LOCKON Dvars to Work.
C aim_lockon_region_height "90" Sets the Height of the AIM LOCKON region. This is the height The AIM LOCKON will Engage in.
C aim_lockon_region_width "90" Sets the width of the AIM LOCKON region. This is the width The AIM LOCKON will Engage in.
C aim_lockon_strength "0.6" Strength Of AIM LOCKON on target. This is how much of a "LOCK" you have on your Target. Test This my walking by your target within Region.
C aim_scale_view_axis "1" ?Feild of view?
C aim_slowdown_debug "0" ?
C aim_slowdown_enabled "1" This is the amount of slow down that accrues when you have locked onto a target.
C aim_slowdown_pitch_scale "0.4" ?
C aim_slowdown_pitch_scale_ads "0.5" ?
C aim_slowdown_region_height "90" This is the Same as the Other values for height and Width of region
C aim_slowdown_region_width "90" This is the Same as the Other values for height and Width of region
C aim_slowdown_yaw_scale "0.4" ?
C aim_slowdown_yaw_scale_ads "0.5" ?
C aim_turnrate_pitch "90" ?
C aim_turnrate_pitch_ads "55" ?
C aim_turnrate_yaw "260" ?
C aim_turnrate_yaw_ads "90" ?
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    ammoCounterHide "0"                           Hide/Show ammo left
C authPort "20800" ?
C authServerName "cod4master.activision.com" ?Server for computer vers.?
badhost_debug "0" ?
badhost_endGameIfISuck "1" This is if your Connection times out or you have a crappy connection to be a host. It will end the game "if you suck" Winky Winky
badhost_maxDoISuckFrames "300" Host min. frames per second
badhost_maxHappyPingTime "400" Host max ping
badhost_minPercentClientsUnhappyToSuck "0.51" ?
badhost_minTotalClientsForHappyTest "3" ?
band_12players "384000" ?Max of 12 Players?
band_18players "580000" ?Max of 18 Players?
band_2players "64000" ?Max of 2 Players?
band_4players "128000" ?Max of 4 Players?
band_8players "256000" ?Max of 8 Players?
bandwidthtest_announceinterval "200" ?Host Test (Time of 'Finding New Host' screen)?
bandwidthtest_duration "500" ?Host Test (Time of 'Connect to New Host'Winky Winky?
bandwidthtest_enable "1" ?Enable game to find new host?
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" ?Timeout time of Host Migration?
C bg_aimSpreadMoveSpeedThreshold "11" Spread of bullets while moving
C bg_bulletExplDmgFactor "1" Explosive bullets
C bg_bulletExplRadius "250" Explosive bullet explosion size
C bg_debugProne "0" ?
C bg_fallDamageMaxHeight "300" How high you have to be to die
C bg_fallDamageMinHeight "128" How high you have to be to take damage
C bg_foliagesnd_fastinterval "500" ?
C bg_foliagesnd_maxspeed "180" ?
C bg_foliagesnd_minspeed "40" ?
C bg_foliagesnd_resetinterval "500" ?
C bg_foliagesnd_slowinterval "1500" ?
C bg_forceDualWield "0" Duel-wield FALs, Thumpers, etc.
C bg_forceExplosiveBullets "0" Explosive bullets On/Off
C bg_ladder_yawcap "100" How far you can look side-to-side on a ladder.
C bg_legYawTolerance "20" ?
bg_lowGravity "800" Low gravity
C bg_maxGrenadeIndicatorSpeed "100" Grenade indicator ?dist?
C bg_prone_yawcap "85" ?
C bg_shieldHitEncodeHeightVM "-10 10" ?When meleeing with a shield exposed area?
C bg_shieldHitEncodeHeightWorld "-25 20" ?
C bg_shieldHitEncodeWidthVM "-16 16" ?
C bg_shieldHitEncodeWidthWorld "-14 14" ?
C bg_shock_lookControl "1" This Dvar enables you To Look Around when you are Stunned by a Flash or Stun Grenade.
C bg_shock_lookControl_fadeTime "2" Fade Time for A stun or Flash grenade
C bg_shock_lookControl_maxpitchspeed "90" Turn speed when hurt by explosive/Flash/Stun (Up/Down)
C bg_shock_lookControl_maxyawspeed "90" Turn speed when hurt by explosive/Flash/STun (left/right)
C bg_shock_lookControl_mousesensitivityscale "0.5" This is The Rate Modifier For your Controls when You are Flashed or Stun.
C bg_shock_movement "1" Movement when hurt by explosive
C bg_shock_screenBlurBlendFadeTime "1" The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
C bg_shock_screenBlurBlendTime "0.4" The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
C bg_shock_screenFlashShotFadeTime "1" The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
C bg_shock_screenFlashWhiteFadeTime "1" The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
C bg_shock_screenType "blurred" This is the effect that is used when you are stunned. You could Change This with other effects.
C bg_shock_sound "1" This is the Sound that you hear when you are shocked or Flashed.
C bg_shock_soundDryLevel "1" More Settings For The Stunned/Shocked Sound
C bg_shock_soundEnd "shellshock_end" This is the Last part of the Sound that you hear when you are flashed or Stunned
C bg_shock_soundEndAbort "shellshock_end_abort" ?
C bg_shock_soundFadeInTime "0.25" This is the time it Takes for the ringing to kick in. when you are stunned or flashed.
C bg_shock_soundFadeOutTime "2.5" And This is the the that it takes To fade out.
C bg_shock_soundLoop "shellshock_loop" ?
C bg_shock_soundLoopEndDelay "-3" ?
C bg_shock_soundLoopFadeTime "1.5" ?
C bg_shock_soundLoopSilent "shellshock_loop_silent" This is the Sound of "nothing" that you hear when you are in the middle of the stun or Flash. (You can replace this)
C bg_shock_soundModEndDelay "2" ?
C bg_shock_soundRoomType "generic" You can add reverb here and such things like that to change the way you here the Shock/Stun Sound.
C bg_shock_soundWetLevel "0.5" ?
C bg_shock_viewKickFadeTime "3" ?
C bg_shock_viewKickPeriod "0.75" ?
C bg_shock_viewKickRadius "0.05" ?
C bg_shock_volume_ambdist1 "0.5" ?
C bg_shock_volume_ambdist2 "0.5" ?
C bg_shock_volume_ambient "0.5" ?
C bg_shock_volume_announcer "0.5" ?Anoucer sound (ie. 'Keep it up men!)?
C bg_shock_volume_auto "0.5" ?
C bg_shock_volume_auto2 "0.5" ?
C bg_shock_volume_auto2d "0.5" ?
C bg_shock_volume_autodog "0.5" ?
C bg_shock_volume_body "0.5" ?
C bg_shock_volume_body2d "0.5" ?
C bg_shock_volume_bulletimpact "0.5" Bullet sound (contact)
C bg_shock_volume_bulletwhizby "0.5" Bullet sound (close but no contact
C bg_shock_volume_effects1 "0.5" ?
C bg_shock_volume_effects2 "0.5" ?
C bg_shock_volume_element "0.5" ?
C bg_shock_volume_explosiveimpact "0.5" ?
C bg_shock_volume_hurt "0.5" Heartbeat sound (when hurt)
C bg_shock_volume_item "0.5" ?Picked up item?
C bg_shock_volume_local "0.5" ?
C bg_shock_volume_local2 "0.5" ?
C bg_shock_volume_local3 "0.5" ?
C bg_shock_volume_menu "0.5" Menu volume (pregame lobby?)
C bg_shock_volume_mission "0.5" ?
C bg_shock_volume_music "0.5" ?Atmospheric music?
C bg_shock_volume_musicnopause "0.5" ?
C bg_shock_volume_nonshock "0.5" ?
C bg_shock_volume_physics "0.5" ?
C bg_shock_volume_player1 "0.5" ?
C bg_shock_volume_player2 "0.5" ?
C bg_shock_volume_reload "0.5" Reload volume
C bg_shock_volume_reload2d "0.5" ?Other (teamate/enemy) reload volume?
C bg_shock_volume_shellshock "0.5" ?
C bg_shock_volume_vehicle "0.5" ?
C bg_shock_volume_vehiclelimited "0.5" ?
C bg_shock_volume_voice "0.5" Random speak volume
C bg_shock_volume_weapon "0.5" Weapon volume (shooting or switching?)
C bg_shock_volume_weapon2d "0.5" Weapon volume (shooting or switching?)
C bg_softLandingMaxDamage "0.1" Damage taken from 'soft landing'
C bg_softLandingMaxHeight "300" 'Soft landing' max height
C bg_softLandingMinHeight "128" 'Soft landing' min. height
C bg_swingSpeed "0.2" ?
bg_viewBobAmplitudeBase "0.16" ?Base levels (sound/music)?
C bg_viewBobAmplitudeDucked "0.0075 0.0075" ?
C bg_viewBobAmplitudeDuckedAds "0.0075 0.0075" ?
C bg_viewBobAmplitudeProne "0.02 0.005" ?
C bg_viewBobAmplitudeRoll "1.5" ?
C bg_viewBobAmplitudeSprinting "0.02 0.014" ?
C bg_viewBobAmplitudeStanding "0.007 0.007" ?
C bg_viewBobAmplitudeStandingAds "0.007 0.007" ?
C bg_viewBobLag "0.25" ?
C bg_viewBobMax "8" ?Who the heck is 'Bob'?
C bg_viewKickMax "90" ?
C bg_viewKickMin "5" ?
C bg_viewKickRandom "0.4" ?
C bg_viewKickScale "0.2" ?
bg_weaponBobAmplitudeBase "0.16" ?Weapon sound (standing still)?
C bg_weaponBobAmplitudeDucked "0.045 0.025" ?Weapon sound (crouching)?
C bg_weaponBobAmplitudeProne "0.02 0.005" ?Weapon sound (prone)?
C bg_weaponBobAmplitudeRoll "1.5" ?Weapon sound (roll??)?
C bg_weaponBobAmplitudeSprinting "0.02 0.014" ?Weapon sound (sprinting)?
C bg_weaponBobAmplitudeStanding "0.055 0.025" ?Weapon sound (walking)?
C bg_weaponBobLag "0.25" ?
C bg_weaponBobMax "8" ?
C bullet_penetration_enabled "1" Bullet penetration On/Off
C bullet_penetrationMinFxDist "30" Penetration min. dist This is the distance that you need to be in order to Shoot through an object. (note: you still cant shoot through everything)
C bullet_ricochetBaseChance "0.5" Chance of ricochet
C camera_thirdPerson "0" Third person On/Off
C camera_thirdPersonAdsTransScale "2" ?
C camera_thirdPersonCrosshairOffset "0.35" ?Crosshair offset (3rd Person)?
C camera_thirdPersonFovScale "0.9" Third person field of view
C camera_thirdPersonOffset "-120 0 14" ?
C camera_thirdPersonOffsetAds "-60 -20 4" ?
C camera_thirdPersonOffsetTurretAds "-80 0 14" ?
C cameraShakeRemoteHelo_Angles "0.221 0.15 2" ?
C cameraShakeRemoteHelo_Freqs "31 90 0.5" ?
C cameraShakeRemoteHelo_SpeedRange "2000 5000" ?
C cameraShakeRemoteMissile_Angles "0.05 0.7 0.07" ?
C cameraShakeRemoteMissile_Freqs "42 0.7 100" ?
C cameraShakeRemoteMissile_SpeedRange "1000 4000" ?
C cg_airstrikeKillCamCloseXYDist "24" ?Dist. away during killcam (airstrike)(x,y)?
C cg_airstrikeKillCamCloseZDist "24" ?Dist. away during killcam (airstrike)(z)?
C cg_airstrikeKillCamFarBlur "2" ?Bur items during killcam (airstrike)?
C cg_airstrikeKillCamFarBlurDist "300" ?Dist. away of items to blur (airstrike)?
C cg_airstrikeKillCamFarBlurStart "100" ?
C cg_airstrikeKillCamFov "50" ?Airstrike killcam field of view?
C cg_airstrikeKillCamNearBlur "4" ?
C cg_airstrikeKillCamNearBlurEnd "100" ?
C cg_airstrikeKillCamNearBlurStart "0" ?
A cg_blood "1" Blood On/Off
A cg_brass "1" Ejected bullet casings On/Off
C cg_centertime "5" ?
A cg_chatHeight "4" ?
A cg_chatTime "12000" ?
C cg_chatWithOtherTeams "0" Chat with other teams On/Off
A cg_connectionIconSize "0" ?
C cg_constantSizeHeadIcons "0" ?
C cg_crosshairAlpha "1" This will make your crosshair appear and disappear. Use this to Turn off Crosshair.
C cg_crosshairAlphaMin "0.5" This is the amount that the crosshair appears on the screen. The transparency
C cg_crosshairDynamic "0" This will keep the crosshair the same size regardless of what you are doing.
C cg_crosshairEnemyColor "1" Crosshairs turn red on enemy On/Of
C cg_crosshairVerticalOffset "0" Crosshair position (up/down)
C cg_cullBulletAngle "50" ?Max bullet angle while hip firing?
C cg_cullBullets "1" ?Bullets On/Off?
A cg_cursorHints "4" ?
C cg_deadChatWithDead "0" Talk with dead while your dead
C cg_deadChatWithTeam "0" Talk with team(living) while you're dead?
C cg_deadHearAllLiving "0" Dead hear(living)
C cg_deadHearTeamLiving "0" Dead hear team(living)
C cg_debug_overlay_viewport "0" ?
C cg_debugevents "-1" ?
C cg_debugInfoCornerOffset "0 -30" ?
C cg_debugposition "0" ?
A cg_descriptiveText "1" ?
C cg_dobjdump "-1" ?
C cg_draw2D "1" ?2D view/objects On/Off?
A cg_drawBreathHint "1" 'Click (RS) to hold breath' On/Off
C cg_drawCrosshair "1" Crosshair On/Off
C cg_drawCrosshairNames "1" Names show when crosshair is on
cg_drawCrosshairNamesPosX "300" ?Name pos. when crosshair is on (X)?
cg_drawCrosshairNamesPosY "180" ?Name pos. when crosshair is on (Y)
C cg_drawDamageDirection "1" Show damage direction On/Off
C cg_drawDamageFlash "0" Show damage(flashbang) direction On/Off
cg_drawFPS "Off" (F)rames (P)er (S)econd Counter On/Off as well as Show you Who the host of the lobby is.
A cg_drawFPSLabels "1" FPS Labels On/Off
C cg_drawFriendlyNames "1" This will Show the Names of the People on your Team. on/off
C cg_drawGun "1" Show gun On/Off
C cg_drawHealth "0" Show health On/Off
A cg_drawMantleHint "1" ?
C cg_drawMaterial "Off" Draw 'material(?)' On/Off
cg_drawpaused "1" ?
cg_drawScriptUsage "0" ?Show what scripts are being used On/Off?
C cg_drawShellshock "1" ?Show explosive damage On/Off?
A cg_drawSnapshot "0" ?Draw snapshot (pic?)?
C cg_drawSplatter "0" Show blood splatter (from headshot)
C cg_drawSplatterTest "0" ?
A cg_drawStatsSource "0" ?
cg_drawTalk "ALL" This will show Who Is talking in a lobby. Speaker Icon that lights up when a Player is talking into there Headset.
C cg_drawThroughWalls "0" This will show you The Names of the Targets Through Walls. (This is not the RED Square)
A cg_drawTurretCrosshair "1" Crosshair for turret On/Off
A cg_drawViewpos "0" View position (Radar?) On/Off
C cg_dumpAnims "-1" ?
C cg_enemyNameFadeIn "250" This is the Distance that you can see the Enemies Names From. Use This with Above "cg_drawThroughWalls" For MAX EFFECT
C cg_enemyNameFadeOut "250" This is the Distance that the Names of the enemies will fadeout. Setting This to 999999 for Max Effect
cg_errordecay "100" ?
C cg_everyoneHearsEveryone "0" Everyone can hear (not talk to) everyone else
C cg_explosiveKillCamBackDist "35" Dist. away from explosive (in-air during killcam)
C cg_explosiveKillCamGroundBackDist "30" Dist. away from explosive (on ground in killcam)
C cg_explosiveKillCamGroundUpDist "15" Dist. above explosive on ground during killcam
C cg_explosiveKillCamStopDecelDist "100" ?
C cg_explosiveKillCamStopDist "350" ?
C cg_explosiveKillCamUpDist "5" ?
C cg_explosiveKillCamWallOutDist "10" ?
C cg_explosiveKillCamWallSideDist "30" ?
C cg_flashbangNameFadeIn "1000" ?
C cg_flashbangNameFadeOut "50" ?
C cg_footsteps "1" Footstep sounds On/Off
C cg_fov "65" Field of view
C cg_fovMin "1" ?Field of view min.?
C cg_fovScale "1" ?Field of view scale?
C cg_friendlyNameFadeIn "0" This is the Same thing as the enemy Names but With your Team mates. Distance That the names will fade in
C cg_friendlyNameFadeOut "1500" And the Distance that the Names Will fade out.
A cg_gameBoldMessageWidth "390" Message (bold) width
A cg_gameMessageWidth "455" Message width
C cg_gun_x "0" Gun aim offset (X)
C cg_gun_y "0" Gun aim offset (Y)
C cg_gun_z "0" Gun aim offset (Z)
A cg_headIconMinScreenRadius "0.015" ?Headshot icon size?
C cg_heliKillCamFarBlur "2" ?Blur during killcam (heli)?
C cg_heliKillCamFarBlurDist "300" ?Dist. away of items to blur (heli)?
C cg_heliKillCamFarBlurStart "100" ?Min. dist. to star burring (heli)?
C cg_heliKillCamFov "15" ?Field of view during killcam (heli)?
C cg_heliKillCamNearBlur "4" ?
C cg_heliKillCamNearBlurEnd "100" ?
C cg_heliKillCamNearBlurStart "0" ?
A cg_hintFadeTime "100" Fade time of hints
A cg_hudChatIntermissionPosition "5 110" ?
A cg_hudChatPosition "5 200" GT location when talking (X,Y)
A cg_hudDamageIconHeight "64" Damage icon scale (up/down)
A cg_hudDamageIconInScope "0" Damage icon scale while scoped
A cg_hudDamageIconOffset "128" Damage icon offset
A cg_hudDamageIconTime "6000" ?
A cg_hudDamageIconWidth "128" Damage icon scale (left/right)
A cg_hudGrenadeIconEnabledFlash "0" ?Killed by flash icon On/Off?
A cg_hudGrenadeIconHeight "25" Icon (^) scale (up/down)
A cg_hudGrenadeIconInScope "0" Show icon (^) in scope On/Off
A cg_hudGrenadeIconMaxHeight "104" ?Grenade icon max height?
C cg_hudGrenadeIconMaxRangeFlash "500" Max range flash (damage or throwing)
C cg_hudGrenadeIconMaxRangeFrag "250" Max range frag (damage or throwing)
A cg_hudGrenadeIconOffset "50" Grenade icon offset (frag?)
A cg_hudGrenadeIconWidth "25" Icon (^) scale (left/right)
A cg_hudGrenadePointerHeight "12" Grenade danger indicator arrow height
A cg_hudGrenadePointerPivot "12 27" Grenade danger indicator pivot location
cg_hudGrenadePointerPulseFreq "1.7" Grenade danger indicator pulse frequency
cg_hudGrenadePointerPulseMax "1.85" Pulse max number
cg_hudGrenadePointerPulseMin "0.3" Pulse min. number
A cg_hudGrenadePointerWidth "25" Grenade danger indicator arrow width
cg_hudlegacysplitscreenscale "2" ?
cg_hudMapBorderWidth "2" Width of the border of map (HUD)
cg_hudMapFriendlyHeight "15" Friendly arrow height
cg_hudMapFriendlyWidth "15" Friendly arrow width
cg_hudMapPlayerHeight "20" Player arrow height
cg_hudMapPlayerWidth "20" Player arrow width
C cg_hudMapRadarLineThickness "0.15" Thickness of UAV line
cg_hudObjectiveTextScale "0.3" Thickness of objective text
A cg_hudProneY "-160" ?
A cg_hudSayPosition "5 175" Location of Stance Indicator on HUD
cg_hudsplitscreencompassscale "1.5" Scale of compass in splitscreen
cg_hudsplitscreenstancescale "2" Scale of Stance-Indicator in splitscreen
cg_hudStanceFlash "1 1 1 1" ?
A cg_hudStanceHintPrints "0" ?
A cg_hudVotePosition "5 220" ?
A cg_invalidCmdHintBlinkInterval "600" 'Invalid Command' pulse frequency
A cg_invalidCmdHintDuration "1800" 'Invalid Command' display time
C cg_javelinKillCamCloseZDist "128" Javelin killcam dist. (Z)
C cg_javelinKillCamDownDist "150" Javelin killcam dist. (down)
C cg_javelinKillCamFov "60" Javelin killcam field of view
C cg_javelinKillCamLookLerpDist "3000" ?
C cg_javelinKillCamPassDist "50" ?
C cg_javelinKillCamPassTime "5" ?
C cg_javelinKillCamUpDist "200" Javelin killcam dist. (up)
C cg_killCamDefaultLerpTime "300" ?
C cg_killCamTurretLerpTime "900" ?
A cg_laserlight "1" Laser On/Off
C cg_levelReverbDryLevel "0.9" ?
C cg_levelReverbEnabled "1" ?
C cg_levelReverbRoomType "city" ?
C cg_levelReverbWetLevel "0.15" ?
A cg_mapLocationselectionCursorSpeed "0.6" ?
A cg_marks_ents_player_only "0" ?
C cg_minCullBulletDist "128" ?min. 'Longshot' dist.?
cg_nopredict "0" This Seems to Turn off A "lag" predict on the game Engine. This will make your controls lag with anything over 50 or so ping.
C cg_overheadIconSize "0.7" This is the Size of the Icon that you get from prestige that hovers over all the targets and Team mates. Setting too big is no good Winky Winky
C cg_overheadNamesFarDist "1024" Overhead name dist. to trigger 'far scale'
C cg_overheadNamesFarScale "0.75" Overhead name scale far away
C cg_overheadNamesFont "2" Overhead name font
C cg_overheadNamesGlow "0 0 0 1" Overhead name glow scale
C cg_overheadNamesMaxDist "10000" Max dist. to show overhead names
C cg_overheadNamesNearDist "256" Overhead name dist. to trigger 'near scale'
C cg_overheadNamesSize "0.5" Overhead name size
C cg_overheadRankSize "0.5" Overhead Rank size
C cg_overheadTitlesFont "2" Title font
C cg_overheadTitleSize "0.5" Title size
U A cg_predictItems "1" ?___________ On/Off
cg_predictItemsDuration "5" ?
C cg_remoteMissileKillCamBackDist "300" Predator killcam dist. (behind)
C cg_remoteMissileKillCamUpDist "60" Predator killcam dist. (up)
C cg_rocketKillCamBackDist "70" Rocket killcam dist. (behind)
C cg_rocketKillCamUpDist "10" Rocket killcam dist. (up)
cg_scoreboardBannerHeight "35" Scoreboard banner height
cg_scoreboardFont "0" Scoreboard font
cg_scoreboardHeaderFontScale "0.35" Scoreboard header text size
cg_scoreboardHeight "435" Overall scoreboard height
cg_scoreboardItemHeight "18" Scoreboard item(player?) height
cg_scoreboardMyColor "1 0.8 0.4 1" Scoreboard player color
cg_scoreboardPingGraph "1" Scoreboard ping 'bars' On/Off
cg_scoreboardPingHeight "0.7" Scoreboard ping 'bars' height
cg_scoreboardPingText "0" Scoreboard ping 'bars' text On/Off
cg_scoreboardPingWidth "0.036" Scoreboard ping 'bars' width
cg_scoreboardRankFontScale "0.25" Scoreboard rank text size
cg_scoreboardScrollStep "3" ?
cg_scoreboardTextOffset "0.5" Scoreboard text offset
cg_scoreboardWidth "500" Scoreboard width
A cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961" ?Empty color?
A cg_ScoresPing_HighColor "0.8 0 0 1" 4 Bar color
A cg_ScoresPing_Interval "100" ?
A cg_ScoresPing_LowColor "0 0.74902 0 1" 1 Bar color
A cg_ScoresPing_MaxBars "4" Max amount of bars
A cg_ScoresPing_MedColor "0.8 0.8 0 1" 2&3 bar colors
A cg_scriptIconSize "0" ?
cg_showmiss "0" ?
A cg_splatterHitAlpha "1" Blood splatter (from damage) On/Off
A cg_splatterHitFadeInTime "0.05" Blood splatter fade-in time
A cg_splatterHitFadeOutTime "0.1" Blood splatter Fade-out time
A cg_splatterHitFullInTime "0" ?
A cg_splatterHitInnerAngle "15" Blood splatter inner angle
A cg_splatterHitInnerRadius "0" Blood splatter inner radius
C cg_splatterHitOntoScreen "0" ?
A cg_splatterHitOuterAngle "30" Blood splatter outer angle
A cg_splatterHitOuterRadius "0.6" Blood splatter outer radius
A cg_splatterTrackAlpha "1" Blood splatter direction arrow On/Off
A cg_splatterTrackFadeInTime "0" ?
A cg_splatterTrackFadeOutTime "0.5" ?
A cg_splatterTrackFullInTime "0.3" ?
C cg_splatterTrackIndependent "1" ?
A cg_splatterTrackInnerAngle "5" ?
A cg_splatterTrackInnerRadius "0.4" ?
C cg_splatterTrackOntoScreen "0" ?
A cg_splatterTrackOuterAngle "20" ?
A cg_splatterTrackOuterRadius "0.6" ?
A cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" Sprint meter(?) color while off
A cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" Sprint meter(?) color while empty
A cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" Sprint meter(?) color while full
A cg_subtitleMinTime "3" ?
A cg_subtitleWidthStandard "520" ?
A cg_subtitleWidthWidescreen "520" ?
A cg_teamChatsOnly "0" Disable Party Chat in gametype On/Off
C cg_thirdPerson "0" Third person On/Off
C cg_thirdPersonAngle "0" Third person angle
C cg_thirdPersonMode "Fixed" Third person mode ONLY
C cg_thirdPersonRange "120" Third person range (gun or vision)
C cg_turretKillCamBackDist "10" Turret killcam dist. (behind)
C cg_turretKillCamFov "50" Turret killcam field of view
C cg_turretKillCamUpDist "10" Turret killcam dist. (up)
C cg_viewVehicleInfluence "1" ?
A cg_viewZSmoothingMax "16" ?
A cg_viewZSmoothingMin "1" ?
A cg_viewZSmoothingTime "0.1" ?
A cg_voiceIconSize "0" Mic. icon size
C cg_watersheeting "1" Watersheeting On/Off
A cg_waterSheeting_brightness "0" Watersheeting brightness
A cg_waterSheeting_contrast "1" Watersheeting contrast
A cg_waterSheeting_darkTint "1 1 1" Watersheeting tint(dark)
A cg_waterSheeting_desaturation "0" Watersheeting desaturation
A cg_waterSheeting_distortionScaleFactor "0.021961 1 0 0" Watersheeting distortion scale
A cg_waterSheeting_enable "0" Watersheeting On/Off
A cg_waterSheeting_fadeDuration "2" Watersheeting fade time
A cg_waterSheeting_lightTint "0.780261 1 1" Watersheeting tint(light)
A cg_waterSheeting_magnitude "0.0655388" Watersheeting magnitude
A cg_waterSheeting_radius "4.44051" Watersheeting radius
cg_weapHitCullAngle "45" ?
cg_weapHitCullEnable "1" ?
A cg_weaponCycleDelay "0" Delay switching weapons
cg_weaponHintsCoD1Style "1" CoD1 style hints On/Off
C cg_weaponVisInterval "4" ?
A cg_youInKillCamSize "6" ?
cl_analog_attack_threshold "0.8" ?
cl_anglespeedkey "1.5" ?
cl_bypassMouseInput "0" ?
cl_connectionAttempts "15" Attemps to connect to game
cl_connectTimeout "120" Connection timeout
cl_demoBackJump "20000" Backwards fly dist. from explosive
cl_demoFastTimescaleSpeed "3" Speed of game
cl_demoForwardJump "4000" Forwards fly dist. from explosive
cl_demoSlowTimescaleSpeed "0.4" Explosive slow-mo speed
cl_dirSelConvergenceTime "0.1" ?
A cl_freelook "1" Spectator On/Off (Part of UFO mode)
cl_freezeDemo "0" ?
cl_hudDrawsBehindUI "1" ?
R cl_ingame "0" ?
A cl_maxpackets "30" Max number of packets
A cl_maxPing "800" Max ping
cl_migrationTimeout "40" Max 'Host Migration' time-out
R cl_motdString "" ?
A cl_mouseAccel "0" ?
cl_nodelta "0" ?
cl_noprint "0" ?
A cl_packetdup "1" ?
R cl_paused "0" ?
A cl_pitchspeed "140" ?
cl_serverStatusResendTime "750" ?
cl_showmouserate "0" ?
cl_shownet "0" ?Show network On/Off?
cl_shownuments "0" ?
cl_showSend "0" ?
cl_showServerCommands "0" ?
cl_showTimeDelta "0" ?
cl_stanceHoldTime "300" ?Ho long you hold (B) to go prone?
cl_timeout "20" ?
U A cl_voice "1" Allow/Show voice On/Off
A cl_yawspeed "140" ?
C clientSideEffects "1" ?Allow infections?
com_animCheck "0" ?
com_cinematicEndInWhite "0" ?Cinematic ending (fade to white)?
R com_errorResolveCommand "" ?
com_filter_output "0" ?
A com_maxfps "85" Max frames per second
com_maxFrameTime "100" ?
A com_recommendedSet "1" ?
com_statmon "0" ?
R C com_timescale "1" Game time speed
compass "1" Compass On/Off
C compassClampIcons "1" ?Compass icons (N,S,E,W)?
compassCoords "740 3590 400" ?
compassECoordCutoff "37" ?
C compassEnemyFootstepEnabled "0" Part of STICKY UAV (On/Off)
C compassEnemyFootstepMaxRange "500" Part of STICKY UAV (Max range)
C compassEnemyFootstepMaxZ "100" Part of STICKY UAV
C compassEnemyFootstepMinSpeed "140" Part of STICKY UAV (Min. speed)
C compassFastRadarUpdateTime "2" Radar update time
compassFriendlyHeight "16" Friendly arrow hieght
compassFriendlyWidth "16" Friendly width
C compassHellfireTargetSpot "0" ?
C compassHideSansObjectivePointer "0" ?
C compassHideVehicles "0" Show vehicles On/Off
C compassMaxRange "2500" Compass max range
compassMinRadius "0.0001" Compass min. radius
compassMinRange "0.0001" Compass min. range
compassObjectiveArrowHeight "20" Objective arrow height
compassObjectiveArrowOffset "2" Objective arrow offset
compassObjectiveArrowRotateDist "5" Objective arrow dist.
compassObjectiveArrowWidth "20" Objective arrow width
compassObjectiveDetailDist "10" Objective detail dist.
compassObjectiveDrawLines "1" ?
compassObjectiveHeight "20" Objective height
compassObjectiveIconHeight "16" Objective icon height
compassObjectiveIconWidth "16" Objective icon width
compassObjectiveMaxHeight "70" Objective max height
compassObjectiveMaxRange "2048" Objective max range
compassObjectiveMinAlpha "1" ?
compassObjectiveMinDistRange "1" ?
compassObjectiveMinHeight "-70" Objective min. height
compassObjectiveNearbyDist "4" Objective nearby dist.
compassObjectiveNumRings "10" ?
compassObjectiveRingSize "80" ?
compassObjectiveRingTime "10000" ?
compassObjectiveTextHeight "18" Objective text height
compassObjectiveTextScale "0.3" Objective text scale
compassObjectiveWidth "20" Objective width
compassPlayerHeight "18.75" ?
compassPlayerWidth "18.75" ?
C compassRadarLineThickness "0.4" ?
C compassRadarPingFadeTime "4" ?
C compassRadarUpdateTime "4" ?
compassRotation "1" Compass rotation On/Off
A compassSize "1" Compass size
C compassSoundPingFadeTime "2" ?
C compassTickertapeStretch "0.5" ?
con_default_console_filter "*" ?
A con_errormessagetime "8" ?
A con_gameMsgWindow0FadeInTime "0.25" ?
A con_gameMsgWindow0FadeOutTime "0.5" ?
AL con_gameMsgWindow0Filter "gamenotify obituary"?
A con_gameMsgWindow0LineCount "4" ?
A con_gameMsgWindow0MsgTime "5" ?
A con_gameMsgWindow0ScrollTime "0.25" ?
A con_gameMsgWindow0SplitscreenScale "1.5" ?
A con_gameMsgWindow1FadeInTime "0.25" ?
A con_gameMsgWindow1FadeOutTime "0.5" ?
AL con_gameMsgWindow1Filter "boldgame" ?
A con_gameMsgWindow1LineCount "1" ?
A con_gameMsgWindow1MsgTime "3" ?
A con_gameMsgWindow1ScrollTime "0.25" ?
A con_gameMsgWindow1SplitscreenScale "1.5" ?
A con_gameMsgWindow2FadeInTime "0.75" ?
A con_gameMsgWindow2FadeOutTime "0.5" ?
AL con_gameMsgWindow2Filter "subtitle" ?
A con_gameMsgWindow2LineCount "7" ?
A con_gameMsgWindow2MsgTime "5" ?
A con_gameMsgWindow2ScrollTime "0.25" ?
A con_gameMsgWindow2SplitscreenScale "1.5" ?
A con_gameMsgWindow3FadeInTime "0.25" ?
A con_gameMsgWindow3FadeOutTime "0.5" ?
AL con_gameMsgWindow3Filter "" ?
A con_gameMsgWindow3LineCount "5" ?
A con_gameMsgWindow3MsgTime "5" ?
A con_gameMsgWindow3ScrollTime "0.25" ?
A con_gameMsgWindow3SplitscreenScale "1.5" ?
A con_inputBoxColor "0.25 0.25 0.2 1" ?
A con_inputHintBoxColor "0.4 0.4 0.35 1" ?
A con_matchPrefixOnly "1" ?
A con_minicon "0" This will Enable the Mini Console on the Screen. Showing you Errors and so on that the Game is doing.
A con_miniconlines "5" This is the amount of lines that will be shown when you enable the Mini console. Above.
A con_minicontime "4" This is the amount of time that the error or messages from the Console stay on the screen.
A con_outputBarColor "1 1 0.95 0.6" ?
A con_outputSliderColor "0.15 0.15 0.1 0.6" ?
A con_outputWindowColor "0.35 0.35 0.3 0.75" ?
con_typewriterColorBase "1 1 1" ?
A con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" Text color for checkpoint
A con_typewriterColorGlowCompleted "0 0.3 0.8 1" Text color for completion
A con_typewriterColorGlowFailed "0.8 0 0 1" Text color for failure
A con_typewriterColorGlowUpdated "0 0.6 0.18 1" Text color for update
A con_typewriterDecayDuration "700" Typewriter text fade-out time
A con_typewriterDecayStartTime "6000" This is the amount of time before The message starts To Fade out.
A con_typewriterPrintSpeed "50" Typewriter write speed. This is the speed at which the message that is Displayed as a type writer is written across the screen.
cpu_speed_12players "3" ?
cpu_speed_18players "6" ?
cpu_speed_8players "2.7" ?
developer "0" Don't know what this is at the moment but seems to Remove Everything from off the screen..
developer_script "0" See above.. more of the same..
didyouknow "@PLATFORM_DYK_IW4_MSG17" ?
drawEntityCount "0" ?
drawEntityCountPos "-55 -180" ?
drawEntityCountSize "32" ?
drawKillcamData "0" Killcam data On/Off
drawKillcamDataPos "-55 -340" Killcam data pos.
drawKillcamDataSize "32" Killcam data size
A drawLagometer "0" Show 'Lagometer' On/Off
drawServerBandwidth "0" Show server bandwidth
drawServerBandwidthPos "-55 -340" Server bandwidth pos.
A dynEnt_active "1" ?
C dynEnt_bulletForce "1000" ?
C dynEnt_damageScale "1" Damage scale (damageXthe value)
C dynEnt_explodeForce "12500" ?
C dynEnt_explodeMaxEnts "20" ?
C dynEnt_explodeMinForce "40" ?
C dynEnt_explodeSpinScale "3" ?
C dynEnt_explodeUpbias "0.5" ?
C dynEnt_explodingBulletForce "3500" ?
C dynEnt_explodingBulletMaxEnts "5" ?
C dynEnt_explodingBulletMinForce "5" ?
C dynEnt_explodingBulletSpinScale "1" ?
C dynEnt_explodingBulletUpbias "0.5" ?
C fixedtime "0" This Will enable a fixed Time on the Server. Meaning it will never move from that time. (pretty much like setting unlimited time in options.)
C FoFIconMaxSize "640" ?
C FoFIconMinSize "30" ?
C FoFIconScale "1.3" ?
C FoFIconSpawnTimeDelay "1" Spawn delay On/Off
C FoFIconSpawnTimeFade "5" Spawn time fade out
C friction "5.5" Friction
I fs_basegame "" ?
I fs_basepath "G:\codmw2" ?
I fs_cdpath "" ?
I fs_copyfiles "0" ?
fs_debug "0" Debug On/Off
S I fs_game "" ?
I fs_homepath "G:\codmw2" ?
LC fs_ignoreLocalized "0" ?
C fx_count "0" ?
fx_cull_elem_draw "1" ?
fx_cull_elem_spawn "1" ?
C fx_debugBolt "0" ?
C fx_draw "1" ?
C fx_drawClouds "1" Clouds On/Off
C fx_enable "1" Effects On/Off
C fx_freeze "0" ?Freeze all effects?
C fx_mark_profile "0" ?
A fx_marks "1" ?
A fx_marks_ents "1" ?
A fx_marks_smodels "1" ?
C fx_profile "0" ?
C fx_profileFilter "" ?
C fx_profileSkip "0" ?
C fx_profileSort "cost" ?
C fx_visMinTraceDist "80" ?
A g_allowvote "1" Allow 'Vote to Skip' On/Off
S L g_gametype "war" ?
g_gravity "800" This is the over all games gravity. meaning When you jump you float.
S g_hardcore "0" Hardcore mode On/Off
g_logsync "2" ?
g_synchronousClients "0" Synchronize players
R gameMode "mp" ?
A glass_angular_vel "5 35" ?
C glass_break "1" Glass breaking On/Off
A glass_debug "0" ?
A glass_edge_angle "5 10" Glass edge angle
A glass_fall_delay "0.2 0.9" Glass delay to fall
A glass_fall_gravity "800" Glass gravity
A glass_fall_ratio "1.5 3" Glass fall ratio
A glass_fringe_maxcoverage "0.2" Max area of left-over glass
A glass_fringe_maxsize "150" Max size of left-over glass
A glass_fx_chance "0.25" ?
A glass_hinge_friction "50" ?
A glass_linear_vel "200 400" ?
A glass_max_pieces_per_frame "100" Glass pieces per frame
A glass_max_shatter_fx_per_frame "6" Max amt. of shattering per frame
A glass_physics_chance "0.15" ?
A glass_physics_maxdist "512" ?
A glass_shard_maxsize "300" Max size for a glass shard
A glass_shattered_scale "48" ?
A glass_trace_interval "100" ?
heli_barrelMaxVelocity "1250" Heli bullet speed
heli_barrelRotation "70" Heli minigun rotation speed
heli_barrelSlowdown "360" Heli minigun slowdown time
R hiDef "1" High-Def On/Off
C hud_bloodOverlayLerpRate "0.3" ?
A hud_deathQuoteFadeTime "1000" ?
A hud_enable "1" Show HUD On/Off
A hud_fade_ammodisplay "0" Ammo counter fade (On/Off?)
C hud_fade_compass "0" Compass fade
A hud_fade_healthbar "2" Healthbar fade
A hud_fade_offhand "0" ?
A hud_fade_sprint "1.7" ?
A hud_fade_stance "1.7" Fade stance indicator
A hud_fadeout_speed "0.1" Fade-out speed
A hud_flash_period_offhand "0.5" ?
A hud_flash_time_offhand "2" ?
A hud_health_pulserate_critical "0.5" Pulse rate (critical)
A hud_health_pulserate_injured "1" Pulse rate (hurt)
A hud_health_startpulse_critical "0.33" Start pulse (critical)
A hud_health_startpulse_injured "1" Start pulse (hurt)
C hudElemPausedBrightness "0.4" ?
AL in_mouse "1" ?
A intro "0" ?Intro On/Off?
iwnet_debug "0" IWnet debug On/Off
iwnet_maxResendTime "120" IWnet max resend time
iwnet_minResendTime "4" IWnet min. resend time
iwnet_searching "1" IWnet search On/Off
iwnet_sessionFullHeartbeat "20000" ?
iwnet_sessionHeartbeat "5000" ?
iwnet_sessions "1" IWnet sessions On/Off
iwnet_xuid "504" ?
C jump_height "39" Jump height. Settings this to 999 Will give you the Super jump Match. (This Does not carry over system link)
C jump_ladderPushVel "128" ?
C jump_slowdownEnable "1" Toggle for Slow Down that happens when you jump over and over and over "bunny hops"
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The following 5 users say thank you to Taylor21567 ツ for this useful post:

BlurzGoHard, HanleyzHD♚, InfinityISB4CK, JackMods-, Mango_Knife

The following 3 users groaned at Taylor21567 ツ for this awful post:

*xActionMods*, Script Kiddie, ZerOtObey+RM
04-06-2013, 08:12 PM #11
Taylor21567 ツ
NextGenUpdate Elite
Originally posted by ResistTheMoon View Post
Him and his 150 rep?

1.EVERYONE was there once.
2. You're not doing much better. :dumb:


xD yea i am HEHE
04-06-2013, 08:13 PM #12
Whatever every makes you happy
04-06-2013, 08:39 PM #13
HanleyzHD♚
Are you high?
Originally posted by Taylor21567
xD yea i am HEHE


Your rep isn't anything m8, you shouldn't be talking shit to other people.
04-06-2013, 08:55 PM #14
Taylor21567 ツ
NextGenUpdate Elite
[QUOTE='[нfн]HanleyzHDٿ;5169662']Your rep isn't anything m8, you shouldn't be talking shit to other people.[/QUOTE]

LMFAAO i just joined NGU when exactly bro
04-07-2013, 01:05 AM #15
Script Kiddie
At least I can fight
Pretty pointless considering their is such a thing oh i dont know ummm google :mmm:
04-13-2013, 03:10 AM #16
Copy and pasted ... Noob
04-20-2013, 04:38 AM #17
Zack.
Climbing up the ladder
Originally posted by Taylor21567
STFU u and you're 150 rep


You only have 581 :dumb:

Don't hate on him, when you only have a little more than he does.
04-20-2013, 12:09 PM #18
LightModz
League Champion
Originally posted by Taylor21567
Hey Guys Taylor21567 Here Just Helping Out The Modding Community For 1.14 Patch Maker Anyway Here Is a HUGE FUCKING list Of DVARS This Was Not Created By Me All I Did Was Copy And Paste No Credit To Me All The Credit Goes To The Creator <3


    ------------------------- KRISPYCREAMMODS MW2 DVAR LIST SORRY THE STICKY SUCKED :(-----------------------

---------------------------------------------------------------------------------------------------------
"player_sprintSpeedScale", 3.0 ); //Sprint Speed
"player_sprintUnlimited", 1 ); //Unlimited sprint
"laserForceOn", 1 ); //Laser Sight:
"bg_forceExplosiveBullets", 1 ); //Explosive Bullets
"bg_forceDualWield", 1); //Dual Weapons
"drawServerBandwidth", 1); //Display Server Bandwidth
"cg_drawFPS", 1); //FPS
"party_hostmigration", "0"); //Force Host
"party_connectToOthers" , "0"); //Force Host
"r_zfar", "0" ); //Thin Walls
"r_zFeather", "4" ); //Thin Walls
"r_znear", "57" ); //Thin Walls
"r_znear_depthhack", "2" ); //Thin Walls
"cg_everyoneHearsEveryone", "1" ); //Hear everyone
"cg_chatWithOtherTeams", "1" ); //Chat With Other Teams
"cg_drawShellshock", "0" ); //No Stun Damage
"scr_maxPerPlayerExplosives", "999" ); //Max Explosives
"scr_airdrop_nuke", 999 ); //Nuke In Care Packages
"scr_nukeTimer", 99 ); //Nuke Timer
"g_knockback", "99999" ); //Knockback
"player_burstFireCooldown", "0" ); //Auto Famas/ M16
"player_deathinvulnerabletomelee", "1" ); //Can't die via knife
"player_meleeRange", "999" ); //Melee Range


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

    actionSlotsHide "0"                           ?Hide D-pad at Bottom-Right?
activeAction "" ?
A ai_corpseCount "16" Sets The Body Count in single player mode for AI.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
C aim_accel_turnrate_debug "0" ?Speed of turn?
C aim_accel_turnrate_enabled "1" ?Quick turn On/Off?
C aim_accel_turnrate_lerp "1200" ?
C aim_aimAssistRangeScale "1" Snap Time Response To Target (Setting to 2 yields no improvement)
C aim_autoaim_debug "0" This Show the Auto Aim region on the Screen as a "GREEN BOX"
C aim_autoaim_enabled "0" Master Dvar To Enable "Auto Aim". This Must be turned no matter what if you plan on using "AUTO AIM"
C aim_autoaim_lerp "40" Distance region can be from Target before Snapping into place.
C aim_autoaim_region_height "120" Sets the Height of the Auto Aim region. This is the height The auto aim will Engage in. (adjusting this will also change Size of Box)
C aim_autoaim_region_width "160" Sets the width of the Auto Aim region. This is the width The auto aim will Engage in. (adjusting this will also change Size of Box)
C aim_autoAimRangeScale "1" Snap Time Response To Target (Setting to 2 yields no improvement)
C aim_automelee_debug "0" This Will enable yet another "box" to Show the Auto knife Region
C aim_automelee_enabled "1" AUTO KNIFE (AIMBOT FOR KNIFE) This must be Enabled to use Auto Knife.
C aim_automelee_lerp "40" Distance region can be from Target before Snapping into place.
C aim_automelee_range "128" Distance that you can Stab someone from. Setting this to 999 will allow you to knife from very far.
C aim_automelee_region_height "240" Sets the Height of the Auto knife region. This is the height The auto knife will Engage in.
C aim_automelee_region_width "320" Sets the width of the Auto knife region. This is the width The auto knife will Engage in.
C aim_input_graph_debug "0" ?
C aim_input_graph_enabled "1" ?
C aim_input_graph_index "3" ?
C aim_lockon_debug "0" This Will show the AIM LOCKON Region. "GREEN BOX"
C aim_lockon_deflection "0.05" How much of AIM LOCKON attempts To stay at first Lock on position. (Will attempted To follow or lead target more so)
C aim_lockon_enabled "1" AIM LOCKON ENABLE. This must be Enabled For AIM LOCKON Dvars to Work.
C aim_lockon_region_height "90" Sets the Height of the AIM LOCKON region. This is the height The AIM LOCKON will Engage in.
C aim_lockon_region_width "90" Sets the width of the AIM LOCKON region. This is the width The AIM LOCKON will Engage in.
C aim_lockon_strength "0.6" Strength Of AIM LOCKON on target. This is how much of a "LOCK" you have on your Target. Test This my walking by your target within Region.
C aim_scale_view_axis "1" ?Feild of view?
C aim_slowdown_debug "0" ?
C aim_slowdown_enabled "1" This is the amount of slow down that accrues when you have locked onto a target.
C aim_slowdown_pitch_scale "0.4" ?
C aim_slowdown_pitch_scale_ads "0.5" ?
C aim_slowdown_region_height "90" This is the Same as the Other values for height and Width of region
C aim_slowdown_region_width "90" This is the Same as the Other values for height and Width of region
C aim_slowdown_yaw_scale "0.4" ?
C aim_slowdown_yaw_scale_ads "0.5" ?
C aim_turnrate_pitch "90" ?
C aim_turnrate_pitch_ads "55" ?
C aim_turnrate_yaw "260" ?
C aim_turnrate_yaw_ads "90" ?
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    ammoCounterHide "0"                           Hide/Show ammo left
C authPort "20800" ?
C authServerName "cod4master.activision.com" ?Server for computer vers.?
badhost_debug "0" ?
badhost_endGameIfISuck "1" This is if your Connection times out or you have a crappy connection to be a host. It will end the game "if you suck" Winky Winky
badhost_maxDoISuckFrames "300" Host min. frames per second
badhost_maxHappyPingTime "400" Host max ping
badhost_minPercentClientsUnhappyToSuck "0.51" ?
badhost_minTotalClientsForHappyTest "3" ?
band_12players "384000" ?Max of 12 Players?
band_18players "580000" ?Max of 18 Players?
band_2players "64000" ?Max of 2 Players?
band_4players "128000" ?Max of 4 Players?
band_8players "256000" ?Max of 8 Players?
bandwidthtest_announceinterval "200" ?Host Test (Time of 'Finding New Host' screen)?
bandwidthtest_duration "500" ?Host Test (Time of 'Connect to New Host'Winky Winky?
bandwidthtest_enable "1" ?Enable game to find new host?
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" ?Timeout time of Host Migration?
C bg_aimSpreadMoveSpeedThreshold "11" Spread of bullets while moving
C bg_bulletExplDmgFactor "1" Explosive bullets
C bg_bulletExplRadius "250" Explosive bullet explosion size
C bg_debugProne "0" ?
C bg_fallDamageMaxHeight "300" How high you have to be to die
C bg_fallDamageMinHeight "128" How high you have to be to take damage
C bg_foliagesnd_fastinterval "500" ?
C bg_foliagesnd_maxspeed "180" ?
C bg_foliagesnd_minspeed "40" ?
C bg_foliagesnd_resetinterval "500" ?
C bg_foliagesnd_slowinterval "1500" ?
C bg_forceDualWield "0" Duel-wield FALs, Thumpers, etc.
C bg_forceExplosiveBullets "0" Explosive bullets On/Off
C bg_ladder_yawcap "100" How far you can look side-to-side on a ladder.
C bg_legYawTolerance "20" ?
bg_lowGravity "800" Low gravity
C bg_maxGrenadeIndicatorSpeed "100" Grenade indicator ?dist?
C bg_prone_yawcap "85" ?
C bg_shieldHitEncodeHeightVM "-10 10" ?When meleeing with a shield exposed area?
C bg_shieldHitEncodeHeightWorld "-25 20" ?
C bg_shieldHitEncodeWidthVM "-16 16" ?
C bg_shieldHitEncodeWidthWorld "-14 14" ?
C bg_shock_lookControl "1" This Dvar enables you To Look Around when you are Stunned by a Flash or Stun Grenade.
C bg_shock_lookControl_fadeTime "2" Fade Time for A stun or Flash grenade
C bg_shock_lookControl_maxpitchspeed "90" Turn speed when hurt by explosive/Flash/Stun (Up/Down)
C bg_shock_lookControl_maxyawspeed "90" Turn speed when hurt by explosive/Flash/STun (left/right)
C bg_shock_lookControl_mousesensitivityscale "0.5" This is The Rate Modifier For your Controls when You are Flashed or Stun.
C bg_shock_movement "1" Movement when hurt by explosive
C bg_shock_screenBlurBlendFadeTime "1" The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
C bg_shock_screenBlurBlendTime "0.4" The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
C bg_shock_screenFlashShotFadeTime "1" The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
C bg_shock_screenFlashWhiteFadeTime "1" The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
C bg_shock_screenType "blurred" This is the effect that is used when you are stunned. You could Change This with other effects.
C bg_shock_sound "1" This is the Sound that you hear when you are shocked or Flashed.
C bg_shock_soundDryLevel "1" More Settings For The Stunned/Shocked Sound
C bg_shock_soundEnd "shellshock_end" This is the Last part of the Sound that you hear when you are flashed or Stunned
C bg_shock_soundEndAbort "shellshock_end_abort" ?
C bg_shock_soundFadeInTime "0.25" This is the time it Takes for the ringing to kick in. when you are stunned or flashed.
C bg_shock_soundFadeOutTime "2.5" And This is the the that it takes To fade out.
C bg_shock_soundLoop "shellshock_loop" ?
C bg_shock_soundLoopEndDelay "-3" ?
C bg_shock_soundLoopFadeTime "1.5" ?
C bg_shock_soundLoopSilent "shellshock_loop_silent" This is the Sound of "nothing" that you hear when you are in the middle of the stun or Flash. (You can replace this)
C bg_shock_soundModEndDelay "2" ?
C bg_shock_soundRoomType "generic" You can add reverb here and such things like that to change the way you here the Shock/Stun Sound.
C bg_shock_soundWetLevel "0.5" ?
C bg_shock_viewKickFadeTime "3" ?
C bg_shock_viewKickPeriod "0.75" ?
C bg_shock_viewKickRadius "0.05" ?
C bg_shock_volume_ambdist1 "0.5" ?
C bg_shock_volume_ambdist2 "0.5" ?
C bg_shock_volume_ambient "0.5" ?
C bg_shock_volume_announcer "0.5" ?Anoucer sound (ie. 'Keep it up men!)?
C bg_shock_volume_auto "0.5" ?
C bg_shock_volume_auto2 "0.5" ?
C bg_shock_volume_auto2d "0.5" ?
C bg_shock_volume_autodog "0.5" ?
C bg_shock_volume_body "0.5" ?
C bg_shock_volume_body2d "0.5" ?
C bg_shock_volume_bulletimpact "0.5" Bullet sound (contact)
C bg_shock_volume_bulletwhizby "0.5" Bullet sound (close but no contact
C bg_shock_volume_effects1 "0.5" ?
C bg_shock_volume_effects2 "0.5" ?
C bg_shock_volume_element "0.5" ?
C bg_shock_volume_explosiveimpact "0.5" ?
C bg_shock_volume_hurt "0.5" Heartbeat sound (when hurt)
C bg_shock_volume_item "0.5" ?Picked up item?
C bg_shock_volume_local "0.5" ?
C bg_shock_volume_local2 "0.5" ?
C bg_shock_volume_local3 "0.5" ?
C bg_shock_volume_menu "0.5" Menu volume (pregame lobby?)
C bg_shock_volume_mission "0.5" ?
C bg_shock_volume_music "0.5" ?Atmospheric music?
C bg_shock_volume_musicnopause "0.5" ?
C bg_shock_volume_nonshock "0.5" ?
C bg_shock_volume_physics "0.5" ?
C bg_shock_volume_player1 "0.5" ?
C bg_shock_volume_player2 "0.5" ?
C bg_shock_volume_reload "0.5" Reload volume
C bg_shock_volume_reload2d "0.5" ?Other (teamate/enemy) reload volume?
C bg_shock_volume_shellshock "0.5" ?
C bg_shock_volume_vehicle "0.5" ?
C bg_shock_volume_vehiclelimited "0.5" ?
C bg_shock_volume_voice "0.5" Random speak volume
C bg_shock_volume_weapon "0.5" Weapon volume (shooting or switching?)
C bg_shock_volume_weapon2d "0.5" Weapon volume (shooting or switching?)
C bg_softLandingMaxDamage "0.1" Damage taken from 'soft landing'
C bg_softLandingMaxHeight "300" 'Soft landing' max height
C bg_softLandingMinHeight "128" 'Soft landing' min. height
C bg_swingSpeed "0.2" ?
bg_viewBobAmplitudeBase "0.16" ?Base levels (sound/music)?
C bg_viewBobAmplitudeDucked "0.0075 0.0075" ?
C bg_viewBobAmplitudeDuckedAds "0.0075 0.0075" ?
C bg_viewBobAmplitudeProne "0.02 0.005" ?
C bg_viewBobAmplitudeRoll "1.5" ?
C bg_viewBobAmplitudeSprinting "0.02 0.014" ?
C bg_viewBobAmplitudeStanding "0.007 0.007" ?
C bg_viewBobAmplitudeStandingAds "0.007 0.007" ?
C bg_viewBobLag "0.25" ?
C bg_viewBobMax "8" ?Who the heck is 'Bob'?
C bg_viewKickMax "90" ?
C bg_viewKickMin "5" ?
C bg_viewKickRandom "0.4" ?
C bg_viewKickScale "0.2" ?
bg_weaponBobAmplitudeBase "0.16" ?Weapon sound (standing still)?
C bg_weaponBobAmplitudeDucked "0.045 0.025" ?Weapon sound (crouching)?
C bg_weaponBobAmplitudeProne "0.02 0.005" ?Weapon sound (prone)?
C bg_weaponBobAmplitudeRoll "1.5" ?Weapon sound (roll??)?
C bg_weaponBobAmplitudeSprinting "0.02 0.014" ?Weapon sound (sprinting)?
C bg_weaponBobAmplitudeStanding "0.055 0.025" ?Weapon sound (walking)?
C bg_weaponBobLag "0.25" ?
C bg_weaponBobMax "8" ?
C bullet_penetration_enabled "1" Bullet penetration On/Off
C bullet_penetrationMinFxDist "30" Penetration min. dist This is the distance that you need to be in order to Shoot through an object. (note: you still cant shoot through everything)
C bullet_ricochetBaseChance "0.5" Chance of ricochet
C camera_thirdPerson "0" Third person On/Off
C camera_thirdPersonAdsTransScale "2" ?
C camera_thirdPersonCrosshairOffset "0.35" ?Crosshair offset (3rd Person)?
C camera_thirdPersonFovScale "0.9" Third person field of view
C camera_thirdPersonOffset "-120 0 14" ?
C camera_thirdPersonOffsetAds "-60 -20 4" ?
C camera_thirdPersonOffsetTurretAds "-80 0 14" ?
C cameraShakeRemoteHelo_Angles "0.221 0.15 2" ?
C cameraShakeRemoteHelo_Freqs "31 90 0.5" ?
C cameraShakeRemoteHelo_SpeedRange "2000 5000" ?
C cameraShakeRemoteMissile_Angles "0.05 0.7 0.07" ?
C cameraShakeRemoteMissile_Freqs "42 0.7 100" ?
C cameraShakeRemoteMissile_SpeedRange "1000 4000" ?
C cg_airstrikeKillCamCloseXYDist "24" ?Dist. away during killcam (airstrike)(x,y)?
C cg_airstrikeKillCamCloseZDist "24" ?Dist. away during killcam (airstrike)(z)?
C cg_airstrikeKillCamFarBlur "2" ?Bur items during killcam (airstrike)?
C cg_airstrikeKillCamFarBlurDist "300" ?Dist. away of items to blur (airstrike)?
C cg_airstrikeKillCamFarBlurStart "100" ?
C cg_airstrikeKillCamFov "50" ?Airstrike killcam field of view?
C cg_airstrikeKillCamNearBlur "4" ?
C cg_airstrikeKillCamNearBlurEnd "100" ?
C cg_airstrikeKillCamNearBlurStart "0" ?
A cg_blood "1" Blood On/Off
A cg_brass "1" Ejected bullet casings On/Off
C cg_centertime "5" ?
A cg_chatHeight "4" ?
A cg_chatTime "12000" ?
C cg_chatWithOtherTeams "0" Chat with other teams On/Off
A cg_connectionIconSize "0" ?
C cg_constantSizeHeadIcons "0" ?
C cg_crosshairAlpha "1" This will make your crosshair appear and disappear. Use this to Turn off Crosshair.
C cg_crosshairAlphaMin "0.5" This is the amount that the crosshair appears on the screen. The transparency
C cg_crosshairDynamic "0" This will keep the crosshair the same size regardless of what you are doing.
C cg_crosshairEnemyColor "1" Crosshairs turn red on enemy On/Of
C cg_crosshairVerticalOffset "0" Crosshair position (up/down)
C cg_cullBulletAngle "50" ?Max bullet angle while hip firing?
C cg_cullBullets "1" ?Bullets On/Off?
A cg_cursorHints "4" ?
C cg_deadChatWithDead "0" Talk with dead while your dead
C cg_deadChatWithTeam "0" Talk with team(living) while you're dead?
C cg_deadHearAllLiving "0" Dead hear(living)
C cg_deadHearTeamLiving "0" Dead hear team(living)
C cg_debug_overlay_viewport "0" ?
C cg_debugevents "-1" ?
C cg_debugInfoCornerOffset "0 -30" ?
C cg_debugposition "0" ?
A cg_descriptiveText "1" ?
C cg_dobjdump "-1" ?
C cg_draw2D "1" ?2D view/objects On/Off?
A cg_drawBreathHint "1" 'Click (RS) to hold breath' On/Off
C cg_drawCrosshair "1" Crosshair On/Off
C cg_drawCrosshairNames "1" Names show when crosshair is on
cg_drawCrosshairNamesPosX "300" ?Name pos. when crosshair is on (X)?
cg_drawCrosshairNamesPosY "180" ?Name pos. when crosshair is on (Y)
C cg_drawDamageDirection "1" Show damage direction On/Off
C cg_drawDamageFlash "0" Show damage(flashbang) direction On/Off
cg_drawFPS "Off" (F)rames (P)er (S)econd Counter On/Off as well as Show you Who the host of the lobby is.
A cg_drawFPSLabels "1" FPS Labels On/Off
C cg_drawFriendlyNames "1" This will Show the Names of the People on your Team. on/off
C cg_drawGun "1" Show gun On/Off
C cg_drawHealth "0" Show health On/Off
A cg_drawMantleHint "1" ?
C cg_drawMaterial "Off" Draw 'material(?)' On/Off
cg_drawpaused "1" ?
cg_drawScriptUsage "0" ?Show what scripts are being used On/Off?
C cg_drawShellshock "1" ?Show explosive damage On/Off?
A cg_drawSnapshot "0" ?Draw snapshot (pic?)?
C cg_drawSplatter "0" Show blood splatter (from headshot)
C cg_drawSplatterTest "0" ?
A cg_drawStatsSource "0" ?
cg_drawTalk "ALL" This will show Who Is talking in a lobby. Speaker Icon that lights up when a Player is talking into there Headset.
C cg_drawThroughWalls "0" This will show you The Names of the Targets Through Walls. (This is not the RED Square)
A cg_drawTurretCrosshair "1" Crosshair for turret On/Off
A cg_drawViewpos "0" View position (Radar?) On/Off
C cg_dumpAnims "-1" ?
C cg_enemyNameFadeIn "250" This is the Distance that you can see the Enemies Names From. Use This with Above "cg_drawThroughWalls" For MAX EFFECT
C cg_enemyNameFadeOut "250" This is the Distance that the Names of the enemies will fadeout. Setting This to 999999 for Max Effect
cg_errordecay "100" ?
C cg_everyoneHearsEveryone "0" Everyone can hear (not talk to) everyone else
C cg_explosiveKillCamBackDist "35" Dist. away from explosive (in-air during killcam)
C cg_explosiveKillCamGroundBackDist "30" Dist. away from explosive (on ground in killcam)
C cg_explosiveKillCamGroundUpDist "15" Dist. above explosive on ground during killcam
C cg_explosiveKillCamStopDecelDist "100" ?
C cg_explosiveKillCamStopDist "350" ?
C cg_explosiveKillCamUpDist "5" ?
C cg_explosiveKillCamWallOutDist "10" ?
C cg_explosiveKillCamWallSideDist "30" ?
C cg_flashbangNameFadeIn "1000" ?
C cg_flashbangNameFadeOut "50" ?
C cg_footsteps "1" Footstep sounds On/Off
C cg_fov "65" Field of view
C cg_fovMin "1" ?Field of view min.?
C cg_fovScale "1" ?Field of view scale?
C cg_friendlyNameFadeIn "0" This is the Same thing as the enemy Names but With your Team mates. Distance That the names will fade in
C cg_friendlyNameFadeOut "1500" And the Distance that the Names Will fade out.
A cg_gameBoldMessageWidth "390" Message (bold) width
A cg_gameMessageWidth "455" Message width
C cg_gun_x "0" Gun aim offset (X)
C cg_gun_y "0" Gun aim offset (Y)
C cg_gun_z "0" Gun aim offset (Z)
A cg_headIconMinScreenRadius "0.015" ?Headshot icon size?
C cg_heliKillCamFarBlur "2" ?Blur during killcam (heli)?
C cg_heliKillCamFarBlurDist "300" ?Dist. away of items to blur (heli)?
C cg_heliKillCamFarBlurStart "100" ?Min. dist. to star burring (heli)?
C cg_heliKillCamFov "15" ?Field of view during killcam (heli)?
C cg_heliKillCamNearBlur "4" ?
C cg_heliKillCamNearBlurEnd "100" ?
C cg_heliKillCamNearBlurStart "0" ?
A cg_hintFadeTime "100" Fade time of hints
A cg_hudChatIntermissionPosition "5 110" ?
A cg_hudChatPosition "5 200" GT location when talking (X,Y)
A cg_hudDamageIconHeight "64" Damage icon scale (up/down)
A cg_hudDamageIconInScope "0" Damage icon scale while scoped
A cg_hudDamageIconOffset "128" Damage icon offset
A cg_hudDamageIconTime "6000" ?
A cg_hudDamageIconWidth "128" Damage icon scale (left/right)
A cg_hudGrenadeIconEnabledFlash "0" ?Killed by flash icon On/Off?
A cg_hudGrenadeIconHeight "25" Icon (^) scale (up/down)
A cg_hudGrenadeIconInScope "0" Show icon (^) in scope On/Off
A cg_hudGrenadeIconMaxHeight "104" ?Grenade icon max height?
C cg_hudGrenadeIconMaxRangeFlash "500" Max range flash (damage or throwing)
C cg_hudGrenadeIconMaxRangeFrag "250" Max range frag (damage or throwing)
A cg_hudGrenadeIconOffset "50" Grenade icon offset (frag?)
A cg_hudGrenadeIconWidth "25" Icon (^) scale (left/right)
A cg_hudGrenadePointerHeight "12" Grenade danger indicator arrow height
A cg_hudGrenadePointerPivot "12 27" Grenade danger indicator pivot location
cg_hudGrenadePointerPulseFreq "1.7" Grenade danger indicator pulse frequency
cg_hudGrenadePointerPulseMax "1.85" Pulse max number
cg_hudGrenadePointerPulseMin "0.3" Pulse min. number
A cg_hudGrenadePointerWidth "25" Grenade danger indicator arrow width
cg_hudlegacysplitscreenscale "2" ?
cg_hudMapBorderWidth "2" Width of the border of map (HUD)
cg_hudMapFriendlyHeight "15" Friendly arrow height
cg_hudMapFriendlyWidth "15" Friendly arrow width
cg_hudMapPlayerHeight "20" Player arrow height
cg_hudMapPlayerWidth "20" Player arrow width
C cg_hudMapRadarLineThickness "0.15" Thickness of UAV line
cg_hudObjectiveTextScale "0.3" Thickness of objective text
A cg_hudProneY "-160" ?
A cg_hudSayPosition "5 175" Location of Stance Indicator on HUD
cg_hudsplitscreencompassscale "1.5" Scale of compass in splitscreen
cg_hudsplitscreenstancescale "2" Scale of Stance-Indicator in splitscreen
cg_hudStanceFlash "1 1 1 1" ?
A cg_hudStanceHintPrints "0" ?
A cg_hudVotePosition "5 220" ?
A cg_invalidCmdHintBlinkInterval "600" 'Invalid Command' pulse frequency
A cg_invalidCmdHintDuration "1800" 'Invalid Command' display time
C cg_javelinKillCamCloseZDist "128" Javelin killcam dist. (Z)
C cg_javelinKillCamDownDist "150" Javelin killcam dist. (down)
C cg_javelinKillCamFov "60" Javelin killcam field of view
C cg_javelinKillCamLookLerpDist "3000" ?
C cg_javelinKillCamPassDist "50" ?
C cg_javelinKillCamPassTime "5" ?
C cg_javelinKillCamUpDist "200" Javelin killcam dist. (up)
C cg_killCamDefaultLerpTime "300" ?
C cg_killCamTurretLerpTime "900" ?
A cg_laserlight "1" Laser On/Off
C cg_levelReverbDryLevel "0.9" ?
C cg_levelReverbEnabled "1" ?
C cg_levelReverbRoomType "city" ?
C cg_levelReverbWetLevel "0.15" ?
A cg_mapLocationselectionCursorSpeed "0.6" ?
A cg_marks_ents_player_only "0" ?
C cg_minCullBulletDist "128" ?min. 'Longshot' dist.?
cg_nopredict "0" This Seems to Turn off A "lag" predict on the game Engine. This will make your controls lag with anything over 50 or so ping.
C cg_overheadIconSize "0.7" This is the Size of the Icon that you get from prestige that hovers over all the targets and Team mates. Setting too big is no good Winky Winky
C cg_overheadNamesFarDist "1024" Overhead name dist. to trigger 'far scale'
C cg_overheadNamesFarScale "0.75" Overhead name scale far away
C cg_overheadNamesFont "2" Overhead name font
C cg_overheadNamesGlow "0 0 0 1" Overhead name glow scale
C cg_overheadNamesMaxDist "10000" Max dist. to show overhead names
C cg_overheadNamesNearDist "256" Overhead name dist. to trigger 'near scale'
C cg_overheadNamesSize "0.5" Overhead name size
C cg_overheadRankSize "0.5" Overhead Rank size
C cg_overheadTitlesFont "2" Title font
C cg_overheadTitleSize "0.5" Title size
U A cg_predictItems "1" ?___________ On/Off
cg_predictItemsDuration "5" ?
C cg_remoteMissileKillCamBackDist "300" Predator killcam dist. (behind)
C cg_remoteMissileKillCamUpDist "60" Predator killcam dist. (up)
C cg_rocketKillCamBackDist "70" Rocket killcam dist. (behind)
C cg_rocketKillCamUpDist "10" Rocket killcam dist. (up)
cg_scoreboardBannerHeight "35" Scoreboard banner height
cg_scoreboardFont "0" Scoreboard font
cg_scoreboardHeaderFontScale "0.35" Scoreboard header text size
cg_scoreboardHeight "435" Overall scoreboard height
cg_scoreboardItemHeight "18" Scoreboard item(player?) height
cg_scoreboardMyColor "1 0.8 0.4 1" Scoreboard player color
cg_scoreboardPingGraph "1" Scoreboard ping 'bars' On/Off
cg_scoreboardPingHeight "0.7" Scoreboard ping 'bars' height
cg_scoreboardPingText "0" Scoreboard ping 'bars' text On/Off
cg_scoreboardPingWidth "0.036" Scoreboard ping 'bars' width
cg_scoreboardRankFontScale "0.25" Scoreboard rank text size
cg_scoreboardScrollStep "3" ?
cg_scoreboardTextOffset "0.5" Scoreboard text offset
cg_scoreboardWidth "500" Scoreboard width
A cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961" ?Empty color?
A cg_ScoresPing_HighColor "0.8 0 0 1" 4 Bar color
A cg_ScoresPing_Interval "100" ?
A cg_ScoresPing_LowColor "0 0.74902 0 1" 1 Bar color
A cg_ScoresPing_MaxBars "4" Max amount of bars
A cg_ScoresPing_MedColor "0.8 0.8 0 1" 2&3 bar colors
A cg_scriptIconSize "0" ?
cg_showmiss "0" ?
A cg_splatterHitAlpha "1" Blood splatter (from damage) On/Off
A cg_splatterHitFadeInTime "0.05" Blood splatter fade-in time
A cg_splatterHitFadeOutTime "0.1" Blood splatter Fade-out time
A cg_splatterHitFullInTime "0" ?
A cg_splatterHitInnerAngle "15" Blood splatter inner angle
A cg_splatterHitInnerRadius "0" Blood splatter inner radius
C cg_splatterHitOntoScreen "0" ?
A cg_splatterHitOuterAngle "30" Blood splatter outer angle
A cg_splatterHitOuterRadius "0.6" Blood splatter outer radius
A cg_splatterTrackAlpha "1" Blood splatter direction arrow On/Off
A cg_splatterTrackFadeInTime "0" ?
A cg_splatterTrackFadeOutTime "0.5" ?
A cg_splatterTrackFullInTime "0.3" ?
C cg_splatterTrackIndependent "1" ?
A cg_splatterTrackInnerAngle "5" ?
A cg_splatterTrackInnerRadius "0.4" ?
C cg_splatterTrackOntoScreen "0" ?
A cg_splatterTrackOuterAngle "20" ?
A cg_splatterTrackOuterRadius "0.6" ?
A cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" Sprint meter(?) color while off
A cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" Sprint meter(?) color while empty
A cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" Sprint meter(?) color while full
A cg_subtitleMinTime "3" ?
A cg_subtitleWidthStandard "520" ?
A cg_subtitleWidthWidescreen "520" ?
A cg_teamChatsOnly "0" Disable Party Chat in gametype On/Off
C cg_thirdPerson "0" Third person On/Off
C cg_thirdPersonAngle "0" Third person angle
C cg_thirdPersonMode "Fixed" Third person mode ONLY
C cg_thirdPersonRange "120" Third person range (gun or vision)
C cg_turretKillCamBackDist "10" Turret killcam dist. (behind)
C cg_turretKillCamFov "50" Turret killcam field of view
C cg_turretKillCamUpDist "10" Turret killcam dist. (up)
C cg_viewVehicleInfluence "1" ?
A cg_viewZSmoothingMax "16" ?
A cg_viewZSmoothingMin "1" ?
A cg_viewZSmoothingTime "0.1" ?
A cg_voiceIconSize "0" Mic. icon size
C cg_watersheeting "1" Watersheeting On/Off
A cg_waterSheeting_brightness "0" Watersheeting brightness
A cg_waterSheeting_contrast "1" Watersheeting contrast
A cg_waterSheeting_darkTint "1 1 1" Watersheeting tint(dark)
A cg_waterSheeting_desaturation "0" Watersheeting desaturation
A cg_waterSheeting_distortionScaleFactor "0.021961 1 0 0" Watersheeting distortion scale
A cg_waterSheeting_enable "0" Watersheeting On/Off
A cg_waterSheeting_fadeDuration "2" Watersheeting fade time
A cg_waterSheeting_lightTint "0.780261 1 1" Watersheeting tint(light)
A cg_waterSheeting_magnitude "0.0655388" Watersheeting magnitude
A cg_waterSheeting_radius "4.44051" Watersheeting radius
cg_weapHitCullAngle "45" ?
cg_weapHitCullEnable "1" ?
A cg_weaponCycleDelay "0" Delay switching weapons
cg_weaponHintsCoD1Style "1" CoD1 style hints On/Off
C cg_weaponVisInterval "4" ?
A cg_youInKillCamSize "6" ?
cl_analog_attack_threshold "0.8" ?
cl_anglespeedkey "1.5" ?
cl_bypassMouseInput "0" ?
cl_connectionAttempts "15" Attemps to connect to game
cl_connectTimeout "120" Connection timeout
cl_demoBackJump "20000" Backwards fly dist. from explosive
cl_demoFastTimescaleSpeed "3" Speed of game
cl_demoForwardJump "4000" Forwards fly dist. from explosive
cl_demoSlowTimescaleSpeed "0.4" Explosive slow-mo speed
cl_dirSelConvergenceTime "0.1" ?
A cl_freelook "1" Spectator On/Off (Part of UFO mode)
cl_freezeDemo "0" ?
cl_hudDrawsBehindUI "1" ?
R cl_ingame "0" ?
A cl_maxpackets "30" Max number of packets
A cl_maxPing "800" Max ping
cl_migrationTimeout "40" Max 'Host Migration' time-out
R cl_motdString "" ?
A cl_mouseAccel "0" ?
cl_nodelta "0" ?
cl_noprint "0" ?
A cl_packetdup "1" ?
R cl_paused "0" ?
A cl_pitchspeed "140" ?
cl_serverStatusResendTime "750" ?
cl_showmouserate "0" ?
cl_shownet "0" ?Show network On/Off?
cl_shownuments "0" ?
cl_showSend "0" ?
cl_showServerCommands "0" ?
cl_showTimeDelta "0" ?
cl_stanceHoldTime "300" ?Ho long you hold (B) to go prone?
cl_timeout "20" ?
U A cl_voice "1" Allow/Show voice On/Off
A cl_yawspeed "140" ?
C clientSideEffects "1" ?Allow infections?
com_animCheck "0" ?
com_cinematicEndInWhite "0" ?Cinematic ending (fade to white)?
R com_errorResolveCommand "" ?
com_filter_output "0" ?
A com_maxfps "85" Max frames per second
com_maxFrameTime "100" ?
A com_recommendedSet "1" ?
com_statmon "0" ?
R C com_timescale "1" Game time speed
compass "1" Compass On/Off
C compassClampIcons "1" ?Compass icons (N,S,E,W)?
compassCoords "740 3590 400" ?
compassECoordCutoff "37" ?
C compassEnemyFootstepEnabled "0" Part of STICKY UAV (On/Off)
C compassEnemyFootstepMaxRange "500" Part of STICKY UAV (Max range)
C compassEnemyFootstepMaxZ "100" Part of STICKY UAV
C compassEnemyFootstepMinSpeed "140" Part of STICKY UAV (Min. speed)
C compassFastRadarUpdateTime "2" Radar update time
compassFriendlyHeight "16" Friendly arrow hieght
compassFriendlyWidth "16" Friendly width
C compassHellfireTargetSpot "0" ?
C compassHideSansObjectivePointer "0" ?
C compassHideVehicles "0" Show vehicles On/Off
C compassMaxRange "2500" Compass max range
compassMinRadius "0.0001" Compass min. radius
compassMinRange "0.0001" Compass min. range
compassObjectiveArrowHeight "20" Objective arrow height
compassObjectiveArrowOffset "2" Objective arrow offset
compassObjectiveArrowRotateDist "5" Objective arrow dist.
compassObjectiveArrowWidth "20" Objective arrow width
compassObjectiveDetailDist "10" Objective detail dist.
compassObjectiveDrawLines "1" ?
compassObjectiveHeight "20" Objective height
compassObjectiveIconHeight "16" Objective icon height
compassObjectiveIconWidth "16" Objective icon width
compassObjectiveMaxHeight "70" Objective max height
compassObjectiveMaxRange "2048" Objective max range
compassObjectiveMinAlpha "1" ?
compassObjectiveMinDistRange "1" ?
compassObjectiveMinHeight "-70" Objective min. height
compassObjectiveNearbyDist "4" Objective nearby dist.
compassObjectiveNumRings "10" ?
compassObjectiveRingSize "80" ?
compassObjectiveRingTime "10000" ?
compassObjectiveTextHeight "18" Objective text height
compassObjectiveTextScale "0.3" Objective text scale
compassObjectiveWidth "20" Objective width
compassPlayerHeight "18.75" ?
compassPlayerWidth "18.75" ?
C compassRadarLineThickness "0.4" ?
C compassRadarPingFadeTime "4" ?
C compassRadarUpdateTime "4" ?
compassRotation "1" Compass rotation On/Off
A compassSize "1" Compass size
C compassSoundPingFadeTime "2" ?
C compassTickertapeStretch "0.5" ?
con_default_console_filter "*" ?
A con_errormessagetime "8" ?
A con_gameMsgWindow0FadeInTime "0.25" ?
A con_gameMsgWindow0FadeOutTime "0.5" ?
AL con_gameMsgWindow0Filter "gamenotify obituary"?
A con_gameMsgWindow0LineCount "4" ?
A con_gameMsgWindow0MsgTime "5" ?
A con_gameMsgWindow0ScrollTime "0.25" ?
A con_gameMsgWindow0SplitscreenScale "1.5" ?
A con_gameMsgWindow1FadeInTime "0.25" ?
A con_gameMsgWindow1FadeOutTime "0.5" ?
AL con_gameMsgWindow1Filter "boldgame" ?
A con_gameMsgWindow1LineCount "1" ?
A con_gameMsgWindow1MsgTime "3" ?
A con_gameMsgWindow1ScrollTime "0.25" ?
A con_gameMsgWindow1SplitscreenScale "1.5" ?
A con_gameMsgWindow2FadeInTime "0.75" ?
A con_gameMsgWindow2FadeOutTime "0.5" ?
AL con_gameMsgWindow2Filter "subtitle" ?
A con_gameMsgWindow2LineCount "7" ?
A con_gameMsgWindow2MsgTime "5" ?
A con_gameMsgWindow2ScrollTime "0.25" ?
A con_gameMsgWindow2SplitscreenScale "1.5" ?
A con_gameMsgWindow3FadeInTime "0.25" ?
A con_gameMsgWindow3FadeOutTime "0.5" ?
AL con_gameMsgWindow3Filter "" ?
A con_gameMsgWindow3LineCount "5" ?
A con_gameMsgWindow3MsgTime "5" ?
A con_gameMsgWindow3ScrollTime "0.25" ?
A con_gameMsgWindow3SplitscreenScale "1.5" ?
A con_inputBoxColor "0.25 0.25 0.2 1" ?
A con_inputHintBoxColor "0.4 0.4 0.35 1" ?
A con_matchPrefixOnly "1" ?
A con_minicon "0" This will Enable the Mini Console on the Screen. Showing you Errors and so on that the Game is doing.
A con_miniconlines "5" This is the amount of lines that will be shown when you enable the Mini console. Above.
A con_minicontime "4" This is the amount of time that the error or messages from the Console stay on the screen.
A con_outputBarColor "1 1 0.95 0.6" ?
A con_outputSliderColor "0.15 0.15 0.1 0.6" ?
A con_outputWindowColor "0.35 0.35 0.3 0.75" ?
con_typewriterColorBase "1 1 1" ?
A con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" Text color for checkpoint
A con_typewriterColorGlowCompleted "0 0.3 0.8 1" Text color for completion
A con_typewriterColorGlowFailed "0.8 0 0 1" Text color for failure
A con_typewriterColorGlowUpdated "0 0.6 0.18 1" Text color for update
A con_typewriterDecayDuration "700" Typewriter text fade-out time
A con_typewriterDecayStartTime "6000" This is the amount of time before The message starts To Fade out.
A con_typewriterPrintSpeed "50" Typewriter write speed. This is the speed at which the message that is Displayed as a type writer is written across the screen.
cpu_speed_12players "3" ?
cpu_speed_18players "6" ?
cpu_speed_8players "2.7" ?
developer "0" Don't know what this is at the moment but seems to Remove Everything from off the screen..
developer_script "0" See above.. more of the same..
didyouknow "@PLATFORM_DYK_IW4_MSG17" ?
drawEntityCount "0" ?
drawEntityCountPos "-55 -180" ?
drawEntityCountSize "32" ?
drawKillcamData "0" Killcam data On/Off
drawKillcamDataPos "-55 -340" Killcam data pos.
drawKillcamDataSize "32" Killcam data size
A drawLagometer "0" Show 'Lagometer' On/Off
drawServerBandwidth "0" Show server bandwidth
drawServerBandwidthPos "-55 -340" Server bandwidth pos.
A dynEnt_active "1" ?
C dynEnt_bulletForce "1000" ?
C dynEnt_damageScale "1" Damage scale (damageXthe value)
C dynEnt_explodeForce "12500" ?
C dynEnt_explodeMaxEnts "20" ?
C dynEnt_explodeMinForce "40" ?
C dynEnt_explodeSpinScale "3" ?
C dynEnt_explodeUpbias "0.5" ?
C dynEnt_explodingBulletForce "3500" ?
C dynEnt_explodingBulletMaxEnts "5" ?
C dynEnt_explodingBulletMinForce "5" ?
C dynEnt_explodingBulletSpinScale "1" ?
C dynEnt_explodingBulletUpbias "0.5" ?
C fixedtime "0" This Will enable a fixed Time on the Server. Meaning it will never move from that time. (pretty much like setting unlimited time in options.)
C FoFIconMaxSize "640" ?
C FoFIconMinSize "30" ?
C FoFIconScale "1.3" ?
C FoFIconSpawnTimeDelay "1" Spawn delay On/Off
C FoFIconSpawnTimeFade "5" Spawn time fade out
C friction "5.5" Friction
I fs_basegame "" ?
I fs_basepath "G:\codmw2" ?
I fs_cdpath "" ?
I fs_copyfiles "0" ?
fs_debug "0" Debug On/Off
S I fs_game "" ?
I fs_homepath "G:\codmw2" ?
LC fs_ignoreLocalized "0" ?
C fx_count "0" ?
fx_cull_elem_draw "1" ?
fx_cull_elem_spawn "1" ?
C fx_debugBolt "0" ?
C fx_draw "1" ?
C fx_drawClouds "1" Clouds On/Off
C fx_enable "1" Effects On/Off
C fx_freeze "0" ?Freeze all effects?
C fx_mark_profile "0" ?
A fx_marks "1" ?
A fx_marks_ents "1" ?
A fx_marks_smodels "1" ?
C fx_profile "0" ?
C fx_profileFilter "" ?
C fx_profileSkip "0" ?
C fx_profileSort "cost" ?
C fx_visMinTraceDist "80" ?
A g_allowvote "1" Allow 'Vote to Skip' On/Off
S L g_gametype "war" ?
g_gravity "800" This is the over all games gravity. meaning When you jump you float.
S g_hardcore "0" Hardcore mode On/Off
g_logsync "2" ?
g_synchronousClients "0" Synchronize players
R gameMode "mp" ?
A glass_angular_vel "5 35" ?
C glass_break "1" Glass breaking On/Off
A glass_debug "0" ?
A glass_edge_angle "5 10" Glass edge angle
A glass_fall_delay "0.2 0.9" Glass delay to fall
A glass_fall_gravity "800" Glass gravity
A glass_fall_ratio "1.5 3" Glass fall ratio
A glass_fringe_maxcoverage "0.2" Max area of left-over glass
A glass_fringe_maxsize "150" Max size of left-over glass
A glass_fx_chance "0.25" ?
A glass_hinge_friction "50" ?
A glass_linear_vel "200 400" ?
A glass_max_pieces_per_frame "100" Glass pieces per frame
A glass_max_shatter_fx_per_frame "6" Max amt. of shattering per frame
A glass_physics_chance "0.15" ?
A glass_physics_maxdist "512" ?
A glass_shard_maxsize "300" Max size for a glass shard
A glass_shattered_scale "48" ?
A glass_trace_interval "100" ?
heli_barrelMaxVelocity "1250" Heli bullet speed
heli_barrelRotation "70" Heli minigun rotation speed
heli_barrelSlowdown "360" Heli minigun slowdown time
R hiDef "1" High-Def On/Off
C hud_bloodOverlayLerpRate "0.3" ?
A hud_deathQuoteFadeTime "1000" ?
A hud_enable "1" Show HUD On/Off
A hud_fade_ammodisplay "0" Ammo counter fade (On/Off?)
C hud_fade_compass "0" Compass fade
A hud_fade_healthbar "2" Healthbar fade
A hud_fade_offhand "0" ?
A hud_fade_sprint "1.7" ?
A hud_fade_stance "1.7" Fade stance indicator
A hud_fadeout_speed "0.1" Fade-out speed
A hud_flash_period_offhand "0.5" ?
A hud_flash_time_offhand "2" ?
A hud_health_pulserate_critical "0.5" Pulse rate (critical)
A hud_health_pulserate_injured "1" Pulse rate (hurt)
A hud_health_startpulse_critical "0.33" Start pulse (critical)
A hud_health_startpulse_injured "1" Start pulse (hurt)
C hudElemPausedBrightness "0.4" ?
AL in_mouse "1" ?
A intro "0" ?Intro On/Off?
iwnet_debug "0" IWnet debug On/Off
iwnet_maxResendTime "120" IWnet max resend time
iwnet_minResendTime "4" IWnet min. resend time
iwnet_searching "1" IWnet search On/Off
iwnet_sessionFullHeartbeat "20000" ?
iwnet_sessionHeartbeat "5000" ?
iwnet_sessions "1" IWnet sessions On/Off
iwnet_xuid "504" ?
C jump_height "39" Jump height. Settings this to 999 Will give you the Super jump Match. (This Does not carry over system link)
C jump_ladderPushVel "128" ?
C jump_slowdownEnable "1" Toggle for Slow Down that happens when you jump over and over and over "bunny hops"


these dumps have been posted multiple times, i posted one with loads new dvars in them and it got removed.
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06-11-2013, 10:39 PM #19
Wuddupx3
Do a barrel roll!
does anyone know the hack code to show all enemy overhead names?

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